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

SRK Fadc jump forward MP

I’ve seen momochi and daigo try this but just lately I’ve seen the j.mp actually connect (only the last hit tough). Does anyone knows if it works on all the characters and what you could use after the j.mp?

2nd match: http://es.nicovideo.jp/watch/sm9161913

actually I m starting realizing that many combo are not only charcter dependant bu also stance dependant.

I always new about it, but never really care are my BnB combo are both stance and generally not character dependant.

but latelly I m starting to using stance to capitalyse doing the best combo.

exemple, against croushing opponment generally cr.lk cr.lp cr.hp tatsu will work, against standing one, it s much more character depemdant.

other exemple against crouched rufus zanghief and abel you can do cr.mp*3 then weep. it s not possible if they are standing.

I have to check again , but i think that sls st.mk is not working on crouched opponment… so no sls st.mk ex hado ultra against crouched opponment.

however against ryu for exemple, if you do a sls and ryu is crouched you cand do sls cr.mp cr.hp hp shoryu. and here the hp shoryu will be deep. it means this combo will do even more dommage than sls cr.hp shoryu…( if i remember this combo do like 380…that a lote , even more if you add ultra, but with combo scalling not so much).

about daigo doing tatsu, it s because hp shoryu will not be a deep one and just do 70 of domage , so tatsu is better.

about shoryu fadc jump mp.

it works better as an AA. ot can be usefull when opponment is nearly dead. you capitalize the jump by canceling and doing mp. it might add enough domage to kill him. except this there is another reasin to do this.

if you AA rufus or zanghief for exemple fadc jump mp then ex tatsu, the ex tatsu will connect one hiit or two more. so domage will be far better than just shoryu fadc ex tatsu.
but this is more character depending.

the fadc jump mp work on every one as long as you touch them hight with the shoryu.

it can also work on a grounded opponment but much more harder to conect and may be character depending.

shoryu fadc jump mp ultra will work but will just scale the ultra so no use I think( not completly sure about this one, but it might be better to avoid doing the jump mp…

Ranix do you know who is that Ryu?

On this video (http://es.nicovideo.jp/watch/sm9162042) there’s a match between him and a guile player that is just one of the most closest matches I’ve seen in a while. Some really clutch situations there. Check it out…

And also, he did a srk on a grounded rufus FA canceled and then j.mp. So if you FA cancel a srk just to make it safe and you have no meter and no ultra you can j.mp, something.

I know you can lp srk or fb after a j.mp that only connects with the second hit but I don’t know if you can use it after this combo because of spacing and this guy didn’t try anything after the j.mp.

i have tried that with quite some character but none of them connect, i have yet to try with bigger opponents

yes, crouching really changes the combo, where it is impossible when the opponent standing, like against guile, you can do 2.cmp, c.mk, hadou when he crouches but won’t work when he stands.

also after cross up ryu vs ryu, if ryu caught it when ryu crouches, you can do 2.cmp, c.hk but if your cross up catches when he stands, you cannot connect 2 c.mps

also can you tell me which character air mp will work on after fadc? i assume it works on seth. cause instead of doing ex tatsu, better to use another hp srk, minimize the meter usage but increases the damage and stun

I will work on all character if you do it as AA. for grounded opponment, I m not sure .

but I don t understand your coment about hp shoryu after air mp.
there is no way to do a hp shoryuken after air mp in this configuration.
you can do jump mp shoryu onley when first ihit or air mp touch and second wiff. but after shoryu fadc , even if jump mp touch only one hit, it s not the first one of the move but the second one.

this is due to juggle property. only the second hit of jump mp have juggle property enough hight to touch in juggle.

any way you should just remember that this jump mp is worth only if it kills your opponment or if you did a shoryu fadc as out of pressure solution and you want to deal mor damage.

but even in this case, playing oki with jump air tatsu might be better( depend of the character in front if he can punish it…)

I tested last time, either first one or second one that hits you can follow up with another attack unless both attack hits, you need to do a moves that can juggle but if only 1 hit you can follow up with any regular attack but let me try it again tonight maybe i’m mistaken with the hit

you are defenetly mistaken, believe me if ryu could do hp shoryu fadc jump mp hp shoryu, we will see that all day long… it will be like a 300 domage AA…

you can juggle from jump mp with a regulare attack only if first hit touch and second wiff.

i can do 460 damage aa, even though character specific (no ultra) :(, let me check again

checked and i was wrong lol, i thought that hit was the second one, the reason it think it works because i add another jump mp which i can follow up with a normal attack :stuck_out_tongue: but not from srk fadc lol

So you can’t follow up a j.mp after a FA canceled srk?

That sucks :slight_smile:

ryu player is Fuudo

top 3 ryu player with umehara and momochi… so yes he is good

guile player is niconico quite good guille player too. Famous for using a lot backbreak air throw and FA set up.

you can if it is as an anti air, the j.mp will only hit the second hit and any follow up attack after that is pretty much useless.

the only thing that it will come in handy is like what ranix said, so basically you do hp srk as anti air and you only have 2 meters and after the srk, you opponent has very little left so you can do fadc, j.mp which will beat your opponent, but i think more people will tend to do a ex hadou or ex tatsu to chip to death or another hp srk as they are getting up instead of doing that j.mp which still have a chance of not hitting if you time it wrong

You actually can, but only specific characters.
I tried a few, the following works:

Sagat
Balrog
Rufus

However I can only land a EX Tatsu or EX fireball on Rufus after the j.mp

Interestingly I saw Fuudo land one after a traded shoryu on Itazan, however I can’t land one on zangief after shoryu SADC. I wonder if trading then j.mp works for those chars I listed above.

I’m at a point in which Street Fighter is becoming very frustrating to me. The guessing games are pretty irritating, and I’m not entirely sure how to improve.

Let’s take the Ryu vs. Rufus match for example. Ryu doesn’t want Rufus to get in, because he then has to guess Rufus’s mixup. Once he’s in, Rufus can throw, go low, do an overhead, dive kick, bait a dragon punch, etc. To keep Rufus out, Ryu throws fireballs.
But what if Rufus guesses a fireball and gets through it with Galactic Tornado? Or manages to predict it and Messiah Kick over it? Or neutral jumps over one and dive kicks right in front of Ryu so that a dragon punch would whiff?
So to avoid this, Ryu doesn’t throw fireballs. Now Rufus can df+mk. Even if Ryu blocks it, Rufus can start the mixup. He can also do the dive kick trick in front of Ryu. He can even hit Ryu with a focus attack or get Ryu to block one so that the guessing games begin.
The problem with this is that I don’t want to play rock, paper, scissors the entire game. I want to be playing a game of skill, not a game of luck.

All of this makes the game seem extremely random to me, but if that was the case, then the same top players wouldn’t rank highly in tournaments. Basically, I’m wondering what it is the pros know about this aspect of the game that I don’t. Do I just need to level up my zoning game, or are situations like this as random as they seem? If it’s the former, what do I do to improve?

Yes, the pros know a lot about zoning/fireballs that you don’t. If people are constantly predicting/jumping over your fireballs at the right time then you need to focus less on throwing fireballs and more on baiting, reacting and punishing. It’s not a guessing game because at any time, you don’t HAVE to do anything at any particular time. If you just wait around for him to jump, galatic tornado, etc you can counter that move. Of course, there is more to it than that.

After all, why do Ryu players throw fireballs? It’s not because they want to hit people with fireballs. They want the other player to try to get over the fireball and they can DP that for big damage.

At the same time, I don’t think you know the Rufus match as well as you think. You definitely have to keep Rufus out but you cant just throw fireballs and uppercut either. Watch how many fireballs Daigo throws:

[media=youtube]aVXcOBvbM3o&feature=PlayList&p=BC2CA60287949D3D&index=0&playnext=1[/media]

Just because you aren’t throwing fireballs doesn’t mean Rufus downforward MK is free. And just because he lands downforward MK doesnt mean you have to eat big damage.

When fighting Rufus, keep in mind you will have to guess sometimes when he gets too close, and sometimes you will outplay the Rufus and still lose. Thats just the nature of the fat man.

momochi latest mutch up

Ken - 5.5:4.5
Chun Li - 5.5:4.5
Honda - 6:4
Blanka - 5.5:4.5
Zangief - 5.5:4.5
Guile - 5.5:4.5
Dhalsim - 5.5:4.5
Boxer - 5:5
Claw - 6:4
Sagat - 4:6
Dictator - 5.5:4.5
Viper - 6:4
Abel - 5:5
Fuerte - 6:4
Rufus - 6:4
Gouki - 5:5

wow he really feels like ruyu have tiny average against nearly all the cast. even dalshim…
and lose only against Sagat.

I wish i could feel like chun li ryu is 5.5 4.5 match up… so far from me…

mmm, most of them are pretty much equal no big gap

also have anyone ever experience the game going faster than offline? i seems to be getting it once in a while.

And yes, i do know the speed of offline play but this one is even faster than the game play with ai or the matches of all top players, close to turbo.

should have record it.

last time it happened was like this, i turned on the challenges (championship mode), then i play cpu, it was vs blanka (first match) then i got that new thingie has enter the ringie, so i fought this person and i beat him, then it gives another option if i want to continue playing cpu or go back to main menu and etc, so i go to play cpu then the game speed is completely different then the first one i play, i don’t even have to time my combo, i just press and press :frowning:

Rufus/El Fuerte/Claw/Honda/Viper are all considered equally disadvantaged against Ryu? Huh…

Interesting. Where did you get these numbers?

I’m surprised he thinks Ryu has slight advantage vs Blanka and Dhalsim but not Akuma. I think Ryu should get .5 advantage because of his super. But whatever. Ryu has a very good design, so you can always improve and get more advantages in a certain match, in theory. Other chars may not be able to get these advantages because their design is flawed. Personally I think Blanka has a really shitty design overall so maybe top Ryu players are slowly finding ways to take advantage of that.

Its also interesting that he thinks Ken/Guile is only .5 advantage Ryu. That means japanese Ken/Guile players are stepping it up. But we have no vids!

In Ryu mirror, how do you counter random sps-es?

When you’re zoning with Hadoukens, what delegates which type of Hadouken you use to zone (i.e. jab vs strong vs fierce hadouken)?