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

So far I’ve gathered this much

Super/Ultra juggles:

-lp.srk (super)
-AA lp.srk (both)
-lk.tatsu (super)
-mp/hp.srk FADC (ultra)
-EX hadou (ultra)
-EX tatsu (ultra)
-j.mp (both)

Am I missing anything?

You’ll probably confuse a couple of new players with those.

EX hadou > ultra will only work in the corner. You’d have to FADC after ex hadou to get this to work mid screen.

EX Tatsu same as above, can’t FADC to get this to work midscreen though.

I also think lp. srk fadc ultra works as well. Other than that, I don’t think you’re missing any.

Thanks. My bro mains Ryu and it seems like he always finds a new way to land a super/ultra on my ass. Just confirming what I should be on the look out for when Ryu has meter.

lp.srk and lk.tatsu caught me by surprise the first time he got me with them :lol:

I forgot to put other simple punishers on there.

A good one to punish whiffed moves that are too far for things like cr hp is cr mk xxx tatsu.

For a good quick punisher on whiffed moves that are close to you is cr hp xxx hp srk. Or a standing hp xxx srk, but crouching is much easier imo, especially with a stick. If you have enough time like on Ken’s whiffed ultra or something like that charge up a level 3 focus attack. One of the best punishers is f + hp , srk. But sometimes there isn’t enough time for that. So defnitely get used to using cr hp xxx srk. Always try to maximize the damage if given the opportunity.

If you jump over a fireball or some other opportunity for free damage do jumping hk, cr hp, srk.

I usually use j mk for crossovers.

Another good one is to do a an air hk tatsu that crosses them up on wakeup and hp super when you land. That one is lovely.

Edit. Forgot another one. Haha. If you have super meter the best punisher if you have time is f + hp, hp srk xxx super. You cancel the srk and hit them with the super before they fly in the air. Alternately if you only have time to do a srk just do hp srk xxx super. Or if you are unsure of your abilities to cancel it that fast just do a lp srk and hit them with super on their way down. Cancelling the hp one is easy though so I just do that.

Yeah if Ryu has super and wants to use it you will get hit with it. There’s just no way around that. The only way you won’t get hit is if you just dominate the match or the Ryu would rather use EX moves. Personally I don’t get the chance to use super too often because I use meter for ex moves and for fadc’ing srks.

Ok guys I need some help.

Last night I realized i’ve picked up some very bad habits in G2 - I noticed a marked difference between the comp during the afternoon and about 12am (Pac time).

The past few weeks after picking up Ryu, I’ve gotten into the habit of relying on jump-ins to bnbs to get my dmg in. Last night though I was confronted w/ people who actually consistently AA (specifically Rog and Guile’s cr. HP).

So after reading posts and watching vids I realize for those two matchups especially, I need to make them come to me. But I suck at zoning. It just seems to me that Ryu’s s. RH gets stuffed by too many normals. I’m thinking of using cr. forward as a kind of “anti-air” instead, seems to hit rather often and is relatively safe on block.

Anyone else use to have the habit of jumping in too much? How did you break it? For Ryu, I feel as if it’s my only viable way of getting in dmg.

NO WAY MAN. Ryu’s ground game is very good. You don’t have to jump at all to beat someone. You just have to get into footsies range and go to work. cr mk xxx hado. Cr mp as a poke. Focus and dash in. Just dash in and throw or go into a string. f + hp as a ground advancer and possible combo starter if it hits. Just dash up in there face. Throw out a hadouken from really close and conidition them for that then dash in when they aren’t pressing buttons. His ground game is great. On some characters though it’s better to jump in. Like on Bison. His normals beat Ryu’s imo plus he doesn’t have good AA options so jumping in on him is good, but you still need ground pressure so he doesn’t expect it. Good luck.

edit. If you’re on PSN I’ll have some matches with you to show you how to advance on the ground.

Hey thanks for the offer and suggestions Digital, but I only have XBL. I guess I have alot more practice w/ Ryu with regard to ground game and footsies. Watching videos of John Choi, it seems he has it down to a science but it still kinda seems like a guessing game to me. I still have a scrubby mindset - like if I have meter and ultra, setting it up will take over my entire playstyle making me commit errors; and should I happen to waste the ultra or meter, something inside of me just basically gives up.

I know how great f. fierce is but it gets beat by jab spamming, which alot of people have adopted in G2. I’ll definitely work on using cr. foward as a poke (which I’ve only used in hit/block strings thus far).

hi everyone…i don’t want to sound like an ahe or elite or something i don’t know :razz: and since i don’t have time to read 26 pages of this thread i don’t know if these links have already been said(correct verb? idk xD)…

i connected the :r::mp: into :d::lp: or :dp: :hp: then you can FADC into the ULTRA…

p.s. delete post if it’s trash u__u

Wonder if you can help me with inputs when using a stick.

  1. If I wanted to do cr.mk ~ Hado/Tatsu do i start holding the stick down at the beggining of the combo and follow through the cancelled move? I ask this because I usually start at 8 or 5 o clock ( depending on which side i am of the screen ) and then follow through, but i am not having much consistency on a stick with this method so my question is what do you guys use?

  2. Another big question is DP inputs. For example if i do the combo cr.lk, cr.lp ~ DP should i use the Z input for the DP or the DF DF input? I know its all preference but i’d like to know which is the ‘classic way’ and which is the shortcut input way.

  3. Should i start all my crouching combos holding down on the stick and then follow through, are cancels more effecting this way then holding down back and follow through?

Thanks guys.

I don’t think there’s really any trick for cr.mk xx hado/tatsu. The joystick input you are using should be fine. If your Hado/Tatsu isn’t coming out, I would go into training mode and turn on the input display. See what the game is registering when your move isn’t coming out. For me, moving from a Happ to JLF, I noticed sometimes my diagonals weren’t registering. If you directionals are ok, you might be pressing your punch or kick button too late/early. Again, use the input display to see what it is exactly.

Do 20-30 successful ones a day in training mode and you should be set after a week or two.

The “Z” motion is the classic motion. Although I prefer that motion for most DP’s, I still found the DF,DF motion very consistent for doing cr.lp, cr.lp xx DP. (I currently use a square gate so it just made sense to me). Also found it useful for DPing a hurricane kick when they are already above me. However, beware if you play multiple SF’s. I play HF at work and already found myself doing DF,D,DB,D,DF my DP’s and it obviously doesn’t work. Therefore, most will tell you to do it the classic way. But, like you said, it’s whatever you prefer.

Holding down back vs down for crouching combos doesn’t affect how it cancels into the next move.

Saw it in a Daigo vs Mago vid

but Ultra vs fireball

if the fireball hits Ryu, he’s no longer stunned after the ultra and from about mid screen he can connect his ultra, hk tatsu

went into practice mode to check the dmg on it, and 477 from a lvl2 ultra. Not too bad.

http://www.4shared.com/file/117594241/8c3cf2a/shady_k_paul_-_1.html

Does anybody know how to do what Shady K did at 1:09? Is it character specific?

Looks like lk tatsu into a dash right on your opponent’s get up. There’s no tricky timing, just do it as fast as possible. You can do the same thing in Third Strike, but it’s interesting to see it in SFIV. Time to test stuff out!

So far I’ve tried it on Ken, Balrog, and Sagat, and it’s only worked on Sagat so far. Maybe the timing has to be different per character? Or it only works on characters who get up pretty quickly like Sagat.

I just can’t get over how a noob Sagat can pwn Ryu so bad. I just can’t get in, all this guy does is TS and s. RH. Straight up bull. I beat one of these guys but that was only because I got a lucky j. tatsu crossup and he didn’t block my crossup bnb afterwards.

And for some reason, I’ve been owned by a few Kens. Not flowchart Kens mind, but decent Kens. Since I consider myself a decent Ryu, I take it especially hard. I’m talking about rushdown Ken who beat my s. RH (I suck at zoning btw). And pretty much whenever they jump in, its w/ a j. tatsu which beats mine 90% of the time. The sad part is, is that when I try to poke w/ cr. foward, short and strong, I get fierce (sometimes EX = ridonkulus dmg) SRK’d.

As far as tiers go, Ryu > Ken (given the same skill). But it’s just the opposite for me. How do I deal w/ a rushdown Ken (and a turtling Sagat :)?

edit: btw, when I know I’ll be facing a Sagat, I’ll use Akuma (my secondary in any case). Anyone else do this? It’s the only way I can make him come to me and bait errors.

If someone is sitting there spamming just hadoken them. After that they will stop. They wont jab on reaction to the f + hp. Especially online they won’t have the reaction time for that. I beat a Blanka today in a G2 final with almost nothing but cr mp. Stuffed his balls with it. He dashed forward to throw and I did cr mp, cr mp, hadoken combo. My entire game revolved just around cr mp.

I have an XBOX but I don’t have a stick for it right now. Once I get one I’ll add you and we can get in some matches. In the meantime watch videos of Daigo. Really analyze how he gets in on ppl. Watch every move of him and his opponent and try to figure out how he gets so much damage on the ground. He’s the best at the ground game so learn from him.

I don’t counter pick Sagat. My win rate against Sagat is around 65% with Ryu. He’s not a problem for me. I mean it’s never an easy win, but it’s not a bad matchup at all for me. It used to be, but once you get that ground game working and really know the matchup well it’s not a big deal. I don’t play Ryu much at all anymore though. I main Viper now. I only pick Ryu if I’m going against a Honda, and I use Sagat or Ryu against Gief. Cammy is a huge pain for Viper also, but I just take my losses against her because I need to learn the matchup, even though it’s an easy win for my Ryu.

VS Ken, It’s very easy to outcamp him since he can literally only jump in or toward forward to get into Ryu. So, fireballs, fireballs, fireballs since Ryu’s are just straight out better.

I use my Focus vs Ken a lot for catching that toward forward. Just don’t focus too close or you’re probably eat an HP shoryu.

Don’t try to beat his low forward after Ken’s toward forward, his is one frame faster and will beat yours. And remember to tech his throws. Basically just win the fireball war and successfully block and deny his pressuring attempts makes this match up easy!

VS Sagat, this requires much patience. Be prepared to use all 99 seconds on the clock. You must try your best to match or win the fireball war and get in your ambiguous jump in range on Sagat so that he can’t s.RH and makes shoryu-ing you iffy. This range is basically the range at which your low forward should connect. That’s the spacing you’re aimming for. Other than that, forget about jumping(unless it’s full screen over fireballs). Also, I think it’s pretty mandatory to know how to cross up tatsu in this match up, as it’s very effective against Sagat.

So basically, fireballs, low forwards, ambiguous jump ins. Once Sagat knows he can’t out beat your low forward, then you can go for the overheads or walk up grabs. Also, you MUST shoryu all jump in attempts possible! When you eventually put him in the corner, try your best to keep him there.

That’s not really so. F+MK is -2 on block (depends on range because of the 5 active frames, though).
cr.mp WILL stuff their cr.mk follow-up almost 100% (may trade at their max range) and score you a counter-hit on top of that. I use it a lot on f+mk, cr.mk happy Kens.

Thanks for your help.