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

uhhhhhh… so youre doing moves whilst the opponent is knocked down…?! why would you do that… ?

You described it perfectly, it’s just, that’s not an option select. What options are you selecting from doing a bare sweep like that? What set of moves is the game choosing from besides sweep?

You’re saying, throw them > walk forward > c.lp > s.mk > walk back? > sweep. <— notice at the end, you had 1 input. That’s not an option select. That’s a bait, you’re trying to bait your opponent into doing something stupid, yes, scrubs fall for baiting techniques.

Though you seem to be a bit mistaken about close s.mk, it’s actually a kara forward (there’s a spot outside of throw range and inside of s.mk range that you can kara-throw with s.mk), the whole move moves you quite a bit forward–I try to use it in punishes that need to happen relatively quickly but I can land more damage on: ie: s.mk > hadouken > fadc > s.fp > fp.srk or something. Also, it’s significantly easier to connect a fp.super after a lk.tatsu that was canceled from a s.mk since it moves you much closer to them.

An example of an option select is the classic Daigo option select: Safe jump jumping roundhouse > shoryuken. If the Jump roundhouse gets blocked or connects you will not shoryuken, if they back dash, the shoryuken will come out and hit them. The game chooses for you: On block you can use it as a tick throw, if it hits it’s a combo, if they dash or something you shoryuken them. But that’s the key part, the game decides whether or not that shoryuken comes out based on whether the roundhouse hits.

Another example is meaty c.lp > c.lp+sweep, if c.lp gets blocked or connects, a second c.lp comes out. If c.lp whiffs (they dash back) a sweep comes out instead to tag their backdash. Notice again, the game is deciding what comes out, not you. The game will either produce another c.lp or a sweep, after the first c.lp, based on whether the first c.lp hit.

Hey guys, new player here…Just a few quick questions.

I find myself kind of unsure as to what to do in a match in the neutral position. Like, basic Ryu stuff from what I understand is throwing Hadokens, then punishing jump ins and what not.

I throw hadokens, but if I’m too close my enemy can jump over and punish me with no time for me to stop the jump in and other ways around it (Like Blanka, who can use his ground attack that I forgot the name of to slide underneath.)

When I’m really far away I can throw Hadokens. When I’m up close, what should I be doing? I watched a match of Daigo using his crouching punch a lot in the neutral position to stop Abel’s approaches.

In other matchups, like Blanka, Dudley, Bison, El Fuerte, what should I be doing in neutral position, when I’m not far away enough to safely shoot hadokens? Thanks in advance guys.

Some moves will change the distance you are to the opponent. For example one of Makotos move(stLK?) if done point blank before they wake up will put you at a nonpointblank distance. The move might push your hitbox forward(pushing theirs back) and then come back some when it finishes.If you have a move like that that puts you outside of throw range you can use it as a bait. I havent tried it but maybe Ryu’s stMK is that way.

My friend thinks he’s all that just because he beat me with Ryu, I tell him it’s not you it’s the character! To prove my point I picked Ryu in a best of 4 against his best character, and won all 4 matches straight. Ryu is just too good lol

Ahh. If only character balance simply depended on how easy it is to beat on a scrub…

But yes, I agree. Ryu is just too good and the best character, from all games, EVER.

wow SuperVega u a dumb noob.

So the Super matchup guide is basically done, I just really need to find a good way of formatting it. Should I provide two separate examples for vs. character tips then vs. character punishes? For example, would it look okay like:

Character Name
Matchup Data
[LIST]
[]Blah blah blah
[
]Don’t jump in blah blah blah
[]use low forward blah blah blah
[/LIST]
Punishes
[LIST]
[
]blah blah can be dragon punched on block
[*]raggle fraggle is a two hit attack, but you can attack between the hits
[/LIST]

This is all I can think of right now, and I really don’t know if I like the way it looks. Does anyone else have better ideas? I really like the easy-to-read layout of the Condensed Matchup Thread up there now. Should I abandon the bullet points completely? HALP.

Edit: Also, instead of making an entirely new thread, I’m thinking of just editing the current one. Sound good? I’d really appreciate input on all this from as many people as possible. Thanks in advance!

These can be listed very tersely… Like:

One idea is to use a kind of code system for each char to condense the information down for listing on the first page, while keeping important data in full form in the character specific sections.

For example, say sweep recovery timing is represented with an SR. The breakdown would be something like:

SR++
Blanka
SR+
Cammy, Sagat
SR
Everyone else
SR-
Ibuki
SR–
Adon

Or SSJ for sweep safe-jumpable:
SSJ++ Doable with multiple effective OS
SSJ+ Doable with one effective OS
SSJ Doable, but no valid OS
SSJ- Only doable on empty jump
SSJ-- Impossible to safe jump

With alternates:
SSJe Doable until EX
SSJs Doable until super
SSJu Doable until ultra

(So something like SSJe+ might mean doable with one effective OS until EX meter.)

Or IS for invincible specials.
IS+++:+++
Effective Special > 6 invincibility:EX Special > 14 inv.
IS++:++
Eff. Special > 4 inv.:EX Special > 10 inv.
IS+:+
Eff. Special > 2 inv.:EX Special > 4 inv.
IS
Not so effective invincible special:Not so effective invincible EX special
IS-:-
None:None

With an alternate of ISa for invincible specials that are invincible until at least one active frame.

So with these 3 codes, Ryu would be:
SR SSJ- ISa+:++++

(Ryu’s EX DP is god.)

This alone would be a major undertaking though and might warrant another thread entirely.

Theli, you have something good going on there, but I think it’s maybe a little too complicated for the simple cheat-sheet type of thing I’m trying to do. I feel like I maybe want to do something with your suggestions as well, though.

hey. I was wondering if you guys could tell me that is it possible for ryu to do two ex tatsu in the corner than follow it up with an ultra? or anything of the sort
my brother said he’s seen daigo do it and i don’t quite agree with him.

^ Pretty certain its impossible. Cant be 100% sure because its not something I try for (why waste 2 metre into scaled ultra?!) but yah, Im fairly certain the 2nd tatsu propells them back away from the corner, making it impossible.

It works on Abel…not sure if it works on anyone else. When you ex tatsu Abel in the corner, he get’s sent to the corner both times. Problem is the ultra only hits a few times because you’ve already juggled 4 hits with the second tatsu.

Is it possible your brother saw Daigo did Ex-Tatsu, Ex fireball, Ex-Tatsu

Since super came out i have had a tuff time finding concentrated matchup info for new characters and tuff matchups that used to be easier Guile Bison Vega Rufus Rose, Fei. CAn someone please help me with organizing the ryu thread and character thread i need help with dudley and ibukli also be kind

^ with Ibuki I suggest you watch this video and take particular note of the spacing [media=youtube]g3244A2fwfM[/media]

VS dudley its a case of mixing up FBs with C.Mk OS buffered Tatsus to stuff his Duck moves. Hmmm… Is there a specific problem with Dudley that you are having? Dudley has a lot of moves and trying to say how to fight VS him is far from a quick question.

On this note : has anyone else noticed how when you kill Dudley whilst hes doing cross-counter he screams n dies, then does the cross counter, then dies again? Sheer brilliance.

And yes, I will try to be kind. :wink:

Darth paul your awsome man. Any idea what i can do to counter chun li and her awsome poking and counter poking. An d what do yo like to do vs the Ryu mirro r when the opponent is just as solid as you are

^ Thanks :smiley: Chun has better footsies than Ryu so you really wanna stay at, again, a few certain spaces. Hados from outside 1.6 range (she cant reach you or react) .Im pretty certain the C.MK perfectly spaced will beat all her shit, but that requires very good spacing. Personally more than anything I rape her on wake-up. OS (LP… someone confirm, cant remember) SRK (and ultra if you have it) Vs EX SBK. Personally I just work around 1.6 - 2.5 spacing, baiting hazanshus and either FAing or SRKing. That should get the opp’ taking more risks to which you obviously punish.

VS An equally skilled Ryu…? Hmmm… tough one. I mean logically if theyre equal skilled they are just gonna go 50/50 with you. What you have to try n do is work out your comparative strengths / weaknesses and capitalise on them. You also might wanna consider F***ing with their head a little, i.e make them think youre shit, theyll get confident and make mistakes that you then punish. Or make them think youre super confident even though youre not. Just walk straight forward. Dont stop, just walk. Itll head fuck them and theyll probably sit there thinking you have some ingengius plan. Theyll then play reaction, giving you the momentum.

If you’re still taking suggestions for this, I have a few.

  1. Keep the bullet-style format. It’s easier to absorb condensed tips and suggestions rather than read an entire novel, imo.

  2. Try bolding one or two key items of interest in each match-up, like the stuff you absolutely do NOT want to forget when facing that particular character. For example, you might bold the entry for: Don’t try to cross-up Blanka, since electricity will stuff it easily, or: Do not jump in on Ryu with Ultra meter. (Basic examples, I know, but you get the idea.)

  3. Since Ryu is such a heavy zone-focused character, maybe a section with zoning tips based on the match-up? DarthPaul has that sweet thread on zoning, so maybe a CliffsNotes version for the various match-ups would be helpful. For example: Don’t throw hado’s if you’re X distance from DeeJay, as he can slide under it and punish if you do.

  4. It might be out of the scope of what you’re looking to do, but a list of what stuffs what would be super awesome. I might be reaching there though. An example might be, you can stuff Abel’s wheel kick with standing jab, you can throw him out of rolls, etc.

I’m still pretty much a noob, so… keep in mind I’m thinking from the perspective of a player who hasn’t had tons of experience and would really find such info helpful. :slight_smile:

Love what you guys are doing, however like myself i fear the practicality of what you’re doing. I wonder if there’s a better way for us to analyze this data than number crunch.

I’m thinking we can analyze the pro youtube videos and go step by step through each decision they made. What decisions they could’ve made. This elimination is far more efficient than what we’re doing by reinventing the wheel. This to me would be far more productive than numerical spacing units, safe hado zones, these values would only be useful if we want a computer to start playing SSF4 not us. TBH i love numbers and i’m a mathematical guy, but i can only visualize those things ingame and number crunching doesn’t help my game, only just knowing about the tools and actually using it though that’s what you guys are trying to do.

The problem with number crunching, we start losing all the other important information because our brains just don’t interpret numbers as well as we’d like. I’m all up for helping you guys, but my effort will be minimal since i don’t think this will help my game at all or as much as the effort i’d need to put into this project, because i instinctively know the answer anyways,will find out by playing in game or one of the Pro players may have already done this especially Daigo and Japs.

If you wanna test hadoken safe ranges, what i do is Jump up twice to synchronize yourself in time with the dummy, then hado and block.

Hope i’m not offputting but just throwing out what i think incase i’m misreading you guys.