Parry proof anti-air?

Maybe far strong is only good for empty jump-ins. It messes up people who like to parry a lot. I guess if you’re eating a lot of jump roundhouses, just counter with dragon punch or maybe fierce roundhouse chain.

Yeah, only use far mp when you are sure they are fishing for a parry. I mainly use c.fp because the hitbox gives it some good priority against high priority jumpins like Hugos rh, and can be canceled easily to make it difficult to parry. Far mp doesn’t have that priority.

with SA1 I cancel mp dragon punch into super, or deep s.fp xx mp dragon punch xx SA1.

Just keep in mind when you cancel c.fp into an srk, and they don’t parry the c.fp, the srk won’t hit, and you’ll be in a vulnerable situation, which is why I urge you to go with lk tatsu instead of srk. Its much safer.

haha yeah. that was one of the first things i picked up with ryu and i used it against my friends all the time. if someone were to catch on and parry, i’d bluff and mix it up. maybe grab them whenever they come down or fp into shoryu. or like someone else said, meet them in the air and give 'em a good fist to the face.

if you’re getting anti-air parried, you basically want to encourage the opponent to jump in and attack, because ryu can definitely take advantage of it. especially if your using denjin or shinshoryu…

hell just do that. haha anticipate an anti-air parry and make them eat a shinshoryuken.

oh another tactic i’ve used is jumping when they jump and smacking them with a tatsu. that’s always fun to do if they keep jumping your hadous.

How do you time the fierce roundhouse target combo? I really haven’t gotten the chance to try it out on anyone so I’ve just been using it on the AI (which really doesn’t help). Basically if I hit fierce any later than immediately after my opponent jumps, the AI will usually just kick me in the face. I’m sure that that this doesn’t happen when playing against real people, but do I still have to hit fierce as on reaction to their jump if I want a chance to beat out my opponent’s air to ground attack?

the AI is good training for parrying jump ins. they seriously attack like 80% of the time. plus you learn to parry and go into a srk, which discourages most players from jumping.

back in the day i would usually roundhouse when they were at the peak of their jump, but it’s only useful if you’re trying to create distance or going for a sure final hit. i guess it’s all about reflex. just wait for them to jump and connect your hit.

This guy beat me. I was gonna say almost the same thing. If you know your opponent likes to jump a lot try to predict their jump attempts and hit before they reach the peak, like just when they are startin to jump. Also, note that you dont need to aa every single jump in they make, specially if they are always empty jumpin to parry aas. You can -besides AAs- walk a little backwards (so they whiff the throw if they empty jump throw), do a low attack (not that recommended but one time you pull it should be enough to make them doubt about jumping again, like doin l.mk ex hadou), walk/dash under and do a high/low attack and one of my favorites involve using SA1 as aa. You can use it alone or mixing it with jab srkxxsa1 (i dont use this), c.hpxxsa1 (not that recommended), jabxX (you can use one jab or 3 or whatever)xxsa1, far s.mpxxsa1 (you can hit confirm) or far s.mpxhadouxxsa1.

Hope that helps

Yeah… And then find out that only scrubs jump in on a stocked SA2 Ryu.

This one just doesn’t work against someone who is actually trying a jump in attack. The hitbox of far fierce doesn’t go up at all, so it will lose consistently to jump ins. Thats why I have to urge you stick to c.fp canceled into something.

Alright, I’ll stick to your advice next time I get a chance to play.