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

Search for gootecks double tapping on google. It’s extra brief. But at least he shows it. The goal is to get the two button presses as close together as possible. S/SF4 provides no method for determining the amount of time between two inputs, so you’re not going to get any feedback on how well you do it. Just gotta listen to the sound and try to get the beats as close together as you can without accidentally pressing it only once.

It would make a bit of difference. Good ryu players would do it fine. but I wouldn’t be getting 200+ dmg taken out of my Seth by it from random Ryu scrubs :frowning:

I used to be a Ryu scrub back when the game came out and I’d always mash that combo out.

There are a couple of real benefits for ryu to have those cancellable frames.

It can be cancelled into dp and fadc back and then you don’t have to face being next to your opponent at +0 on block. Must be nice during single pixel health situations. But I can’t recall ever using it this way.
And you can cancel it into EX tatsu and get a few frames head start on the classic frame trap.

Not much utility, sadly.

Gonna go off-topic a bit about game design…

To be honest, I’m not all that interested in making the game harder for the extremely casual. Ryu as the main character is doomed to be the center of attention when it comes to designing casual level usability. (Sucks, but what can you do?) But it’s not like he’s alone in fulfilling that role. Ken, balrog, bison, blanka, etc can all be abused by someone doing the most basic of actions. And that is just exacerbated by the nature of online play and matchmaking.

It seems that the main complaint people have against ryu specifically is that he is pretty much, as far as I know, the most used character. Other complaints could just as easily apply to other characters.

yeah, that’s true. Ryu doesn’t really bother me anymore in Super. i just didn’t like him in Vanilla, he felt really cheesy.

He has always been the most used character… online just came out and exposed that. But somehow people hate him for that… shrug

Hey, guys, I’m a total new Ryu player. I didn’t want to make a new thread, so I thought I’d ask here, but these are all very basic questions.

I’ve never played a fighting game before this, so I’m entirely new to the genre, thought I’d take on Ryu to improve my general game.

  1. Is it possible to buffer a super/ultra out of another Hadouken? I just saw a Buffering tutorial on youtube, and it mentioned you could do quarter-circle HP then another quarter-circle HP and chain the regular Hadouken/Super Hadou together. I’ve been in training for a while now, and that’s definitely not working.

  2. Also, what are my options out of a c.mk xx Hadouken? So far in training, all I’ve been able to combo at all is c.mk xx EX Hadouken to U1 in the corner, but that’s just me, and I’m not a very technical player yet.

  3. I can do a Shoryuken normally, but it takes a while to complete the Z motion required to do it, so I really struggle getting it to cancel out of the c.mk. It’s maybe 10% of the time I actually pull it off, and it’s pretty frustrating, could use some help here.

  4. What practical combo should I focus on getting down first?

I’ve got tons more, but I think this’ll keep me occupied for now, thanks guys.

  1. Yes. You have to do it faster than you think. If you’re on stick, try pianoing all the punch buttons for the super.

  2. You’ve push them back. Unless you FADC to continued the combo if you hit, what you’re doing is zoning or footsies after that.

  3. You asking for input advice without telling us what you’re using… But even if you did, all you’d hear would be personal preferences. If you’re on pad, I can’t help you. That’s just thumb dexterity that you gotta get better with. If you’re on xbox, it may behoove you to get some version of a fightpad and avoid that awkward d-pad. If you’re on stick, find a way to hold it that’s comfortable. And then just practice practice practice. You don’t have the muscle memory for it yet and you just gotta develop it.

A run-through of some holds is found on this video: [media=youtube]PsME37GrqjY[/media]

  1. My advice would be to focus on a combo that involves links. Getting a sense of timing is important and may take the longest time. (I still struggle sometimes.) The most practical combo on much of the cast would be something like c.mp, c.mp, c.hk. This is useful versus those characters that can’t prevent you from applying safe pressure after the knockdown.

After that, just scour match videos and forums for ideas on what combos to use and where.

^ Think Theli answered most of those questions comprehensively. The only thing I would say would be that the combo thing is totally personal. For instance, one of my strengths is my wake-up game, so for me my best combos would end in sweep (be it C.MK Hado FADC Sweep or C.MP C.MP C.FK etc.) If you dont work much of a wake-up game then I guess you just wanna hit the most damaging combos (which would require linking to C.FP then to SRK). Or you might wanna work your ultra, in which case the best ones IMO are obviously SRK FADC Ultra, but also EX hado FADC ultra (can really surprise opponents, especially if youre giving the impression of turtling then suddenly bust it out) and C.MK EX FB FADC Ultra.

So yah, first determine your style of play, then work it out from there.

Thanks, man, that’s a huge help. I’m using a standard XBox 360 controller right now, but I’d like to start looking into a FightStick, if I can find a good price.

  1. Will try that later today. Confirmation that it’s possible is all I need to continue, that’s perfect, thanks.

  2. Understood.

  3. I’ll keep practicing, and yeah, I’ll look into some of those other controllers.

  4. I got my first two (kinda) link combos yesterday, c.lk > c.lp > c.hp xx f.tatsu and c.lk > c.lp > s.lp > sweep. I can’t do them 100% of the time, particularly the latter with the sweep timing, but it’s about 80% for the first and 40% for the second. I’ll keep practicing, and I’ll definitely try the one you mentioned.

Really excited to try all these out, haha know exactly what I need to work on later today!

Alright, I nailed the buffered Hadouken to Super Hadouken, awesome, thanks. Is it possible to do with the c.mk xx EX Hadou > U1 combo, too? Can I do quarter circle, EX Hadou, then one quarter circle and still do U1?

As you’re doing it after the recovery of the hado to catch them with U1 in the corner, it’s likely that there’s too much of a delay for the command interpreter to pick up on your original qcf…

Excellent, gotcha, thanks.

Couple of questions for fellow Ryu players:

Do you guys usually consider it a good idea to go for the big damage or the untechable knockdown? After a jump in, c.mp -> c.mp -> sweep and jab, jab, jab, sweep are probably my favorite follow ups so that I can set up the safe jump and go for more damage. How do you determine whether to do that or just finish off with something like c.lk, c.lp, c.hp, tatsu or c.lp, c.hp, SRK?

One more thing: c.lp, c.hk is a one-frame link just like lp, c.hk, right? So why is the latter seemingly more preferred?

Also, in case anyone is interested, yes, I am still working on that new matchup guide. Looking at this one, though, I feel like the Ryu forum could use a combo guide that actually… well, lists combos.

  1. This really depends on the match-up, the opponent, your own strengths and whats happened so far. I mean obviously if youre playing Gief you just want the damage cause you dont really want to be close to him after knockdown anyway, and if youre playing SIm youd priorities the untechable to stay close. Also if youre opponent is shit at teching throws you might was to use the C.FK, where if you tried wake-up shenanigans b4 and failed, use the damage combo. So its very situational.

For me personally Ill try to use C.FK in combos because my wake-up game is a strength, but if I fail a couple times Ill just go for the damage. Mind you, in the example you gave where a jump attack hits Itd just go to C.MP C.FP FK tatsu and corner them.

2 ) S.LP has a longer hitbox than C.LP so its possible to get an extra hit switching to S.LP. other than that I cant really see a benefit.

i am having problems doing the jumping hp cross up, i practiced after a normal throw, but i cant get the spacing properly, should i walk back? use hp early or late?

Yea, you need to take a step back. Don’t worry to much about actually getting it to cross up. That is very difficult aside from the big characters. Just make sure it looks like it might cross up.

Mind game is my guess… lp C.HK over c.lp c.hk was because of the fake out potential…(say your not 100% on this link and well if your opponent sees you standing they may react differently with a standing attack as you follow up with the c hk…and then you get the knockdown anyway)

Just giving my opinion here, but combos?!.. meh, so basic. I mean any scrub can quite easily work out a bunch of combos. IMO there are much more tactical aspects of the game that would be a MUCH better occupation of time. Youre 1 of too few people who actually make meaningful contributions to the Ryu section… dont waste your time on basic shit man.

I mean stuff like combos and “this move counters that” are fine to an extent IMO, but much better is to go into the depths, be it spacing,reading, conditioning, footsies… i never see this sort of stuff on the threads, least not written properly, n its so important.

Speaking of… i have a project im looking to do with Theli about spacing… only problem is neither of us can take screenshots. Can anyone get some shots for me? Would be really, really easy, I basically just need a shot for Ryu and each opponent stood at full range in training room. (least thats what im thinking so far). … ANYWAY… can someone get a few shots please? Your efforts will be rewarded by some very useful info (once it has been accumulated). :slight_smile:

I’m late to the party on this but i wanted to reply anyway. I’m a longtime SF2 player transitioning over to SF4, and the wakeup game and meaty attack game in SF4/SSF4 has been one of the hardest things to get used to because it’s very different to previous games. One of my strengths due to about 18 years of playing street fighter is reading my opponent, and darth paul’s advice to your original post about classifying your opponent is definitely good info.

You’re never going to be able to guess correctly every time you’re in a guessing game, which is essentially what a knockdown or close neutral situation is, but you can at least make an educated guess, and use a move that’s likely to work out in your favour. Against attacking players, err on the side of things like backdashes, armor breakers, wake up focus attacks, and simply blocking, but don’t get predictable or you’ll get thrown. For defensive players that you know like to block, think a little more about meaty attacks, straight up throws, and training your opponent to reversal rather than block.

Little technical tricks like if you’re going for a wakeup throw or a walk-up throw use a back throw instead of a forward one are good to do (you have more chance of blocking if your opponent reversals before you hit the buttons), as are knowing your best normals and cancels if you’re going to stick out a poke, but really, reading your opponent’s style is much more important in beating the odds on wakeup than anything you can learn to do by rote. Let’s face it, 80% of the time you’re going to be guessing. Different strategies are called for every time, and you’re right, a long set with the same player is better for getting into someone’s head and getting a handle on this than playing lots of individual ranked matches. That’s hit and miss, you can dominate one guy because of your style, and another guy could steamroll you next match, despite the fact that you’re all at the same level technically. Make friends with players who have different styles, and play them in long sets. Soon you’ll start to get a feel for the style of a player when you meet them, and you’ll pigeon hole them in your head in terms of what kind of tricks and setups they’ll be likely to use. Some players will surprise you on this, but most won’t.

In terms of tips for attacks to use in the wakeup or close neutral (awkward pause) situation, if you want to stick something out, be safe. Learn about footsies. My personal fave footsie poke with ryu is the cr.MK, it’s always been his best poke, It’s fast, hi priority, cancels early into everything, has great range, and will leave you safe on block 99% of the time whether you cancel out of it or not. Cr.MK xx Ex Tatsu or Ex Hadoken are great if you don’t mind burning some meter. You’re usually safe if they’re blocked, once you’re getting your ranges right, and if they hit they’re both good damage moves and an opportunity for an ultra depending on position. Remember though, if you’re not sure, blocking is statistically the best option in terms of the damage it’ll cost you over the course of a match, so don’t be afraid to wait and block, but mix it up and don’t be predictable, and don’t block at the expence of positioning, especially when the corner comes into play. If you block, be aware of your position on the stage, and always watch out for the throw or tick throw and be ready to tech.

Here’s a cool little ryu trick I’ve been playing around with recently…It’s IMO one of the most “super” underrated moves in the entire game.

ahem yeah cough cough okay, so yeah. Ryu’s close standing medium kick is a very interesting move with very funky properties. IMO, it’s one of the coolest new moves in the sf4 series. Innovative moves like this are what makes sf4 a fun game for me …

So back to the move. When you’re especially close to your opponent, and you press standing medium kick, a alternate/different standing medium kick will come out. Unlike the far away version of the move, the close version of the move pushes your character away from your opponent, even if it doesn’t connect with your opponent. Even though ryu’s kicking forward, he’s essentially walking backwards during the move.

“So what difference would that make?” you might ask. Whenever you’re close enough for that move to come out, your standing medium kick would hit your opponent. Right? So what’s so special about the move. Well, not all the time, if you knocked your opponent down- and they’re lying on the ground- and you do a close standing medium kick, your character will move backwards, as if you walking backwards.

So yeah, that property of the move is pretty unique, deceptively tricky (many people don’t realize the move pushes you backwards) *and IMO has * extremely useful applications, even when they know the special properties of the move, especially in matches against scrubs.

Here’s an option select like example. Hopefully it will make sense to the readers of this post :)… Let’s say I do the normal forward throw against my opponent. It connects and my opponent is thrown. After that I walk a pixel forward (that’s really all it takes) and then do a whiffed crouching jab, whiffed standing medium kick (the close version), walk a pixel backwards and go into crouch block for a split second, and then do a crouching roundhouse. Okay, so let’s go over some of my opponets moves that this option select will beat.

If they did a dragon punch type reversal, say ken’s jab dp. I’ll block it, and can punish him later.

Let’s say my opponent went for the throw break. At this point I’ll be outside of my opponents throw range.
so if my opponent went for the throw break, there throw will whiff, and I can trip them.

If my opponent was mashing on crouching jab/short, that will whiff too, and my crouching roundhouse will trip them. Think boxer here. IMO, standing medium kick, on wake up, is VERY good against boxer players.

So ryu’s standing medium kick is what I’d like to call the ultimate scrub killing move. It’s also a nice change up move against veteran players. So, as i said before, I think this move is SUPER underrated, maybe the most underrated move in the game. If you disagree with that, lol I dunno, holler at me. But like I said before, this moves awesome, more people should use it.

Hmmmm… I know what youre saying and Ive used S.MK a few times, but I find it more useful to just stick to basic frame traps like C.LP > C.MP. The situation you suggested isnt an option select btw, its just one move that deals with a variety of situations. You can also get hit between c.lp and S.MK (C.LP leaves you at +2, S.MK comes out at 3 ). Thats the main reason I wouldnt use this, cause essentially it is a frame trap that you can still get caught in but because you get pushed back, you’re not able to punish as hard if youre opponent gets caught in the framae trap.