Hey, starting a new thread. This thread and and the current one will be merged so I can collate the information and get this thread looking like a proper matchup thread!
It’s going to take some time and naturally information will change over time too. If I have made a mistake somewhere please PM me so it can be corrected.
UPDATE - Started work on Ryu section as figured it’s a common matchup
Alex
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Birdie
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Cammy
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Chun Li
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Dhalsim
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F.A.N.G
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Karin
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Ken
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Laura
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M.Bison
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Nash
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Necalli
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R.Mika
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Rashid
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Ryu
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**Strategy **
A lot of the match is going to be based around zoning, with you on the receiving end. Fireballs will be commonplace and the outcome of the match is going to be determined on how you deal with them. It’s important early in the match you don’t show your hand. Refrain from hk revenger and chains as anti-fireball tactics at this stage and just see what Ryu’s game plan is. Bulldog (walk forward and block) fireballs and try and walk Ryu to a corner where your superior range normals can lock him down. Mix this up with occasional neutral jumps or slide and if he is content to stay full screen throwing fireballs, sneak in a doughnut or two or a can if he leaves a big enough gap. Once you have him in the corner you can bully with st.mk and other pokes.
Be ready for a jump and anti-air with cr.mp, however the first time this happens, walk up and block. This is important data on how your opponent likes to react in this situation. Take note of if they like to block, mash jab or dp and use this info for the next time it happens.
It’s now that you should open up your toolbox of chains, revengers and killing head. Chains will punish mid-range fireballs well and lk is preferable due to bringing Ryu closer. Overhead is a good follow up to this, especially if you land multiple chains and change it up each time from overhead, cr.lk > st.lk xx lp bullhead or killing head.
A well timed ex revenger will punish fireballs at mid-range and super will too at close to mid-range. A hk revenger can get Ryu from full screen, however the timing is tight and if performed too early you are likely to eat the fireball. Too late and Ryu will neutral jump or crush counter you on your landing frames.
Following any successful revenger, a meaty slide will stuff wake up dp and is great for locking Ryu down. On hit, it’s +2 so feel free to stick out a normal afterwards.
Space slides properly or it will be punished on block by st.lk xx whatever.
Punishes
Overhead - It’s -4 on block so if close enough st.lk xx lp or ex bullhead will make him think twice next time.
Sweep - Ryu’s sweep is at a massive frame disadvantage on block (-11f). You can get in a cr.hp xx hk or ex chain but must be done immediately (10f startup) and can also whiff at max range. Therefore it seems st.mp xx whatever is the better option.
Target Combo - Both the second and third hit of Ryu’s target combo are punishable by whatever you want, so go nuts. However be mindful if you are crouch blocking, the final kick will whiff so don’t sit waiting for the blockstun and miss your punish.
Hadoken - Any hadokens you block up close, Ryu is -7f except for EX (which is -2). If he is within distance then a st.mp can punish but it’s tight, as it’s a 7f startup. Until the link is mastered over time, st.lk xx whatever works as an easier albeit less damaging alternative.
Tatsu - Any blocked tatsu is punishable, with the lk and mk versions at -10f and hk at -9f. If you crouch block under the tatsu you can cr.hp xx hk or ex chain too. EX tatsu often pushes you too far away for a punish but if blocked deep enough or in the corner, it’s a whopping -19f on block, but due to the distance the only viable or reliable punish is cr.hp > hp or cr.hp xx EX chain.
**Birdie in V-Trigger **
Once you activate, use your improved walking speed to hover in and out of Ryu’s sweep range and play footsies. Ex bullhead gains a hit of armour and ex bullhorn now has two, so use these to blow through fireballs and pokes.
**Ryu in V-Trigger **
Outside of a combo, Ryu is likely to activate from sweep. Once Ryu enters V-Trigger he will more than likely become more aggressive. It’s important at this stage to remember two things: ALWAYS quick recover and MANAGE your own V meter carefully. If you don’t quick recover, it just allows Ryu to attempt a denjin hadoken set up and break your guard for a combo. If you are also low on life and Ryu has super, it’s important to keep a stock spare for V-Reversal so you can escape any chip set ups. Obviously, if you need the V-Trigger cancel for a combo to end a round then don’t hesitate.
Vega
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Zangief
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