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

Im up for that. Start a thread and I will be plentifully vocal in my contribution.

I’m suggesting it to you guys. I don’t have the time.

then perhaps leave the theorising to the peeps who *do * have the time…? Btw i myself dont technically have the time. I have to kinda squeeze it in here and then, often by lack of sleep (LOL). I find it slightly condescending that you would question the validity of dedicated SF players whilst suggesting a better approach for which you have not the time to contribute… ?

That’s my contribution, i’m questioning your stuff in hopes that you come up with something better, or you can simply say i disagree and shed light on what i think.

That didn’t sound right. It is condescending, maybe, but my idea is that either you’ll come up with something better yourself, or you can use my ideas to improve what you’ve already got.

play cool. I just didnt like the phrasing of your previous post (but TBH, as a writer I am far too sensitive to wording, so my appologies). Your suggestion is actually something I suggested myself about a year ago. At the time it was, eventually, considered impractical because it is near impossible to evalute everything that is going on in a top player’s mind at any one given moment. If there is some practical way you can suggest of doing this, then trust me, im all ears.

I think i know what you’re talking about, correct me if i’m wrong.

Say Ryu player = A and Knocked Down player = B.

Did you mean that Player A whiffed some jabs and pokes and threw off your timing? That’s a psychological sort’ve trick that all the good players use now and then to throw off timing.

Just to contribute my $0.02. The ultimate goal would be to not think about numbers at all. He’s trying to derive what moves an opponent can use to easily, or just feasibly, punish a hado with at whatever ranges. Once the crunching and verifying is done, the numbers just won’t matter.

You got any links to it or anything i’d like to peruse through the discussion.

I don’t think we need to understand everything that’s going on in their head. I think we just need to understand why the choice they made was good(analyze it in a sense of riskiness, positional advantage, matchup strengths/weakness, Corner pressure), what good choices they had(like other possible wakeup options), and what choices they had that was bad(random ultra, jumping). I was thinking of putting this into a Blog format so everyone can contribute their thoughts, feedback videos worth analyzing, just get a good system going there.

Hehe being the IT nerd that i am, i’d much rather chuck all of that data and create a SSF4 simulator program. And get the computer to tell me what moves are possible, and other important stuff to help us analyze the data.

Even doing that you would still need to know a lot of data, such as ranges, to create the program.

Just a small question guys; whenever I do the ‘so-called’ blockstring - cross-up lk, cr.lp, cr.lp, cr.hp/cr.mp, hado; the opponent focus-dashes through the fireball and lands a throw on me. Am I doing it wrong or that’s supposed to be normal?

What would be the best choice for a safe non-ex combo to juice-in chip damage after say, a blocked cross-up kick/punch?

PLease explain why you are doing this blockstring, I have no clue why you would want to. You certainly dont want to use C.FP or a hado in a blockstring, ever. Choosing the right blockstring is entirely dependant on what you are trying to achieve. If youre trying to hit a masher, just use C.LP > C.MP… if youre baiting SRk use a basic string like 3x jab and just include a bunch of 5 frame gaps in between. If youre looking for tick throws then use a different normal move everytime before the throw. … I dont quite get your question. The string you suggest is stupid and yet you talk about it like its a well known and acknowledge string… o_0

after jump just hit C.MP > C.FP SRK or just C.FP SRK. Thats for damage without metre. If you want distance or to put your opponent in the corner just switch the SRK to a FK Tatsu.

What would be the best choice for a safe non-ex combo to juice-in chip damage after say, a blocked cross-up kick/punch?

You may want to read my question again.

double post, sorry

Oh, well in that situation youre not looking for chip damage. Youre either looking to bait a reversal, punish button mashing, or use mix-ups between light hits and throws. Youre certainly not gonna get chip damage from that range whilst remaining safe (no matter what special you use from that distance is gonna leave you punishable). Thats why youre question confused me. Ryu cant reliably get safe chip damage from this range, unlike a Rog / Dudley or whatever.

TBH if you do want to get chip damage the only way youre gonna do that safely is with a hado from full C.MK range. Anything else will leave you at minus frames that will get you in trouble. So just chain lights up to C.MK range then C.MK > Hado… still, ive no clue why you wanna do that… ?!

A couple of questions.

I will use these notations:
Link: ,
Cancel: x

  1. When you cancel normals, is it called a chain or target combo?
  2. How do you execute:
  • c.lk c.lp srk
  • c.lk c.lp c.lp srk
    Should I use shortcut for srk (323p), since I?m crouching? Or the normal input 623p? Is there a link or cancel between the normals and between a normal and the srk?
    I can execute this pretty consistently:
  • c.lk s.lp srk
    where my input is like this:
  • down lk forward lp down downforward lp
    I?m pretty sure that I link all the attacks because I?m doing it fairly slow and it feels as if the timing is the same between lk lp and lp, i.e.
  • c.lk, s.lp, srk
  1. Is there any drawbacks in doing c.lk s.lp srk instead of c.lk c.lp srk?

well if he is able to focus dash through your fb after a cmp or cmk then that means you weren’t in a good range, but you can also use this to your advantage if you notice your opponent is doing it often. One way I like to counter it without using any meter is to do a forward hard punch, that way if he tried to focus through your fb then you would either get him during his dash or focus. But if he just blocks then you can mix it up with grab or w/e you want after the forward hp is blocked. I’m not entirely sure what would happen if he mashes jabs you might get a counter hit or get jabbed out of the forward hp.

Another downside is if your fighting a cammy for example she might decide to ultra after you do a c.mk if she’s certain you would do a fb, in that case just block after the cmk or cmp. Same thing goes for balrog they can ex hb through it or any other character that has a ultra that can go through fireballs.

With your blockstring it depends on which character you are fighting. Some characters have a focus attack that moves them backwards slightly, this allows them to focus thru your fireball(I think thats why). For example Makoto, Juri, Akuma and even Ryu have these kind of focus attacks. Some like Abel, their focus attack moves them forward so they cant focus thru. Also if you are doing it from max range it makes it easier for them to focus thru.

Thats why sometimes you’ll see Daigo do a crMK into ex Fireball on block, he’s hoping to catch them trying to focus thru.Sometimes he just does a crMk and no fireball. And thats a good blockstring especially if you try to catch them os teching. Ending a blockstring w/ a fireball making you unsafe is news to me and the advice to never end with a fireball…uh I would just ignore that advice.

I think a chain mean cancellling light attack into each other and a taget combo expand with other normals.

Personally I start in positon 1 ( defense) and go 623 while doing my c.lp
Its probably the way you want to practice it. Problem with shorcut is your starting
from a vulnerable positon.

Starting from position 1 ( defense) and going 323 is a very viable option.

Actually when I am in the left of my opponent my input will often display 323
even throw I was going for 623. I think its a phsysiology thing.

You cant hit a standing opponent , but otherwise its the same timing. I think its better
to go for simply c.lp , its blend better in an overall combos plan.