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

Try standing jab into c.mk. It recovers one frame faster than c.lp.

So like,
c.lk > c.lp > s.lp > c.mk > hado

s.lp might miss on opponents during crouching depending on the distance. Obviously, it’s easier to hit on bigger characters.

If you’re not close enough, you can only combo EX hado at the end due to the range.

ok ill give it a try. thanks for your help

well I finally got my TE and repurchased Street Fighter… and now I need some help

keep in mind that I’m a real noob, although I’m trying to learn heh.

so… here are some problems I’m having and please keep in mind that I will be practicing, I’m just trying to see if I’m doing anything wrong

.) I can’t seem to get the tatsu to link with the c.lk c.lp tatsu combo. I can do it fine if I end in a shoryuken, but the tatsu always seems to come out slightly late. Is there any secret here?

.) I’m having incredible trouble doing the FADC to ultra… I can cancel the shoryuken into the focus, but then I can’t dash forward fast enough to have time to do the motions for the ultra… Does it matter what shoryuken you use? I can do the plain lp srk to ultra, so I don’t think the shoryuken or ultra motions are problems.

.) With experience will I be able to react fast enough to jump-ins to execute a srk? Currently, I can’t… so I’m not sure what to do when someone jumps-in on me… I tend to just block if I can, or I’ll back out once I can.

.) How exactly do footsies work? I’m a noob to fighting games in general and I don’t undestand it… I’ve been watching a lot of street fighter videos and see that lots of Japanese Ryu’s (Daigo?) seem to do a lot of poking (?) with their c.mks… they seem to inch forward and tap the person with their c.mk, is that footsies? What is the point of it? Can you link the c.mk into a combo? Is it to try and make the other person jump in so you can capitalize?

thanks in advance heh, I’m sure most of these questions have simple answers… (ie. "Practice)

you want to cancel into the tatsu, which means you need to link normals.

A straightforward way is c.lk, c.lp, c.hp XX tatsu.

A less obvious way is c.lk, c.lp -> c.lp xx tatsu

for the second one, you have to link the two c.lp’s or else you will not be able to cancel the second one. It’s all in timing, and it can be tricky.

when you input the focus, input mp+mk+forward, then input forward again and begin the qcf qcf. HP shoryuken is best for this because of the damage - otherwise it does not matter.

yes, but it’s not easy - as long as you’re not currently committing to anything else (like a hadoken or focus attack). Try keeping your eyes locked on your opponent - you shouldn’t need to watch your own character anyways.

That’s basically footsies. You can cancel (not link) c.mk into combos, often hadoken, but tatsu or SRK depending on range. c.mk XX hado is a great poke as well.

It’s not to make the other person jump, although that’s an indirect effect of it. The goal is to shut down their ground game. If they are unable to safely throw out their own pokes, they will have no means to pressure and deal damage.

When you watch a daigo video, try to put yourself in the opponent’s shoes. Realize he is trying to find the best way to deal damage, and think about how the c.mk’s affect that.

Standing Jab works as well. Feels easier, too.

However, c.lk > c.lp > c.mp is probably the most solid way. Easy link, good enough damage, and a very solid block string.

well thanks for all the answers! You’ve cleared up just about everything, although I now have a new question. It seems that I don’t actually understand what links and cancels are. What are they?

I’ll be working on the things I mentioned in my post for a while, but I’ll be back with more questions soon enough heh.

[media=youtube]6rHYFXxYxHY[/media]

It’s for SF3, but it’s the exact same concept(and well explained, too!).

well, c.hp is 4 frames, same as c.mp, and unlike c.mp, c.hp will stand up a crouching character, meaning the tatsu will always hit.

As far as links vs cancels, the explanation is pretty simple:

a ‘link’ is waiting until one move finishes its animation, and then performing another move immediately after that combos.

A ‘cancel’ is actually ‘cancelling’ one move after it hits (to skip the recovery animation) and starting another move.

Cancels seem obviously better, but understand that cancels are only available in certain situations. Generally, normals can cancel into specials, and specials can cancel into supers. This means s.hp XX HP shoryuken XX super is possible, and it even combos. (XX means cancel)

It gets a little more tricky with ‘normal’ cancelling. A few moves work with it, but we only really care about c.lk and c.lp. They can cancel into each other (meaning i can do c.lk xx c.lp xx c.lp, although nobody writes it this way). However, if a normal was cancelled into, it cannot be cancelled into a special or super.

I’m positive someone has already written this better than me, does anyone have a source for this?

That video and your explanation are more than enough for me to understand what link inking and cancelling are. Thanks everyone!

Force standing is true, but for some reason it feels harder to link c.hp than c.mp. Probably just me… c.mp does have better horizontal range though. I HATE it when I miss a c.hp because the opponent’s too far =(

yeah… i for some reason never use c.mp in links, even though sometimes it’s wise to.

When I do a c.lk c.lp hit confirm (which i do a TON), i always decide beforehand what combo i’m going to do if it hits. It’s always one of the following:

c.lk, c.lp, SRK
c.lk, c.lp, c.hp xx tatsu
c.lk, c.lp, c.lp, c.mk xx hado

sometime’s theres twists, like doing EX hado for the knockdown, or EX tatsu for the damage, or either one in the corner for the ultra to connect. If I’m not in the corner and I can do the ultra, I’ll do the SRK FADC.

i swear the timing for the c.lp into c.mk or c.mp seems impossible to get consistently!

I like to follow up blocked cr.lk,cr.lp with a delayed (counterhit) or not cr.mp xx hado or otherwise. Its a range thing for me visually if I’m unsure if I’m not meaty enough I’ll always follow up with the cr.mp rather than the cr.hp. Especially on certain characters that for some reason I seem to whiff the cr.hp link on if I’m not quick enough with chaining the lights (balrog).

I have a habit of if I plan on ending the combo after the special I use cr.hp, basically srk or tatsu. If I plan on continuing the combo with a fadc like cr.lk,cr.lp,cr.mp xx hado fadc; for some reason I always use cr.mp in these types of combos even though I know cr.hp can do the same thing, maybe its just one of the mental things.

What are you guys using for Ryu’s 1 frame and 2 frames links?

P-Link, Double Tap, nothing?

plinking for me :woot:

Neither one seems to work consistently enough for me. :rofl: Guess I just need to put more time into it. Been away from the game a couple of months, so I guess that’s not helping much either.

Got a quick question, though. I remember reading in a couple of places around here that you don’t have to double tap to dash cancel out of the focus attack from SRK, because the last df motion counts as the first tap. I’ve noticed that this happens some of the time during practice, but that could just be because I’m too tense to stop mashing, and only by accident. When I’m actually trying to do it on purpose, he doesn’t dash.

Whazzup with that? I’d sure love to improve my consistency with this.

I’m just beggining to learn Ryu, could someone list the fundamental combos I should be getting down?

Just off the top of my head.

cr lk, cr lp, cr hp, special. (anytime I say special you can use hado, srk, or tatsu, urually srk is preferred)

cr lk, cr lp, hp srk

cr mk xxx hadouken (use this often as a poke during the footsies game)

f + hp, srk

f + hp, s. mk, srk

f + hp, cr lp, cr hp, tatsu

Those last 2 are a little harder. For sure get the f+hp to srk down though.

Anytime they are cornered do something that leads into ex tatsu and then connect ultra.

Any lp srk into super.

any combo leading into srk, fadc, ultra

cr lk, cr lp, cr mp, hadouken or srk (only use a tatsu if you know they were standing or after a s hp or cr hp. If you dont do that and they are crouching the tatsu will whiff)

cr mp, cr hp, special

That’s pretty good to get you started.

Another very good damage wise is anything in the corner that ends with ex tatsu, ex hado, ex tatsu. For example jumping hk, cr hp, ex tatsu, ex hado, ex tatsu does the same amount of damage as a combo that uses the super. So you can get the super damage with only 3 bars.

check out the SRK wiki. That’s why i’ts there.

Thanks I’m going to get these all down. :rock: