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

I use the setup you mentioned a lot in the corner, but with ultra 1 instead of ultra 2. My fave ground combo with ultra is St.Hp xx EX tatsu, Metsu Hadoken.

You can do it from a standing start or tag it on after a jump in attack if you get an opening. Starting it off with a jump in fierce f*cks people up GOOD, it’s nearly 60% damage and dead simple to do :rofl:

You can also do it off a cr.MK footsie instead of the HP if you get a chance to poke at them.

I really can’t see any reason to use U2 over U1, it’s just not as versatile. U1 can do everything that U2 can and more.

if you are unsure about the side the opponent will land, do instead c.strong, c.fierce link. it will give you enough time to buffer the special no matter which direction.

it does more damage as well, so it’s a win-win.

What does “sps” mean? What does it stand for?

solar plexus strike
f+HP

Since Super came out, I’ve noticed an insurgence of Vegas. I’ve come to realize I suck at this matchup. I can’t figure out how to hit Vega consistently. Every time I get close for an attack, he flips away. Wakeup? Flips away. Hits me? Flips away. The flip is what’s giving me the most problems, obviously. Any advice?

HK Tatsu will ruin his day.

I tried that. It didn’t work, either, for whatever reason.

Follow him and cr.HK at the end of his flip animation.

I’ve been messing around with Ryu a bit lately, and I’ve been using his cr. jab, cr. jab, cr jab -> sweep as my go to hit confirm; off a jump in, a plexus strike, or whatever. Basically, I suck at hit confirm DP combos, and usually don’t go for them unless I have metre (even though I still drop them). Same thing with tatsu combos.

What I was actually wondering though is when would be the optimal time to do the sweep combo? I’ve tried analyzing Daigo vids and I can’t seem to pinpoint a reason as to why he uses certain hit confirm combos.

Basically I was thinking:
full-half screenish = tatsu
metre + ultra = srk FADC
any other time = sweep

Thoughts? Or would you guys just say it’s more beneficial to incorporate more jab, jab xx DP combos?

One more thing. I remember hearing the commentators at MWC take note of Valle’s use of empty cross-up into cr. short vs Floe. I try this and I get thrown. What’s the trick? Was he doing meaty shorts or was Floe just mindfucked by the timing?

Thanks.

C.hk combo give you an unteckable knockdown. Its good to use in match up where you have safe jump option and where you can put a lot of pressure on the wake up. For example vs Balrog , Rufus etc

You wont see Daigo use c.hk to much vs Ryu or Ken because they cant be safe jump.

Tatsu combos are good when its very befeneficial in the match up to push opponent toward the corner or not get push yourself.
For example vs Balrog or Zangief etc.

I guess the cr short was hitting has a meaty so if opponent attempt a throw he will get beat by it. If youre getting throw out of it , youre doing
it too late.

Your opponent can input a throw before you land and it’ll just out your meaty cr.LK. Alex Valle was probably already mindfucking his opponent with empty AND nonempty jumpins so if his opponent was attemping an early throw before you land, they’ll eat a free jumpin combo if the jump wasn’t empty.

Throws will not beat a meaty. Not regular throws. Some command grabs can. If your opponent is capable of inputting throw before you land obviously there is no way that you are executing a meaty.

Instead of using cr. short why don’t you just empty cross up with an o.select? It’ll will give you the best option and prevent you from being thrown.

Definitely use the crouch tech OS for it. There’s no reason not to. The mixup is pretty important in getting it to work, though. Make sure you’re using a lot of ambiguous crossups as well. Keep them going between all four directions to block.

Throw beats the empty jump, you either condition them to not throw, such as empty jump dp fadc as you land or jump completely early to make sure you aren’t thrown. Make sure you do the thing with OS crouch tech. If you can’t condition them out of doing that, or they throw you alot, jump as early as possible so that empty jump hits.

Can somoeone tell me where to get matchup info for new characters and ultra 2s only

It’s easy to mistime the button press during the empty jump-in so that the dp can come out before the counter-throw could connect. This is because a dp could still come out if you press it too early in the air and end up starting an air attack. However, if that air attack is started, then you face jump recovery frames which delay your buffered dp by 4 frames. You can counter this by attempting this input:

empty jump, f, d, df lk+lp (+other punches for ex if desired) This will result in a dp/throw tech OS. Just be sure to end in the df or face having a throw out-prioritize your dp. Pressing the lk+lp more than once would be beneficial as well.

Actually Theli, you’re too awesome!!! OS crouch tech is mildy pointless in this empty jump situation though, since you’ll basically be liable for 4 frames of being thrown and I’ve been abusing the empty jump successfully alot and get thrown a fair bit, so the main solution has been jumping earlier to catch that throw on startup. Also i note that people generally don’t know their wakeup timings, and rely on your jump to determine the timing. HOWEVER, if you just do DP + Standing Throw OS you’re good to go, going to try this today, hopefully with good results.

Also with the empty jump setup you need to work out if they throw first, then secondly if they crouch tech all the time. If they crouch tech alot you just land, then frametrap their crouch tech by delaying it a bit, keep doing it and you get the timing down, otherwise you go into the empty jump straight away. The empty jump setup is of course liable to get you DPed, so make sure you do enough ambiguous crossups and safejumps to warrant them not to DP.

So the motion is f,d, df, f/b lk + lp. The back motion is incase you have super stocked, so this ensures that if they throw, you don’t have to worry about a thing, Actually i think i’m going to use this OS alot more now for the situations i mistime my dp like hk tatsu at -2 block, thanks for that Theli.

So You could actually delay this so it hits the fraction before any normal would possibly hit(atleast 3, maybe 4/5 frames depending on who you’re versing), when you’re in a close range situation. Doing a standing tech OS version of this would leave you vulnerable to lows if you mistime DP, doing a low version would leave you suspectible to a later than usual throw, but relatively safe.

Edit: You can probably just mash crouch tech later on if you wanna be super safe, incase dp misses, rather than OS it.

Double Edit: Just looked at the misconceptions thread to double check priorities, you can’t st.lp + lk with DP since throw always has priority, so i guess i’ll just mash back + throw from now on if i mistime a DP.

Throw only has priority if you press lk+lp when the stick is either in forward, neutral, or even back. (Hence why I said, “Just be sure to end in the df or face having a throw out-prioritize your dp.”) So be sure to end in df, or even uf would work.

Edit: reread post above. Sorry. Think I got confused somewhere.

when do you guys use the empty jump dp/tech throw? is it for people that always try to throw on wakeups after an early jumpin? if they block are you going to end up doing the dp? it seems like this could be a usefull trick if you know that people try to mash out throws on wakeup…although it also might be risky against opponents that block?