Ryu General Discussion: Frame Data, Strategy, Combo, etc

Alright, i have no idea how to time the late mp dp. I always do it too early and every time i try to do it late i get hit. Anyone have any tips?

Practice. Go online if you don’t have any offline competition. Always think about anti-airing and the opponent jumping, whenever possible. If you play enough, you will be able to anti-air without thinking about it.

Well i don’t have problems anti-airing people with ryu. I just can’t do the late mp dp. where both hits connect and not just 1.

Which means that you do in fact, have problem anti-airing. You are most likely anti-airing too early. Try doing a crouching mp dp and see if your accuracy goes up. There really isn’t a way to improve this without practicing…

Haha well i guess so. Thanks i’ll get on that and hopefully learn that damn timing. I can’t tell you how many matches i could’ve won if i had that timing down.

I don’t know where to post this so…
Anyways, how do I practice"spacing fb"? Should EVERY fb be spaced?

You practice by playing thousands of matches. Fireballs are a crucial aspect in Ryu’s entire gameplan that involves chipping his opponents / building bar / etc.

Define “spaced”. If you mean that every fireball should be thrown at a “safe distance”, then I would like to disagree with you. The vast majority of fireballs, around 90%, should be thrown from a safe distance otherwise you give up 40% of your HP from a jump in combo / ultra. 10% should be used “dangerously” when analyzing your opponent. Does he/she like focusing through fireballs / jumping over them / using whiffed moves to avoid them / etc? You have to use that information to figure out what fireballs at which ranges would work for them.

Throwing fireballs is probably one of the most difficult aspects when it comes down to playing a ryu. Just remember that more is not less. One wrong fireball is all it’ll take for a game to finish. In comparison, you’d only get around 15 chip or so, along with a bit of bar when you are successful with it. Use it to control and force your opponents to be reckless as opposed to using it as a weapon to lower your opponent’s HP with (indirect, not direct).

so where can I find ryu’s safe jumps.

Here’s a gimmicky trick I’ve been abusing to punish tall chars who like to grab when you land from an empty jump:
jump at them, then do EX Tatsu right before you land. Solid 200 damage and punishes them for their foolishness. If you use this after a x-up remember to reverse your inputs.

Hi everyone, I’m new here and slightly noobish compared to most I imagine.
I’ve got a couple of questions about Ryu’s BnB combos.

One of my go-to combos used to be - cr.LK, cr.LP, cr.MP xx Hadouken

The reason was because I don’t have a fightstick and I find that the 2 frame link with the cr.MP is so much more viable than linking a 1 frame cr.MK (especially online)
Anyway’s, I was reading some frame data and it struck me that no one seems to use what is a really good simple BnB combo that also isn’t a 1 frame link:

  • cr.MP, cr. MP xx Hadouken.

So I could jump in with a HK or cross up with a MK and then do two medium punches (2 frame link) and cancel into hadouken, or tatsu etc.
It’s good (I think) because it’s easier to pull out than my previous go-to combo (less moves) and the damage is higher!

It got me thinking, why don’t more people use it? My frame data reading skills are limited but it seems to me like a good, easy to pull off BnB combo that deals good damage and has plenty of mixup opportunity into ultra, for instance: - cr.MP, cr.MP xx EX Hadouken, FADC, U1.

cr.MP, cr.MP is not a true block string and can be reversaled when you attempt to like the first cr.MPwith the second.

I see. So a true block string would be something like cr.LP, cr.MP, xx Hadouken (or tatsu)?

No, there is still a gap between cr.lp and cr.mp on block. The only true blockstrings are chained normals, follow ups from a blocked jump in, and some situation stuff like a point blank super into U2.

You should also consider using cr.lp, cr.lk, cr.hp xx tatsu if you’re just starting out. It’s just as easy as cr.mp, cr.mp. In fact you can also do cr.mp, cr.hp xx tatsu.

Thanks for the suggestions. I thought about using cr.hp in my bnb combos but the problem is that it doesn’t quite have the same amount of reach as the cr.mp. If I could plink on a gamepad then I’d use cr.mk for my bnb’s, and believe me I’ve tried!

As for doing cr.mp, cr.hp xx tatsu the reason why I’d prefer not to is because beginning my combo with a cr.mp is a 4 frame startup, whereas a cr.lp is a 3 frame start up, which I’d imagine would give me a bit of an advantage, though I’m not too sure about this.

My main issue however is reach, medium punch has semi-decent reach, but I envy you plinkers out there because that cr.mk is a combo god.

You can also combo into cr.hp from cr.lp. You main use cr.mp, cr.hp for punishment, eg. if someone misses a reversal. This usually gives you enough time to walk into range.

The 1f difference between cr.lp and cr.mp isn’t that big of a deal in the scenario you describe unless the punishment window is only 4f, which gives you 2f to land the cr.lp. If you only have a 1f window to punish something, it’s usually better to go for a reversal DP than an unplinkable 1f cr.lp. If the opponent is close enough, even going for close st.mk is easier (it’s also a 3f move) just because you can plink it, but in your case this doesn’t matter.

I see. The fact of the matter is I guess I need to learn a variety of go-to combos for a variety of different situations. Thanks for the advice, much appreciated. :slight_smile:

Realized today that far standing mk is a safe and easy crouch tech punish against certain chars because it goes over their cr.lk. Doesn’t lead into anything though :confused:

Well, the first thing to do is to have SOMETHING to do in any situation. Something you know you can do reliably. This seems like it fits that. I mean, hey, free damage.

Regarding using sLK to get certain cLK/cMK 's whiff, what’s a good follow up after you do make one whiff?

I wouldn’t think there’s time to do anything if you stepped over a cLK from any character, but do you have time to punish with a cMK of your own if you go over one? (assuming you’re in range)

Or am I missing the point of how to apply the tech

Sometimes it’s just used to escape pressure situations, like if Bison tries to cr.lk xx scissors. If the cr.lk whiffs the scissor kicks won’t come out and you get a chance to escape. For punishment, it’s character and situation-specific.