bigmit3737 said:
Hey Timedog, since you seem main Ryu, I have a question for you regarding links.
Do you piano the 3xlp, c.mk xx hado?
or the 3x c.lp follwed by sweep.
I seem to have trouble with consistency getting either the c.mk or the sweep.
Thanks.
I'm not sure what you mean by piano. I thought "pianoing" was rolling your fingers across all the punch (or kick) buttons to have a better chance at doing a reversal on wake up, or after block stun in games where reversals are super hard, such as HD Remix.
I don't do any sort of weird stuff to make links easier such as plinking or double tapping. I just try to get the timing down. I learn combo timing by looking at the hit animation of the opponent and learning when to press the next button based off that animation, as well as getting the feel of the button presses down. It's tactile, and visual, but online the visual part goes out the window cause lag messes up my visual timing.
For some reason, I feel like in that second combo, the one highlighted, if you change the last lp into a standing lp it makes the sweep easier to hit. I don't know if this is backed up by frame data, but it's just easier for me that way. Maybe it's a visual thing.
Also, for the first combo with the cr. mk link, learn when to use cr. mp or cr. hp in place of the cr. mk, cause those are both much easier links, but you need to be somewhat close to the opponent for those to hit. If you do 3x cr. lp, it will probably push you too far away to use any link except cr. mk. So I would do 2x cr. lp, then whatever link( cr. mk, cr. mp, or cr. hp ), then the fireball. This will also make your combos do more damage, cause the more powerful link and fireball will have less damage scaling.
Another thing, I would start out the combo with an cr. lk, instead of doing all cr. lp's at first. That way, if the opponent isn't blocking low, they will be hit with the cr. lk, and then eat the rest of the combo.
So here's how the combos would look:
cr. lk > cr. lp >
cr. hp > fireball
(use this one if you're still very close to the opponent after the cr. lk and cr. lp, so you KNOW that the cr. hp will be within range to hit)
cr. lk > cr. lp >
cr. mp > fireball
(use this one if you're a little farther back, not as damaging as cr. hp, but still easier to link than cr. mk)
cr. lk > cr. lp >
cr. mk > fireball
(use this one when you get pushed pretty far back from the opponent by the cr. lk and cr. mp, and you don't know if cr. mp is going to be in range to hit, very hard link so avoid unless you're pushed back kinda far. )
***Just practice in training mode to see at what range what link can be used. A lot of the time I get lazy and play brainlessly and just use cr. mk no matter what the range, but that's not playing smart! Use whichever link is the most advantageous!
Now for the sweep combo:
cr. lk > cr. lp > st. lp > sweep
( I'd still keep 3 light attacks in this combo instead of 2, because this is one you'd want to hit confirm. If you notice them blocking the 3 light attacks DO NOT do the sweep, instead link into cr. mk > fireball. If you end with a sweep a lot of the characters in the game can easily punish you, cause Ryu has a TON of recovery time on his sweep. His sweep, and his cr. hp are some of the slowest recovering hard attacks in the game. )
For the first 3 combos involving a link into fireball I cut out 1 light attack because there is no need to hit confirm. If the opponent blocks the combo he cannot punish you unless you mistime the link. For other combos where the last hit is a highly punishable move, such as a dragon punch, hurricane kick, or sweep, you want to make sure the combo is actually hitting and not being blocked. If they block the first couple light attacks and you still finish off with a highly punishable move, a good opponent will hurt you very badly, possibly with their ultra. 3 light attacks will give you a lot of time to recognize if the combo is hitting or being blocked. As you get better at combos, and hit confirming, you will probably get to the point where you only need the time alotted by 2 light attacks in order to hit confirm. This is preferable because of damage scaling as I mentioned above.
Hopefully this is not too redundant/retarded/obvious.