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

WOW that explains so much. had to look up negative edge, but that’s absolutely it. when i held down hp srk, it stopped working. thanks!

can you go into more detail about the timing of this combo? does the spacing between the lps matter?

Learning how to link jabs might help you out with the timing. Jabs can be chain canceled, but they can also be linked. The timing is the same to link srk.

Does sls, c.mp, c.hp xx tatsu works on all chars? What about sls, c.mp, c.mp xx tatsu?

I’m pretty sure it does. I think it’s f+hp, c.mp, c.hp xx srk that is character specific. That second combo you mention should work on everyone.

I’ve tried F+HP, c.mp, c.mp xx tatsu and the second c.mp doesn’t connect on Ryu, so it’s char specific. F+HP, c.mp, c.mk xx tatsu seems to work fine but it has two 1 frame links.

I’ve been trying to improve my zoning game using the hadoukens, but I’m trying to see what speed of fireballs would be best for what situations. Can anyone tell me their general usage of fireball and what makes you choose to use lp vs mp vs hp hadouken?

Well I’d say most of the time you want to use HP version because it travels the fastest and forces the opponent to react quickly.
LP fireball can be handy aswell when you are trying to lock an opponent down on wakeup or you can use it to catch an opponent off guard if they are neutral jumping your fierce fireballs.
I don’t really use MP version that much, maybe every once in a while to mix it up but I don’t think it’s that useful.

I switch between hp and lp pretty randomly. It makes it a lot harder for people to use anti-fireball attacks. Like if you throw a hp fireball at balrog, and he blocks it, then you throw a lp fireball and he tries to TAP. This won’t mess people up often, but sometimes they’ll assume it’s another hp fireball and use that timing to go through it, but the lp fireball hits them just after their invincibility.

What’s Ryu’s frame advantage after his dp=>fadc is blocked?

Thanks.

-1 if you do it properly. Otherwise, worse.

can anyone tell me what frame ryu becomes airborne when he does an srk?

I’d theorize that it’s when they start to have lower body invincibility. It generally seems to be the 5th frame for ryu’s srk.

lp is weird, as I doubt it starts to be airborne at 3rd frame. Would require some testing.

it can’t be 5th frame because trade srk requires ryu be grounded and not invincible, i’m trying to work out how many frames he’s grounded and vunerable to being thrown by something invincible like abels TT throw or giefs armour throw…

i’m assuming you can do trade srk>ultra using fierce srk. am i wrong?

lp srk invincibility only lasts until 2nd frame. I can’t say for certain whether or not a ground trade is possible with mp/hp, which is kinda sad considering that ryu is my main and I play very frequently. I don’t remember those trading on the ground. I often see myself get reset as if from an air hit, and still be able to connect ultra sometimes.

Fp and MP SRKs can trade and can even be totally stuffed on the ground by a very well timed and spaced poke (C.MP can stuff it… )… note that the reson is always because of a mistimed SRK though (one that hits on frame 5).

So does it put ryu in air reset mode. Or does it keep him on the ground as he recoils from the poke. That’s more the question right now than if ground attacks can trade or not.

i dont think a cr.mp can stuff a dp, it has invincibility to cover you until the hitting frames begin.

^ that’s the point. IF it hits during invincibility then of course it cannot be beaten. But on wake-up for example, you can time a max range c.mp to hit the moment the invincibility is over, then it will trade, or sometimes (with Rog for example… though I cant remember excactl what poke) will stuf it completely.

Theli : 90 % certain that it keeps ryu grounded… fuk it… ill test it… 1 sec.

keeps him grounded. ( I hit with c.mp on what I believe was either frame 4 or 5).

if you wan to see what I mean just go to training mode, set CPU to spam SRK as quickly as possible. Then knock the CPU down. Stand slightly outside max C.Mp range (cause FP SRK moves CPU forward). Time C.MP to hit in frames 4/5/6 and youll see the SK completely stuffed and the CPU Ryu still grounded (can follow-up with a sweep after).

hope that answers the question.

Yeah. I was playing against a friend last night and was getting grounded recoils from time to time. Not the easiest thing with the hp srk, even with sagat’s jump-ins, as I’d more often beat the attack completely or trade with air recoil. mp and hp srk are both fully invincible until frame 4, supposedly. Then frames 5 to 16 they have lower body invincibility. So that must mean that they aren’t necessary considered airborne until a frame or more into the lower body invincibility.

That won’t matter for low attacks. But for other hits and grabs, it does. It would be interesting to figure out exactly when ryu leaves the ground. It’s not as obvious as I first thought.

Edit: Alright next theory… Sagat is a character that does not get lower body invincibility on his dp equivalent. However, he does get throw immunity for 2 frames after the invincibility wears off. This suggests to me that sagat leaves the ground on frame 8, or right after the throw immunity runs out. Transposing this to ryu would suggest that he might leave the ground on frame 6 or 7. Will try to remember to test when I get home from work.

Im not sure how I know this (nor am I 100% certain Im right) but Ive always believed that Ryu left the ground on frame 7… no idea why I think that but I always have.