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

cole was making some stupid decisions while being cornered. if you want to credit all of that to your play that’s fine. i think calling it an “evolved” fb trap is a stretch, though.

edit: i changed this cuz there was no reason to be that hateful. ps, stop being so sensitive. please

Mickey D, just leave it alone. These guys obviously play Ryu more than us in this game, and compete in tourneys with people like Cole and Justin. :rolleyes:

[media=youtube]3pwr4nRaSBU"[/media] You can see throughout the video that a few times when Ken gets cornered, he positions himself at the same spot according to the timer/health bars.

Good discussion guys. Those two vids posted proved a good example of the difference between an ST fireball trap and an SFIV one.

So the answer I’ve tried to synthesize from the posts is: the fireball trap is still relevant, but it is no longer quite as easy to keep someone where you want them as it was in ST.

so that the most effective position for a FB trap? It looked to me in the Daigo vid that he was too close to the opponent, as well as in the Mickey D’s vid. I guess a FB trap would not be the best option if you had next to no life left.

It looks like a good place to position yourself for the trap is right on the opposite side of the timer.

Ryu Fireball lag looks nearly non-existent so maybe being close isn’t as bad as it seems and it probably gives you more options than just SRK a jump attempt, like Mickey D predicting Guile’s Sonic Boom and jumping in for a nice combo.

Or was that done on reaction? Either way, it was more damage than just an SRK I think.

to clear things up mickey, i’m not hating on you at all or whatever, i think you have a prettty solid ryu, and i do appreciate all the things you’ve posted up for SRK, everything is quite knowledgable, i’m just saying that fireball traps aren’t always a safe bet, never did i say that it was total garbage in this game, or not worth doing, or that it sucked, just said that you have to be careful

in ST, it really was a trap because there was no way out other than to guess. if you tried to jump after a slow fireball and ryu threw a fast one, you got hit. simple as that. it was a trap because if you blocked the first fireball, you were bound to block the second one AT LEAST unless of course the ryu knew that and threw another slow fireball! HAH TRAP!

in sf4, it’s not a trap. fireball is used simply as a means of extended footsies. the opponent has many other choices in sf4 than in st and you actually aren’t forced to block two fireballs in a row. if you had more meter so you could use EX freely or if fireball had bigger block-stun, it would be a real trap but i think in the grand scheme of things, it’s not.

there’s a difference for sure but of course i could be wrong. :slight_smile:

Very insightful post LB. Thinking of pocket fireballs in SFIV as “extended footsies” probably is about as close to the truth as I’ll get without playing the game for myself and washing the scrub off me.

do any of you who keep referencing names realize how hypocritical you sound? w/e. mcromes, mm 3/5 $20? i’m thinking about heading up there this weekend, love to play new comp.

THANK YOU, finally someone sees it. The point that I was trying to convey all this time. It wasn’t done on reaction, I knew that it was Cole’s only way out other then a psychic flash kick…Therefore by jumping in, I have more options and can even get more damage.

The corner trap isn’t a TRAP per se, it’s more or less putting your opponent in a spot where they need to think of a way out…and you can limit this by reading your opponents actions/knowing matchups well.

All in all, the corner “trap” has ALWAYS been a tool that I use with Ryu, as it has always done well for me. By doing it I learn how my opponent reacts under a lot of pressure…and to me, this is all I need to know to win a match.

Thank you Negative Saint…I was about to take all my posts down until I realized SOMEONE understood it. And McRomes, I’m guessing that the post you made was meant to be sarcasm towards them…I completely agree. And thank you daklog for clearing that up, I appreciate it. I was getting the feeling that my “credentials” weren’t good enough for people to take because i’m not considered good as a top player or of the japanese.

hahahaa no no, no japanese D’ riding here, i give respect where it’s due, i always pay close attention to your posts in the ryu thread cause i trust your intelligence

good match vs cole btw, im putting it under guile matchups in my video thread

I’ll play you 3/5, but not for money, or at least only a bit. I’m a still in high school and I don’t have a job. Plus there’s a tourney this weekend, and I don’t want to miss that. :sweat:

If you play the game though, it can be subtle depending on who you play, but you’ll just FEEL the fireball trap being done to you, or you doing it to them. It might not be as powerful as it was in SF2, but it’s still there and still a very good situation for Ryu to be in.

Also, I only say that top player stuff because it’s true. Justin goes to the arcade on certain days and I always meet him there to play him and ask him questions for a good 2-3 hours. I ask him to play shotos against me so I can see what he does, and when he corners me, he goes and positions himself around the same spot. I would also call it an evolved fireball trap. It just requires to be conscious of more escapes and possibilities, for most characters at least. Characters like Honda and Guile have a almost ST like trap.

[media=youtube]H59GNHpo0oE&feature=related[/media]

another FB trap towards end.

Needs more frame.

This Frame Data for Ryu in SF4 :wonder:

TY I don’t use the Wiki, and didn’t know where to look.

FB traps are way too old school, any player with a bit more experience could easily get around it.
make use of all the stuff such as FA cancel etc to get urself out of sticky situations. But to be honest i still need to face some master class players here, Not one in where i am now is at the level of master class player including myself.
when i find that person, it would be my target to beat. Atm with my Ryu i could easily win 80-90% of my games.
Only trouble chars would be Blanka and Balrog ( boxer ), dalshim is another if the player is really good but i have only met one that can actually pressure me.
apart from those most are pretty easy to beat.

What can cancel into and out of tatsu? I see random tatsu into hadouken sometimes from across the field. Is the tatsu in that just for covering ground? One technique I’ve only seen once is tatsu into dp. I can’t remember what match it was but it owned. It seems like a really strong attack and I wonder why its not used more often. Opponents won’t expect to eat a dp instead of the last kick in a tatsu and it seems like a good way to land a dp starting from far away.

Can dp be cancelled into tatsu? I know hk tatsu can go though some projectiles, so that mixed with the dp invincibility frames would probably be a good way to get through a lot of things and gain ground (EX fireball maybe?).

Sorry if this came out incoherent. Everytime I see tatsu canceled it gets me thinking, so I finally decided to post some of my random thoughts.

i presume ur talking about hurrican kick from across teh field through hadoukens (fireballs) it is indeed a tactic but you timing must be good and distance is about 3/4 screen away at most as full screen will prolly give them enought time to revocer and crouch/block your tatsu.
What is it dp? dragon punch right after ? I’m not sure if you can cancel out of it unless it is a EX tatsu you won’t be able to link from it.

let me know if I’m going the wrong way with this? :smiley:

The biggest combo : Complete waste of meter:

j.HP > cr.MP >cr.HP x ex.TATSU x ex.SRK X fadc (backwards) XX ULTRA