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

I Use the champ hardcore now(Ryu)

ha, you had the same exact gouken experience as me

Joke or are you seriously moving from Akuma to Ryu?

Time to spread the news, Sanford “Bringing Sexy Back” Kelly has joined the Ryu army now. Cry moar Akuma and Cammy players :stuck_out_tongue:

I just wanted to say thank you for this short little list of good combos. I’ve been practicing them a lot and can do the c.lk -> c.lp -> c.hp -> tatsu almost 100% now, its quite damaging and often stuns people if I can get it off two times in a row.

Still having a lot of trouble with c.lk -> c.lp -> shoryuken though, for whatever reason the SRK just doesn’t come out half the time or if it does it’s always blocked. I’ll keep at it though as it’s the combo I want to use to link into fadc ultra.

Use c.lp c.lp SRK. Yes, it doesn’t hit low, but it’s a hit confirm, much easier to link to srk, can mixup to throw etc. the link for some reason seems more forgiving (into c.hp tatsu too btw).
Just an idea.

This is bad advice. Don’t do something just because it’s a little easier. You will just make it a habit that will be hard to break. Just stick with cr lk it’s not that hard.

I agree. I meant to say you COULD do that, but obviously it’s better to stick with c.lk c.lp for the long term benefits. Sorry I didn’t make myself clear.

Cancel c.lk into c.lp, but then link c.lp into HP SRK. It’s not too hard, your window to do so is pretty big.

up until now i have been ignoring link combos because of how much time it says it takes befor you can even do it.

i realise i really have to get some links into my game now.

my problem is that your not supposed to be able to do it so easy but in training mode i can get them going almost straight away

eg
c.strong,c.strong,sweep is a very easy 1,2,3 timing
but in a fight everything leaves my head or i just turn to jelly fingers.

how can you train practically?

That’s why everyone goes on about muscle memory. Most of the links are pretty easy to do 50% in the training room, but the aim is to get them 100% in “the heart of battle”. And that just takes practice. Countless repetitions of exactly the same, correct, input. Then, when you play, it just “happens”. Don’t think, feel. Lol.

It’s more so that I can’t get the “proper” srk motion out while crouching. I’d like to avoid using the shortcut for it as it will just make me bad in other games having to do the Z motion. I can get the c.lp -> srk using the shortcut pretty often, but don’t want to rely on something that makes for sloppy inputs.

Unless that’s just the way you have to do it and accept that you have to do df > d > df to do a crouching srk.

The only time I use the shortcut are:

-punishing someone’s tatsu while it passes over you
-dialing SRK against an ambiguous early crossup (dial 131313 and only worry about the timing of P)

When doing like c.hp XX srk, or c.lk c.lp SRK, I use the regular motion.

This combo becomes easier when you realize there actually is timing, although it doesnt feel like it. The timing is exactly the same as c.lp -> c.hp, so remember to hit punch at the same time you would hit c.hp. Also, when in training mode it helps when super meter is not on refill/infinite, because this game’s input leniency for super is freaking bullshit.

At what distance can you do the air tatsu cross up?

I can’t nail the damn move!

the problem with the training is to get you used to it but when it comes to real battle it is a different story as you have limited time to get yourself ready and you need to have the chances to do that which is not that easy to get/make

and if you play online the lag can become a big issue as the timing will be different eventhough you have a great memory muscle sometimes you will miss it due to the lag, as i know i did a chain combo but because of the lag somehow it stopped when i did a cr. lp

air tatsu distance is about the same as normal cross up or a little further the thing is its not just the distancing, you have to do it at a specific height and also you need to know which kick that needs to be used depending on the distance

Thanks, I’ll try out the memory of the chp for the srk. And yeah, the super in this game is retarded. Trying to do some stuff with infinite meter makes it look like I’m pulling off these crazy super cancels when I just want a regular srk.

I’m terrible at a lot of things, but the one that annoys me the most is not being able to SRK on reaction. I like to play aggressive, but when I’m up against a good player, or a better player and I start chasing them down I just can’t react fast enough to jump ins. Rarely do I punish a deep jump in with a SRK, normally I’ll block or just get hit because I’m doing it too late to even see it get stuffed.

Does anybody have any training methods for me to improve reaction time. I have no local partners as I’m the only SF4 player between my friends and I and the training room doesn’t exactly sound ideal as I would know exactly what the CPU is doing since I’m the one who chose its moves when recording.

I’m also a pad player, which I know plays a big part of it. Being able to slide your thumb from back to a SRK motion is not a easy task.

I had a ton of trouble with this too… I still do in some situations… but first understand that even the best Ryus sometimes block a jumpin they could have SRK’d.

There are two times usually when the opponent will jumpin:

-outside footsie range, he wants to get in without dealing with ryu’s footsies
-you are throwing hadokens and he thinks he can predict one

Both of these you can plan for jumps, and you can get ready to SRK. Of course, if you throw a hado, and he predicted correctly and jumped, you will eat the combo - no fighting that - but it seems you are aware of this.

If you are throwing hados, and you pause a bit, just watch him for a split second. If he doesn’t jump, you can continue on with whatever, but just watching that one ‘notch’ for a jump is a great way to shut him down.

If you are doing footsies outside footsie range trying to stuff pokes or whatever, you have a great thing you can do with c.mk. Every time you input a c.mk XX hado outside of range, just watch them to see if they jump. If they jump at the same time you c.mk, you can definetly input a SRK after the c.mk recovers.

Doing both of these shuts down a lot of their jumpins, and is a great way to get used to being prepared for jumpins with SRK.

Thanks, that’s some pretty good info there that I will try my best to apply to my game however futile that may be. But I will keep a eye out for this stuff and hopefully things start to slow down a bit so that I can see jumps in and ranged attacks coming.