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

Damn, that sucks. So I guess setting the dummy to auto-block is the only reliable means, then.

Auto-block will show you when you drop a combo, yeah. But it won’t help with determining true block strings.

Random is at least good for practicing hit confirms. I have noticed that sometimes the dummy will just block a ton of attempts in a row, or will let a lot hit in a row. To get it properly random, it seems like you gotta have a short pause between each attempt.

C.Lp> C.Mp> C.Hp Can only work on Sagat, Hakan, Rufus, Zangief, Gouken, T.hawk
jump ins only Dudley, Cody

ill stop there for the time being
not sure if this was posted b4

sigh… found it on the 4th or 5th page well it was worth a shot

Need some tips on how to play against guile guys…

Air (Ryu): Ryu vs Guile

Quick question: What’s the proper way to handle when Bison knocks you down and does a meaty Ultra 2. It feels ambiguous which direction to block, and I’ve gotten hit with that crap a few times now. Do you just have to figure out which way to block? Is EX shoryu a safe escape? Or should I be doing something else?

rather do an Ex shoryu than eat the ultra

Just wondering if anyone else does this, and if not, you may want to start: When combo’ing into sweeps, (c.lk > c.lk > c.lp > c.hk) or whatever variant you use, when going into the sweep and plinking c.mk~c.hk, if they’re crouching do a qcf fp, if they’re standing do a qcb rh.

This makes it so that you’ll do one of ~3 things: combo into a sweep, combo into a mk > hadou, combo into a mk > tatsu. I’ve found that occasionally while plinking, negative edge or I mistime it and a MK comes out, so I started adapting to those situations by ending it in the best ways that I can regardless of whether or not the sweep comes out.

Sometimes hadouken or tatsumaki won’t hit with that kind of string . With some characters they will be able to block ( Hadouken ) , duck ( Tatsumaki ) , or mash ultra or any projectile invincible move ( Any ) .

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Just some training mode combos

Ive done this same test a few days ago, it also works against Abel. It works against Blanka aswell, but its a bit random due his weird hitboxes. It wont work if the Solar Plexus get performed from the minimal possible range, you have to be a few steps away from Blanka, otherwhise the c.MP - c.HP link wont connect. If you are doing the combo after a FA you dont need to worry about that, the full combo is going to connect. Anyway its better to land the FA3, SP, c.MP, c.MP, c.MK xx HK against blanka, it does more damage (398), unless youre in the corner, if thats the case you can use the FA3, SP, c.MP, c.HP xx LK tatsu, MP shoryuken for 402 damage. That combo works on everybody whose the SP, c.mp, c.hp xx Tatsu works. Its the most damaging combo for Ryu w/o using super and/or ultra meters, AFAIK.

Is Ryu’s far mp good? It beats everything makoto does even ex karakusa if it’s spaced correctly.

Hello
Can ryu do DP while other ryu doing block string for example c.lp c.lp c.mp hado then 1st ryu blocking? I always thought that block string is that thing with opp cant do nothing only sitting in block and wait end of block string. But today i read frame data. c.lp +2 on block and c.mp 4 frame startap. This window can be dp i think
But why all calls such combos block string? This game dont have truly block string? Ryu abusively dont.
So big fail to me. I always thought i fully in safe doing block string. And when i catch dp in my face i just thought i broke my link.
Now i understand why i always loose to mashers))
In glossary block string explain in funny way. Nothing concrete.
Sorry for my English.

To answer your 1st question: yes, an opponent ryu can dp during a block string, but only if the block string consists of a link. The block string: c.lp [cancel] c.lp [link] c.mp [cancel] fireball consists of a link and links can be broken. This block string is not an air-tight block string/chain.

If you want an air-tight block string that opponent cannot mash a dp/reversal, then you need to use c.lp and c.lk’s only e.g.

c.lk xx c.lp xx c.lp
c.lp xx c.lk xx c.lp
c.lp xx c.lk xx c.lk
c.lp xx c.lp xx c.lp
etc.

If you use any of the above, then your opponent can only mash the dp after your last move at which point you should block and punish.

If your opponent keeps on mashing out a dp during your link, then why dont you just stop your block string after the c.lp and block their dp? If you do this a couple of times during a round then your opponent will stop mashing out the dp and then you can link to the c.mp or walk up and throw? its all mind games.

i always thought that block string must have some safe chip damage like hado, lk lk lk is not a block string. Yes it cant be revesal, but it’s do nothing just push opponent little away.
Ok now i understand that in SF4 dont have block strings.
Thx.

Aaaah, so you wont a block string which does chip damage with Ryu? You should have said earlier. I dont think Ryu has an air-tight block string which does chip damage. Unless you did:

c.lk xx c.lp xx MP DP fadc backdash! lol.

Hopefully somebody else who’s reading this thread can suggest a safe block string which does chip damage for Ryu.

I’m pretty sure your block string is Not air tight. You cannot cancel the MP DP after the cr.LP if you canceled the first LP before it. Your block string here is actually - cr.LP x cr.LP, MP DP.

So against any players that mash a special/super/ultra that has longer invincibility you are not going to get chip damage and potentially will get hit. Also your FADC will not work in this case because the opponent is invincible and you need to get a block/hit in order to cancel. EX DP might be an option here…

Block strings that are airtight require that moves be canceled (chained) into each other. So - you could use any jumping attack into a cancelleable move into dp/super.

For instance simply j.HK, cr.MK xx DP xx Super is a simple airtight block string with chip.

You could add a dp before cancelling into super for a little more. Or EX hado instead for safe chip, as it leaves you at +1 on block.

sure, that is much better. i’ll edit it.

seems like some people are having a problem because of the disparity between hitting and blocking.

cr.LP, cr.MP is air tight on hit because it is a combo. it cannot be mashed out of.
cr.LP, cr.MP has a 2 frame space on block. so any character with an invincible startup move that last more than 2 frames can mash out.

Your right, the mp dp after the c.lk xx c.lp is a link rather then a cancel so I dont think this is a valid air-tight chain which does chip damage. Thanks for the correction, I dont want to mis-inform anybody on this forum.