Ryu: General Strategy / Combos / Matchups

can someone explain why sometimes tatsumaki/joudan kicks whiff. is it only certain characters or because they were crouching when they were hit?

it only works on standing characters, i might be wrong.

any ryu vs a rush necro(SAIII) match up??

Yeah. Fuck Necro up. :rofl:

Reset
Against a cornered opponent, standing close MK, SA1, standing MP (reset), UOH/crouching MK, SA1, juggle with a Hadouken (LP)

the standing far MP sets up the distance perfectly to link a SA1 off of a UOH, and your still in range after the reset for cr. MK to SA1

just found this last night and only tested it against Ryu lol

DA GAME needs some good combos that invlove the Shinkuu Hadoken & the Shin Shoryuken

Da Game should play the game and find out.

Or, he (or she) should read the threads and not waste everyone’s time by posting a generic question.

crouching LK, crouching LP, crouching LK, Shinkuu Hadouken
crouching MK, Shinkuu Hadouken
UOH, link Shinkuu Hadouken
if in corner, after the Shinkuu Hadouken hits, launch another one, then a Srk (HP)

Any strat here using SA3 against Urien an Hugo. Got tired of SA1 but still having trouble against Urien when using SA1 so I changed to SA3.

Any help will be appreciated.

Is it necessary to supercancel a LP hadoken with denjin on wakeup?

No, but it does three things for you. It makes the denjin a little harder to parry, since you can vary the super release time so that the denjin hits before, during, or after the regular fireball. It also forces the opponent to stay on the ground either blocking or parrying the fireball, giving you a little extra time to charge the denjin. Lastly, if your opponent has a super that can bust through fireballs and super fireballs, it makes it harder for them to do so because now they have to go past two fireballs instead of one. With some supers, going through the denjin then becomes impossible, and with others it just makes the timing harder. Both are obviously good for you.

It also doesn’t need to be a jab fireball, it can be any strength. If your opponent is a little further away, for example, you might want to use a strong or fierce fireball to get there faster to make sure the opponent stays on the ground.

Just curious as to what you guys do to fight against a Yang player, a buddy of mine came back from Illionios to visit for the weekend and he had been playing 3S heavily over there due to some solid competetion, and he came back and took on my Ryu/SAIII and he played a pretty solid Yang/SAII.

Needless to say, I don’t have alot of exp vs Yang, so I got handed 6 straight rounds, before I picked up how he played and after that, he couldn’t win anymore. Now I’m not here to sound egotistic, I’m here to know how to fight against Yang/SAII, because even though I won more than I lost, I still felt unassured because as stated on the first post, which I didn’t seem to really take notice until this weekend, that SAII goes under Ryu’s SAIII…which happened many times before my idiotic brain took notice that it wouldn’t work if he had a stocked SAII.

So I’m just curious, what do you guys do to fight against a Yang/SAIII? Please…also don’t tell me to use SAI…I despise SAI, so that’s out of the question, and SAII is pratically self explainitory. I’ll post what I found to be quite decent…now don’t brand me if these aren’t good?..because I have like 0 knowledge when it comes to fighting Yang, so however. I’ve tried f.mk to zone sometimes, and I use c.fk to catch his wiffed attacks, I switch between lp Shoryuken to s.fk for anti-airs, I use ex’s more so against Yang then usual(No, I will not use SAI for this match still), and only Denjin when he has 0 stocks for SAII, but other than that, the rest is pretty much how he plays and just that I adapted to his play style and was able to beat him.

I mean, he threw out c.mk’s, that kept on landing against me into ex-tourou’s but I soon picked it up and started to parry his c.mk’s and punished him for it, and having to watch out for things like Zenpou Tenshin into his c.mk>ex-torou’s, and there’s more but the rest is just how we play, and I feel that I only won more, was because I was more technical, I parried far more and punished him from it…but that sounds too much like theory fighting to me, so I want some solid concrete info on what I can do against Yang players that are effective when playing with Ryu/SAIII.

Thanks in Advance :pray:

If you’re using Denjin traps right he shouldn’t be supering out of them, correct?

Mopreme’s LJ says jump when the twins jump, smack him out of the air (j.mp prob’s best). I don’t have anything specific beyond that, I’m in the same situation – no twins to play against ever.

It says in the 1st post that Yang’s SAII goes under SAIII which is what was happening to me earlier in my losing matches, I’ve even tried buffering with the hadouken into denjin and he still flies right under it and then hits me, so that’s why I’ve refrained from using denjin other then when he has no stocked bar with Yang, unless there is something that I’m completely missing, or that my timing is that bad that it should connect, but thanks for that small info though, everything helps, and yes, more info on Ryu/SAIII vs Yang/SAII would be greatly appreciated.

Sometimes hits, sometimes misses, usually joudan is more reliable for hitting crouching characters than tatsumaki, it mainly depends on range, at max cr. MK or counterhit cr. HP range, they both have a chance to whiff against crouching characters, or sometimes tasumaki hits too late to combo, you see it sometimes in match vids.

But EX Joudan is almost guaranteed to hit if comboed from counterhit HP or cr. HP. If you are unsure if you have good range, its usually better to just go for EX Hado.

Yeah I know, but you can do the trap (close s.mk xx f.DP xx denjin) so he can’t even get out of blockstun, much less super. And I don’t see how he would have time in a mp xx jab hado xx denjin to super between the fireball and the super – he has to red parry the denjin, so how can he super. I’m just trying to figure out how you’re trying to land the denjin.

But I have barely any exp vs. the twins, so just takin a gander.

Those blockstun traps kinda work but yang could still super if timed right. Plus you would have to release the denjin hella early and unless that one or two hits stuns them, they could still punish with a super or ex mantis afterwards cause the denjin won’t knockdown.

What TrueSephiroth is doing is going for denjin after a knockdown. I don’t think there is a way to guarentee that the denjin hits in this situation. Im pretty sure its a 1 frame super, so if timed right that setup should never work.

Guys I use all SA’s BUT when I use SA2 and it connects, what is the best move to use ?

As I use side kick but miss or even hurricane and miss, what about skip forward and use short kick/LK side kick ?

lastly whats the best universal SA’s, for example if you can only pick it one time and have to stick to it ?

Just depends on your style. Denjin is toppiest tier though, & Shin least useful.

If I used SA3, the combo’s I am thinking of to set up SA3 is jump in HK or FP (which start up is better), then crouching MK into weak SRK and then 2 into 1 SA3.

Or what about this one

Jump in FP, stand FP and then a weak hadoken and 2 into 1 Denjin and charge quickly and shoot