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

It’s also on Ultra 1. It means you can juggle with the attack. Like when you do dp xx fadc, ultra/ex fireball/ex tatsu.

K thankyou very much

I just sorted out all the notes for Ryu on the wiki.

Also “Pursuit property” = Juggle.
It’s a mistranslation of a term from the Japanese guide.

More specifically; ?? = Pursuit, ? = Chase/Follow/Pursue, ? = Attack
I think whoever translated it just looked up the compound word without any regard to context or the individual meanings of each Kanji.

A more accurate literal meaning would be “Followup attack”. But as far as we’re concerned it’s just referring to juggling.

THANK YOU SPRINT. You is awesome.

Edit: Minor note… EX Shoryuken is cancellable on second hit as well.

Also, what does the 1+1+1 and 1+9+1 division mean exactly for startup? I was only aware of the division of before the freeze and after.

Whoops. Fixed.

There’s a note at the bottom of the page about the fireballs. They hit a frame after they spawn. I’m not yet sure if it holds true for every projectile in the game, but it does for Ryu’s.

e.g. Here’s a breakdown of the Super fireball:

  • Frame 1: Invincible (super freeze)
  • Frame 2: Fireball spawns. Vulnerable.
  • Frame 3: Fireball hits
    Which is why it trades and isn’t regarded as a counterhit if you get hit out of that 2nd frame (e.g. by a meaty)

Makes sense. Thanks.

Is the first post still useful? Since it hasn’t been updated in almost two years.

Standing jab. Mash it if you have to. If he teleports behind you, the standing jab should hit him. If he teleports higher over your head, there should be enough frame for you to react Shoryuken.

Few questions

What are the frames of invinc on LP srk

also what are the hitbox changes of all his SRK/s and i.frame properties?

Also how did they change his jumping tatsu? it seems to go just as has, but does it go less far or is that just me?

also, is ex tatsu ever justifiable in a combo? like i guess standing fp xx ex tatsu, u1 works…
260 (100+160) + 360(x.80) something

also were any of his normals nerfed hitboxwise or anything? i just wanna make sure

lp srk - 2 frames
mp srk - 4 frames
hp srk - 2 frames

Hitbox is lower.

Crossup tatsu felt different when I first picked up super, but after a day or two I was using it all the same situations I could in vanilla.

EX tatsu is good in some situations. It does a lot of stun, and resets the opponent to the other side of the screen. It’s also a bit easier to cancel into ex tatsu from f+hp, c.hp than srk(does less damage now, though). If you can juggle into ultra 1, I’d say it’s always worth it.

His normals seem the same, except s.mk. It seems slightly better than vanilla, but it still sucks.

Crossup tatsu

@Dannkk: thanks a lot for the response, I’m fortunate to find someone who knows the data, but how did you find out? The eve hubs wiki is obsolete. Just curious.

So, some more q’s. They made lp and hp srk quicker by 1 frame? That means a lot. Hp and lp will now be able to punish certain safe things like rufus’ galactic tornado, right? It’s -2 on block and so is Guy’s Hozuntu elbow (non-EX afaic). Orrr is lp srk inv for 2 frames and stars on 3rd frame, i dont get it.

Also, since you couldn’t safe jump hp srk before because it was 3 frames, and since mp srk is 4 (can it be used as a anti-safejump on wakeup btw), can lp srk which is 2 frames be used as a new anti-cross up safejump/forward safe jump etc, sine it’s 2 frames. Also will it trade to meaties or what, I don’t get that part.
I was

= = =
Another thing, it says srk has inv till frame 1-2, and “lower body invincibility from frame 3-16”. What’s this mean?

Ryu’s Frame Data Super Street Fighter 4 : EventHubs.com

= = =
Also you said that standing medium kick was buffed you think. If so how was it buffed? If it was buffed how could it be of any use now if at all?

= = =
Was tatsu hitbox nerfed or just the trajectory/range, etc.?

Also what’s this I hear about “kara hard kick tatsu”? I can do it like asap and go really high but it seems hori range was nerefd and not verti range. What’s the deal ?

OH and what’s the data on EX srk now? Like startup and stuff.
= = =
Lastly, thanks for baring with me, while I have a lot of q’s, I feel those who are serious about this game will benefit from the answers.

Thanks for the responses, guys.

Invincibility frames do not correlate to startup frames.

Pretty accurate frame data can be found here: http://shoryuken.com/wiki/index.php/Ryu_(SSFIV)

As to hitboxes, there have been videos floating around. But there is no guarantee that those are accurate since they are supposedly from an older version of the game.

I like standing far forward as it can mess with an opponent’s footsies in a way that other normals cannot, depending on the character of course. But I’ll admit that it is unreliable. Still, no normals are perfect in most situations.

Super Street Fighter IV - Shoryuken Wiki

Use this for frame data.

Isn’t that the same exact wiki I posted? confused

It is. Just linked all the characters.

I’ve been playing around with Ryu’s close range standing medium kick a lot recently. I used to use it for lots of tick throw set ups on downed opponents, but recently I’ve started using the poke a little differently for gimmicky purposes.

There is a range where if your opponent jumps forward at you, they’ll almost cross you up. If they move a few pixels forward, they’ll be in cross up range. I’ll intentionally position myself into that range, and wait for the opponent to jump forward. If they do, i’ll hit standing medium kick around the time and space i’d usually dragon punch or crouching feirce.

If you time this correctly, your opponents jumping attack will miss your (ryu’s) body, and they’ll actually land on the opposite side of your character. Often times your opponent will hesitate and not attack, and then you can throw them. Other times, if your opponent is a charge character, they’ll mess up the inputs for combo’s involving charge moves, because they think they’ll land on the opposite side of your character.

The reason for this, is during the standing medium kick animation, ryu extends the back side of his body forward. The area that used to be occupied by ryu’s backside will be free for your oppoenents character to fill up.

Lol i hope that makes sense. I don’t think many people are aware of that tactic, so it catches many people off gaurd. You can’t over use this tactic, but it’s good to use every once in awhile.

To intangiBLZ, can’t you just crouch and make their crossup whiff, or move forward? If it does something extra, that’s a useful footsie tool.

Now switching topics, recently i’ve been thinking about my wakeup games, especially quickstand situations after SRK and more importantly Tatsu, since you have a short time to setup wakeup games. I generally don’t like using F.MP and i rarely ever use CS.HK on wakeup even though i see daigo uses it alot on quick tech situations. Has anybody else in particular thought about this and why he uses Close S.HK. I’m thinking i should use CS.HK alot more in games after a Tatsu combo, because it’s a more meaty attack and i keep getting thrown when starting off a cr.lk, cr.lp combos. Alongside f.mp after an SRK.

I’m wondering if there’s other possible reasons. As i barely ever use F.MP or CS.HK. To me if you want to maximize your wakeup damage you’d try to fish for a CH/throw and go for a cr.lk/cr.lp type hit confirm alongside baiting and other wakeup setups, since you always have the options of tick throw, crossup and frame traps. However CS.HK is seeming better and better each time i get thrown from my hit confirms. Frame data wise there’s suppose to be a variance of 5 frames when you quickstand which explains how my cr.lk, cr.lp always seems to get thrown out of at times, and i just assume it was me mistiming it.

Hi guys I made a character specific crossup combo list. Muttonhead?s Big List of Character-specific Ryu crossup combos Being a Scrub What do you guys think?

@Neber

I think alot of the time, Daigo’s just messing up a kara throw so close S.HK comes out instead. Dunno why he’d do it on purpose…

guys a small noob question which punch button used in hadouken recover faster to do a next move using:
light punch, medium punch or high punch?

example when you hadouken and the enemy jumps over it and attacks you then to counter it you used fierce shoryuken

i dont know which punch used for a hadouken to shoryu fast