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

I haven’t figured out a way to test this properly yet. I’ll keep thinking about it. If anybody has any ideas, other than programmable controllers or the pc version that I don’t have, I’d appreciate it.

Frame 7 “feels” like it would make sense. The designers seem to like splitting things into two frame blocks when possible. So that would be 2 frames where ryu would be able to trade and still be on the ground with mp and hp srk.

Edit: Hmm…maybe base things off the block stun of the solar plexus strike? I’ll see if I can’t try something with that a little later this week.

Guys I got myself a cheap arcade stick few weeks ago and since then I am trying to complete Ryu’s trials but for some reason I am not able to do shinku hadoken after a shoryuken or lk -> hadoken. I can execute it standalone perfectly but not able to combo it. Any tips?

and the arcade stick I got is a REALLY crappy one (mayflash) so I have ordered the sanwa parts already and they are on their way. I sometimes think it’s the mayflash’s JLF which is making things kinda difficult than they should be.

Is there a reliable way to hadoken xx shinku hadoken? When my super bar is full, one of my favourite combos to execute (rarely successfully) is - jump in hp/hk, c.mk, hadoken xx shinku hadoken.

In training mode I’ve found I can execute this via qcf + p qcf + p (the game counts the qcf from the initial hadoken as part of the input for the shinku hadoken), however it doesn’t always come out. Is it just a matter of timing to get the hadoken to cancel into shinku hadoken reliably? I’ve found pianoing the three punches for shinku hadoken seems to help as well. Anyone have any tips? Thanks.

Well, i don’t think it should be used in a combo. The way i use it(and i see this all the time), is when im throwing fireballs and the opponent jumps, i use the shinku. But if there’s no other way then i just is it in a combo unless i have ultra then ill just burn the meter to land it instead. The shinku is a really good special and should be used wisely if given the chance. It’s not about comboing into it; in my opinion the damage isn’t worth it. It can be used to punish moves like blankas ball or balrogs turn around punch. Other moves to, i just cant remember any. :stuck_out_tongue: Oh, and akumas air fireballs.
To land it, it has to be done immediately after the first hadouken. No need to piano it, double tap it. Because if you piano it, a slow hadouken might come out and that may not be what you want to do.

:dp: :hp: :qcf: :hp: It has to be fast. It’s the same timing like when your linking two crouching low punches.
you can link lk with hadouken?

Yeah, just the threat of Ryu’s super is enough to allow you to control the pace of the match. It’s more wise to just sit on it and use it for punishes/FADC’s than look to combo it as soon as you get it. Personally, the way I like to do Fireball xx Super is negative edging it. Basically, do the fireball motion and when you press punch, hold it, do another QCF motion then let go of punch. Again, I’m not sure if it’s the best way to do it, it’s just what I’m comfortable with.

EDIT: Yes, you can link lk->Fireball

Ah I forgot about negative edging, that seems to be far more reliable now that i’ve tested it. Thanks.

Quick newb question

Is it any easier to link lk to mk than it is lp to mk?

@Gigadeath: I like to roll all three punch buttons for the Shinku Hadouken.

So, it would look like:

c.forward xx qcf + fierce qcf + (roll fierce>strong>jab)

I would use this in a footsie game. And with a little practice in training mode, you can learn to hit confirm using the “Random Block” feature. The timing isn’t as strict as you think if you roll the punches. Once you connect the “c.forward xx hadouken”, you can roll the punches right when you see the hadouken connect. Of course, you need to have the super motion buffered.

From my experience, it doesn’t matter which super comes out whether it is the jab, strong, or fierce. It will always connect as long as your opponent is in hit stun by your hadouken.

Poom_:

Unless it’s a counterhit, you cannot link anything after an lk.

Does anybody have any tips on correct spacing with ryu? or is it something that completely depends on your match up?

Well that’s a rather…Large question. It depends on many things. How you play Ryu, the match-up, if you have the life lead, how much meter you have, if you have ultra ect. these are all things you need to take into account when trying to find the right space to poke/throw fireballs at…

simple question on chain: c.lk,c.lp,c.lp,DP

Hi All,

A really basic question here about chaining c.lk + c.lp + c.lp.

I would like to use this chain when I cross-up an opponent.

My question is, if I land the chain, can I then cancel the last c.lp into a DP?

That way the chain is un-interruptable so its safe on block, and opponent cant mash out a DP. If the chain hits, can I land the DP at the end?

I was practicing this last night and even though I landed the chain successfully, the DP would always get blocked. If on the other hand I linked c.lk, c.lp, c.lp, dp, then the DP would land, but being a link, this would mean it was interruptable.

Thanks

U gotta link the second jab and cancel it into a fierce dp if u got meter u can FADC ultra etc now if u the guy is blocking then u can chain it and I would go for a low forward hado

-If you chain c.lk xx c.lp xx c.lp you have to link your Srk at then end.
-You have to go c.lk xx c.lp , c.lp if you want to cancel your Srk

Its a good habit in my opinion to practice linking you Srk , since you will need it when you go for the bread and butter: c.lk xx c.lp, Srk.
c.lk is always chain with c.lp. It cannot be linked together because c.lk is +2 frames advantage on hit.

hope that help

Really! so I need to do:

c.lk, cancel, c.lp, link, c.lp, cancel, DP?

This would mean the chain would be interruptable between c.lp 1 and c.lp 2?

Would this work:

c.lk, cancel, c.lp, cancel, DP? or would I need to link c.lk into c.lp?

You need to chain c.lk .c.lp and link the second jab into a srk

Thanks Pieton, Full Metal Jacket.

Do you guys hit confirm using c.lk xx c.lp, DP?

I guess if the c.lk xx c.lp are blocked then you could chain a further c.lp pushing the opponent away, but if they connected then you could link into DP. Is the link between c.lp and DP safe? I mean could the opponent mash out a DP after getting hit with the c.lk xx c.lp or would the frame advantage mean that my DP would land sucessfully?

-Once you got a hit ( hit confirm) theres nothing the opponents can do but watch you unfold your combo ( ps: if you miss your link timing you might eat that Srk…)

-As I mentionned before you cannot link c.lk into c.lp ; those are cancelled together always.

-So after the sequence c.lk xx c.lp there no other choice than LINK that Srk.

-Only way to cancel a Srk is if you go c.lp link into c.lp than cancel to Srk

-Or you can obviously go c.lp cancel Srk.

You’re linking the jab not the srk.