Ryu Beginners Thread

What happens? The throw whiffs? If you plink the throw it gives you an extra frame to connect. It’s on nevilles channel.

Anyone wanna give me advice on defending against xup jumpins, especially against mika and rashid? Am I maybe accidentally df instead of f?

Close jump ins that cross up can be beaten if you AA them with Jump back lp or hp (is hk better for this?).

Against jump-ins that hit you in front or ambiguous xups, I would recommend 4HK. It will cover the space above Ryu’s head the best, hit most ambigous cross-up attempts and beat almost any jump-in. That being said, you need to be smart with the timing because it is a slower move. This is more of a reaction AA that uses a normal. If you can, MP DP is your best option.

For true xups, I would recommend either a reverse input MP DP which is forward, down, back-down (becomes forward down since you’re being crossed up). Another option is to just jump through the cross-up to make it neutral again. Jump back HP is also pretty good.

How do you block the Rashid set up where he knocks you down then jumps off the wall. I always get crossed up

I’m having trouble getting out HP dp after my hit confirms for crouching moves. CA keeps coming out. For example if it do axe kick into s. lk hp. dp I have no issue hit confirming my DP, but on combos like c.lk c. lp xx hp. dp I’m having issues. I’m also playing on a pad, I used to be a zangeif main. Wondering if investing in a stick would give me and easier time. I think what’s happening is when I’m inputting crouch for my normal, then fdf for my dp the leaniancy on my pad or in game is confirming into super. Any advice would be great. Thank you.

Any suggestions on how to get s.lk xx tatsu to come out consistently? I usually end up with cr.lk. Sorry for the terrible terrible question.

Try doing the st.lk from the forward position (not the back - blocking position) and do a half circle to the back point then press kick.

Thanks, I’ll try that, sounds like it might help.

Catch me if I’m wrong, but this is pretty key, because it lets you punish lots of stuff for corner carry and some damage that you couldn’t other wise?

Appreciated.

yep, you need to learn this, it’s his furthest cancel in a lot of scenarios once you tag on EX tatsu or fireball. Spend a day in training, try different methods, execution isn’t a one size fits all method, whatever works for you works.

I like to go neutral (let go of stick) when linking st.lk into specials. Maybe you could try that also. GL

Thanks for the s.lk>>tatsu advice. I’ve got it in training mode, landed a few time in matches, and generally won those. I usually land an axe kick or two as well, so the additional corner carry/potential super setup is huge.

I’m realizing I kill my self more than anything – “why the fuck did I just do that” as soon as I press the button. Unsafe sweeps, etc. That, and execution errors – super when I wanted DP, and straight up fucking up DP when we are down to the pixel each. I lost two matches agaisnt two different Ken’s with way more LP than me yesterday – knew they wanted to jump, and was all anticipatory and just fucked up the input lol.

For any other terribads reading this, f.HP after throw is a super easy meaty, and can win rounds for you.

I need to add some other meatys to my game now – the s.MP based ones especially.

Question – I feel like I’m manually timing axe kick meatys on slow rise than I used to. Is this in my head, or is it an actual skill?

So I had been bouncing from 900 to 1200 for ever. Made it up to 1500 and am staying there.

Only thing I really changed was not tossing out stupid sweeps so much. So that’s worth ~ 3-400 points.

^Shouldn’t worry about the points.
That fear will stunt your growth to improve.

I’m honestly not chuffed about the actual points – played about 100 matches with Ryu in ranked without jumping just to break the habit of doing it too much :wink:

It does give me a somewhat decent metric on if I am improving or not right now though.

Ok.

I think I need to take a break from Ryu (though he is the char whose play I like the best in SFV.) I’ve been trying to break my mashing habit, and I think I just need to remove mashable invincible reversal from my options for a bit – Even worse because on wakeup, half the time if you are mashing it cancels into super, doubling the endorphin bump.

Fundamentally, my execution is bad and many years of (sortof) playing SF as Ken/Ryu means I’ve got serious muscle memory to reprogram.

Anyone want to give me a suggestion on a char to pick up? I want someone fundamentally honest, with decent AAs.

I know picking up Balrog helped my Ryu in SFV, and I’m planning on picking him up when he drops.

For context, my skill level right now is basically beating the truly terrible, and occasionally lucking out a win against semi competent players. My biggest problems are mashing/pressing buttons, and all the attendant problems associated.

Thanks for any advice.

Guile maybe since you can’t mash charge moves?

Mashing, like all execution problems, are best solved with lots and lots of repetition. I don’t think switching characters will help you much.

Reversals are incredibly important, and you shouldn’t just cut them out. Over many weeks and months of playing you will get a better and better sense of when to use them. It all depends on how well you can read the opponent and what patterns you can pick out in their offense.

As far as the mashing problem goes, training mode can help. Pick Ryu, and make the dummy just sit there and sweep. Let yourself get knocked down, and practice reversal DP with just one Z motion. You can press the MP button a couple of times, but the important part is just one Z motion. That will prevent you from mashing out super on accident. I’ll give you a simple workout routine that you should do daily when you have the time.

Perform 10 reversal DPs in a row using just one Z motion. Make sure you see the red “Reversal” tag pop up on the side of the screen. Once you do that, jump onto the other side of the dummy and do 10 more in a row. 10 is kind of arbitrary, you can just do as many as you can. Record your high scores and strive to beat them constantly. This is an excellent way to train your execution for just about anything, whether it’s a specific combo or link or safe jump setup or whatever.

I’m having a lot of trouble dealing with cross ups. I know most of my options: Air to air, cross cut, dash away. Reguardless I continuously get opened up by this option. Any advice would be great, training mode set ups or what have you. I’m also having a lot of trouble wiff punishing characters with long rang normals, birdie, Karen, and vega. Thanks in advance.

I look at it like this. Let me know if it helped you.

Perhaps you don’t realise what your characters actions are forcing your opponent to do. Hence why you don’t react accordingly when you’ve set them up for something. Opponents tend to jump when they run out of ideas. IE, you block well, you tech well and you don’t throw out mindless reversals and fireballs. Try to walk forward slightly and jab them out of their cross up attempt. When you get that down you will control the air much better. After that, try to anti air SRK them as they hope of you. Meterless HP SRK does the most damage. Finally, try to parry their cross up attempt. I’d say implement these things slowly into your game. My personal favourite is jump back Lk or LP. Those are truly reliable AA’s in every sense of the word.

MAKE READS. If you continuously guess right vs your opposition, eventually they’ll try to do something silly. But you have to realise that you’ve conditioned them to react in such a way. Think vs Cammy if you continue to throw fireballs, that she’ll react with V Skill. But you knew that, so you parry her on reaction.