Ryu: General Strategy / Combos / Matchups

Anyone know if a counterhit 1 hit F+HP would able to combo with anything else?

I think regular F+HP 1 hit can combo shinkuu and shin shoryu as well?

Does close MP have any qualities to it that close MK does not? Faster recovery and attack, or something?

You mean on crouching opponents? 'Cause I think EX and regular Shoryuken are just as fast/instant. If so, it works without EX too.

You can easily connect SA2, though. You can connect [EX] Shoryuken too, but the timing is so strict it’s pretty useless against standing opponents, in my opinion.

So SA2 is more reliable than going for a Shoryu/EX Shoryu after f+HP connects?

I’m 90% sure after f+hp you can combo a reg SRK too (and I love how f+hp, SA2 does the same damage as SA2 alone). Linking the ex SRK isn’t that hard because of the leeway 3s gives you with input.

I think close mp is 1 frame slower than close mk.

Yeah I dunno, this sounds terrible, but I’ve never missed it. I dunno if they were always crouching or what the deal was but never seemed very hard to me. I always go for EX Shoryu… never knew SAII could connect. :slight_smile:

I have a new matchup to discuss. Ryu vs MAkoto. I swear she is a HUGE threat against my play-style! Her command throw forces you to play a controlled game of rock-paper-scissors-lightning-texas longhorn or something since she usually has the advantage. I jump away after or jab SRK if she attempts a Karakusa again but I have yet to figure out a method to stop most of her advanced tactics. I usually ground and pound her with SA I, stopping her dashes and playing position if she uses SA II to avoid getting caught in that whirlwind. She regains momentum too quickly as well. Any ideas on how to stop some of the more advanced Makoto plays?

Not a clue. That dash-punch thing is fcking annoying, but if you can parry that, she’ll be your btch. I have to play as Makoto so I can analyze weaknesses.

Just a question though, does the first page ever get updated?

You should throw more. EX Fireballs.

when makoto knocks you down, it is always in her favor on your wakeup on matter what character you choose.

After you get caught in her karakusa and she doesn’t use an ex hayate or sa2, i like jumping back with option parry in case he knows you’re going to jump.

just stay solid and don’t make many mistakes. Use c.mp pokes and ex fireballs to stop makoto’s insanely fast dash.

spacing ftw :nunchuck:

How can I combo after Ryu’s EX-Haduken?

Teleport dragon punch, kind of like Fulgore.

Outside of crazy ass KYSG stuff, it’s not happening.

Although F. Hp is good where you can link. That’s one special normal that I haven’t included in my arsenal. To me it’s just way too slow. My purpose with Ryu is to get your opponent in the corner and zone/lockdown.

To show what I mean, here’s a vid of me playing on XBL.

http://video.google.com/videoplay?docid=6940806346913264240

Nice vid.

Sounds like you’re playing with a mouse and keyboard though, lol.

Nice corner pressure. Wow your opponent didn’t land a SA3 the entire time. o.O

Use it on wake up. I mess around with the timing so it fucks up parries and stuff. I also use it just to mix it up when i am in close pressuring. Slow moves can throw the other guy off too if they are not used to seeing it.

Haha, I was so close to the camera that it was just mad loud. *shrugs. I can assure you that wasn’t a keyboard or mouse.

HF Blade: Thanks, my opponent was scared to do anything. He tries to play Neutral on me, but he was scared to fight back.

Haunts: the start up time is just way too rediculous. Plus, if they block it, they can red parry the second hit or just not attack at all since you gain a +1 on block.

I need some help to clarify what the situation is after you do the Joudan kick.

I think you have enough time to parry a low HK, for example, because of the blockstun, and start-up of the attack? Otherwise, you don’t really have any advantage, because whenever I do it in Training Mode against Ken he SA3 reversals.

If you see the opponent block the jumping HP, HP, is it better to do HK Joudan, to inflict more blockstun? It also has slower recovery, so maybe it’s pretty much the same if you do L/MK Joudan instead.

Has this been a reliable trick, for anyone? Maybe I should just a fireball when my attacks are blocked instead.

Info on what can be parried/blocked after all 3 versions would be great to know, thanks in advance.

Crouching medium punch is your friend. :slight_smile:

Also, spam Ex Hadous. If she jumps you are in control actually [so long as you can parry decently].

You should NEVER follow through w/ a Joudan if your attacks are blocked. You asked which strength to use if j.hp -> cl.hp are blocked? The answer is none… if you HAVE to inflict some damage on them, do an ex hado instead… it’s safe even if the parry.

In general, Joudan is an unsafe move to use as the negative frame advantage can put you in a rough spot. The only time I use it is after I hit-confirm it first. I also only use the EX version, as that leads to a juggle opportunity.