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

It doesnt lol, only in the corner but he wasnt speaking of that.

you are right, i tried it again, backdashing worked in the corners. my apologies for sending out wrong info

try 3 qcfs - 4 if you dash forward in the corner. That’ll delay the ultra enough for them to fall right into it

I was messing around today and you can link his standing lp. into his close standing mp into whatever a shoryu,hadou,or etc.

anyone got tips on how to link a regular hadoken to a focus cancel dash?..I saw some videos and it seems very useful (and suprising) as pressure attack.

Every time I try to focus cancel and a regular hadoken, it seems only a level 1 comes out so my opponent can block it. When I hit a level 2, the focus cancel comes out too slowly and it doesn’t chain to my hadoken…mehhhh

any tips?! thx!! :looney:

Do you mean like cr.mk xx fireball xx focus xx dash?
Or cr.mk xx fireball xx focus cancel lvl 2 - dp ( for example) ?

The first one , is the one poongko does as his bread and butter more or less. Timing is strict-ish but certainly managable. Cancel straight after the fireball , dash in and youve got about 6-7 frames to start a combo. This depends on your spacing of course , too far away , some moves wont hit , too close , fireball hits earlier and you get less frames.

The second one ive never done , and if it is possible its very space reliant. Like guiles Hard Trial 2 ( i think ) where you do sonic boom , lvl 2 focus , ultra.
I dont think i can recommend this one in gameplay tho , should it turn out ryu can do it ( as i dont know this ).

lk tatsu, super is possible anywhere on the stage, if this hasn’t been found yet.
Also, is there any specific timing for (corner) EX tatsu x2 so that the second tatsu spins the opponent, or is it just the fastest input?

Yeah, you have to make sure that youre quite far from them. I think its somewhere between c.mp and c.mk range that I like to hit it, if I remember correctly.

yo

I’ve been seeing in a lot of footage people doing the collar bone breaker on wake up after a knockdown. Im wondering what the rational behind this is as the start up is, relatively, slow and someone could counter with a SRK pretty easily.

Is there something Im not noticing or does the collar bone breaker have some sort of special property?

Naw, its just that they are using it cause its an overhead, and a lot of scrubs fear the meaty sweep on wake up.

Hey all; just found a solution to a problem I’ve been having for a long time and thought it might help others.

I had been having trouble linking crouching moves into dp for ultra on a pad (dont have a stick) because the damn d-pad is so small. Just realised today that if you get the hit confirm on c.lp its much easier to go to s.mk (which will hit a crouching opp’)and then into the dp>ultra. The damageis only about 30 less than using c.fp as well.

Not sure how helpful that will be for others, but it was certainly helpful for me!

You’re absolutely right about it being a good overhead for your mix up game, but the footage I was talking about was more specifically some of the national tournament stuff with Umehara’s Ryu.

like in this video
[media=youtube]ulpqsovrpZM[/media]

I think what its mostly being used for is to get extra hits as the persons coming down, and maybe to have the second hit be an interrupt for whatever they do on get up. This only looks like it’d work on people that don’t have decent wakeup moves with invincibly frames though. iunno though, he could just be banking on them not doing something as predictable as a wake up move too.

hmm. so i’m having more and more issues with c.fierce. the move has deceptively low range, but also hits sometimes when it seem like it shouldn’t. HAHAHAH

i like doing c.short, c.jab, c.fierce but this doesn’t seem to hit (let alone block) even when done out of a crossup sometimes.

i’m not sure if the character animation is bigger while getting hit or if the distance is too far but man, i’m whiffing this move left and right.

this also happens when you are in the absolute corner doing c.strong (hitconfirm) c.fierce, but if c.strong hits c.fierce usually hits but if c.strong is blocked, c.fierce sometimes whiff.

haven’t really had chances to test this out in training yet but have you guys noticed anything like that?

i guess i should just DP in that instance instead of going for c.fierce. :frowning: lazyyyyy

i also found out reversal dp’ing any of balrog’s specials except overhead is worthless. hahaahha :frowning:

c.Fierce has different ranges on block, mostly because it stands up your oponent on hit, it forces stand position.

So if your c.Short>c.Jab it’s blocked, that’s not gonna happen, they are gonna be blocking low = whiff.
If you hit Short and Jab you are at frame advantage, therefore, you can hit the c.Fierce force the stand up position y do whatever you want.

Hey i was just wondering what the top five easiest BnBs are to pull off, and also the top five easiest to hit in a laggy match?

I know one easy combo for me is cro.lk, cro.lp, Shoryu. Or like…cro.mk, Tatsumaki.

C.HP xx HP Shoryuken

Crossup J.MK, C.MK xx Hadoken

Nah for punish its cr.HP xx ex hurricane. For jumpin its crossup mk , cr.hp ( or cr.lk incase he blocked the crossup , then this might hit ) xx ex hurricane. Tons of damage , alltho you are using one ex stock , its SOOO worth it imo.

ALso a nifty trick , to make it LOOK like a crossup near the corner , but its not , and you do jumpin mk cr.hp xx ex hurricane , anf then ultra :wink:

In the middle of the screen i almost over cross up , but in the corners , i like to mix it in with a non-cross up once in a while , to open up the door for the ultra .

He wasn’t asking for punishing combos but for easy BnBs under lag.

Oh my god, so you are the entrepeneur who forged this mighty combo? I have seen so many people perform this miracle combo in matches, pro players, , beginners, pets, people who fell on the controller, but I had no idea YOU WERE THE ONE to come up with this. Its so great to finally meet you, master.

lol I rarely like to trash talk but…come on, how long were you playing this game before you figured out that jumping in and mashing HP and QCF motion was a combo? Most people I’ve seen figure out jump in, cancellable normal, special, super in their first session playing a fighting game, with any character, and the fact that you thought this discovery of yours deserved a post has me utterly rofling at your mercy.