Super combos

I played a few high level Guiles, if points mean anything, the really good Guiles won’t leave the ground to often. They’ll match your fireballs and start to win the fireball war with V Skill SB. I know this sounds universal, but vs Guile when you get the chance to do you max punish - DO IT. Please have your SRK game on point also. I’m talking about reverse input DP and standard DP. Remember to punish his Cr.Hk properly. And try not to jump if he whiffs Cr.Mk. As he’s probably charging FK. And don’t try to compete with him when he activates VT. It will not work.

I need help against dhalsim. Can’t time the s lp right when he teleports. I unnecessarily eat a lot of the teleport, hp, mk, fire combo.

Tips?

I think cr.HP is the better option or s.MP will do better. s.lp has such short range that unless someone goes deep on you, it will whiff a lot.

Other option is neutral jump to be more aggressive but isn’t consistent.

Thanks

Those could be solid options to beat out a teleport. I just have a feeling that cr.hp will be too slow on startup. It may work though. If you are having troubles getting the timing down, definitely try timing practice in training mode. Just record Dhalsim throwing out an EX fireball, and jump teleport in front and behind you (motion for insta tele should be shoryuken motion into up+forward ppp or kkk)

Hey could some ryu players look at some of my matches and help me what I can improve on as a ryu player?

On cfn you can find me by typing in JustinAkatsuki

Hey JustinAkatsuki, I took a peak at some of your matches and I feel that you have a solid Ryu.

Just keep in mind that being solid defensively doesn’t mean to only block and throw out pokes when you have the chance. Having a good defense means knowing what you can punish, punishing as optimal as you can in the moment, knowing what is vreversible, knowing when to dp shoryu vs when to st.lp aa vs just taking the block, and of course knowing when to turn up the offence. All this has to be learnt but you are definitely on the right track.

I am always analyzing my opponent. It’s not easy to do it on the fly but it is a must in any fighting game. Does he jump over fireballs? At what range usually? What does he do on his wakeup? What does he do on my wakeup? Is he teching grabs? Is he AAing? etc…

Matchup knowledge goes a long way into making you a better player overall. I like to spend time in the lab recording special moves at first and seeing what I can punish. I then only look for those particular moves in game and start my knowledge from there.

I liked your corner pressure a lot. Very scary stuff, but I felt in the neutral you gave your opponents too much space and they ended up opening you up and bullying you on knockdowns. Your punish game is on point too, good stuff. All this is only from a few battle lounge matches but hopefully you find some things you could work on. Good luck

I have played a couple of Guile’s and the ones I play don’t jump at all or use CHK. They just keep throwing fireball after fireball. And of course use their VT and VS. If you try to jump over their fireballs, it was either dash in CHP, flashkick, backhand, or more fireballs. I couldn’t get it and I got destroyed. You can’t keep up with his fireballs and I was able to get a few DPs in there but nothing great. I feel in SF4 you were able to bate flashkicks more.

Birdie and Bison. Low/mid tier characters winning against my high tier. Does wonders for my self-esteem

High tier in this game means more 6-4 than 4-6 matchups. Any high tier choices are going to be a more frequent matchup for them for you so what I suggest is going to BL and getting in some sets to work on that aspect of the game. You may even try the Character forums or General Lounge to find mains who will play you

I think you should look into using HK tatsu during fireball fights. I was having trouble with this match up and honestly felt kind of lost. Then I remembered how I use to use HK tatsu(as Evil Ryu) in USF4 sometimes. It’s actually not a bad idea since Guile’s booms aren’t as good as they were in SF4. Obviously it’s a read and not a reaction but I think it’s a risk that should be taken sometimes.

I can normally land that first tatsu because the Guile player won’t be expecting it. After that it gets more risky since they’re expecting it. But that’s also a good thing since they’ll be more hesitant to throw out booms. This gives me the upper hand in the fireball fight and if they go back to matching my fireballs non stop than I’ll try to remind them why they shouldn’t again. Again I know this can get you blown up pretty bad, but I think it’s important to let the Guile know the threat of it.

Tiers are just a vague representation of a character’s ability to handle matchups and certain situations compared to others. It all comes down to the player. A competent player using FANG, Birdie, Bison, who have you, will probably put the tier charts to dust. Just because you get matched with a character that is considered low tier does not mean you should expect an easy win, never let your guard down. Concentrate on what kind of person you are playing instead of the character you’re against.

Two competent players playing against each other is another topic, but you should never let that stop you from playing the characters you like. I guess what i’m trying to get at here is that tiers are bullshit in sfv. =p

I have mostly switched to Balrog at this point but Ryu remains a secondary for harder matchups. When i’m matched against Guile players, my strategy is still very effective even after his long release date.

Turtling the neutral until you can score the knockdown to pressure on wakeup is what I believe you HAVE to do. Patience will get you far in this match. Blocking a boom does not mean you lose in any way. You just reset back the neutral fireball game again. It’s all a tug of war. A good exercise is to try not jumping at all and only playing straight ground the whole match, even if you know if you had jumped, you could have landed damage. Just another avenue you can try if you feel stuck, it really works for every matchup.

Vega is 6-4 in Ryu favor I think. As a super gold I can beat platinum vegas for days, I lose to silver fang, silver karin, and silver bisons. So imo, those 3 are clearly not in Ryu favor.

Why didn’t anyone quote this truth?!
Heck is wrong with this culture, ye mad.

As soon as I read that the Dhalsim/Ryu match is in Ryu’s favor, I stop reading. Shoryuken shouldn’t let people that doesn’t know what they’re talking about make posts.

I think S1 Ryu was at worst an even match, it’s bad now because Ryu sucks. These are old match up charts.

I’m not sure any match is in Ryus favor, but Alex and Birdie are the ones I’m most comfortable in but probably just because I haven’t played competent users. Vega too, Bison is manageable. My personal worst are Laura, Mika, Guile, and Balrog. Mika feels like she gets free attacks, I just don’t even haveva gameplan for her. Stay the fuck away basically…she was worse before though, totally broken. Not sure what changed specifically but yeah.

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Ryu has no chance. Easily bottom 2 in this game.

Original source http://shoryuken.com/2017/10/21/reddit-users-put-together-character-usage-charts-for-gold-to-master-rank-in-street-fighter-v/