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

is there a range where standing hard punch cant be cancelled/linked into a shoryuken?

yes, once you get far s.hp instead of near s.hp then it cannot cancel, and will not link

Dog…calm the fuck down about Dhalsim raping Ryu, that shit is played out like crazy. Yes Dhalsim has an advantage over Ryu…it’s 6-4 Dhalsim. Learn how to gain ground on him, and learn how to maximize momentum…

you talk as if it’s an unwinnable matchup, get that shit out of here.

focus on the limbs, and keep him knocked down if not. play your own zoning game against sim. Sim isnt a complete Ryu killer.

Sim is a very hard match up for Ryu, especially a competent Sim…but as a Ryu player, you DEFINITELY have the tools to deal with Sims zoning…Just like Snake and Mickey said, you gota wait for the right OPPORTUNITY, get a knockdown and then try to capitalize.

Ryu vs Sim up close; Ryu wins ALL DAY

Well yeah, Sim has nothing for Ryu upclose. He’s slow as fuck. Outside it’s anyone’s game though, Sim has more tricks I’d say what with teleporting behind but at the same time it’s risky. If you’re waiting for it he eats a SRK. Like Mickey said, not unwinnable but you gotta be HELLA patient.

QFT my friends :slight_smile:

Maybe Im being dumb, but I dont quite understand Daigo’s recent switch to using EX tatsu as a counter after jump-ins. Is this character specfic? Why does he use it? For example, see [media=youtube]v5hwswNYwLw&feature=related"[/media]

To bait throw attempts

I thought Ryu could be thrown out of EX tatsu during start-up…? Are you saying that when people see the start-up of the tatsu they for some reason think of a throw and go for it only to be hit by the tatsu? Man Im confused.

Guys, I main Ken and have been toying around with Ryu/Akuma, but I have a little trouble playing Ryu. Im so used to the rush down tactics of Ken, and for some reason its hard for me to implement this even a little with Ryu. I know a few combos, I try to zone, but then I have this urge to do crazy mix ups and shennanigans…HELP!!!, lol

After a jump in, instead of doing block string sometimes people throw.
Its not reacting from the tatsu start up, but from the jump in.

And I’m pretty sure you can’t be thrown out of an ex Hurricane on start up.

Ever notice players hit grab at intervals during block strings? This is to tech throws through people’s block strings. EX tatsu is the counter to this.

truth i use it as well

ryu can never be thrown out of his ex tatsu, but technicality is in in the air… soo how can you throw someone when hes in the air still

EX tatsu can be thrown during the first 5 frames.

If you do it right, though, it will come out fast enough (start during the end of their blockstun so that the 5th frame has passed before their throw-tech attempt active frames).

Same concept applies on wakeup baits. Do it not exactly meaty, but fast enough to be airborne on their active frames. Btw, Daigo lost in the Japanese nationals because he mistimed it and got thrown out of the startup.

Ok while playing around in the training room I discovered that if you keep dashing on a downed Sagat, you’ll go right through him as he gets up and end up on the opposite side. I’m sure you guys all know about this glitch. So the question is, is it safe to do in a match? Will a wake up TU or throw get me or can I bait out those things and get across safely?

Yeah I’ve done this a few times.

You can set up a similar effect off any throw. Throw, LK Tatsu, Back Dash.

It puts you at a fairly safe range. Just outside of Sagat’s c.fp if I remember the distance right?

Safe from throws and LP/MP TU.

You made me stop posting in the thread with this one. Reppetition for the lose, sorry guys, can’t take any more dumb :frowning:

Well that was kind of harsh. But hey, don’t punish others just because of guys like me. There are still members out there who could really use your help.

Just try and search around a bit more before you post. We discussed that glitch a couple pages back.