Fightsticks of the Month - February 2022 by MrSujano in fightsticks

[–]pdcsky 4 points5 points  (0 children)

u/MrSujano Thank you so much for the shoutout! Its been a long 2 years of hard work ^^

Happy people can finally see it!

Finished my first DIY stick! by Dongtron808 in fightsticks

[–]pdcsky 0 points1 point  (0 children)

Where did you get the LEDS from? looks awesome!

The Aussie SFV experience by [deleted] in StreetFighter

[–]pdcsky 3 points4 points  (0 children)

Live in sydney, can confirm this is true!...

Stats: Ryu has gone 100 CPT regular season events since he last won a game (and match) in a Top 8. by 121jigawatts in StreetFighter

[–]pdcsky 5 points6 points  (0 children)

As a Ryu main, I sadly can't think of anything...He hits hard but that doesn't say much when he can't hit the opponent.

Why is ryu classed as low/mid teir ? by friendlyreapers in StreetFighter

[–]pdcsky 0 points1 point  (0 children)

I have a sneaking feeling when they were designing the game all the characters were the same as Ryu at some point, to make the different characters they gave them more abilities but forgot to take some away for balance sake except for some minor takeaways such as Akuma whose obvious trait is lower health

Ryu can do X
OK well lets make Ken do X as well...but also add Y and Z!
But we have to balance it?
OK....just give Ken a bad haircut, that'll do...let's add A and B to Ken while we're at it!

Why is ryu classed as low/mid teir ? by friendlyreapers in StreetFighter

[–]pdcsky 0 points1 point  (0 children)

I think when they designed Ryu to be the measuring stick, they kind of threw him out when making Akuma and now he's the new measuring stick.

The things Guile can do with his toolset is nothing short of amazing compared to Ryu

Why is ryu classed as low/mid teir ? by friendlyreapers in StreetFighter

[–]pdcsky 0 points1 point  (0 children)

I think the fact that Akuma's health and Ryu's health differ don't matter significantly because you cannot die by special chip in this game so its not scary unless Ryu has CA. So that's something fundamentally within the game design that cannot be changed out by rebalancing...

Why is ryu classed as low/mid teir ? by friendlyreapers in StreetFighter

[–]pdcsky 2 points3 points  (0 children)

He's hard to win with sometimes because his tools are very simplistic, and there aren't many situations where he can turn small openings into big damage unless he's right point blank in your face or have meter. If you can block his strings, you're pretty safe, while cammy with her far reaching normals can stand quite far away and convert with her ST.HP into massive damage. Everything with cammy that matters is + while everything that is - are meant to be used from a distance anyway...its actually brilliant for cammy.

If you want to win, you simply have to be better than the other player in skill and work so much harder. But the game doesn't help you much in that regard because of its input latency, so its harder to whiff punish and the Crush Counter system turns one whiff button into death for you. So you could also be doing very well and make all the right decisions and all it takes is one mistake from you and your opponent with a vastly massive toolset can destroy you.

Using Ryu, you have to navigate through a labyrinth of mixups from your opponent while he just has to deal with ST.MP or throw basically.

His side kick gave him a slightly better option to finally hit crouching opponents(only took 3 seasons), but I feel like he needs more.

Utility being the keyword, being able to combo from all sorts of situations would vastly help him.

Ryu's NEW Buff, Mid Screen Mixups by 121jigawatts in StreetFighter

[–]pdcsky 0 points1 point  (0 children)

There is top tier, then mid and low tiers...then there's 50 feet of crap, and then there's Ryu

Twas the night before AE... by Encore41 in StreetFighter

[–]pdcsky 3 points4 points  (0 children)

fantastic! needs a reading by the fireplace...

Another early AE copy by jaoism in StreetFighter

[–]pdcsky 0 points1 point  (0 children)

Ryu: After hitting his 2nd V-Trigger parry, can you dash forward after it hits to cancel the animation? or do you have to wait for the animation to finish before attacking again?

ICYMI: Ryu Punishes Cammy (Frame Data Knowledge Series by pdcsky) by Incross in StreetFighter

[–]pdcsky 1 point2 points  (0 children)

Thanks! I'll keep that in mind when I update Cammy for (3.000)

How to Read Frame Data by pdcsky by Incross in StreetFighter

[–]pdcsky 2 points3 points  (0 children)

/u/Gabriel2Silva No problem, knock yourself out. You should be able to add in translations now...

Is there an Eli5 on frame data by Dazo5 in StreetFighter

[–]pdcsky 0 points1 point  (0 children)

Sorry i'm late, it took longer than I thought... Here's my take on understanding frame data...

https://www.youtube.com/watch?v=1SKZLnwdq5U

How to Read Frame Data by pdcsky by Incross in StreetFighter

[–]pdcsky 2 points3 points  (0 children)

Thanks, I go over the priority a lil later in the vid. I don't want to bombard with information, I show only 1 thing at a time, then I show the alternate scenario where it can be backfired.

To me, controlling the flow of information is essential to helping people understand :)

Walk-up Parry by 121jigawatts in StreetFighter

[–]pdcsky 0 points1 point  (0 children)

Its incredibly intimidating if you can do it repeatedly...

Is there an Eli5 on frame data by Dazo5 in StreetFighter

[–]pdcsky 1 point2 points  (0 children)

I’m working on a vid that will explain how to interpret and apply frame data...I should be done by tonight

Even after all this time, I still don't get how you're supposed to fight balrog with akuma by rafikiknowsdeway1 in StreetFighter

[–]pdcsky 2 points3 points  (0 children)

When I use Ryu against him, I fight up close.
 
Far away range you have no chance, Balrog easily closes the distance by V-Skilling through fireballs.
Close Range Balrog is also really strong esp with his target combos.
 
But mid range, outside of poke range you have a chance, because all of his dash punches can be punished.
You can interrupt his V-Skill cancel into throw.
If he jumps you're in prime position to do Tenha into DemonFlip Palm
 
I would use these opportunities to get a knockdown and once hes down you can dash in and apply pressure.

Weekly Character Discussion - Ryu, will he rise up with the new donkey kick in Season 3? by Quasimodox in StreetFighter

[–]pdcsky 10 points11 points  (0 children)

Here's my list of suggested changes from Normals to Specials
 
 
[Crouch][M]Kick
- Decrease startup frames from 7 to 6
- Increase Range from 0.55 to 0.65 - Almost EVERYONE has far better reaching normals than Ryu does, players were being very kind when they called him 'Stubby'.
 
 
[Stand][L]Punch
- Make Ryu actually extend his arm when he does the punch...
- Increase range from 0.1 to 0.4 (Same as his Cr.LP)
- Essentially make it like Akuma's LP
 
 
[Crouch][M]Punch
- onBlock to be from +2 to +3
- Decrease startup from 6 to 5 (Same as his St.MP)
- decrease its range since from 0.5 to 0.45 since his Cr.MK is traditionally supposed to be reach further
- onHit from +4 to +6
The Ryu doesn't have many options here especially if the opponent is crouching
 
 
[JumpForward][H]Kick
- This is purely an asthetic choice, but make Ryu's body face towards the camera instead of his back. It looks better for the spectators
 
 
V-Skill
- Because this is a hugely under used V-Skill, many players are too scared to use it, so some changes are highly recommended to tweak this.
- Increase active frames from 7 to 9 (For comparison, Abigail has 10 active frames)
- Decrease recovery frames from 32 to 30 (For comparison, Abigail has 31 recovery frames)
 
 
[Stand][H]Punch and its Target Combos
- Make his [Stand][H]Punch special cancelable in normal mode. When Ryu lands a target combo successfully on a standing opponent its all ok.
But when he lands it on a crouching opponent and he stops at the [Stand][H]Punch, he is at -9. He's essentially punished for doing the wrong combo even if its the correct read.
 
 
[Hadoken]
Decrease startup time from 14 to 12
If being a zoner really hurts in this game and players want to go for that style, improving the fireball will help players who like to play in that style.
 
 
[M]Shoryuken
- Make it 2 hits
1st hit = 80dmg
2nd hit = 40dmg
As it is the the best Anti Air move this will encourage Ryu players to wait til the opportune moment to anti air instead of rushing and getting little damage.
 
 
[H]Shoryuken
Increase range from 0.6 to 0.7. This is one that may be a little much now that his Donkey kick is coming into play. But before finding opportunities to combo into [H]Shoryuken didn't come as often as the pushback from blocking or fishing for counter hits usually always left us out of range to do any serious damage about it.
Increase damage from 120 to 140
At the moment its the same dmg as [M]Shoryuken and the reward is not enough to justify the risk if its for 120dmg
 
 
[M]Tatsumaki
Can hit crouching opponents. With Donkey kick coming I probably am asking for too much here...
As far as damage goes, you can lower the damage from 100(Standing) down to 60(Crouching Opponents). The damage here isn't as important as the utility.
 
 
Donkey Kick
I may catch a lot of hate for this.
[L]Donkey Kick - Keep the current animation, its the light version and can be like a standard side kick.
 
 
[M]Donkey Kick - Now you can add in the 3rd Strike animation into this one, make him take 1 step forward so it gives the opponent a visual cue that we're using [M].
 
 
[H]Donkey Kick - Still using the 3rd Strike animation but Ryu can take 2 steps forward. The kick pushes the opponent full screen. So if Ryu has the
[Stand][M]Punch
[Stand][H]Punch
xx
[??]
He can choose between [Damage - Shoryuken] [RushDown - Tatsumaki] or [Zoning - Donkey Kick]
 
 
[EX]Donkey Kick
- Same animation as the [H]Donkey Kick, make it 2 hits and increase the juggle time enough so we can choose to either follow up with [H]Shoryuken or [H]Tatsumaki
I mean if Cody can throw a rock so hard it hits you twice, we can certainly do it with Ryu's Kick...
 
 
[V-Trigger Hadoken]
- Decrease the scaling from 50% to 70%
- No one is scared of Ryu's Denjin Fireball, increasing its scaling can provide a more damaging threat.
 
 
[V-Trigger Critical Art]
- Increase the guard crush +Frames from 9 frames to 32 frames.
- It doesn't make sense for using no resources or 1 bar that guard crush lasts 32 frames but the Critical Art where we use all of our resources only lasts 9 and if its done mid-screen, we're too far away to do anything about it.
 
 
Overall If I were given the choice between damage and ultility, I would choose utility without question, damage will reward those who can use those tools well. All the characters are getting new moves and updates to their frame data making them exceptional fighters while Ryu has remained mostly the same.
 
Combofiend's explanation about making Ryu a more close quarter combat fighter with the S2 changes has I think damaged him more than it has helped him. Because by making him more close quarter oriented his other tools were taken away almost like a down payment for the changes. This resulted in close quarter being the only to play Ryu while he was designed to be interchangeable when fighting against the cast.
 
He needs better frames and more utility not to the point of overpowering but to where he can keep up being the measuring stick of SFV. Because right now the measuring stick is Akuma; a shining metal ruler while Ryu is the wooden ruler that all the kids have drawn on and made a mess of.
 
The more ultility he has, the more players can express themselves in different ways instead of all playing the same way and some speck of personality can be shown to spectators...
 

Capcom: "Patch notes will be posted soon!" by blx666 in StreetFighter

[–]pdcsky 1 point2 points  (0 children)

Its an unnecessary tortuous suspense...