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

I have a question about the trial moves of the game, can anyone say what type of sequence all the moves have to be completed in, when the lettering turns red, i do the next move but i noticed some moves kind of have to be pushed before the character actually does what you press.Is this right?

All the things in trial mode are combos. Moves in between combos have different timings. Some are links, meaning you have to hit the next move within a few frame time period (with ryu generally 1 or 2 frames), and others are chains which means you can execute the next move really fast and it will combo.

You will have to figure out in each trial what are links and what are chains. Usually a normal -> normal is a link, and a normal -> special is a chain, but not always.

I’m having issues with getting the below combo to hit.
cross up, jab, jab, hp xx hurricane.

Basically what happens is after the second jab I end up out of range of the hp. I’ve seen people do this. Is there a set distance you need to cross up? And how deep the mk should be?

Thanks in advance…

ok i think i got it. i was practicing on a character with a smaller hit box. the cross up doesn’t work against ken or ryu. i wonder if someone can confirm off the top of their head…

It’s not very hard at all. Just throw the fireball and buffer the super motion, press fierce if they do anything. It’s not just a focus, you can super them off almost anything except if they block. They jump over your fireball, the super will hit on their way down. Can also hit a lot of the stuff characters use to get around fireballs. If balrog does the turnaround punch through your fireball, you can super him. Vega does that backflip to evade a fireball, you can super him. Can super gief as he’s recovering from lariet. Super will hit a lot of stuff, and you can bait by throwing the fireball.

2 jabs or c.lk -> c.lp to c.hp will only work if you are very very close to your opponent. On some characters, it’s easier to pull off (like against chun li), and others its not. The deepness of your kick is what matters most.

What I like to do is jump kick -> c.lk -> c.lp then see how far I am from my opponent. If i’m close by, then c.hp. Otherwise, either c.mp or c.mk depending on distance.

You can also do j.mk -> c.lp -> c.hp xx tatsu. This works well after a jump kick because you have two hits to confirm before canceling to c.hp, and you can always cancel the c.hp to haduken if it’s a blocked. This combo does more damage than with the additional jab or short.

I was messing around in training the day the game released on PC and I somehow shoryuken>focus dash cancel>dash’d twice to Ultra in the corner which blasted Sagat completely the other way. In otherwords I ducked under Sagat fast enough to Ultra him out of the corner. I tried searching around this huge thread but could not find anything related.

Luckily I was running Fraps, took me a few more tries. I think it’s kind of stylish, wouldn’t it be an awesome way to finish someone?

http://www.megaupload.com/?d=433RRDKH

Sorry I tried uploading to youtube but for whatever reason it didn’t like the format fraps encoded the video, neither did megavideo LOL. So make sure you are awesome enough to already have CCCP.

If this has been brought up already sorry, I honestly tried looking around in the thread.

Hey guys i dunno if this is the best place to post but a quick question. Is there a use for ryu’s mp shoryuken? I really only use the lp and hp shoryuken but next to never use the mp shoryuken.

Off topic, but you should use VirtualDubto re-encode your fraps videos. Otherwise the files are huuuuge…

No, I never use it. If there’s a use for it, I am unaware of it.

There is a use of it but very rarely, usually people uses it when they are not to sure if light shoryuken will hit opponents in the air at the right time

for instance, you did a jump back wards and then you walked forward and you know that your opponent is going to jump at you but you are not sure when and you wanted to have that extra height but enough to follow up with ex hado or other. sometimes when you use light shoryuken the opponents jump but you are already on your way down and you get hit by their air attack

some people uses medium shoryuken just to confuse their opponent as they think that they are countering their light shoryuken and ended up getting hit but this only works against noob

also some uses it to get a little more damage than light but they wanted to have the little extra timing so that they landed first and getting ready for the next attack as high shoryuken basically lands about the same time as the opponent (especially if they do a quick recover you don’t have much time to think about next step)

Pretty sure the hit box of medium punch shoruken is bigger than lp.srk, and less than hp. srk. It also does 10 more ground damage than the lp srk. You also recover 3 frames less than the hp.srk.

I use it if I’m throwing out a somewhat risky shoruken while for example the opponent neutral jumped, and I know the lp srk isnt gonna hit them, and the hp srk if whiffed would lead to punish…

quick question guys, does Ryu’s super has different speed depending on which button we press?

if so, does it do different damage depending on which button we press?

Same damage I believe, but definately different speeds

Subscribed…

Ahh nice one, I need to start practising it.

So I finally decided to play Ryu more… got some questions

Is there any reason to use anything other than HP SRK in combos, or in random srk->fadc? I always use HP for the extra damage, but sometimes I see LP listed in combos.

Is c.LP, c.MP, C.MK, hadouken a safe block string like c.LP, c.LP, c.MK, hadouken is? I ask this because my execution is actually better doing the first one, and if you land it the extra damage doesn’t hurt.

If you use LP SRK you can throw in a super at the end I think?

If your opponent has blocked your combo, you want to cancel it either into haduken or go for a throw.

If your opponent has not blocked, you can use hp srk for most damage, tatsu for second most, or haduken. I prefer to use tatsu or ex tatsu on a non blocked combo because its easier to execute and the damage is pretty comparable. However, if the tatsu is gonna force you into the corner, then stick with a haduken or srk.

c.lp -> c.mp -> c.mk -> haduken is a hard link but if you’re good at doing it, then go for it. However realize in street fighter 4 there is no such thing as a safe block string. If you are fighting any character with a dragon punch, they can mash shoruken while in block and break your combo in anything that is a link (but not chains). Charge characters can also mash throw and sometimes throw you out of your block string.

I personally use c.lk -> c.lp -> c.mp -> haduken which is easier when in the right range which is a 2 frame link as opposed to c.lp -> c.mk which is a 1 frame link.

Learn these combos first:

c.lk -> c.lp -> c.hp -> tatsu
c.lk -> c.lp -> c.mp -> haduken
c.lk -> c.lp -> shoryuken

once these links are down, you will have an easier time doing:
c.lk -> c.lp -> c.mk -> haduken
c.lk -> c.lp -> c.hp -> shoruken

Swich the c.lk to c.lp for a little bit more damage, but you sacrifice the ability for your combo to hit low on its first hit.

All strengths of super do 300 damage.