Ryu Beginners Thread

Is there any trick in DPing after being cross-under?

After being crossed up? There are auto correct DPs that you can utilize. You do the same shortcut motion (A little more prolonged will help) and press the mp button very late when your opponent is on the other side. Practice the timings in training mode. Works on being crossed up by jumpins, teleports, vtriggers (bison) and you will still hit if the opponent is on the same side that he jumped at too.

Why do Ryu players use nj.HP, especially in the corner after a dizzy? Isn’t it effectively the same as nj.HK?

I find the nj hp moves you away from the opponent less than nj hk = less whiffs when linking cr hp after a standing mp.

This is a super beginner question, but i am playing Ryu. People just crouch block me and cancel my throws all the time. All i seem able to do is Ryu’s overhead medium punch, when i jump over they block me from that side as well. What do i do when this happens?

If they are crouch block then try to neutral jump. I would also use lk on cross up then try a throw once you hit em with the lk.

Ah ok, thanks for the tips. I’ve only faced a few players who do nothing but defend, i find them hard to crack.

You are being predictable with your throws. You can turn this around on the opponent by working the shimmy into your game. There are several lot of sources who can explain this concept better than I. Jmcrofts YouTube channel has a <2 minute video which explains it. Try that.

Stand jab is plus 2 so it’s also a good opener. You can either do cr.mp or just go for the meaty axe kick if you want a little bit easier hit confirm.

I find the shimmy works well against Chun.

Thanks, I found the video very informative. I’ve heard of the shimmy but its not something i’ve tried to learn, but it seems the ideal thing for my situation. I will hit the training rooms to practice this.

Any tips on how to use st.lp, st.lk, cr.lp, cr.lk? I always just find myself poking with cr.mk and cr.hk so I feel like I’m missing something very important here.

That is kind of an extensive topic.
Firstly you should not use cr.MK as your sole poke. cr.MK xx HP.Fireball is not a true block string, and cr.MK doesn’t combo into Fireball on max range. It’s one frame slower than cr.MP and is also minus. I’m not saying that you should not use cr.MK - it is useful then you expect an opponent to walk back, for example in shimmy of if he has a habit of walking back and forth in neutral. It is also useful in pressure strings like cr.MP, st.LK, cr.MK xx HP.Fireball or cr.LP, st.LP, cr.MK xx HP.Fireball because it reaches where cr.MP isn’t.
But I think that using cr.MP xx HP.Fireball as poke is usually better. It is a true block string so you can use it on block. When opponent is walking forward it will also work well.
st.MP is good to fish for counterhits - you can confirm counterhit into sweep for damage and knockdown.
st.LK also is very good to poke in neutral with buffered tatsu or fireball, because of it’s range and speed. Buffering means that you do st.LK xx LK.Tatsu in range where it will not hit your opponent unless he moves forward or does a long poke, extending his hitbox. You do it on prediction not reaction. If opponent did nothing you just whiff st.LK, special doesn’t come out - you are mostly safe. If he does something - you hit him, special will come out, giving you damage and knockdown. Weakness of that is when opponent moves in range of st.LK and blocks in time - special will come out and you’ll get punished.
cr.HK is punishable so abusing it as a poke at some point will start to cost you more than benefit. You should use it as a punish or if you have V-trigger to make it safe (which also leads to guard crush setup on crush counter) or if you read that opponent will move. But do not rely on it too much despite it being very effective with rookies.
st.MK is also a good poke because of the range. It can even lead to a big damage with V-Trigger - st.MK xx VT, CA or st.MK xx VT, st.HK, CA
So Ryu has a lot of pokes - you shouldn’t limit yourself to only cr.MK.

st.LP is a 3-framer so it should be used on wakeup. You can follow it with any normal link (cr.LP, st.LK, …) or a counterhit link (st.MP, cr.MP, cr.MK or cr.HP if you feel bold). When hitconfirm into a special. Hitcofirming of 1 light is very hard if possible, so always use two. And don’t use st.LP, st.LP combo because on block second hit will not connect.
Lights are also useful for punishes when st.MP is not fast enough expeccially st.LK xx EX.Tatsu. All comboes can be found in the combo thread. When to punish with what is discussed in punish thread. Look there for Highlander’s video it’s very informative.
All lights has short range so to use it in pressure you should get close first. So dash or jump in and try to hitconfirm any combo starting with lights. I usually use dash/ji.LK, cr.LK, cr.LP xx HP.Dp here because it starts with low and you can follow it with cr.MP on block.
Also use tick throws here to stimulate your opponent to stop blocking. For example - dash, throw or cr.LK and dash, cr.LK, throw or cr.LP etc. Same with jump ins.
To interrupt opponent strings i usually use cr.LP because of its range and link it into cr.MP xx Tatsu on counterhit. But when to use it is matchup specific, which is knowledge what i don’t have yet so i mostly just block.

just started playing SFV. I’ve played other fighting games so I understand the basic fundamentals but getting use to the meta is taking some time. Whats the best footsie tool when walking back? i use MK but should I be using HK and just learn spacing so i don’t get punished?.. Also I’d love some long sets as I’m only a week into the game lol if anyone wants to help me level up I’d appreciate it!

@Peezy I think Fireball is a good choice then you go back, but don’t get too greedy and predictable with it. It will make people wanna jump or do projectile invincible move which you can predict and use. st.LK also good, since its fast and far reaching - to hit them in footsie and advancement attempts. It’s the safest option and it can be buffered, but it may be nerfed tomorrow. cr.MP is also good. You can use HK and HP also but sparingly, more on a read when you think opponent is going to advance. Ryu in these sense is not like Necalli or Ken who always fish for crush counters in neutral. HP is faster but has no good followup. HK is riskier since it has longer startup and whiff crouchers, but has good followup.
And actually i don’t think there is such thing as best pokes in neutral. You should use them all, otherwise you get more predictable which at worst will get you punished and minimally will make opponent more comfortable. Use different pokes and watch what works for given player and character.
Here Highlandfireball made a lot of great videos and you should watch them all, but closest to your question i believe is this one
https://youtu.be/jizlaUYVAbE

Btw if anyone wants to be my ryu coach so to say let me know i wanna grind in this game… Im like 2 weeks in but I’ve played fighting games before so I know the universal knowledge ex. frame data, frame traps ect. my cfn is Peezyy I wanna lose a lot win very little but learn most of all if anyone is cool with that and help me progress lmk… Thanks everyone and Happy New Year!!!

Just curious, when do you use Ryu’s target combo rather than other options he has?

Easy to hit confirm, decent damage, links to st.jab on counter hit, doesn’t whiff like crouch fierce. V-trigger cancels, meaty pressure.

There’s a lot to love about target, simple and effective.

If S.hk hit crouchers it would be beastly.

How does it work with st. mp counterhitting on opponent’s wakeup? Is it universal that all opponents will be out of range for a cr. hp follow up if that happens?

What are some of the best pressure strings and confirms to use on opponent’s wakeups?

Cr.hp is just fucked. It needs a small range buff because you can’t be sure 100% if it’s going to work.

Personally I like Cr.jab - st.mp ( finish target combo if they are standing) or Cr.mp - st.lk xx fireball or tatsu (if standing).

A lot of Ryus problems is having no force stand finishers unless you use the slower heavy buttons.

What do I do if st.lp, cr.lp, jump back, and backdash won’t get someone off of me? I don’t understand what to do if someone keeps approaching me with normals and I can’t hit them back.

Note: Assuming I have no meter for EX Shoryuken or don’t want to use it since they might block it.