Fixing RYUS TARGET COMBO in street fighter. Game theory ASMR
#streetfighter #superturbo #sf3
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So again I hate moves that dont actually have a real purpose in games, and ryus target combo has been one of them.. Forget SFV, SF6 nonsense where so many moves hit you ducking. So one of the things in terms of combos at least that I think would be fun is make the roundhouse part a ex cancelable move, and since thrust kick would be his ex move, now youve given ryu a big hard hitting combo on a standing opponent. However of course since theres also proximity normals as well your opportunities to hit this would be rare as well. I think this would be a fun spin on decision making for ryu since he already has stuff like rush fierce combos as well when the guy is ducking so theres actually a good amount of selection here and adaptability on the fly knowing where you hit and if you have meter to use...
And in terms of neutral I feel like the obvious example since of course this would be a more traditional leaning SF game, where ryu does not have the same kinda poking stuff that he has in new games.. No stand mk poke even like SF3 nothing like that.. So make his target combo something you can do on wiff, and make it so you can control it a bit slightly edge him back or forward depending on what you hold while you do roundhouse and maybe even allow the roundhouse in its final animations to hit you ducking. Not a overhead but a something you have to at least hold that block if you didnt try to check him fast enough.. This could also kinda throw a bit of love to his beta roundhouse to axe kick that never made it into the final game, and kinda throw some love on the SFA1 version of a mind set he could do in terms of wiff a normal and then having a move that hit you ducking in neutral. I think this would be a good way to at least make the move has some sort of function.
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