Like Pherai said, Ryu’s super is really about shutting down options. Vs. Blanka, once you have super, he cannot use blanka ball without getting hit. A good blanka just won’t use it once you have super. A good rog won’t sweep or do anything but a safe lp dash punch from max distance. Good players with fireball characters will throw very few once you have super, because you can buffer and super through it. Dudley can’t do anymore random machine gun blows(lp version is safe from super, any other gets hit). In other words, you want that super telegraphed. You want them to know that when that super meter is filled. You want them to know that when that super meter is full, they’re going to get hit by it if they do anything that’s not safe. You’ll be surprised how much a players game will change once you show them you know how to use the super…or they’re scrubs that won’t change and you get a bunch of free damage every match.
For hit confirms, start off with c.lk, c.lp, c.hp xx tatsu. If the jabs are blocked you can tick throw, change to a block string with c.mp xx fireball, walk backwards…w/e. If the jabs hit, you finish with c.hp xx tatsu.
Storing your meter is not a bad thing, Ryu with super makes him really dangerous. the other player will also play differently, find their fireball patterns and punish with it.
Also going up against blanka,sagat you must manage your meter carefully, full meter less blanka balls lol , just be ready to punish when they have a laps in judgment. FREE COMBO!!!
Stick to Ryu to learn all the fundamentals zoning etc.
Not really, because if you suck, you lose… What it does is reward you for exploiting an entire section of mindgaming and tactics that didn’t even exist before the game came out. And new stuff scares people.
Research your character heavily before you decide to do that… A lot of characters in SSF4 have pretty mediocre Supers and/or really good EX attacks.
Update: Got the shit kicked out of me online umpteen times with my Ryu, mostly due to lack of execution. Still waiting on the stick and in the meantime my PS3 pad is making it really hard to truly mix up my offense bc I don’t have easy access to all 6 of my normals…its just weird to be playing a game and not have all the tools at your disposal.
Decided to try Juri (gonna pick Ryu up again when the stick gets here) for the past few days and am really surprised with this character and the amount of matches I’m winning (already). I’ve beaten or given 2500BP opponents a hell of a run for their money with her, which has been a lot of fun and her head games?? Shiiiiiiit… I don’t know about anyone else but watching the other player fall for something at just the right (wrong?) time and lose 1/3 life never gets old. Can’t wait to find even more ways to get in with this character, she’s definitely in my rotation.
BTW thanks for the input Katriana, looking at the EX/Super situation from that angle is yet another way to use this particular system. With Juri especially I’m finding myself doing way more EX moves than saving for her Super which is only really great as a combo… still learning all the properties of her EX’s. Likewise to Pherai and Dannkk I’m going to try and add the shutdown philosophy to my game, but again its going to take a lot more playtime to discover everyone’s animations and moves…and supers…and ultras…and matchups.
I actually did not understand sf4 until I spent a few days playing super turbo on ggpo, so I really don’t think there is too much for you to worry about. This is more like super turbo than any of the other games.