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Street Fighter 5: Ryu's fireballs gain 1 extra hit for every 'Denjin mode' activation, on-hit & on-block cr.HK animations are different

Posted by Cheng Kai 'KarbyP' Sim • December 21, 2014 at 2:57 p.m. PST

VesperArcade has published today a very compelling video breakdown of Ryu's moves in Street Fighter 5 that's unearthed a great deal of detail from all of the gameplay footage we've seen so far.

The entire Ryu breakdown video weighs in at about 50 minutes long, which was a length that I initially rolled my eyes at.

But now that I've actually watched it, I am really glad that it was this long. It was such a complete joy to watch, and there were so many details that I did not notice, that I will go out on a limb and say that this is probably the best Street Fighter 5 in-depth analysis video out there on the Internet. It's certainly the best one I've seen.

For starters, did you notice that the animations for a number of Ryu's moves -- such as standing HK and crouching HK -- are actually different on-hit and on-block? Check out the cr.HK animations below, running at 50% speed.


Click images for animated versions

And that's just the tip of the iceberg.

Another major detail that few have noticed is that Ryu's regular and EX fireballs actually gain an extra hit for every time he activates his power-up mode.

From Joe Ciaramelii's analysis video we learned that Ryu's regular fireballs can do up to four hits. When I saw that, I had thought that perhaps Ryu's HP fireball starts out at four hits and dissipates as it travels across the screen, losing hits the further it goes along.

As it turns out, that's not really the case here. VesperArcade's in-depth analysis have proven that the multi-hit fireballs are a result of the "Denjin mode" or powered-up state activation.

All that and more in VesperArcade's in-depth analysis; check it out below.

Too long; didn't watch?

Here's a quick summary of a couple points of interest mentioned in the VesperArcade video.

Previously we learned that Ryu's powered-up state goes away the moment he gets hit, as opposed to Chun-Li's which stays on until she gets knocked down.

But as it turns out, that wasn't the only deactivation criteria -- Ryu loses the state the moment he throws out a fireball, which guard crushes on the last hit.

There is also evidence to support that during Ryu's powered-up state, he cannot block. Or at least, during the match that Mike Ross and Combofiend played, we have never once witnessed Ryu blocking while in the powered-up state.

Another key detail that many have noticed is that certain moves, on counter-hit, will cause their opponent to go into a "spinning" animation. Looking through all of the available footage, VesperArcade theorizes that the spinning counter-hit state can only be caused by heavy normals.

With regards to Ryu's normal attacks, although a great deal of detail is covered in the analysis video, the most interesting bit is that it looks like the developers at Capcom have switched Ryu's standing MP and HP move animations around, changing it from past games.

Are there any other details from VesperArcade's analysis that you've found to be particularly interesting? Let everyone know in the comments section below.

Video from VesperArcade. Tip from Jonny2005uk and an anonymous tipster.

Comments

Ojidan_Boy said on December 21, 2014 at 3:10 p.m.

It seems that when a specific normal counter hits it will either make the opponent spin or launch them in the air. Although this makes hit confirming easier, I think it's really innovative and could lead to some pretty hype follow throughs.

For instance, you counter hit Chun li which sends her spinning, then activate power-up mode and do a really damaging combo while she's still in hit stun from the counter hit..

#1
Gamogo said on December 21, 2014 at 3:13 p.m.

These alternate on-hit/on-block animations are certainly something new for the SF series. I'm curious if they offer any new kind of strategic value other than simply being an aesthetic detail.

Time will tell I guess. I'm really liking the sound of these extended visual cues for counter-hits also. This is something I always felt SFIV could have benefited from - i.e. larger 'counter-hit' text blocks combined with a subtle audible tone for when a counter-hit is scored. SF5's dev team seems to be considering little details like this which is pleasing.

#2
black_dsp said on December 21, 2014 at 3:22 p.m.

Li Joe's video analyzing SFv is the best one. This one is OK. Max's was a joke.

#3
zUkUu said on December 21, 2014 at 3:26 p.m.

I immediately noticed the changed animations for hit and block. That's the reason why the moves have such a feel of 'impact'.

#4
tktktk43 said on December 21, 2014 at 3:38 p.m.

The more I analyze the gameplay of SFV the more I start to fear the pacing of the game. Capcom needs to speed up the gameplay. Too slow!

#5
Ryose said on December 21, 2014 at 3:46 p.m.

the different animations for hit or block looks nice. But how can they still not correct the way you fall to the ground? Chun-li still fell the wrong direction after sweep.

#6
AugustAPC said on December 21, 2014 at 3:59 p.m.

Great video. I really like his attention the the nuances and details that would normally be overlooked.

This is kinda why I'm a little worried about SF:V, though. I have no doubt it's going to be an excellent and technically polished fighter, but I feel like if it's light on face-value content, things all players can appreciate immediately, it might not be able to compete as well against other big name fighters when it comes to sales, especially when it due to its exclusivity.

I hope this game has a similar impact on the genre that SF:IV did at its release.

#7
PlasmaWaffle said on December 21, 2014 at 4 p.m.

The game is only 20% done dude

#8
Ralycer said on December 21, 2014 at 4:17 p.m.

I'm really loving the Counter hit metagame. The animation of it looks really Pleasing to watch.

Anyways very good analyzes definitely watching the rest of his videos.

#9
ryuakuma said on December 21, 2014 at 4:19 p.m.

love the new animations now give me hokuto alex sean gill r mika genki sodom remy oro lee karin and 16 returning sf4.

#10
strider_hiryu973 said on December 21, 2014 at 4:28 p.m.

is not JUMP HK is JUMP 8 or 9 +HK look first gameplay trailer at the beginning ryu do a JMP HK!

#11
lh said on December 21, 2014 at 4:48 p.m.

Chun-Li's anti-air-back-flip-kick seems to launch a grounded Ryu into the air (seen in the trailer), and Ryu's crouching hard punch uppercut seems to launch a grounded Chun-Li at some point (not to be confused with his new looking EX dragon uppercut), so i guess we have launchers now.

Special moves seem to juggle a grounded opponent to allow a normal to hit once afterwards.

And the game seems to be more offense based, so if you get KOed with a revenge attack while in the corner, the game assumes you were being a mega turtle, and punishes you with a special humiliating ending (noodles bowl falling on head) and punishes you again by keeping that bowl during the following round!!

I think starting the next round from the same side you were at when the previous round finished is a great idea.

Combo-ing into a revenge attack by cancelling from a normal is over-powered, since revenge attacks at full or near full bar can do so much damage. In SFIV you need to juggle an airborne opponent or FADC (requiring meter) a grounded opponent first. Unless SFV revenge attacks don't do as much damage as SFIV ultra attacks, but instead do as much damage as SFIV super attacks.

#12
ryuakuma said on December 21, 2014 at 4:56 p.m.

can't wait to see charlie new moves and more sfv news ps4 is a must buy.

#13
lh said on December 21, 2014 at 4:56 p.m.

It seems the moves (maybe just the hard attacks) finish early on block, allowing for safer footsies, which allows for more offense-styled play...making it easier to avoid that noodle bowl...so no excuses for turtles

#14
HiryuMK said on December 21, 2014 at 5:20 p.m.

Those are very nice details, the more I hear of SFV, the more I want it!

#15
a800562 said on December 21, 2014 at 5:43 p.m.

Everything max does is a joke.

#16
AKumahMatata said on December 21, 2014 at 5:50 p.m.

i thought vesper had retire :/

#17
Razy said on December 21, 2014 at 6:14 p.m.

Counter hits have different animations? Nice. No more checking for stupid text.

#18
sidechar said on December 21, 2014 at 6:34 p.m.

Does this mean SF5 going the Samurai Showdown way? A blocked heavy means opening up yourself to trouble?

#19
RebornOdin said on December 21, 2014 at 7:03 p.m.

If you look, the jumping HK looks right, but the animation and hitbox itself is off.

I'm pretty sure they just messed up the orientation of the animation because if you look at it, it looks like a regular HK, just angled the wrong way.

#20
learis1 said on December 21, 2014 at 7:54 p.m.

I'm calling Ryu out as overpowered. His instinct mode permanently grants him another hit to his fireball. So basically after using it once, it's like he has ex fireballs for the rest of the match and can blast through single hit fireballs. If other characters who rely on fireball zoning don't get the same power up, they're going to severly lose the fireball war.

#21
ADB999666333 said on December 21, 2014 at 7:57 p.m.

I'm pretty sure every blocked heavy in SF4 is punishable too (can't think off the top of my head if there are any that aren't though)

#22
God_Demon said on December 21, 2014 at 8 p.m.

You have no idea how this game plays, you've never played it, no official news or explanations of mechanics have been released, yet you're already saying a character is OP based on assumptions?

#23
learis1 said on December 21, 2014 at 8:39 p.m.

Ummm, yea? It's just a hypothetical discussion based on what we've seen. I thought that was a given. Or do I need to explicitly let you know so that your brain doesn't explode.

#24
6ixx said on December 21, 2014 at 8:48 p.m.

They all provided information. Some more than others. I don't see you pushing videos and trying to add something

#25
Razy said on December 21, 2014 at 8:48 p.m.

Possible the first SF5 "X is OP" comment yet, good job on making history.

#26
KarbyP said on December 21, 2014 at 8:53 p.m.

Okay, if you say so Mr. Strider Hiryu. :|

No need to yell, ya know. :|

:|

#27
God_Demon said on December 21, 2014 at 9:03 p.m.

Are you retarded?

#28
Eternal said on December 21, 2014 at 10:11 p.m.

Cody's close HP is +1, Cammy's closeHP is +2, Guy's closeHK is +2, Vega's closeHP is +1, Honda closeHK is +1 and closeHP is 0F, El Fuerte's closeHK is 0F and farHP is +5F

That is just a handful there are a TON of safe blocked heavies.

#29
Kokonoe4President said on December 21, 2014 at 11:12 p.m.

I wouldn't wanna put full force on that sweep too if Chun blocked with spiked gauntlets like that. Ryu's ankles got to be bleeding after that. Which is why I prefer my spike hammer mk22 to do the job for me...or my special model 001 elastic clamps for my 3c attack >=3

#30
BornFreeEH said on December 22, 2014 at 12:20 a.m.

Big fan of VesperArcade. I noticed the vid on YouTube and thought to myself I bet it's really good. Will have to check it out.

#31
pip said on December 22, 2014 at 12:42 a.m.

Power ups on character are called V-trigger (in reference to Street Fighter V).

#32
KarbyPsReplacement said on December 22, 2014 at 4:45 a.m.

You've been called out as a scrub fighter. The people have spoken.

A sacrifice to the Gods has been decided, in the form of being on the receiving end of a Sako Infinite combo where there are no health bars.

You shall not touch SF5.

And so, the SF universe continues it's motion, and the Gods slowly return to their mostly eternal slumber, dreaming of fighting game matches until those rare days where they have to manifest in their human forms and attend a physical tournament.

Lord Sako stays awake, wearing a slightly twisted smile on his face, and with his Reptillian-like tail thrashing about he proceeds to grab his honoured tournament stick (signed by God itself, after seeing Sako win Capcom Cup) and stumble down the arched hallway, knowing he does not need to hold back his true capabilities with this one.

The last soul went 12 x 10^15 years before Sako got bored of the combo.

#33
mrambitious said on December 22, 2014 at 5:57 a.m.

Its called BlazBlue, you should try it sometime.

I'm hype for SF5, but so far I see no innovation or originality, just thievery of other games mechanics. FA was actually unique, none of what they've shown so far is original or innovative though.

#34
Projectjustice said on December 22, 2014 at 6:05 a.m.

Which can all change at anytime since the game is only 20% complete. Why does this even exist is beyond me.

#35
alphachimp said on December 22, 2014 at 6:32 a.m.

Is Ryu left handed?

#36
PR_SourCookies said on December 22, 2014 at 6:38 a.m.

They should have Shin Gouki instead of Regular Gouki & have Oro

#37
Proupin said on December 22, 2014 at 8:07 a.m.

This animation being different on block is pretty dope, the stiffness sensation is partly due to this, but it's way cooler... Samurai Shodown also had this feature, Art of Fighting even featured different states for the characters as they took damage (bruises, blood), and that was pixel art! Don't be lazy Capcom

#38
himura said on December 22, 2014 at 8:12 a.m.

ok.....

lets assume for a second that Playstation is the winner of the console war...which it is, owns the Japanese market, the European and is on its way to own the American...

Lets assume that SF has the biggest community of any Fighting game that is being actively played at this moment...which it does.

Lets also assume that the game is going to be a well rounded, very technical and highly polished game. Which, lets be honest, it will most likely be a great game.

So.......it might not be able to compete with other big name fighters when it comes to sales? according to who? to you? and your assumption is based on what? just the exclusivity?

The only game that can compete with SF when it comes to sales is MKX, because is mortal kombat, not because is a better game or has a deeper system, just because is a classic franchise and has fatalities....

But lets put this on perspective for a second.....for SF to drop from the throne of the FGs, they need to screw the game so badly that i see nearly impossible to that to happen.

What will happen.....?

They will release the game, it will be pretty awesome, more Capcom cups, and things wont change at all.

Hopefully the other FG communities will grow with it and we will have a better and bigger FGC.

But SF is at this point the NFL of the FG E-sports....dont see that changing

#39
quicks said on December 22, 2014 at 9:31 a.m.

I actually dont feel like its the game thats slow, i think its more of ryu being slow, there is a huge difference to his speed an Chun-li's

#40
Creation_Scapes said on December 22, 2014 at 10:21 a.m.

This is the SFV Video I've been waiting for

Thank You!!!

#41
mrambitious said on December 22, 2014 at 11:12 a.m.

1. Everyone who bought an XBONE is salty (myself included) so I would just ignore all negativity surrounding its exclusivity

2. Now that I own both consoles, there is absolutely 0 doubt in my mind that PS4 is light years better than XBONE

3. Everyone needs to ask themselves, restrict SF5 to 30 fps and 720p just to port the game over to a platform American's love (for some unknown reason) or should you ensure the highest quality game possible by cutting out all systems which cannot handle the frame rate and resolution? I think the answer is obvious

4. XBONE SUCKS!

#42
Kinexx said on December 22, 2014 at 11:28 a.m.

It's a completely pointless statement; there's hardly anything to discuss yet. We've seen two characters in a short session, a limited use of the game mechanics, and the game is nowhere close to being complete. What could you possibly hope to discuss in regards to a character being "overpowered"?

As for the video, I'm incredibly excited to see more of SFV. The animations look great, and I can't wait to see more of the character roster.

#43
YanDaMan said on December 22, 2014 at 2:09 p.m.

What this man said.

Time to accept reality, Xbox fanboyz.

#44
learis1 said on December 22, 2014 at 2:36 p.m.

You people are the biggest load of idiots. Is it so hard to discuss if a multi-hit fireball could be overpowered or not in Street Fighter? Do you have to wait until you get all the information before you can theorize what could make it overpowered and what could make it balanced? Do yourselves a favor and hit yourselves in the head repeatedly with a hammer. It might actually make you smarter. Peace.

#45
KarbyPsReplacement said on December 22, 2014 at 7:40 p.m.

The incoherent outburst of pure rejection-fuelled anger and salt. It was inevitable, considering the amount of blows you were receiving left, right and centre.

It was the only logical self-defence mechanism left to utilise in such a dazed state.

The only question of interest in retrospect was the resulting magnitude. I'd say a 6 or 7/10. Extra points for the hammer part.

#FGC #scrubrapture2014

#46
Zevak said on December 22, 2014 at 7:55 p.m.

I didn't watch the video too carefully but I didn't see it go through another fireball. Maybe it's like Akuma's 3 hit fireball from SF2 where even though it can hit 3 times on block and hit, it just trades with another fireball? Number of hits that a fireball does has not always meant it gets more "projectile vitality." (I know there's a term for that, just can't think of it right now)

#47
Zevak said on December 22, 2014 at 8:03 p.m.

Alright nevermind, I just went and looked. Yeah, that seems pretty crazy.

#48
Owlflame said on December 23, 2014 at 6:18 a.m.

Max's was simplified so he doesn't overcomplicate things for his audience. Max's goal in the FGC is to bring in as many new people as possible so it can grow.

#49


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