Ryu using DP > FADC > Ultra 1 was so ubiquitous its used as the finisher to Ken & Ryu's Super attack in Project cross Zone. Check it out. Its rather neat.
I feel like the whole point of the u2 was for newer players to have a cool ultra for Ryu that did a lot of damage if they hadn't learned how to FADC yet. We all know they were always trying to hit this ultra on wake up lol.
@@Bafael I'm sorry if I am a bit late, but I think I know how Ryu's U2 can be improved. Please provide feedback to the changes I describe here: 1) Allow for midair connects into cinematic Ultra 2 as long as the first hit lands. This would allow him to combo Super into (cinematic) Ultra 2 on cornered opponents. -2) Reduce the startup to 4 frames, making it on par with the fastest Ultras in the game. This, along with the previous change, allows him to combo Super into (cinematic) Ultra 2 on cornered opponents.- 2) Increase the damage so that it does at least 50%+ damage to any character. This might be a tad bit overkill, but this and the previous changes ties into the major change. 3) Holding 3 kicks upon activation will not perform the attack immediately, but will instead initiate a parry much like his VT2 parry in SFV. It can parry basically anything that's not a (command) throw or a projectile. If a hit is successfully parried, Ryu will retaliate with a version much like the cinematic version, but this version comes out on frame 1 and has complete invincibility, meaning that he only needs to parry one hit of a multi-hit attack (e.g. E. Honda's slaps) for the counterattack to activate. As a result, this gives him a pseudo-counter Ultra that does more than half-health to any character if properly executed. (Grapplers and Low-HP characters beware!) Naturally, releasing 3 kicks prematurely will have Ryu perform the attack, allowing him to do things like DP > EX FADC > (hold) U2. Overall, this would fully round out Ryu's kit, giving Ryu two Ultras that serve different niches to match with other characters. Both can end combos decently well. However, U1 gives him a projectile that: a) can be used way more consistently for ending combos, and b) doesn't require as much meter investment to use, while U2 gives him a much more powerful option that: a) serves as an anti-air and as well as a counter, making U2 a rare occasion of a non-command throw Ultra that may be worth using raw.
@@rleften5788 I’m not sure if a meaty crouch strong on the opponent’s wakeup gives enough plus frame for a link to Metsu Shoryuken. Even the counter hit link I mentioned is a one frame link unfortunately.
@@deadfr0g You can since ultra motions have the highest priority. For Metsu Shoryuken, the input should be 2x qcf KKK plinked into whatever button you want because KKK has the highest priority over all other normals.
@@deadfr0g There's no reason whatsoever to plink an ultra input because of negative edge. You get two frames to land the ultra by just tapping the button instead of holding it down.
Basically the reason why metsu shoryu is bad. Every place you can put it, you can put a normal shoryu into ultra 1 there, and you miss out on other combos.
And you might *maybe* get a tiny bit more damage if you're lucky in some of the places you can put it compared to Ultra 1. Basically, Ultra 2 is your scrub killer Ultra. It's the Ultra you pick when you just think your opponent might fuck up.
@@THENAMEISQUICKMAN this is true. I never used it much when I played sf4 regularly but now I only find myself playing it in the arcade with random people. its a lot easier to use than fadc ultra 1 for me since I'm always out of practice when I play and I play on pad not stick.
Which ended up being the exact dilemma that he explained in his Blue Nocturne video (anything you can do with SA3, you can do with SA2 along with anything else SA2 was good at anyway).
I think Ryu, A character known for very little change, fits having only one real Ultra. But the second Ultra definitely feels like a "I don't need Ultra 1 to beat you, you're predictable" kind of thing
@@tammid8423ryu canonically didnt learn denjin, shin shoryuken, or donkey kick until after sf4. its implied that gouken taught them to him in the time between 4 and 5, as you can see gouken use all 3 in sf4 (donkey kick is his focus animation) it wouldve been nice if he had a setup ultra 2 tho
@@steelpython6634 Honestly, I don't even play usfiv online, because I'm trash. But I watch his videos because after a day of getting bodied in both Calc II and League, baf's voice and chill demeanor really calms me down c: (I don't know why I'm even commenting lol)
Funnily enough, the reason this is bad still hasn’t stopped Capcom from making the same mistake lol. Plenty of VT and VS 2’s in V are very clearly afterthoughts, with the character being designed around having the 1st one be core to their kit. I mean, hell, even in 3S there are so many cases where one super is heads and shoulders above the rest, seems Capcom has had trouble making picking super moves balanced for quite a while lol
@@kyshowman6847 Twelve is just an aspect of 3S having quite bad balance, not Capcom being very bad at balancing a character's supers against each other
@@Nihiliste- Seems like you have some weird vendetta against games where zoning isn’t good (Isn’t 3S Chun like the best character in the game and the one who plays keepaway anyway) that you need to sort out yourself
I would like to suggest two characters that are at opposite ends of the spectrum of balance. 1. The GOOD broken one: Street Fighter Alpha 2 Rose. 2. The BAD broken one: Street Fighter Alpha 3 R.Mika.
I really love these series and videos man. I'm a fighting game noob but been playing casually with friends for 15 years now. Your explanations really help me the nuances of these balance problems.
Last SF I played was Alpha 3 on my ps1 more than a decade ago, and I still follow this kind of content... while I can't fully appreciate the video, all I can say is good job
I always thought evil ryus ultra 2 had the coolest animation in the game. The way hw opens his hand while in the air and gathers energy and then just smashes into the opponent. And the the purple energy explosion that follows his arm is awesome
What’s funny to me is that this is a 30 minute video of a whole bunch of things that I won’t understand but I continue to watch anyways I don’t know what your voice is made out of but it’s doing something right
Great video. You analyzed the problems with Ultra 2 so well, I wish the developers would comment and explain their decisions. I understand making the animated version of ultra 2 difficult to land, but why not make the non animated versions do decent damage so it's at least more viable.
Just want to say what a great series this is, and focusing on a move in paticular is a great idea for more topics rather than a whole character that overall is fine.
Problem is if you can hit anyone with it once they'll NEVER fall for it again. Plus you can still use Ultra 1 that way too, just with a regular Shoryuken.
For the short time I played USF4, Ryu's Ultra was my personal go to. Not for meta uses or anything like that, but because it was so satisfying to patiently wait out an opponents attack and when they think they can catch me with their melee Ultras, I catch them with MS. I think Balrog was my prefered opponent because unless they were experienced players, I could easily see the Ultra coming and whip out my U2 for the win.
I've seen this video 5 times now and it's always interesting because there's always something I don't remember. Maybe it has to do with me being stoned out of my gourd every time I watch it.
Thanks for all of the effort you put into these, Baf. By the time I'd started getting into the FGC, USF4 was on it's way out as SFV was releasing. Watching matches from back then is great, but the way you provide information and context is an under-represented but no less important piece of cataloguing the history. It does a lot of work helping newer people like me appreciate and understand what came before, I think. Can't wait for the next project you put out!
Back in school when we played usf4 we didn't play as competitively. It was simply who could block better have enough pressure and know just when to time the ultra and super for punish. Rarely could we actually combo into stuff. That being said one of the main way I fought was by timing the start of my ultra after another executed his. Basically it always went like they executed their move first and I'd use ultra 2 to knock them back. It was always cool when you can smash them like that
7:43 ok, that tatsu flying straight towards the barraged opponent as it deals the finishing blow actually goes really hard. Would make cool for a CA of some shoto’s in SF6
The only thing you missed was Ryu cl.HK comboing into red focus. Combined with the fact that counterhit cr.MP can combo into cl.HK (or function as a frametrap), this gives Ryu a quite damaging combo opportunity. Not that this makes U2 much better, sadly.
If Ryu's Ultra 2 had the same hit properties as Gouken's Ultra 1 he would've been top tier...just imagine Ryu with Gouken's Ultra 1...as far as juggling goes and the FADC Cancel
@@MechaGCapcom designs street fighter games around what the previous game did wrong, sf3 parries were a big complaint at the time and turned off a lot of players, so that's why sf4 parries are mostly all hot garbage, and why it's more similar to sf2
Afaik It's purpose is to discourage mixups on your wakeup. So Viper burn kick, Fuerte splashes, Deejay (LOL) vortex. Similar how if you have an anti-fireball ultra stocked, you may never use it, but it might change how your opponent plays to your advantage
Great video as always Bafael! Can't wait for the next Bad Balance! These are so interesting to watch! I'm a Street Fighter fan first and foremost, but I would even watch this on Tekken or some other games and be fascinated. Hope you are staying happy and healthy. Have a great week.
Love your videos dude, i've been trying to learn sf4, and you're one of the last content creators who still talk about it, and very thoroughly at that.
You know, it kinda made sense as to why Ryu's always like middle of the road tier-wise. Ain't he supposed to be like a starter character for new players?
So basically Metsu Shoryuken is if you are going for style. I guess because it is a cinematic super, having it be less useful means it gets used less often - making it more exciting when it happens. Though admittedly, it is probably one of the most hype finishing moves to a match - particularly in a comeback or if it manages to be used in or as a counter.
Question (partially related); maybe it's just me, but I feel Ryu's supers in 3rd strike were a lot more viable. SA1 was the most picked, followed by SA3 then SA2. Which was weird in a game that saw most characters only ever having one good super and the rest are crap by comparison. Could you do a video on third strike Ryu's SA options?
6:04 He can also mid screen solar plexus > cl.mk x ex fb > U1 against 28/44 characters. Unfortunately it doesn't work on most of the high tiers which is kind of emblematic of Ryu's place at the low-high/high-mid tier
Will you be making any Bad Balance videos on SFV? I'd really enjoy seeing one on how terrible an idea it is for Vega to lose an entire stance at low health. FANG would also be a pretty obvious video, but seeing you delve into it in such detail would still be satisfying nonetheless.
I never actually seen Metsu Shoryuken so my thought process going into this video is that it was basically a worse version of Gouken's Metsu Shoruken. I'm kinda surprised it's much worse and that the few instances where it's actually kinda cool doesn't even matter. Also i'm surprised that no effort was made to made MetsuShoryu competitive.
Ryu can also confirm into ultra 2 by doing close hard kick and then red focus attack cancel on the second hit. It's only really usable as throw/hit mixup on wake up or a blocked jump attack but it is easy to confirm.
Yes. Loving new content for SF4!!!! i miss sf4 so much and wish more people still played. Rys U1 is also arguably the best in the game. (Under healing) Its SOOO EASY to land and works off of defensive reversal DP fadc, offensive mid screen w stmk ex fireball (which like no other character except sakura have a 3-4 frame normal to ex move to ultra mid screen) and it has amazing corner utility and damage too. He just has so many scenarios and viable ways to land it with little effort. Its always a constant threat as long as he has one bar. Since he also WANTS tou to be far away from him, no matter when you choose to land the ultra, its optimal for him VS say an offensive character like Ibuki, Sakura, or Seth, they have to give up pressure and close range to land ultra whereas ryu gains his optimal positioning all the time.
The virgin u1 ryu vs the CHAD u2 ryu: Virgin u1: -requires skill, thus made for nerds. -Projectile, too afraid to fight up close. -girly purple color. -Ryu stops using it by third strike in the lore, probably because its lame. -Not good on wake up. -needs to be used with thought and strategy (lol). The CHAD u2: -no skill, awesome. -Epic face to face punching. -Awesome black ink stuff, looks sick. -Ryu uses it in third strike becuase everything cool is in third strike. -great for ez wake up reversals, can be mashed so no nerd skill needed. -epic yolo hail mary no skill ultra for epic chad gamers.
I remember catching Adon's Jaguar Tooth out of the air with it in Arcade Mode. Other than that ... I hate it. - lack of range - can't juggle for toffee... though "worse supers" is a problem I have with _most_ ultras that are difficult to juggle to cinematic ...I guess it looks cool also, in vanilla Zangief and Gouki Ultra did max. 600
0:52 how does that even make sense? He does an overhead with his right leg then it’s suddenly a rising knee on impact and both him and ryu suddenly have positive vertical momentum??
I feel like u2 was meant for styling on your opponent, lol.
I haven’t watched much SSF4 but I remember some commentators losing it when it landed.
It's a power move picking u2
People don't die when they are killed, they die when they are styled on.
That is a niche missing from ryus ultra 1
Thank you for including melee in your videos ❤️
Yeah but it looks cool, tho 👀
alright that's cool
Exactly
Yeah, that makes sense.
that's what i expected
True
Ryu using DP > FADC > Ultra 1 was so ubiquitous its used as the finisher to Ken & Ryu's Super attack in Project cross Zone.
Check it out. Its rather neat.
And in PxZ2, Zero has the Sougennmu+Raikousen loop from Marvel vs. Capcom.
@@ZorroCeleste1 that's the zoop zoop right
@@PokeDude1995 - Shoryuken motion + Light Attack, while in the air.
The thunder thingy.
@@PokeDude1995 Is that a bumble bee??
Y'all and that damn fighting game lingo 😂
The upper cut makes everyone look like Popeye
Except the ladies, anyhow.
Not sure who has the most popeye look. I think Fei Long and Sagat a contenders
Ryu Ultra 2 and Hugo Ultra 2 result in the best bug eyes ever seen in a videogame
Expect for Seth
Only on male characters
As someone who used to have no footsies and relied on jumpins as movement, This move was my kyptonite.
The mixup was that you jumped in for the 4th time in a row instead of attacking
As someone who played Dudley and Steve.. Ehh it was fine.
U2's entire prupose is to be the best looking Ultra in the game.
Oni's looks even cooler
And it can’t even do that. Poor Ultra 2.
@@blueicydasani4543 oh hello there Dasani
@@inf_5612 Oh wassup
so we're gonna pretend that oni and evil ryu's ultra 2's don't exist
I feel like the whole point of the u2 was for newer players to have a cool ultra for Ryu that did a lot of damage if they hadn't learned how to FADC yet. We all know they were always trying to hit this ultra on wake up lol.
Except Shoryu FADC Ultra 1 is one of the easiest FADC links in the game. You could learn it in like 20 minutes.
@@Anomaly188 you overestimate casual FG players
@@tootsie_ I consider myself a casual and I can do it.
@@tootsie_ can confirm. Played USFIV for 2 years with my scrub friends and we never ever used FADC untill Tekken 7 lol
You don't U2 on wakeup?
So ryu neva do upacut
Not even simtimes
Lowkey best comment
@@Bafael this reminded me of Chris Hu commentary back in the day.
"If u no scah i no scah"
@@Bafael I’d never forget that CMV you did....
3 bars for one juggle of ultra
@@Bafael pretty highkey to me ngl
@@Bafael
I'm sorry if I am a bit late, but I think I know how Ryu's U2 can be improved. Please provide feedback to the changes I describe here:
1) Allow for midair connects into cinematic Ultra 2 as long as the first hit lands. This would allow him to combo Super into (cinematic) Ultra 2 on cornered opponents.
-2) Reduce the startup to 4 frames, making it on par with the fastest Ultras in the game. This, along with the previous change, allows him to combo Super into (cinematic) Ultra 2 on cornered opponents.-
2) Increase the damage so that it does at least 50%+ damage to any character. This might be a tad bit overkill, but this and the previous changes ties into the major change.
3) Holding 3 kicks upon activation will not perform the attack immediately, but will instead initiate a parry much like his VT2 parry in SFV. It can parry basically anything that's not a (command) throw or a projectile. If a hit is successfully parried, Ryu will retaliate with a version much like the cinematic version, but this version comes out on frame 1 and has complete invincibility, meaning that he only needs to parry one hit of a multi-hit attack (e.g. E. Honda's slaps) for the counterattack to activate. As a result, this gives him a pseudo-counter Ultra that does more than half-health to any character if properly executed. (Grapplers and Low-HP characters beware!) Naturally, releasing 3 kicks prematurely will have Ryu perform the attack, allowing him to do things like DP > EX FADC > (hold) U2.
Overall, this would fully round out Ryu's kit, giving Ryu two Ultras that serve different niches to match with other characters. Both can end combos decently well. However, U1 gives him a projectile that: a) can be used way more consistently for ending combos, and b) doesn't require as much meter investment to use, while U2 gives him a much more powerful option that: a) serves as an anti-air and as well as a counter, making U2 a rare occasion of a non-command throw Ultra that may be worth using raw.
7:27 That damage though
Thank you for speeding up the Ultra portions, rather than letting them play out at normal speed or cutting them out entirely.
There’s actually one more setup of Ryu’s U2 that hardly anyone uses: it’s a link off of counter hit crouch strong. It’s still restricted though.
Is remember WA Solid doing that once.
@@rleften5788 I’m not sure if a meaty crouch strong on the opponent’s wakeup gives enough plus frame for a link to Metsu Shoryuken. Even the counter hit link I mentioned is a one frame link unfortunately.
@@christophernguyen8260 Oh, that’s weird. Can you plink an ultra input?? Like if you press 3P+LK, do you get the ultra or does a throw come out?
@@deadfr0g You can since ultra motions have the highest priority. For Metsu Shoryuken, the input should be 2x qcf KKK plinked into whatever button you want because KKK has the highest priority over all other normals.
@@deadfr0g There's no reason whatsoever to plink an ultra input because of negative edge. You get two frames to land the ultra by just tapping the button instead of holding it down.
Basically the reason why metsu shoryu is bad.
Every place you can put it, you can put a normal shoryu into ultra 1 there, and you miss out on other combos.
And you might *maybe* get a tiny bit more damage if you're lucky in some of the places you can put it compared to Ultra 1. Basically, Ultra 2 is your scrub killer Ultra. It's the Ultra you pick when you just think your opponent might fuck up.
@@THENAMEISQUICKMAN or like doing raw ultra
@@THENAMEISQUICKMAN this is true. I never used it much when I played sf4 regularly but now I only find myself playing it in the arcade with random people. its a lot easier to use than fadc ultra 1 for me since I'm always out of practice when I play and I play on pad not stick.
Which ended up being the exact dilemma that he explained in his Blue Nocturne video (anything you can do with SA3, you can do with SA2 along with anything else SA2 was good at anyway).
I think Ryu, A character known for very little change, fits having only one real Ultra. But the second Ultra definitely feels like a "I don't need Ultra 1 to beat you, you're predictable" kind of thing
Shame he didn't get any mix-up or setup stuff like Denjin tho
@@tammid8423ryu canonically didnt learn denjin, shin shoryuken, or donkey kick until after sf4. its implied that gouken taught them to him in the time between 4 and 5, as you can see gouken use all 3 in sf4 (donkey kick is his focus animation)
it wouldve been nice if he had a setup ultra 2 tho
@@justsomeweirdpersonDidn’t Ryu has Shin/Metsu Shoryuken in Alpha 3?
@@Nhan6241He did
@@Nhan6241 after looking it up he does, and i have no idea what the deal with alpha 3 is
Ryus weakness was to not have an awesome looking ultra and they fixed that.
Eighteen minutes on a shoryuken? I'm going to enjoy this
It's a hidden Metsu Hadoken tutorial actually
@@OccuredJakub12 Bafael has the best shimmy in sf4 confirmed
Your thumbnail makes it like you were gonna be like shitting and getting angry at capcom but turns out you were calm as hell during the video lol
Baf is always super chill.
First Baf video for you pal?
@@TheEvilCheesecake yupp
That's why we like, he's calm, composed, and very wise in what he does. Like Oro!
@@steelpython6634 Honestly, I don't even play usfiv online, because I'm trash. But I watch his videos because after a day of getting bodied in both Calc II and League, baf's voice and chill demeanor really calms me down c:
(I don't know why I'm even commenting lol)
Woah, was literally just watching the Elena one. Nice upload!
A fellow Ippo fan, hello!
@@IanST0 I love getting comments on this avatar. Hello friend!
@@TheKnightguard1 Have a great year!
The sped-up Ultra 1s made me chuckle. XD
Literally, "Ryu Ultra 1 go brrrrr."
Funnily enough, the reason this is bad still hasn’t stopped Capcom from making the same mistake lol. Plenty of VT and VS 2’s in V are very clearly afterthoughts, with the character being designed around having the 1st one be core to their kit. I mean, hell, even in 3S there are so many cases where one super is heads and shoulders above the rest, seems Capcom has had trouble making picking super moves balanced for quite a while lol
The story of Twelve is one with much suffering then as an example of Capcom’s conflicting balancing plans.
@@kyshowman6847 Twelve is just an aspect of 3S having quite bad balance, not Capcom being very bad at balancing a character's supers against each other
@@Nihiliste- Honestly now, I think SFV is about as good as any other SF game, it just depends on what you want from a fighting game
@@Nihiliste- All SF games have flawed design, it’s just about which flaws you’re willing to tolerate
@@Nihiliste- Seems like you have some weird vendetta against games where zoning isn’t good (Isn’t 3S Chun like the best character in the game and the one who plays keepaway anyway) that you need to sort out yourself
It was great for us noobs, it was great to punish those kens spamming heavy shoryukens
I would like to suggest two characters that are at opposite ends of the spectrum of balance.
1. The GOOD broken one: Street Fighter Alpha 2 Rose.
2. The BAD broken one: Street Fighter Alpha 3 R.Mika.
No, I’d definitely Rose was pretty toxic. cMP is a god button and her Alpha Counter makes her obnoxious to pressure… when she’s a zoner?
Why is Mika so bad tho
Her weird normals, like with Shermie in KOF 2002?
appreciated all the fast forwards lol. nice vid
“For those of you who haven’t played SFIV”
Oh... They exist?
Some people call them " '16ers" but I prefer to think of them as proof of a healthy and growing FGC :>
Yeah, the Smash kids.
I just never played SF, pc cant run sf5 and 3s is a fuckin hassle to play with friends cuz rom issues
I really enjoy reading up on data, history, and general info on the different games tho cuz its fun
@@LOL-gn5oh Lol I play smash comp as well. But it really is weird how much some of them struggle with inputs
The quintessential wake-up-ultra ultra.
Jesus, the animation and sound design of the Metsu Shoryuken make it seem like a Mortal Kombat move.
So visceral and crunchy. Love it. ❤
I really love these series and videos man. I'm a fighting game noob but been playing casually with friends for 15 years now. Your explanations really help me the nuances of these balance problems.
Last SF I played was Alpha 3 on my ps1 more than a decade ago, and I still follow this kind of content... while I can't fully appreciate the video, all I can say is good job
I sure goddamn did enjoy. This video is a masterclass in the intricacies of fighting game mechanics design.
I always thought evil ryus ultra 2 had the coolest animation in the game. The way hw opens his hand while in the air and gathers energy and then just smashes into the opponent. And the the purple energy explosion that follows his arm is awesome
while i don't play SF i'm pretty into game design and this is a great reference for why usually more options/utility > more damage
What a fun and informative video. Thanks for the hard work!
What’s funny to me is that this is a 30 minute video of a whole bunch of things that I won’t understand but I continue to watch anyways I don’t know what your voice is made out of but it’s doing something right
Hadouken spam after building Ultra. The Opponent jumps. GG.
This is one situation you'd score that extra damage. You'd have to land it raw as a punish, basically just as hard as raging demon.
Man, I play for around ten years and you still showed me something new with my main.
In love with this series, and appreciate the speedups to make the video less tedious to watch.
Just wanna say I've been a fan for a long time but just a lurking viewer. You're one of my inspirations to make my own content.
Great video. You analyzed the problems with Ultra 2 so well, I wish the developers would comment and explain their decisions. I understand making the animated version of ultra 2 difficult to land, but why not make the non animated versions do decent damage so it's at least more viable.
Just want to say what a great series this is, and focusing on a move in paticular is a great idea for more topics rather than a whole character that overall is fine.
That was a nice study of the balance around Ryu's Metsu Shoryuken.
i think ultra 2 is more noob friendly, easy AA without the need to combo
Problem is if you can hit anyone with it once they'll NEVER fall for it again.
Plus you can still use Ultra 1 that way too, just with a regular Shoryuken.
I feel like anti air ultra is too much to ask from a new player. They have enough trouble doing anti air cr.hp as it is :p
makes sense for Ryu too, since he's probably the character you've heard the most about in SF and thus the one you'll pick first
more from one of my fav youtubers? dont mind if i do.
your sf4 and sf3 videos are the best
i liked how you fast forward the ultra animatons instead of skipping it this time around
When I started playing SF 4 I picked Juri and never looked back. No regrets.
For the short time I played USF4, Ryu's Ultra was my personal go to. Not for meta uses or anything like that, but because it was so satisfying to patiently wait out an opponents attack and when they think they can catch me with their melee Ultras, I catch them with MS. I think Balrog was my prefered opponent because unless they were experienced players, I could easily see the Ultra coming and whip out my U2 for the win.
I've seen this video 5 times now and it's always interesting because there's always something I don't remember. Maybe it has to do with me being stoned out of my gourd every time I watch it.
I used to pick ultra2 when playing against my brother, he always jumps when he's low on life XD
That's playing the meta, baby.
Fast-forwarded Ryu Ultra 1 was the bes thing I never knew I needed. Great stuff as always, Baf
I definitely enjoyed it! Opening the series to small problems rather than entire characters can give you more opportunities to talk about modern games
Thanks for all of the effort you put into these, Baf. By the time I'd started getting into the FGC, USF4 was on it's way out as SFV was releasing. Watching matches from back then is great, but the way you provide information and context is an under-represented but no less important piece of cataloguing the history. It does a lot of work helping newer people like me appreciate and understand what came before, I think.
Can't wait for the next project you put out!
The quality of these videos. I don't even play ryu but they're so insightful
Back in school when we played usf4 we didn't play as competitively. It was simply who could block better have enough pressure and know just when to time the ultra and super for punish. Rarely could we actually combo into stuff.
That being said one of the main way I fought was by timing the start of my ultra after another executed his.
Basically it always went like they executed their move first and I'd use ultra 2 to knock them back.
It was always cool when you can smash them like that
This might be your best series, please more of it !
7:43 ok, that tatsu flying straight towards the barraged opponent as it deals the finishing blow actually goes really hard. Would make cool for a CA of some shoto’s in SF6
Wow I just discovered this series. Great for breakfast time. Thanks for the interesting discussions!
The only thing you missed was Ryu cl.HK comboing into red focus. Combined with the fact that counterhit cr.MP can combo into cl.HK (or function as a frametrap), this gives Ryu a quite damaging combo opportunity. Not that this makes U2 much better, sadly.
If Ryu's Ultra 2 had the same hit properties as Gouken's Ultra 1 he would've been top tier...just imagine Ryu with Gouken's Ultra 1...as far as juggling goes and the FADC Cancel
I watch a random video in this series like twice every two weeks. It's a good informative topic to listen to late at night. Many thanks
Bad Balance: Cammy and Fei Long Ultra 2
Why couldn't they do what other fighting games dd to counter supers?
@@MechaGCapcom designs street fighter games around what the previous game did wrong, sf3 parries were a big complaint at the time and turned off a lot of players, so that's why sf4 parries are mostly all hot garbage, and why it's more similar to sf2
I don't think capcom has ever designed a good counter super
Afaik It's purpose is to discourage mixups on your wakeup. So Viper burn kick, Fuerte splashes, Deejay (LOL) vortex.
Similar how if you have an anti-fireball ultra stocked, you may never use it, but it might change how your opponent plays to your advantage
They simply had to activate the flash AFTER the hit connected, having it before defeats the whole purpose.
Great video as always Bafael! Can't wait for the next Bad Balance! These are so interesting to watch! I'm a Street Fighter fan first and foremost, but I would even watch this on Tekken or some other games and be fascinated. Hope you are staying happy and healthy. Have a great week.
Your bad balance series is interesting. Nice job man.
I normally pick Ultra 2 on Ryu, not because it is good, but because landing a Shin Shoryuken is a power move, it’s a way to assert dominance
Love your balance/design videos, keep up the good work!
Dude your content blows my dam mind, new to channel but im loving all of that you do.
Great vid Baf. I always knew U2 was the red headed stepchild of Ryu's kit, but I didn't know it was also a changling
I could listen to you explain anything and enjoy it.
Love your videos dude, i've been trying to learn sf4, and you're one of the last content creators who still talk about it, and very thoroughly at that.
I think baf is cool af
You know, it kinda made sense as to why Ryu's always like middle of the road tier-wise. Ain't he supposed to be like a starter character for new players?
So is Luke. But at SF6's launch, Luke was top 3
So basically Metsu Shoryuken is if you are going for style. I guess because it is a cinematic super, having it be less useful means it gets used less often - making it more exciting when it happens.
Though admittedly, it is probably one of the most hype finishing moves to a match - particularly in a comeback or if it manages to be used in or as a counter.
I think an episode on balrog’s dirty bull could be interesting
A.k.a. "Why I Use Evil Ryu Instead"
bro, I wish I could analyze FGs as well as you show in your videos. I really admire your work
Question (partially related); maybe it's just me, but I feel Ryu's supers in 3rd strike were a lot more viable. SA1 was the most picked, followed by SA3 then SA2.
Which was weird in a game that saw most characters only ever having one good super and the rest are crap by comparison.
Could you do a video on third strike Ryu's SA options?
Already did it, here you go ua-cam.com/video/bdvDs0BcZYg/v-deo.html
USF4 is my favorite fighting game i love videos about this game! Im also playing Oni,Evil Ryu,Gouken,Akuma,Seth in their boss modes its really fun!
I don't even play SF4 and haven't touched fighting games in over a decade but these videos are so well made I still watch them anyway.
Nice job.
I know it's sort of outside the scope of 'balance', but if possible I'd be interested in seeing you talk about option selects in sf4.
I like your videos so much that i started to look at your super old sf4 videos, i wish i saw them back in the days...
great job on editing, it made seeing his ultra 30 times much more bearable
6:04 He can also mid screen solar plexus > cl.mk x ex fb > U1 against 28/44 characters. Unfortunately it doesn't work on most of the high tiers which is kind of emblematic of Ryu's place at the low-high/high-mid tier
This was my fav ult in the entire game easily,besides I couldn't stye fdac input xp, focus +ultra 2 felt so good to land
Ooooh the Ultra fast forward effect is pretty nifty. I liked it better than the sudden skip
USF, this is why I have this channel still subbed :P
Thank's Bafael
Nice a new bad balance video. whelp, i guess i will watch this on repeat until the next one comes out in 20 days.
Now THIS is the kind of nerd-age that I love to see from you, Baf
Will you be making any Bad Balance videos on SFV?
I'd really enjoy seeing one on how terrible an idea it is for Vega to lose an entire stance at low health. FANG would also be a pretty obvious video, but seeing you delve into it in such detail would still be satisfying nonetheless.
hey baf im a long time subscriber, im loving these recent bad balance videos
Man, I wish you can speed up Ultra animations. Granted not like 300% like this video, but still.
Thank you for speaking relatively quickly, there are other youtubers that talk so slow
I never actually seen Metsu Shoryuken so my thought process going into this video is that it was basically a worse version of Gouken's Metsu Shoruken. I'm kinda surprised it's much worse and that the few instances where it's actually kinda cool doesn't even matter. Also i'm surprised that no effort was made to made MetsuShoryu competitive.
6:20 actually I occasionally did ex hado into ultra1 without fadc in mid-screen either, but it's extremely hard to land
Ryu can also confirm into ultra 2 by doing close hard kick and then red focus attack cancel on the second hit. It's only really usable as throw/hit mixup on wake up or a blocked jump attack but it is easy to confirm.
One small detail u missed is that Ryu can confirm CH cr.mp into raw U2. Good for frametraps.
Same for anti air trades.
Great vid bafael. Thanks for still doing some USF4 content.
Im trying to find the "Who cares lmao", i'll be back
Edit: I did it, it was from BlackburryTv
Yes. Loving new content for SF4!!!! i miss sf4 so much and wish more people still played.
Rys U1 is also arguably the best in the game. (Under healing) Its SOOO EASY to land and works off of defensive reversal DP fadc, offensive mid screen w stmk ex fireball (which like no other character except sakura have a 3-4 frame normal to ex move to ultra mid screen) and it has amazing corner utility and damage too.
He just has so many scenarios and viable ways to land it with little effort. Its always a constant threat as long as he has one bar.
Since he also WANTS tou to be far away from him, no matter when you choose to land the ultra, its optimal for him VS say an offensive character like Ibuki, Sakura, or Seth, they have to give up pressure and close range to land ultra whereas ryu gains his optimal positioning all the time.
The virgin u1 ryu vs the CHAD u2 ryu:
Virgin u1: -requires skill, thus made for nerds.
-Projectile, too afraid to fight up close.
-girly purple color.
-Ryu stops using it by third strike in the lore, probably because its lame.
-Not good on wake up.
-needs to be used with thought and strategy (lol).
The CHAD u2: -no skill, awesome.
-Epic face to face punching.
-Awesome black ink stuff, looks sick.
-Ryu uses it in third strike becuase everything cool is in third strike.
-great for ez wake up reversals, can be mashed so no nerd skill needed.
-epic yolo hail mary no skill ultra for epic chad gamers.
Correction: Ryu also drops metsu Shoryuken in favor of SHIN shoryuken and denjin hadoken
@@NotoriousYEETER actually yeah ur right. Dang it
Whens the next bad balance. I LOVe this series
IDK soonish.
I remember catching Adon's Jaguar Tooth out of the air with it in Arcade Mode. Other than that ... I hate it.
- lack of range
- can't juggle for toffee... though "worse supers" is a problem I have with _most_ ultras that are difficult to juggle to cinematic
...I guess it looks cool
also, in vanilla Zangief and Gouki Ultra did max. 600
0:52 how does that even make sense? He does an overhead with his right leg then it’s suddenly a rising knee on impact and both him and ryu suddenly have positive vertical momentum??
I cut out the middle of the animation for brevity.