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

I found this out the other day when I was playing someone online. We were both at low health so we were spacing ourselves. He was at the other end of the stage and I was at the other end. I kept throwing hadoukens at him hoping to get life advantage through chip damage and then it happened. He miss-timed his jump(cause he kept jumping over my previous hadoukens) and landed on one of my fb’s, I instantly inputted the super-motion with hp and it connected for full damage. Maybe you guys know this already but I havent seen anyone post this.

This could be a good tactic to use towards the end of a match imo.

If you’ve ever noticed, the Shinkuu goes much faster then a normal Hadoken. If you get bored, try this in Training: :qcf::lp: :qcf::lp:. You’ll get the normal, then the super one after the other. Watch which one hits first, then do the same for mp and hp. Best done from full-screen to get the best idea of speed. After, do :qcf::lp: :qcf::hp: and watch the difference.

Regardless, glad your reaction time is good :tup:

All of these combos sound great, but they are impossible to perform. Your first combo cant work because the f+hp is to slow and it wont link. The second combo the hp is too slow and it wont connect. With the third combo again the f+hp is to slow and it wont connect.

Try these instead, j.hk c.mk hp.srk xx FADC Ultra

or FA lvel 2 f+hp hp.srk Ultra, the damage of this combo is too good to try and do anything else.

The combos you posted are nice to look at but they are not really a good choice. Its best to go for the guaranteed combos, forget the flashiness(unless of course your trying to impress someone).

Yeah, Ive known about this for a while now. I just didnt know how to use it to my advantage yet, now I do.:wgrin:

I went to training mode to verify If I could hit confirm the fb hit when it hits someone in the air, and yes I can. Once you see a hadouken hit someone while he is coming down from a jump(he has to be falling from his jump) you can input the hp shinkuu hadouken and its sooo fast that it will hit him no matter where he is on the screen. Oh, and I also tested it on his Ultra:wgrin:. YES!! It also connects, but its a little harder because you have to really be looking for the fb hitting. With the Ultra you cant really do it from full screen(unless you know the fb will hit, you have to be fast with your eye and your hands) but you can do it from anywhere else.

He does s.hk as meaty because if they decide to jump in any direction(neutral, back or forward) to escape block strings or footsies, the s.hk will hit them and it resets them right in front of Ryu(which is what you want). And it also hits those annoying back dashers(i think, im going into training mode now to verify this) when they back dash on wake up.

shut up neto you dont know.:lol: for real tho i thought all of ryus links seem kinda easy and i can go cross up lk,cr.lk,cr.lp,hpxxinto whatever special and if i do dp. i can FA cancel into ultra this guy ryu is to good.on bigger ppl i can get an extra cr.lk then the rest of the combo. i didnt know if you knew this all ready since you play ryu

Ah, thank you. The first one you listed, I know that’s BnB, second is close enough to BnB. I’m just trying to think of other ideas, ya know?

Yeah, its cool. The way I see it, you have to narrow down all of your combo options to the most efficient combos. Most combos are a waste of meter when you compare them to other more damaging and effiecent combos. Beware of the damage scale lol.

Oh, and I did verify the close s.hk as a counter to wake back dashes. It works. If you guys ever face someone who loves back dashing on his wake-up to escape for block strings or footsies, then just do s.hk right in front of him. The second hit will hit him when he back dashes. Daigo is so smart lol.

So this has been happening for a bit now, and I was wondering if any of you have had it happen to you. Basically, I get a knockdown and go for an ambiguous cross-up with jumping forward and it’s blocked and I proceed into my block string, but get reversaled. Perhaps it’s the startup on my string is too slow or my jump-in is timed incorrectly or it’s just an execution issue. Could be any of these. My usual string starts with a crouching low so perhaps I should switch it up from time to time with crouching jab since I thin that is a bit faster startup. Any input would be much appreciated.

Thank you, sir!

All I can think to say is make sure your cross up is meaty so that you get more time to throw out your jabs and shorts. As long as you keep your opponent in block stun, you should be safe from reversals.

Digital Warlord: this has been posted before. Theres also more to it than that. You can throw a hadoken and WHATEVER any character does (except blocking it) will make themn vulnerable to the super. they jump forward - super, they jump over it - super, the jump backwards - super. You just have to use the right FB prior to super

Sabez : Yeah, make sure that j.lk is SUPER meaty, and switching to c.lp will buy you more time. You might as well use c.lp generally, cause any player will block low after a jump-in anyway. c.lk is slow on start-up.

To digital warlord on comboing the super :- You can do it with hadoukens and even shoryoukens. Though with shoryoukens you cant do it on reaction.

You should time your cross-up to hit right when the other guy is waking up(standing). In other words, your mk or lk attack should already be active and with you almost landing when he wakes up, this leaves him in block stun and it gives you enough time to get at least 2 lp’s. You must remember to mix it up, because if you keep crossing-up and then using the same block strings you will become predictable and you will get reversaled. A lot of times I get reversaled not because my block strings didnt work, but because he knew I was going to committ to a block string and he then reversaled. Remember, block strings are not safe, they can be reversaled by most characters(but the timing can be strict). MIX THAT SHIT UP!!! :wgrin:

Yes, Ive known about this since the ST days lol…but what I was trying to point out with my earlier post was that it was a good tactic to use to end a match if you had full meter and both players are low on health…towards the end of a match most people like to jump over hadoukens to avoid losing to chip damage, soooo knowing this just throw some fb’s at him to make him jump and then hit him with super, this will make him think twice about jumping next time you have a super and he will be “forced” to block some hadoukens and lose life to chip damage in the process.

Haha I just started playing Ryu (usually balrog) and I did that yesterday. Pretty sweet imo.

Edit: I have a question for you guys. I noticed myself hitting crouch jabbing a lot because I played Rog. What should I do if the 1 or 2 jabs hit?

  • c.lpx3, c.mk xx Hadoken/hk hurricane kick
    -c.lpx2, c.hp-tatsu

Are those it?

Two hit confirmed jabs can lead to a lot of options, its also one of the easiest ways to hit confirm a srk for srk fadc ultra (cr.lp x2, linked srk). My personal go to combo is the cr.hp tatsu, but you can also follow it up with cr.mp into a hado or tatsu. Be somewhat careful with cr.mp to srk since its prone to whiff if your jabs arn’t that meaty.

2x cr.lp is also a great way to go into tick throws if you’re conditioned your opponent not to mash reversals. 2 crouching lp on block is the basis for a lot of ryu’s mindgames, you can follow up with a lk crossup at this distance, straight into throw, bait reversals, or you can attempt to frame trap your opponent. since cr.lp leaves you at +2 on block, its easy to frame trap someone by doing cr.lp then immediately following up with a cr.mp. It’s a great way to catch people who try to tech option mash or jab mash during your strings.

Gotcha. Thanks for the response. For some reason I had a tough time doing cr.lpx2, srk. I have no idea why it was so difficult for me…I kept getting more cr.lp. It’s supposed to be a lp.srk right? That’s what I’ve always seen.

I almost always use fierce dp if I’m comboing into it, the rare oppurtunity I don’t is if I want to do something like cr.lpx2, lp srk, linked super. I know its possible to super cancel the fierce srk but I’d rather not risk missing the cancel. Try out cr.lpx2, fierce dp, you may have a slightly easier time with it.

Its all about timing. I prefer doing hp.srk after 2xlp’s when I have enough meter for FADC because it gives you a huge amount of time to hit confirm…if you dont have enough meter then the other best option is to c.hp into tatsu or c.mp into tatsu/hadouken.

If you want to do the srk after the 2xlp’s then hp is the best option(unless you have full super and then you might want to do lp.srk). Just practice the timing in training mode, with enough persistence you will learn it in a day or 2.

Okay, this is a little weird, but I haven’t seen it anywhere and I’m posting it in case anyone can find a use for it.

It seems like when you FADC attacks, you can input the dash motion before you do the focus attack, meaning that another effective way to do the SRK FADC METSU combo is:

:dp::p:, :r::r:, :mp::mk:, :qcf::qcf::3p:

It seems pretty useless to me except that maybe it can help people realize that they don’t exactly have to be strict with the order of the dash and focus attack when performing the combo. Admittedly, I’m sure that most of the time I do the combo, I press the first direction for the dash at the same time as I’m pressing the buttons for the focus attack.

Well, good luck finding something useful with that.

Oh, and if it helps any, this isn’t exclusive to Ryu. It works like this with all characters, and I actually figured it out while messing with Abel’s medium kick dash cancel.

There is a thread about that already. You can’t buffer both forward inputs before the focus, though. Only one of them.

I didn’t know about the thread, but you can definitely buffer both before the focus. Try it out. You just have to be fast.