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Ending combos with tatsu rather than shoryuken is largely player preference as it comes with better corner carry for lower damage, conversion, and less okizeme potential. When FADCing shoryukens, use light for damage, medium for invincibility. Hard has no FADCability at all. EX shoryuken does more damage than light, has more invincibility than medium, and allows ryu to fadc the second hit rather than the first. Ryu can safely use cr. MK fireball to space close opponents. His furthest poke is cr.HK which is massively unsafe and should mostly be used in for counterpoking, outside combos. Ryu should throw repeated fireballs of varying speeds, especially LP fireball, to pressure the opponent midscreen. The opponent can't jump forward on reaction since ryu recovers in time to shoryuken. The opponent has to predictively jump in to punish fireballs. Ryu should throw just enough fireballs to get the opponent to predictively jump in, then use his plethora of anti airs. Good Ryu players to watch: Daigo Laugh Jyobin XSK Samurai Alex Valle Video supplement: Ryu Preferred ultras: U1 always Entry level difficulty 1/10 Advanced difficulty 4/10 Anti airs medium uppercut EX DP crouch fierce (vs akuma crossup tatsu) far roundhouse (vs zangief) far fierce (vs yun) anti air jab DP (vs rufus) jump strong (vs bison) low forward vs some jump normals low forward vs ambiguous crossups EX DP vs delayable jumps, air fireballs anti air U1 Anti focus hard tatsu low forward ex fireball ultra Anti fireball EX fireball Super U1+hard tatsu Far Tatsu ex uppercut Punishing combos light rekka punished by fierce DP hard drill punished by fierce DP hawk dive punished by ex fireball hard blanka ball punished by dash cr.mk, tatsu ex dive punished by ultra 1 (works for regular dive too) light blanka ball punished by super super punishing -3 moves stand fierce, hard DP on blocked light shoryuken stand forward, fireball fadc close fierce hard dp, 2bar towards fierce, crouch fierce, hard DP on blocked blanka ultra jump HK, stand HP, hard DP over a fireball lv 2 focus absorbing a sweep, dash in, f+HP, crouch fierce, hard DP Confirm combos crouch short, crouch jab, walk in throw crouch short, crouch jab, crouch fierce, fierce DP jump over MK, crouch short, crouch jab, throw jump over MK, crouch short, crouch jab, link DP crouch short, crouch jab, crouch strong, throw crouch short, crouch jab, crouch strong, tatsumaki crossup MK, low strong, throw crossup MK, low strong, sweep Important Juggles jump MP, jump MP, air tatsu jump MP, medium uppercut jump MP, super jump MP, ultra anti air jab DP, medium DP anti air jab DP, ex fireball anti air jab DP, jump MP, air tatsu anti air jab DP, ultra shoryuken fadc jump strong tatsu Corner only shoryuken fadc jump back strong tatsu light tatsu, medium uppercut ex tatsu, medium uppercut ex tatsu, ex fireball, ex tatsu ex tatsu, ultra ex fireball, ultra Ultra setups focus ultra block DP, ultra shoryuken fadc ultra (anti air) shoryuken fadc ultra (in combo) ex fireball fadc ultra midscreen Mixups low short low jab throw low short low jab low jab hard tatsu low short low jab f+MP low short low jab ex tatsu meaty throw meaty low short meaty f+MP meaty EX DP 2 hits, fadc u1 jump over MK, crouch strong, then crouch strong tatsu jump over MK, crouch strong, walk in throw jump over MK, crouch strong, walk in ex tatsu jump over MK, crouch strong, walk in DP fadc ultra forward throw, jump in HK forward throw, crossup tatsu, super backthrow normal jump in backthrow bait DP crossup crossup MK in corner fake crossup LK in corner jump in MP, crouch short jab fierce uppercut (overhead low) jump in MP 2 hits, low jab low fierce uppercut (overhead overhead low)