Ryu General Discussion Thread: Frame Data, Strategies, Combos, etc

I can never do my FADC, is this easier with the fight pad?

No, it’s easier with practice.

But what pad are you using? PS3 or 360? 360 pad is garbage for fighting games, but if it’s PS3, I’d advise you to just practice more.

I think you cannot buffer the 2xqcf for the Ultra (you can only buffer for Specials und Supers afaik but don’t quote me on that)
If I’m right you should be getting the super out with this method but I’ll guess it wont hit cause it’s way to fast

this is what i wanna see in a character strategy thread. awesome job. I ENCOURAGE ALL OTHER FORUMERS to do this kind of thread ( AA, zoning, etc.)

I tried it the other day and it didn’t seem to help. It’s possible to dash with 2 x qcf but it didn’t improve my ability to FADC Ultra.

You can buffer 2 x qcf while in the air, input RH (late hit) and then input PPP to combo j.RH -> ULTRA.

I can do it with the 360 analog stick pretty fine

Posted this somewhere else but this looks like the appropriate place to ask this question.

While doing the following combo, f+fp, cr. lp, cr. hp, hk tatsu, the cr. lp is coming out twice on one press. Anyone having this problem as well? I’m using the PS3 controller.

Also, how do you get a crouching punch or kick cancelled into shoryuken. Seems like I can only cancel into hadoukens from crouch.

Thanks for the help.

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Would you guys say I’m doing the motions too fast? It certainly seems that way, more practice I guess…

yeah too fast! you have alot of cushion for the ultra, take your time!

Heh that makes sense, thanks! Will keep practicing, Ryu is a huge work in progress as my Blanka and Boxer are quite strong now. :angel:

I lol’ed. Yeah you’re going too fast though.

Ryu’s has so many easier ways to land his ultra besides the obvious fadc+ultra. You’ve got anti-air dp+ultra, exhk+ultra, jumping mp to ultra, and it’s even possible to throw one out after you’ve dp’d to short shinkuu. I don’t think I can or even want to play with anyone else seeing as he has such deep playability.

You’re right, but all of the methods you suggested are situational. AA dp and j.mp require the opponent to be in the air. EX tatsu requires you to be facing the corner. DP xx shinkuu, Ultra requires full bar and isn’t really worth it. SRK FADC to Ultra can be used at any point in the fight, at any location on the stage.

Yup. Against good players the best way to hit his ultra is to srk fadc or after a focus crumple. Focus crumples are pretty easy to get I’ve found if you do it at the right times.

Definitely. focus crumples are one of my fave aspects of sf4. Especially if you immediately go for the solar plexus to the fadc ultra. Ultras alone won’t win games for you though.

hye, newbs here…
I do not read each page of this thread but there is a combo I found. I apologize if it has already been post.

f.mp => Hp.dp => FADC => Ultra.

The damages are ok (522 in the begining of a round).

But there is whiat I think can be interesting in this one :

Since the timing for the dp is kinda hard to get in the beggining, if you miss you still cancel your Dp, then you can :

  • Throw
  • cr.lk => cr.lp => cr.mk => Hodoken to gain some space
  • cr.lk => cr.lp => cr.mk => Tatsu to set up a wake up game
  • And on block : cr.lk => cr.lp => throw.

I think it’s a very interesting combo since I realise that the f.mp hit quite often…at least at my noobs level ^^.
From there you can use it to gain some space, or play a more agressive Ryu.

Try your combo after f.mp against crouching opponment and please let me know if you can link crouch lp or lk after…

F.mp shoryu is easier against Standing oponment, so not so usefull during fight.

if you F.mp during your oponment FA then shoryu will be really easy.

Damn you are right, I can’t link a Dp after f.mp against a crouching opponement.
But still I can FADC and cr.lk => cr.lp.

Well, you’are right, if i can not land the Dp against a crouching opponement, it’s a way less useflull.

But still few thing i notice during my fights.
After hiiting with a f.mp (really often) until now what i did was cr.mk => Hadoken;
it’s not a combo, but since I can’t do cr.lp after f.mp, that was all i got.

Then the more often :

  • My opponement took the cr.mk =>around 65% of times
    or
  • I’m hit by a jab => around 35%

In the first case, that means that my opponement have the reflexe to wake up after taking a f.mp…i wonder in this case if he would be hit by the Dp.

In the second case, that means my opponement will jab be after taking a f.mp…I wonder if the dp would hit in counter, or at least trade.

And in the worst case, if the opponement stay down, i think that can be quite usefull to pressure him by FADC the DP, and mix betwenn throw or combo…

what do you think ?

(Sorry if what I’m telling his nonsense, I’m quite new in 2D games…)

Hi, I have a question…

What’s the best combo to do after a crossup? I usually do c.mk xx fireball as it’s easiest to pull off…but i’d like something longer/more damaging.

I know you can super straight after a crossup but I want something that doesn’t require bar

j. mk, cr. lp, cr. hp, tatsumaki*

j. mk, cr. lp, cr. lp, shoryuken*

j. mk, s. hp, tatsumaki*

  • can sub a hadoken for these if you want to