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General/Other - Shirai Ryu Shirai Ryu General Discussion Thread

JoeX0rX

Noob
Can anyone shed some light on the specifics of shirai ryu jumping teleport? On whiff it seems to have fast recovery? Or do people not know how to punish it? I can whiff air teleport then connect d3 or throw pretty consistently. It only gets stuff it seems if the other player is throwing kicks and punches anticipating the teleport. Is this just an online thing??
 

Naug

Noob
Is there any one having a hard time connect the njp after an ex tele or f122+3 tele online? any tips
No problem connecting the njp, but the tiny walk forward you have to do after to connect the 44 is tougher online for sure. Training is always easier than the real thing, no nerves getting in the way. My only tip is what I try to do :)

 

davo1270

Noob
- b2,1xxKunai(any range) can be armored out of
- b2,1,2+4 can be armored out of
- b2,1xxTeleportCancel~Block can be used to bait out some armored moves

- b1,1xxKunai(mid) can be armored out of
- b1,1xxKunai(close) can NOT be armored out of
- b1,1,2 can NOT be armored out of and is supposedly -11 on block (unsafe and full combo punishable at close range)
*the last hit of this string can only come out if the second hit contacts the opponent
- b1,1xxTeleportCancel~Block can also be used to bait out some armored moves if you use the string in sweep distance

Not In The Video
- f1,2,2+4xxKunai(any range) can be armored out of
- f1,2,2+4xxTeleportCancel~Block can also be used to bait out some armored moves

All Teleport Delays can also be used to punish backdashes (from avoiding Kunais) and continue pressure with grab or mixups

EDIT: Just tested everything with Kung Lao and his 7 frame armored Vortex spin and everything above still applies (except b2,1xxTeleportCancel~Block)

 
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GrimJack

Rock paper scissor specialist
- b2,1xxKunai(any range) can be armored out of
- b2,1,2+4 can be armored out of
- b2,1xxTeleportCancel~Block can be used to bait out some armored moves

- b1,1xxKunai(mid) can be armored out of
- b1,1xxKunai(close) can NOT be armored out of
- b1,1,2 can NOT be armored out of and is supposedly -11 on block (unsafe and full combo punishable at close range)
*the last hit of this string can only come out if the second hit contacts the opponent
- b1,1xxTeleportCancel~Block can also be used to bait out some armored moves if you use the string in sweep distance

Not In The Video
- f1,2,2+4xxKunai(any range) can be armored out of
- f1,2,2+4xxTeleportCancel~Block can also be used to bait out some armored moves

All Teleport Delays can also be used to punish backdashes (from avoiding Kunais) and continue pressure with grab or mixups

EDIT: Just tested everything with Kung Lao and his 7 frame armored Vortex spin and everything above still applies (except b2,1xxTeleportCancel~Block)

If you say so then every character have the same weakness. for example, you can armor reversal out of ice clone and punish sub zero every time. but will it is good metter management for the other player
 

davo1270

Noob
If you say so then every character have the same weakness. for example, you can armor reversal out of ice clone and punish sub zero every time. but will it is good metter management for the other player
Can you rephrase your statement.. I read over it many times and cannot understand what exactly you are talking about
 

davo1270

Noob
I was talking about f21 kunai, f2 kunai, b3 kunai can be armored out.
I understand that they can be armored out of, I was just showing how how if you are up close against your opponent and want to go for the safest mixup string that cannot be armored out of or backdashed, use b1,1xxKunai(close). There are other strings that guarantee a Kunai too, but b1,1,2 is an overhead which provides the mixup aspect. 3,3,4 also ends in an Overhead but I believe that it could be armored out of.
 

GrimJack

Rock paper scissor specialist
i also think that in a game IMO that is so meter dependent like this, armored out of pressure is not always a wise choice. Especially when you don't have a bar, you can't wake up
 

JoeX0rX

Noob
Not having a good wake up move is something im used to and seems like you can get away with more so in this game than in IGAU. But those slow normals man.... Yeesh:(

Just got to be smart and although pig shat all over regular throwing. It frustrates the other player. Empty jumps then sprinkling in an air teleport d3 or air teleport throw is part of takedas game. Then hopefully you can open them up with a 35%. But I wouldn't bank on it; good players can react quickly enough to block b2,1 or b3. A lot of people i run into just stand there blocking and wait for me to attack becuase they know how unsafe all takedas shit is. Chip dmg is chip dmg though so kunais can be frustrating. And like trident said they may not armor out of combos so willy nilly becuase they'll find out on wake up when they don't have any meter b2 kunai, b2 1 kunai, b 2 kunai, b2 1 1+3 can get stupid. I love takeda.
 

Fairlysadpanda

Really bad at fighting games.
"Takeda is mid tier"

Nope, Takeda is a footsie character with tonnes of options. Give him time.

---

I'm surprised nobody is working on the whole unblockable thing he has going on.

f1 2 2+4 x qcb3, nj2, run, f2 1 x qcf 1(hold).
B2, release 1, 1, qcb+3, nj2, f2, 1 x bf1.

Catches wakeup block, wakeup attack, wakeup backdash.
Other setups catch delayed stand and backroll shenangians (and backroll is seeable, so you can switch setups on the fly).

Sub's ex slide is tricky and it might lose to armoured teleports... but hey, I'm not a natural tech guy.

(Oh yeah, and you can go for really mean tick throw setups on wakeup when they're trapped in kunais!)

If you have an opponent who loves to hurt you after b2, 1, with armoured reversals, just cancel into teleport on block, hold the teleport and wait for their armoured punish. You can just teleport right to the opposite side of the screen and continue your game. If they delay their punish then you can just cancel the teleport and block. This is totally seeable offline, IMO. You just need the reactions.

Sometimes you'll get hit by someone mindlessly throwing out armour. But he does have options.

EDIT: BTW, if anyone's struggling vs Kung Jin, back 1 2 is your friend.
 
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BoricuaHeat

PSN:KrocoCola
The best I've found so far with using Ex Kunai to set up unblockables is after a f122+4 during a combo (depending on gravity scaling if the second hit will whiff I'll just cancel the first in to Kunai). From what I've tested you seem to have enough time to react to most of their wake up options and still have enough time to apply a mix up.

Most solid escape at the moment is jumping out but that could lead to a punish with a air quick phase to the dome piece.

Also wondering if any of you guys have started applying B11 into your game? After getting them to realize that B11 into Kunai is hapless I'll go for some shenanigans and set up an ex Kunai and then react according to what they'll do, pretty funny stuff as people panic when they see sharp pointy things below them.
 

GuerillaTactix

#bufftakeda
"Takeda is mid tier"

Nope, Takeda is a footsie character with tonnes of options. Give him time.

---

I'm surprised nobody is working on the whole unblockable thing he has going on.

f1 2 2+4 x qcb3, nj2, run, f2 1 x qcf 1(hold).
B2, release 1, 1, qcb+3, nj2, f2, 1 x bf1.

Catches wakeup block, wakeup attack, wakeup backdash.
Other setups catch delayed stand and backroll shenangians (and backroll is seeable, so you can switch setups on the fly).

Sub's ex slide is tricky and it might lose to armoured teleports... but hey, I'm not a natural tech guy.

(Oh yeah, and you can go for really mean tick throw setups on wakeup when they're trapped in kunais!)

If you have an opponent who loves to hurt you after b2, 1, with armoured reversals, just cancel into teleport on block, hold the teleport and wait for their armoured punish. You can just teleport right to the opposite side of the screen and continue your game. If they delay their punish then you can just cancel the teleport and block. This is totally seeable offline, IMO. You just need the reactions.

Sometimes you'll get hit by someone mindlessly throwing out armour. But he does have options.

EDIT: BTW, if anyone's struggling vs Kung Jin, back 1 2 is your friend.
Hold on what is qcb3?
 

GuerillaTactix

#bufftakeda
Hold on what is qcb3?
quarter circle back?? ohhhhh! Man just call it EX Kunai.. Not everyone played street fighter. lol! This is good stuff though you're right. It's hard to do on a pad though.. I use the stock ps4 controller so that rolling your thumb from 1 to 2 to get the low overhead at the same time it tough sometimes.. Haven't gotten to the point where I feel comfortable risking the drop in a real match. I do believe EX kunai is the one thing I need to work on more than anything else though. The reward is sooo high.
 

davo1270

Noob
Throw Setup w EX Kunais
- same setup could also be done off of b3
- could probably be armored out but so could all of his other strings lol
- It's also 34% damage total if they don't block the overhead whips and the jip~EXkunai~grab
- You could also go for f1,2,2+4 pressure if they start to expect the grab after blocking everything else

f1,2,2+4 Teleport Setup
- pretty self explanatory in the video..
- they can tech roll out but you can also punish accordingly
 

davo1270

Noob
MKX Takeda (Shirai Ryu) Deep NJP Pressure
- since people are starting to get used to Takeda's neutral jump punch and are starting to actually block it (which leaves Takeda negative) I figured that you can either do an empty jump into pressure, or do a deep njp overhead which is shown in this video
- deep NJP seems to make Takeda recover so fast that he could follow up with free pressure (I tested it with Liu Kangs 6 frame f1 and could not interrupt it)
- you can go for DeepNJP~f3 which stuff backdashes, stuffs or trades with some slow armored specials, stuffs the opponent trying to jump out, and stuffs pokes
- after you condition them to block after a Deep NJP, you can go for f1,2,2+4 pressure or whatever else you want (grabs would work really well here too)
 
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