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

Nice vid man.

Thx

That was sick! Even more impressive is the fact that you did it while playing on a camcorder LCD screen! LOL

personally i tried HP shoryuken and cr.MK xx tatsu as they seem to be the most reliable out of the follow ups… If you’re close to the wall you might want to try cr.HP > shoryuken like Daigo.

From matches, i feel it’s too risky to be of bnb use, because I think it depends on from what range you land cr.MK. Like 40-50% of the time when I SADC my opponent will block whatever is following up. However I found that it’s much more reliable if I use cr.MP xx hadouken SADC instead, but will have to test more…

not sure if this is the thread for this, but just watched muffin mans combo vid (awesome by the way…)

how do you preform a Kara throw? i think thats the name he used. with more distance.

thanks.

I put that on mah ipod.

I got a hold of the Prima Guide and I was looking into the frame data again. Can someone please explain me how to read it?

Here’s an example:

Collarbone Breaker

Execution 3 Frames
Active 1(1)2 Frames
Recovery 14 Frames
Block Advantage -2 Frames
Hit Advantage 3 Frames
Block Stun 13 Frames
Hit Stun 18 Frames

If I’m reading this correctly after a connected F+MP I have 7=-14+3+18 Frames to connect with another move. If my opp blocks it my opp has 3 Frames to counter attack. Is this right?

Another question, do all FB (lp, mp, hp) have the same recovery?

And why doesn’t it says that F+MP, Super is a combo?

Thx

The Hit Advantage and Block Advantage sections already have what you need.
You have 18 (hit stun) - 14 (recovery) - 1 (active frames animation after the second connected hit) = 3 frames to hit after connecting F +MP.
Also, the execution (startup) is not 3 frames as listed by you, but 17.
And all fireballs have the same recovery, yes.

To elaborate:
Execution 3 Frames
This is the startup time: frames before the move starts hitting (as noted, incorrect in this particular case). The last startup frame is the first hitting frame.

Active 1(1)2 Frames
Hitting frames, the number in brackets shows non-hitting frames between the two hits of the move.

Recovery 14 Frames
Pretty self-explanatory.

Block Advantage -2 Frames
Advantage/disadvantage if the opponent blocked the move. Negative numbers mean disadvantage.
= Block stun - recovery - all active frames except the first.

Hit Advantage 3 Frames
Advantage/disadvantage on hit. That is, how many frames sooner (or later) than the opponent you recover.
= Hit stun - recovery - all active frames except the first.
Both hit and block advantage are calculated on the assumption that you hit on the first active frame, which might not be the case, if you hit late in the active frames (landing a meaty, for example), your advantage may increase.

Block Stun 13 Frames
Hit Stun 18 Frames
These two are obvious.

Oh.My.God! You’ve got no idea how long I’ve been looking for an explanation of the brackets! Now that you’ve explained it really seems obvious actually… :sweat:

While you’re on a roll perhaps you know what it means when it says in the wiki frame data that Ryu’s ultra combo has 1+10 frames of startup? Is that 1 frame of freeze from the animation and then 10 frames of startup?

When I close to the wall, I personnally do : cr.hp => Ex Tatsu => Ex Hadouken => Ultra If got full meter bar of course, else cr.HP => Shoryu, seems better you are right.

Well I test from the extreme distance where a cr.mk can land, and there your tatsu will be block, here i do a hadoken instead…

Thx Scourge.

Two other questions, I know this as been discussed before but I can’t seem to remember if there was any conlcusion by then. Does this advantage (on block and on hit) change if the opp is standing or crouching? Can I combo a c.lp after a F+MP whether my opp is standing or crouching? And if I’m blocking Sagat’s TK does it makes a difference if I’m blocking low or high?

nope. blocked is blocked and hit is hit.

RadarTrap is it possible to connect a lp after a F+MP wheter they are stanging or crouching?

Because if they are crouching I can’t seem to combo a c.lp after I hit F+MP. Maybe it has something to do with hitboxes…

The kara throw is performed by starting a normal attack, and immediately inputting the throw command BEFORE the attack hits.

The idea, is that the normal attack moves you forward in the first few frames, just a little…that amount you moved forward takes you from being out of throw range, to being IN throw range.

Ryu’s kara throw is VERY hard to pull off, you can do it from standing roundhouse, but its a real PITA…and with lag online, pretty much forget about it.

I recommend you start by learning Ken’s kara throw, which is easily the best in the entire game that we know about.

Kens kara throw: F+MK + Throw.

Remember to start the move OUTSIDE of throw range. So, stand just outside throw range where your throw will whiff, but where if you take even one step forward, you will be in throw range.

Here is how fast you have to be: I use three fingers to pull this move off. All three strike at the same time, but my ring finger (the one that hits MK) strikes first by maybe 1/20th of a second. It sounds like you slap all three keys at once, but actually the medium kick gets hit first by a TINY amount. That is how tight the timing on this move is. If the F+MK hits at all, you were WAY WAY too slow inputting the throw.

To add to that, be careful when using kara throws because they add to the startup time of a normal throw. For instance, normally you can do a point-blank ducking jab and walk-up throw without worry of being countered by a normal attack (generally ducking jab or short). Kara throws, on the other hand, may be countered because of the startup added by the attack used to move the throw forward.

I was wondering what people do to tech throws. Do you mash the mp+mk or do you do it rhythmically to the attacks your being dealt or is it something else completely different. I’m trying to work on my defensive game, but I’m not consistent with teching throws. Thanks!

Can you do it when they’re standing? I find that f.mp pushes them too far away and the s.lp whiffs, but that might be character specific…

Also, f.mp gives +3 frame advantage on hit, and lp has 3 startup frames - so unless I’m reading that wrong you can’t link them. I just gave it a quick try in training mode against ken and I couldn’t get it to link (quite possible that i just suck too much :razz:)

+3 frame advantage and 3f startup means a 1 frame link, since the last frame of startup is also the first active frame.

Baiting throws with EX Tatsu, is this possible/reliable cuz I’ve seen lots of Daigo vids and he’s using the move a lot so how it works?
Throws invincibility for some frames or full invincibility, and if yes can anybody elaborate the data on this move like all the properties from the startup frames till the end. Seems like a key move for his offensive game to me and will enhance ryu’s throw game.:chat:

http://forums.shoryuken.com/showthread.php?t=182125

About linking f.mp, c.lp:

This is from the first page:

Now I’m confused. I’ll admit that I didn’t try for very long this morning but I wasn’t getting this to link. Now if it is only causing 16F hit stun on a crouching opponent then since it’s got 14F recovery you can’t link it.

So, anyone been able to pull off f.mp, c.lp?