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- Newsgroups: alt.games.sf2
- Path: sparky!uunet!pipex!bnr.co.uk!bnrgate!nott!torn!cs.utexas.edu!uwm.edu!ux1.cso.uiuc.edu!news.cso.uiuc.edu!uxa.cso.uiuc.edu!el27166
- From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
- Subject: Re: Ryu -- Stuck in a corner...
- References: <1eaih3INNfnr@gap.caltech.edu>
- Message-ID: <BxvFv4.5wu@news.cso.uiuc.edu>
- Sender: usenet@news.cso.uiuc.edu (Net Noise owner)
- Organization: University of Illinois at Urbana
- Date: Tue, 17 Nov 1992 17:42:38 GMT
- Lines: 64
-
- johnjohn@cco.caltech.edu (John White) writes:
-
- >Whenever I play Ryu against another Ryu/Ken, I seem to get pushed back into
- >a corner. And of course, I have a severe problem then:
-
- >They freeze me in the corner with fireballs, and DP everytime I try to jump
- >out or over. Also, everytime I fireball back, they'll just jump in and
- >combo me... Then the cycle starts over. Am I an idiot? How do I get out of
- >this?
-
- Well, then don't always fireball back. When you're supposed to fireball,
- do nothing. Or better yet, make the fireball motion but don't hit the
- button. If your opponent jumps in then DP him.
-
- If he doesn't jump in, throw a fireball after a few random moments.
- From the fireball trap distance, Ken or Ryu cannot jump in on Ryu without
- getting DP-ed. What I mean is, if Ken or Ryu jump in on pure reflex,
- after you throw a fireball, it's too late. They'll get DP-ed. Learn
- the DP. It's important.
-
- Waiting is important in SF2. If you do everything immediately when you're
- able to, the opponent has a much easier time of anticipating what you
- will do. If you sometimes do it and sometimes not, then it makes things
- harder for your opponent.
-
- >I know I shouldn't be back in that corner, but the same story applies
- >outside: they'll fireball, and I'll have to jump, or block and get pushed
- >back into the corner. If I fireball block, they jump in and combo. If I
- >block, I get pushed back into the corner...
-
- If you're too close to jump in without getting DPed, then jump straight
- up over the fireball.
-
- If you're very close, it's worth it to hurricane kick and trade damage
- with fireballing Ken/Ryu's. Sometimes, you can even hurricane kick
- completely over fast or medium speed fireballs. You can also do this
- at other times, but it's not as advantageous for you. If you're not
- comfortable with this, you can footsweep Ken/Ryu as they fireball.
- I can usually knock Ken down with a footsweep before his fireball comes
- out, by pure reflex. You trade damage with Ryu, though.
-
- >Any suggestion?
-
- If they're fireballing that much, you should be jumping in with a few
- combos of your own. The hard part is that you must jump in BEFORE Ryu
- starts his fireball. That means anticipating when he'll throw one.
- This is really hard if you're playing any decent Ryu. But if they think
- you suck, chances are they'll throw more fireballs than they usually
- do. Teach them to respect you! Learn some combos and get in on Ryu!
-
- >John White
-
- IMO, a good fireball trap is more devastating than any jab jab throw
- type cheap move. I find getting out of jab-throw type moves easier
- than getting out of fireball traps. Ryu's fireball traps are especially
- devastating against Guile. I've played many matches where Guile is
- about to win, but I manage to throw or get him into the corner somehow.
- Rather than going in and doing jab jab throws, I sit back and win the
- round with evil fireball traps. It's annoying, but it's fair since
- Guile has his own little traps.
-
- --
- Eu-Ming Lee (aka CyberGeek) el27166@uxa.cso.uiuc.edu
- Guys with long sigs are just trying to compensate for something...
-