Bafael Explores Less Common Uses for Ryu’s Jumping Strong in Ultra Street Fighter IV

Jumps in fighting games require a level of calculation that newcomers don’t often consider. To those fresh out of the lab from learning their first combo–which almost certainly begins with a jump-in–leaping forward is a way of life. It just makes sense. We quickly learn that not only should we not anticipate landing many jump-ins, but in many cases just sticking to the ground is a better option in general.

Of all the characters not to jump in on, shotos top the list, especially when they have easy follow-up options like Ryu, who can knock an opponent out of the air with a Shoryuken and time an EX Hadouken so they’ll land right on top of it–or worse, a Super or Ultra combo. Thanks to the short video below from Bafael, there’s now even more reason to keep your feet on the ground when facing off against the wandering warrior.

Since Ryu’s kit received some juggle modifications in the Ultra update, his jumping strong has several more applications than it had in previous iterations of the game. As you’ll see in the video, you can use this jumping normal to set up some big damage or even offer Ryu himself a safe jump.

If you enjoy this style of tutorial video, Bafael has released tons of other content ranging from character tutorials to mechanics breakdowns. Follow this link to check them out!

Source: Bafael


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