I believe the DSP evo top 8 was on some broken version of the game, I remember the top players that played at that evo have mentioned that multiple times.
So why even play if it didn't have any meaning? Also what does this say about the integrity of EVO if "it doesn't mean anything" to win EVO because of the console choice? What about SFIV being played on the PS3 from 2009-2014 at EVO? I never hear anyone claiming that a top 8 finish is meaningless from that era even though USFIV on PS3 was notorious for being a terrible version of the game with unbearable input lag and other issues. My point is: You can't cherry pick which accomplishments mean something based on whether you like someone or not.
Jimmy, a lot of players boycotted the game that EVO because they knew it was a broken version of the game. Notice that he hasn't had any success after? He's not good at any type of video games in fact. I've been watching his streams for years because oddly I do find him entertaining at times. That said, i can't pretend that he good at street fighter. He doesn't even understand how frame data works
This move isn't broken. The problem is that when people complain about throw loops, it's Ryu they're talking about. There needs to be distance put between Ryu and the other player after he forward throws.
@@HeavyGee84 Gonna have to agree that this is needless. There shouldn't be some additional mechanic that "effects throws after *X* amount of throws" or whatever. If they're gonna keep throw loops they should leave everyone at a distance and frame advantage after a throw that requires the opponent to drive rush in order to get the throw again. That way they need to spend drive meter and won't get the passive drive regen until they stop. I'd prefer if throw loops were just gone altogether personally.
I think you and YAS might be the best aggressive and creative Ryu's out there. Your mental stack is crazy, like I can't even comprehend it lol!
I'd love to see Jimmy against Punk's Cammy
4:26 was diff
It’s a different take on Ryu. It’s nice that he can always revert back if he is losing
Do people really underestimate that move?! I think that move is one of Ryu's best moves if not #1.
I've recently started using Light Punch - Light Hashogeki Combo and my melee has become stronger.
I believe the DSP evo top 8 was on some broken version of the game, I remember the top players that played at that evo have mentioned that multiple times.
So why even play if it didn't have any meaning? Also what does this say about the integrity of EVO if "it doesn't mean anything" to win EVO because of the console choice? What about SFIV being played on the PS3 from 2009-2014 at EVO? I never hear anyone claiming that a top 8 finish is meaningless from that era even though USFIV on PS3 was notorious for being a terrible version of the game with unbearable input lag and other issues.
My point is: You can't cherry pick which accomplishments mean something based on whether you like someone or not.
Jimmy, a lot of players boycotted the game that EVO because they knew it was a broken version of the game. Notice that he hasn't had any success after? He's not good at any type of video games in fact. I've been watching his streams for years because oddly I do find him entertaining at times. That said, i can't pretend that he good at street fighter. He doesn't even understand how frame data works
@@urbansouljah1I saw a clip of him ranting because he kept failing his perfect parries and getting hit by basic cross-ups
Hasho pressure. Dude I do it too
HASHOGEKI!
Fiest
Fiesta*
This move isn't broken. The problem is that when people complain about throw loops, it's Ryu they're talking about. There needs to be distance put between Ryu and the other player after he forward throws.
Or, they can add a stacking mechanic. After 2 throws, the player is pushed back X amount of units but keep the frame advantage
@@HeavyGee84 That makes no sense. Just make push back universal across every character.
@@HeavyGee84 Gonna have to agree that this is needless. There shouldn't be some additional mechanic that "effects throws after *X* amount of throws" or whatever. If they're gonna keep throw loops they should leave everyone at a distance and frame advantage after a throw that requires the opponent to drive rush in order to get the throw again. That way they need to spend drive meter and won't get the passive drive regen until they stop.
I'd prefer if throw loops were just gone altogether personally.