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

Yes. If they block you would do a dp.

It can be difficult to do, especially if you crossup.

I will admit that this input has rarely worked well for me in real matches. I’m not quite sure why. Might be the lag/input weirdness when I tested it online. Or I might be horribly mistiming it or screwing up the dp input when I tested it offline. I almost always crossup when I think to attempt this as well.

What has worked better is if I manage to hold down a punch button before initiating the empty jump. Then I simply negative edge the dp to avoid the possible recovery frames and mash throw techs on landing just in case. But it’s rare when I have the presence of mind to remember this little technique.

Just useful for any situation where you’re likely to mistime it and get thrown, such as HK Tatsu on block(-2) and other frametrap situations. Of course you need to have a good read on your opponent to land the dp or get lucky. Anything that helps continue to pile the pressure onto the opponent is great for rushdown and just making the opponent crack.

Sadly i didn’t get to test this out properly yesterday, the people i versed varied their throwing as i land too much, so i just dped thin air most of the time. People have started to FA/Backdash or both against my empty jump strategy now. So I’ve had to OS Tatsu and OS Sweep alot.

Anyone else not really landing many supers in SSF4? I used to make sure I always had a super at the end of round 1, but not being able to land it as easily as before, I’ve noticed I’ve started to use all my meter on ex fireballs and focus cancels. My game has changed enough that I rarely get a full super anymore.

Mostly just wondering if this has happened to others, or if people are still hoarding that meter to land a super combo.

This is probably extremely common knowledge, but at my level and considering I prefer to use Ryu’s metsu SRK over HDK, Dhalsim and Seth matches became a lot more fun… Pretty much, you can punish their standing and jumping fierce with an ultra, on reaction. It becomes a lot easier with pattern players, and the jumping fierce is considerably harder to land the ultra on. I was struggling with Seth until I remembered Daigo vs Iyo, where Daigo lp shoryukend into super to take a round.

I did a quick search and couldn’t find this, and didn’t feel like scanning through 62 pages so as I said this probably is common knowledge, but for those who haven’t noticed this yet, I hope you find it useful.

PS. I found it extremely easy to pull off.

How exactly are you punishing a Dhalsim player who uses jump fierce on reaction? He can also teleport when he jumps, and that fierce comes out too fast to actually react to the animation.

Daigo had a really good read and conditioning on Iyo to pull off the lp dp into super, it wasn’t reaction, it was prediction imo. Though he was standing next to Iyo, so who knows.

Explains why I thought I found it considerably more difficult with the jumping fierce, I guess I was just predicting it then. Apologies!

Also U2 isn’t used that much simply because it’s not that reliable, compared to the many ways you can Ultra with U1. However, you’ve encouraged me to try out U2 more in games, since i don’t even think twice about my ultra selection.

[media=youtube]i3PnyqEy1n8[/media] sec 0:23 can someone explain how to do this type of tatsu? (I tried everything, but it doesnt goes forward like in the vid) and when it’s useful to do it. Besides standing Sagat who can eat it this way? Also saw Sagat eating it crossup style while trying to punish with a TU.

I don’t see many Ryus using it.

You have to do the air tatsu really early in your jump. I usually go from upforward immediately to back.

The only time I really use it is to get out of the corner, though.

You don’t have to do it really early, but the timing is quite strict. The easy way to do it is by watching Ryu’s spin animation as he’s in the air. It’s done with a forward jump obviously, I’ll see if I can take a quick video to explain it, what it means when something wrong happens, etc.

And I use it for punishing predictable projectiles; a lot of players tend to double jump back, often towards a corner. They throw a predictable projectile, you punish with this tatsu into shoryuken / ex hado… (and continuing on my earlier post, metsu shoryuken is good if you want to blow an early ultra and suprise them with this! ) etc.

Some points to note:
If you tatsu too late, you’ll fall short and hit the ground infront of them.
If you tatsu too early, you’ll fly in to them, but not do anything, you just kind of float at them.
If you tatsu FAR too early you’ll go right over them.

If you’re struggling getting the timing, check the video i just stuck up (I know it’s terrible quality, but I have a bad tv, and only a phone to record with, I apologize!), and as I said, try and using the spin animation to get the timing just right. I try and time it when he’s just about gone upside down. Also positioning is of course extremely important but that goes without saying. Good luck!

Link to video: [media=youtube]KcHSeas6KY8"[/media]

Yet more points to note:

Blanka is a pain in the arse; Don’t bother…

Air tatsu -> ultra1 is almost identical damage to srk fadc ultra1; Air tatsu ultra2 does about 100 damage less. Air tatsu to super does the same as ultra 1, so if you’re using ultra2, have super and this opportunity presents itself…

The timing is the same whether you do neutral jump or forward jump, obviously forward jump is alot more practical.

I practice this on a neutral jump by Being around cr.mk max range or further against a standing dummy. Then i neutral jump then Tatsu. The timing is around the apex of the jump, earlier rather than later i believe.

I would like to discuss once more how to shoryuken a crossup some stuff are still unclear to me.

Situation: Ryu vs Ryu miror match. I set dummy to grab me and then set up a meaty cross up mk

-Now i have no problem doing a shoryuken that will auto-adjust on the right side

-But If attempt a shoryuken on the side my opponent is crossing me up I get beat clean everytime.

-Other option that is working is starting shoryuken motion on the wrong side and finishing it on the right side

I tought auto adjusting was just a gadget but it really seem the easiest way.

I am also wondering whats difference it make between cross up vs a wake up or cross up vs standing opponent appart from the fact you have less time when youre waking up.

thx for your input

I’m a tad confused on what exactly you mean. I just shoryuken from the side they jumped from and delay the end of the motion until just before they may crossover, then DP a fraction before i feel the attack will hit. If i can, I’ll try to block in the right direction as well before DPing.

Anyone know why when Daigo knocked down Ricky Ortiz’s Rufus he would run right up and start doing a bunch of crouching shorts. Isn’t he scared of ex messiah kick or something.

To ant air DP a crossup on your wakeup/or normal play, I believe your supposed to do this (your on player 1 side and somebody is crossing you up):

:d:, :df:, wait till opponent crosses you up, :db:, :p:

Therefore you are doing down,forward,forward(now facing the opposite way) + punch.

I know other people just do the same DP motion (d,df,df + DP), but delay pressing the punch button until the person has crossed them up, but this has always been a bit hit and miss with me.

The reason your getting stuffed when trying to do the full DP motion on the side the opponent is trying to jump to is probably because your starting the motion too early so the first down forward motion your doing is registering as down back. You probably have to delay starting your dp motion until the opponent has 100% crossed you up or you can split the motion (as shown earlier).

Hope this helps.

[media=youtube]nL2zpySSymE[/media]

I dont think that OS answers this particular question. The OS clip you’ve sent the link for is the jumping HP/HK into dragon punch OS. The only reason the c.lk’s are used in the video is because Rufus blocks the jumping HP attack and Ryu follows up with a block string. He could quite easily have followed up with a block string of c.lk xx c.lp xx c.lp or any other chain.

I’m not sure why Daigo dashed up to Rufus and fired off a bunch of c.lk’s. If we had access to the replay on replay channel we would have been able to see the inputs to see if he was buffering/hiding an OS behind the c.lk. Maybe were reading too much into it and he was trying to be un-predictable as most Ryu’s would use c.lk xx c.lp chain string. By firing off a loads of c.lk’s I guess he has a greater chance of getting an opening if Rufus stood up.

And to add to this, its highly likely that he would have been firing off a string of (c.lp + c.lk aka crouch tech), or even (c.lp + c.lk + c.mp) rather then just a plain c.lk. This would help him tech a throw(if Rufus decided to throw) and at the same time hit low and allow him to look for an opening if Rufus stood up. The only option that Rufus would have is to ex messiah or block, I think. If any one of them crouching shorts landed successfully then he could quite easily (its daigo after all), hit confirm into a damaging combo.

I’m a mediocre Ryu, but I suspect he was option-selecting if Rufus backdashed with a sweep.

For example:

c.LK, c.LK+MK+HK

This would result in 2 crouching shorts if the opponent blocks, but a sweep if he backdashes.

Nah, Daigo was baiting out meter. It was seriously smart stuff. If he was up on life, and Ricky had meter, he’d pressure him with c.lk on wakeup. There’s a bit of a bug with some characters…if Rufus ex messiahs their c.lk, the final hit whiffs over their head, and their able to punish. Notice how he was really quick to hit a tatsu and punish it, pretty much equalizing the dmg both characters took, but Ricky was left with one less EX meter.

What is Pursuit property? Its on EX hadouken and Tatsu.