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 donât 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 donât have problems anti-airing people with ryu. I just canât 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 isnât a way to improve this without practicingâŚ
Haha well i guess so. Thanks iâll get on that and hopefully learn that damn timing. I canât tell you how many matches i couldâve won if i had that timing down.
I donât know where to post this soâŚ
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 Ryuâs entire gameplan that involves chipping his opponents / building bar / etc.
Define âspacedâ. If you mean that every fireball should be thrown at a âsafe distanceâ, 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 âdangerouslyâ 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 itâll take for a game to finish. In comparison, youâd 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 opponentâs HP with (indirect, not direct).
so where can I find ryuâs safe jumps.
Hereâs a gimmicky trick Iâve 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, Iâm new here and slightly noobish compared to most I imagine.
Iâve got a couple of questions about Ryuâs BnB combos.
One of my go-to combos used to be - cr.LK, cr.LP, cr.MP xx Hadouken
The reason was because I donât 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)
Anywayâs, 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 isnât 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.
Itâs good (I think) because itâs easier to pull out than my previous go-to combo (less moves) and the damage is higher!
It got me thinking, why donât 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 youâre just starting out. Itâs 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 doesnât quite have the same amount of reach as the cr.mp. If I could plink on a gamepad then Iâd use cr.mk for my bnbâs, and believe me Iâve tried!
As for doing cr.mp, cr.hp xx tatsu the reason why Iâd 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 Iâd imagine would give me a bit of an advantage, though Iâm 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 isnât 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, itâs 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 (itâs also a 3f move) just because you can plink it, but in your case this doesnât 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.
Realized today that far standing mk is a safe and easy crouch tech punish against certain chars because it goes over their cr.lk. Doesnât lead into anything though
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, whatâs a good follow up after you do make one whiff?
I wouldnât think thereâs 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 youâre in range)
Or am I missing the point of how to apply the tech
Sometimes itâs just used to escape pressure situations, like if Bison tries to cr.lk xx scissors. If the cr.lk whiffs the scissor kicks wonât come out and you get a chance to escape. For punishment, itâs character and situation-specific.