CrMk (up close on block) can be countered with Guy’s crLk. Its super tight and Ryu has to use crMk by itself as a poke in order for it to work. This also works against Ken, Sakura and Evil Ryu. 

if anyones discovered any more tips on fighting ryu they`d be appreciated. i was doing some nice work online lastnight till i met a good ryu player and couldnt seem to win anywhere. ex run to overhead seemed to work somewhat, but then had to swap to ex slide. footsie wise he just seemed to dominate in the air and those fireballs were so distracting and kept messing up my spacing

Ryu has many AA options against Guy so walking forward is your friend. Throw your furthest pokes to stuff or trade his fireballs.

Good Ryus tend not to fireball much against Guy (unless this Ryu has good spacing) but if they do, respond with MP hozanto to make them think twice. This will make ground approach much easier.

I found that CrMk can technically go under Fireballs at close range but the timing is strict.

You mean it goes under if you connect with both hits after they release a fireball? Cos I doubt it happens on whiff.

Used this against some shotos and it really changed the way i play and view the shoto matchups. alot of them i found just throw out fireballs hoping they`ll hit. when i played as gief, id just jump over and wait for them to get bored. now knowing to use mp hozanto underneath and cause some damage is really satisfying. once they give that up and start jumping in then it seems alot easier on the matchup.

thanks everyone :slight_smile: i was nervous to ask in the beginning but now i have, its really upped my game for sure

Also you can use mk tatsu to interrupt crmk hadoken. If you block the crmk then input mk tatsu. It’ll hit them right out of the fireball. This should make them think twice about throwing one ayer the crmk giving you the opportunity to FA the crmk for a crumple.

you don’t want to just do the hurricane because you blocked the cr. forward. the way to do this is watch ryu once you block the cr. forward. pay attention to him canceling it. if he doesn’t cancel then you’ll see him pull his leg back… if he does cancel it… you’ll see the animation of cr. forward stop suddenly and he’ll be standing about to throw the fireball.

something else to be aware of is if you have ryu cornered… be aware that a fireball is gonna come your way at some point. most likely an ex because of how much faster it comes out. this is a commonly used tactic by fireball characters to push their way out of the corner relatively safely. you can train yourself to react to this with forward hurricane… this is not easy though no matter how much you practice it.

Seems pretty difficult on paper to down-back the cr.mk and then do quarter circle back for the MK tatsu on reaction.

You can also focus dash-forward if they have no meter or u suspect they wont use ex fireball.

Won’t this be obsolete in Ultra though - if they’re making Ryu’s cr.mk fireball a true string? Or am I mistaken.

it’s not hard at all honestly, it’s actually pretty easy. you just have to train yourself to see it properly. like i said… just keep your eyes on ryu once you block the cr. forward. i notice a lot of players don’t watch the opponent’s character when i’ve asked if they do. watching the opponent helps a lot in terms of your reaction time.

doing this isn’t that much different to training yourself to see a standing opponent on hit and hit confirming into ff chain. anyone who’s been playing guy long enough can do that without even thinking about it.

it’s all just about practicing it.

if you input it correctly and they do the hadoken the tatsu will come out. if they dont, then you will just continue to walk back. also against shotos im trainin myself to block back after CrMk. this really helps with the evil ryu ex overhead. and you can walk away from ryu.

What’s “correctly?” The cr.mk will either be a true string to hadoken, meaning you can’t do anything, or, it’s not a true string, from further away, which means there is a gap for you to input something.

Unless there’s less blockstun when he cancels to hadoken, but is that how the game mechanics work? I thought blockstun was fixed from when the active frame is blocked.

Ryu’s fireball into Hadouken will likely not be a true string, as even Evil Ryu doesn’t have as a full blockstring at the tip.

Ex Run Stop vs Ryu’s crMk: If Ryu’s crMk is absorbed by the last hit of armour and you block a normal fireball, if your close enough you can punish Ryu with Guy’s far stMp. Also in a similar senario, a good universal punish for Ryu’s crMk is Guy’s Ex Tatsu. Whether Ryu cancels his crMk or not, Ex Tatsu still can win, but it will require 2 meters (ex run stop, ex tatsu).

EX run is certainly an excellent approach tool, sometimes during Ryu’s approach you can absorb his f+HP and punish.

Yeah I didn’t know you could punish Ryu’s normal fireball on block if your close enough. But I haven’t tried punishing Ryu’s f+hp yet, interesting discovery.

I’ve been practicing whiff punishing Ryu’s crMk with Guy’s crLk from max range. When Guy’s far stMk is out of range, I think using crLk is good. “A little damage is better than no damage”. And you can also buffer it into Ex Hozanto if your reactions are good.

Punishes against E.Ryu on Block: 1. Overhead - Ex Tatsu, Bushin Chain 2. Srk FADC Back Dash - Ex Hozanto 3. CrMk - crLk 4. CrMk ~ Normal Fireball - Far stMp 5. Medium, Fierce and Ex Srk - if you Crouch Block at a slight distance to create 1 hit, you can punish E. Ryu with a Neutral Jump Hp 6. Sweep - Ex Hozanto or stMp if your close enough 7. Whiffed stMk - Far Hk or Far stMp 8. Ex Hozanto is safe at max distance against Normal Srk in the mid-screen.

Close stMk, crMp, TC ~ Run Slide works on a crouching Ryu, E. Ryu and Ken. It also works against Akuma and Oni, standing or crouching. Does 292 damage - 382 stun. (didn’t realise this combo worked on shotos)

Max Damage Meterless Punishes: 1. Level 2 Focus Attack Crumple, F. Dash, stHk, stMp ~ M. Tatsu (292 dmg - 500 stun) Vs. stHk, stMp ~ M. Tatsu (280 dmg - 460 stun). 2. Level 2 Focus Crumple, F. Dash, stHk, TC ~ Run Slide (281 dmg - 466 stun) Vs. stHk, TC ~ Run Slide (269 dmg - 418 stun). Note: these punishes work against Ryu’s medium, fierce and Ex Srk on block. These also work against other shotos and note the timing can be tight.