Ryu Beginners Thread

st. Lp is +2 on block and +6 on counterhit.

It’s also a decent AA and good against dhalsim teleports.

St. Hp CC only follow up is with VTC.

St. Hk CC leads to a lot of big damage but doesn’t hit when crouching.

st.MP>cr.HPxxDPxxCA

How do you pull off the DPxxCA part? Whenever I have meter the CA sometimes seems to just eat the DP and just come out right after the cr.HP even though I did the inputs right. When you press down for cr.HP and then go into the DP motion you end up doing the CA motion as well. So how do I make it so the DP comes out and then cancels into the CA?

As confusing as that is, the times I pulled this combo off I only pressed punch once at the and. Aka one punch press executed BOTH the shoryuken and the CA. How? I don’t know.

You have to be clean with your inputs. It looks like SFV has something similar to KOF13 where you can hold the final motion and attack button to make the timing easier to get around this. Don’t be so quick and jerky on the motions.

For example, the easiest way to do :d::hp: xx Fierce DP is the following :d::hp:xx:df::d::df:&:hp:(hold). What will happen is that by holding the direction and attack button down, the game will keep the input. Make sure to do this in a controlled manner because as soon as you input a :f:, it will register a CA.

Friendly tip, all DP motions :f::d::df: can be done with :df::d::df: which is really useful in doing combos that start from lows

Yeah, same for if you’re canceling into a dp from a cr.jab, something like empty jump cr.lk, cr.jab xx Fierce Dp, you will get LP dp and it will whiff. Like beastEG says, just hold down the button before the last button and you wont get that negative edge input.

So it’ll look like - Cr.lk, Cr.lp (hold) XX Fierce DP ( Effectively you’ve probably got both buttons held down at this point).

yeah the buffer window is bigger, sounds like you negative edged the fireball by accident though I’ve done it a few times before during matches. To remedy this hold down the punch button you pressed for fireball to avoid releasing it during the buffer.

Alright I was trying to do this hold button thing it wasn’t working, but then I realized that holding it doesn’t really do much, it’s the button release that does it. So I take it a button press counts as a punch, and then the button release counts as another input.

Yeah that’s the point, you don’t want the second punch negative edge, just the first.

Just hit bronze with ryu after trying karin couple of days…

I just keep my distance with Hadoukens, close game just trying to do cr.MK xx Hadouken, jump mk into target combo, any other combo that I should practice?

I’m doing forward, down, down-forward then pressing punch. That executes the Shoryuken, but I don’t release the punch button. Right after pressing it, I go from the down-forward to just forward and then I release the button. That’s the theory I take it, and I pulled it off enough times to know this theory is right, but holy shit is it difficult. The timing to release the punch button has to be 100% on point or the CA will not come out. I feel like I’m taking the hard road here somehow.

Is there a way to make DPxxCA by doing the DP down-forward, down, down-forward?

Are you trying to Dp xx Super? If so it doesn’t matter about negative edge. I was talking about situations where you don’t want another input.

I actually find that to be Ryu’s only execution barrier - specifically, cr.HP xx HP DP xx CA. The way I do it is by pressing :df::hp: for the crouch fierce, then :d::df::hp: for the DP, then :d::df::f::hp: for the CA. It’s tricky though.

After getting fed up with pads I switched to keyboard and suddenly it’s super easy to cancel into DPs, which makes sense since the shortcut comes out when you hold down and tap forward twice. I guess it’s kind of a shittier version of the Hitbox. It’s something to consider if you are like me and almost gave up on Ryu because you just couldn’t do his combos like f HP, cr HP xx HP DP consistently. Use the program AutoHotKey to rebind the keys.

After doing some research, the main concern with using a keyboard is “ghosting”, which is when a button press is not registered because another button is already held down. That’s obviously really bad, but it depends on the keyboard, and even which keys you use. On my shitty keyboard, I can only press 6 buttons at the same time using certain keys, and 5 buttons if I use other keys. Better keyboards will have “N-key rollover” which means that an unlimited number of keys can be pressed at the same time.

I’ve been messing around with f HP today (solar plexus strike), and reading the prima guide. Just writing down some notes so that people can correct me if I’m wrong on something.

Summary:

  • Its slow startup means that they can probably see it coming if you just throw out it without any setup.
  • It is -2 on block so you can’t be directly punished during recovery, but you need to block since any button you throw out will lose to their faster attacks.
  • The combo you can do after landing this attack depends on your range from the target so you need to always keep that in mind as you use it.
  • The closer you are, the easier it is to land damage after connecting.
  • f HP, cr MK xx EX tatsu hits at all ranges and is the safest option if you don’t have a clear read on the range.

Close range:
f HP, cr HP xx HP DP. 283 dmg. High damage and easy. Doing EX DP only adds 16 extra damage so probably not worth it?

Medium range:

  • At this range cr HP will whiff so you can’t do the close range combo.
  • A very easy combo to do at this range is following up the f HP with the target combo: f HP, MP, HP, HK for 241 dmg.
  • Weakness of above combo is that it only hits standing, and you can’t force standing with cr HP at this range.
  • Two solutions to hitting crouchers at this range: cancel into HP DP, or use EX tatsu.
  • Cancel f HP directly into DP: f HP xx HP DP for 216 damage. Easy, but you leave damage on the table.
  • f HP, MP xx HP DP does 256 damage, but because you can’t hold forward OR down when doing the MP, cancelling into the DP is harder and requires more precise input. Don’t like this combo for that reason.
  • Another option is to use cr MK instead of MP: f HP, cr MK xx HP DP for 247 dmg. This is 9 dmg less than using MP, but because you are crouched, it’s easier to cancel into HP DP.
  • f HP, MP xx EX tatsu does 252 dmg and seems easy, but you are using 1 EX for the same kind damage as previous combos that doesn’t use EX.
  • But, an EX tatsu that fails to combo and is blocked leaves you much much safer than a blocked DP.

Long range:

  • At this range, MP misses after f HP.
  • You can still use f HP xx HP DP for 216 dmg.
  • Need to use cr MK instead of MP to continue the combo after f HP.
  • If you cancel cr MK into DP at this range the DP will whiff. Instead, cancel into EX tatsu.
  • f HP, cr MK xx EX tatsu for 245 dmg.

Very long range:

  • There’s a range where only the first hit of f HP will connect.

Let me know if I’ve missed something.

Good note at the very end about the longest range of this move. Trying to use this to whiff punish from too far out will end with you getting punished because the second hit will not connect.

So I’m a terrible newbie. Logged maybe 500 matches in USFIV with Ryu and Balrog over the summer and bounced around at 500 points with both.

I’m doing better in V (more fellow newbies) and seem to be be solidly in Bronze at just under 1k LP. I’ve got all sorts of stuff to work on at the moment that I know will level up my game:

Help me out as to what else I should be looking at.

  1. Get consistent on punishes. Too often I just go brain dead and toss a sweep when I know I can punish.
  2. Get consistent on using throw, and by association teching.
  3. Get consistent on hit confirming into super on a punish or cr. mp, cr.mp string.
  4. Figure out when I can actually use midair MPxxEX Tatsu.
  5. Start to utilize parry.
  6. (Related to 3), stop wasting bar on EX Haduken – Super is just too good.

Anything else I should be messing with/focusing on?

I was having real problems with Necalli at this rank, but I think I just figured it out.

They do badly want to do the full screen dash, and to reversal DP on wake up.

Bait both if those and block/punish.

That seems to be a very broad focus range for someone at your current skill level.
In my experience, leveling up in fighting games goes roughly like this.

Level 0 = I have never played fighting games

  • Symptom: Not knowing the game
  • Fix: Play the game vs a CPU for a few days until you are in command of your actions, so you can preform specials and know what each button does

Level 1 = I like to spam specials, jump & sweep

  • Symptom: When starting out in any vs scenario your going to carry bagage from your encounter with the CPU and what feels safe and powerfull in that setting allmost allways manifests itself the same in every player, as when we start here, Special spam, Jump Attacks & Sweep leads to easy damage on the CPU so its quite logical we go to what we percive to work (and feel safe doing)
  • Fix: If you want to win in the short term? learn a easy damaging jump in combo.
  • Fix: If your in for the long game and want to improve then try to stay grounded, do not gravitate to jump in combos (or combos in general) as they will only compound your tendency to jump. At this stage your most vast improvements can be had in "Anti Airs & Movement on the ground"
    Go into training mode and practice anti airs (not the entire kit, just 1 or 2) a single blockstring that also doubles as your go-to combo (for ryu this could be s.MP s.MP xx Hado, the boon of this string is that if you mess up the timing of the two s.MP’s it also works as a frame trap) forget about Super Combo’s, V-Triggers and everything else that is very advanced.
    Take what you learned and go play 10-20 matches telling your self the most important advice anyone could ever give you in fighting games: stay calm and dont jump.
    Try to move around the match with just moving your character on the ground and substituting jump for grounded dashes, apply your anti airs and attempt to get into range with your blockstring and apply it.

Level 2 = Im trying to improve by staying grounded.

  • Symptom: Staying on the ground is leaving you i-mobile in down back block for the majority of the fight.
  • Possible Fix 1: If its because you get jumped on alot, then keep practicing your anti airs
  • Possible Fix 2: If its becuase you get scared by being hit by moves in grounded neutral. Then here’s the most stupid advice anyone could ever give you. Get random with your normals. If you have ever seen someone who’s really good at fighting games, playing someone who’s not… they will mention this term “X person is just pressing to many buttons” that person is who you should aspire to become, You need to go back to what you started out with but swap specials for normals (in a controlled manner), you should try to get into a range where your normal would hit and get used to being brave enough to press the button. Your not going to go from here to god of footsies, that just isnt going to happen but unlearning something you taught your self out of need (being to active & random when you start out) is something you need to unlearn at this point while still applying what you have allready learned. You need to press more buttons.

Level 3 = Im starting to get comftable, but X move beats me up!

  • Symptom: You get wrecked by a certain move and you feel lost because of it.
  • Fix: Get used to using training mode to learn, set the dummy to do the move and see what you can do when you block it.

Level 4 = Im ready to hurt other people with COMBOS.

  • Symptom: Your getting to a level where you feel comftable in game, you feel superior to your oponents in certain aspects (like fx. someone jumping on your constantly and you anti airing them)
  • Fix: When this feeling hits you, its time to add in Jump-in combo’s that leave your oponent in a knocked down state such as anything ending in hp.SRK or HK.Tatsu, frame traps is to early to implement on their wake up so keep your options limited to two things when they wake up. Neutral jump into the air (that will lead straight back into your jump-in combo) or throw on their wake up [or block if you feel a reversal comming] This is an essential component of offense (the throw/no throw game) and this is the most simple form of it in SFV.

From there, learning is very organic… i’ve seen quite a few people going in way different directions but those 4 stages are allmost universal in terms of learning the game in baby steps (esp ryu).

If your beyond point 4 then there is only really one advice anyone can give you, keep your focus area small. Do not look to improve your game in as many areas as you mentioned, it will only lead to one of the issues you listed with forgetting to punish, its the same reason as to why anti air’ing is really dificult when its not automatic, your brain isnt wired to think about that many things at the same time. Automation is the name of the game and the easist way to attain something just happening automatic is just keep doing that over and over and over again and then moving on to add something else when it happens.

I always tell people find as many solutions as possible for each situation you get into. If you find yourself only having a single solution for a given situation (always blocking a jump-in, or always parrying projectiles) you’ll get predictable and your opponent will break you down. If your opponent jumps at you a lot, :mp: DP a couple of times, then try a dash under once or twice to make sure that he doesn’t start baiting you, etc.

Forget 3,4,5 and 6 straight away for a start.

Replace with

  1. Get consistent at AA and spacing to AA
  2. Learn exactly how far your moves reach
  3. Block out of a bad situation almost all of the time
  4. Learn to bait

If you can do those things you will be 2000LP at an absolute minimum and better than 60% of the player base.

Fundementals trump everything. Get good at the ground rules, get good at the basics.

Once you’ve got those down your top priority is to lean your counters to every special in the game. Then after that move onto normals.

Completely agree.

However, those six things are still a tall order. It takes a very long time to consistently anti-air - top players still mess up and get jumped in on. In terms of prioritising, I would say that in this game, punishing is especially important, and especially right now, when everyone is doing risky shit. Even as the game matures, I think there’s going to be a much higher risk level in general than in SF4. Added to the fact that damage in general is higher, and stun is more of a threat, being able to recognise punish opportunities, and having the correct punish is absolutely key.

You can get pretty far just by carefully defending and blocking, and only attacking as a punish, especially with Ryu, who has excellent punish options even without meter.

I would add a 7): Learn 3-4 extremely common situations, and how to act in them.

For example,

-Learn what your basic process will be when you’ve just jumped in on your opponent and are at frame advantage. You need to be comfortable and not freak out and start mashing buttons. Recognise that when you’re in this position, you have to decide between pressuring with normals, going for a throw, or waiting to bait out a reversal.

-What do you do when you get a knockdown on them? With Ryu, it’s useful to recognise this situation, and learn to set up a basic meaty Axe Kick combo. You’ll get a lot of knockdowns throughout your games, so having an optimised sequence of play ready to go when it comes up is useful.

-What do you do when someone is turtling against you, and anti-airs all the time? A lot of newer players kind of run out of ideas when someone turtles against them and is on point with their anti-airs. They just give up and start jumping into DPs over and over - I’ve seen it happen. Instead, learn to recognise this situation, and have a plan when it comes up. Do you start inching forward, covering yourself with fireballs, and eventually put out a few long-range pokes once you’re in footsies range? Do you look to parry something and dash forward to close the distance? Do you Justin Wong them and block, even if you’re at a life deficit, until they become impatient and attack you?

I find that newer players tend to lose their nerve in unfamiliar situations and that’s when poor decisions happen. Learning that even though every match is different, it can broadly be broken down into similar micro-situations, can help a lot.