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Capcom Need to Fix Ryu

260K views · Apr 14, 2022 · Gaming

Comments · 758

  • @WickedKnightAlbel · 4 years ago

    I love how Theory Fighter says he doesn't agree with the balance changes made in Super Street Fighter II Turbo HD Remix, but he respects the logic behind them, cuz most fighting game pundits just go "this change ruined Street Fighter" or "Street Fighter would be good again if they brought this back" like the meta is only good when they specifically enjoy it

    660

  • @theotherjared9824 · 4 years ago

    The ironic part is that the hadoken is actually really good outside of street fighter. Most VS games Ryu is in make it massive and hard to avoid, while smash bros make all versions great for pressure because they devour shields. Even RPGs and cards games use it as a strong projectile that often one shots weaker enemies.

    350

  • @rolandkatsuragi · 4 years ago

    <a href="https://www.youtube.com/watch?v=Ne8zbDXdYQ4&amp;t=227">3:47</a> From the perspective of Ryu being the franchise&apos;s poster boy, it does make sense for him to be well rounded in each game&apos;s core mechanics.

    395

  • @ShoRosé · 4 years ago (edited)

    I’m surprised Ryu hasn’t gotten back the false fireball. Especially since Arc Sys also has their own version via Gunflame and GunFlame Feint. a 214P or a 236K input would be great for SF

    345

  • @PrecludeLP · 4 years ago

    I 100% agree with you. Ryu without a strong Hadouken is basically just slower Ken.

    78

  • @avensCL · 4 years ago

    It&apos;d great to see Dan get a fake super hadoken; animation and effects included. it&apos;d be a powerful tool (like three times less recovery frames than his actual super), while keeping his meme nature.

    252

  • @Disaster_Dog · 4 years ago

    Zoner main here, I love fireballs, antiairs, and midrange pokes more than any other type of move. Ryu&apos;s fireball feeling gross to use turns me off from using him.

    313

  • @Clepston · 3 years ago

    <a href="https://www.youtube.com/watch?v=Ne8zbDXdYQ4&amp;t=215">3:35</a> as someone who doesn’t play SF, I was under the impression that this statement was objectively true, and I’m shocked to find out that it’s not.

    11

  • @dingusdangus9299 · 4 years ago (edited)

    SF4 was in a pretty good spot I think. The fireballs themselves weren&apos;t as good as they were in ST, but they were better than any other SF game AND the anti-airs in that game were incredibly punishing to make up the difference. And if I remember correctly you could almost do a proper fireball trap with ryu if you got them with a meaty one during oki.

    526

  • @The_Meev · 4 years ago

    I think that an easy way to balance fireballs and zoning in general without making them terrible comes down to making movement better. I&apos;m not talking about making every fighting game an anime fighter with air-dashing and double jumps (although those do help quite a lot) because many KOF games still have strong projectiles and zoning, but the myriad of different jump arcs and the ability to roll keeps them from being overwhelming without giving every character some way to just literally ignore all zoning.

    278

  • @Extension_cordz · 3 years ago

    Watching this after playing SF6 makes me feel like Capcom watched this video to make him in 6

    30

  • @ProdigheePC · 4 years ago

    Kinda made me think about Hyde&apos;s fireball for some reason. I liked the different follow ups he has.

    54

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