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

I dont think this always works. Im pretty sure its a glitch in the computer system.

I tried it against a friend…and it was working fine the first few times. But he started being able to block it on reaction. Perhaps my timing was off. But still, it didnt seem like it.

+5 frames on hit means that from the moment you can move again he can’t block in the next 5 frame. So you just have to time it really really well, but it’s possible.

Right but if those 5 frames are the 5 startup frames… then at frame 6 they can block again… and that is the first active frame.

Last frame of startup frames is the first action frame. So c.mp gives +5 and c.fk has a startup of 4 and hits on the 5th. Dunno why they decided to do frame data like this =\

Same explanation. F+mp gives +3 on hit. SRK has a start up of 2 and hits on 3rd frame.

Optimum combos?

Hey guys, awesome advice here.
I’m new to SF4 and never played SF3, so not so hot linking with Ryu, but it seems pretty important for pressure, and meter, so I’m trying to learn.
I’ve seen a lot of posting about various combos; but I hate learning stuff I just replace later with better stuff. And many of the combos seem impractical, (use too much meter for the payoff,) or overly situational.
Have the best combos been figured out yet?

I know to some extent it’s a matter of taste, but in terms of preserving meter, building meter, doing damage, doing stun, allowing for mixups/applying pressure, being usable from multiple openings; are there certain combos/block strings that are used at the very top levels?

Right now I’m working on:
F+HP, cr+LP, cr+MP, cr+MK, FB, FADC, repeat.
And mixing up with:
F+HP, cr+LP, cr+MP… then FA dash in, or throw, or L. HK, or overhead, or jumping cross-up.

I seem to be getting thrown out of F+HP if I try it from a cross-up, should I go straight to cr+LP?
And is there a good way to enter from a cr+MK poke situation to start applying pressure?

I want to maximize meter, stun, and pressure; so I don’t want to push myself too far away with too many hits; but I don’t want to give up damage if I can get another hit in without sacrificing pressure or options.

In time, I know it would probably be a good idea to mix up with other links; I’m using this one just to get muscle memory in place. If there is a better one to learn first, I’m all ears. I don’t know if cr. LK would be better because it would hit an opponent blocking high and cause the rest of the hits to land.

I’m also having issues getting anything to combo from the F+MP overhead, the lights seem too far away and the mediums seem too slow. I’ve heard it can be done but am having some difficulty finding confirmation.

In terms of super meter, because Ryu’s super is so easy to combo; and his ultra will land after an AA or a trade, is it a good idea to use FADC? Or should I simply wait try to build meter and land a super? I’m sure it’s a case by case thing, just wondering if anyone knows what the general rule is.

Thanks so much for the help! Sorry if the questions are overly basic.

The j.hp/hk has to be a deep hit, otherwise it won’t combo.

crossup j.mk only puts the opponent in 11 frames of blockstun and f+hp has 17 frames of startup. They have a pretty large window to do something, not to mention its pretty easy to react off a f+hp.

What I usually do after a crossup is hit confirm c.lk, c.lp. If they hit, I do HP SRK (linked) or c.mp xx fireball/EX fireball/EX Tatsu, Ultra (corner only). If not, I’ll either go for a grab or c.lp, c.mk xx fireball.

c.lp, c.mk link is a VERY useful link to learn.

f+MP can be linked into a c.lp, but I think it has to be meaty. Instead, I usually just SRK, FADC, whatever.

I usually only save up for super against turtles, but it’ll build up during other matches and I’ll just use it if the opportunity presents itself. I would rather use the bar for mixups like instead of the usual blocked SRK > FADC > throw, I go for another SRK and reset the situation again. Most will fall for the 2nd SRK and you’ll get an Ultra out of it.

Hi Guys,

Looking at the frame data, I have two quick questions.

  1. l.mk on block is 13 block stun for the opponent. If i cancel l.mk into a normal fireball, since fireball comes out in 13 frames (12 activation frames?), it’s a block string, correct?

  2. It looks like recovery frame includes the last frame of the hit frames… for example,
    close standing LP is 3 3 6 +2 +5 10 13 30 50 20
    If you add 3 active frame + 6 recovery frame, on block, you have 10fr-3fr-6fr, which is not +2, but a +1. So, does this mean it should really be written as:

close standing LP is 2 3 5 +2 +5 10 13 30 50 20 ??

You have to account for the ball traveling as well, so no it’s not a block string. You can SRK/Ultra/whatever inbetween if you know its coming.

ouch!

Alright, thanks for the info.

Someone really needs to revise this definition then.

(emphasis added)

Basically, either the definition is wrong or the number of startup frames is one off for everything. Personally I think it would be less confusing to a lot of people if the startup frames data was corrected.

What they have posted on Eventhubs would be correct for any other SF game. IIRC, for some unknown reason, they decided to record the frame data as if this game was Tekken or VF, having the first of the action frames be the last frame of the startup.

On some characters (the big ones, no meaty required) you can f+MP --> cr. LP --> cr. MK --> …

example here: [media=youtube]k1h7FcD07jQ[/media] @ 00:22

I have a question: is Ultra a reliable anti-air? It’s hard to time!

So does f.mp give less advantage on a crouching opponent or what? If it does, doesn’t that defeat the purpose of using the overhead? Has anyone comboed anything from the f.mp vs crouching. I couldn’t do the shin hadoken, but I think I’ve seen a dp once… I wouldn’t mind the dp because dp shin hadoken is still a combo…

What is another good pressure string to use after a FADC?
Either the opponent blocks or mashes on pokes.
Usually I throw them after a FADC, but I know that I can do a lot better than that.

^
Most people don’t know how to react to a FADC yet, so throws usually work. Against players who know what to do, I tend to throw out c.lp x 2. If it hits, I go into SRK, if not, it’ll set you up for a j.mk crossup

i was wondering if someone could give me a tip on the following interrupt? If my opponent is also ryu and he tries the following string c.mp,c.mp,c.mk. If you block the 2 punches you can sneak in a c.lk of your own and counter his medium kick. The problem is i can hardly ever get it to land. I usually end up eating the kick my kick never comes out and i am forced to block. I don’t mash wait until my ryu blocks then i hit lk.

That’s a frame trap. You can interupt it with a shoryuken or super. Otherwise, just block.

is it me or is it hard to connect c.lp to c.mk?

I think I need help on the execution o_x

It’s just practice, honestly. This is actually one of the easier links, you only have to do a slight (1/3rd of a second) pause then do the C.MK, If you tap C>MK too early before the animation of C.LP finishes, it won’t connect.

What’s the timing for overhead -> c.LP? Is it a one frame window? Coz I’ve only done it once by accident.