My buddy plays a mean Makoto, and the best way to beat them is to be a little unorthodox. Throw out random stuff like a roundhouse or FP, and crouching MPs stop a lot of her dash ups. Her Hayates can be punished with shoryukens and in some cases crouching FP, or just throw her… but that can be dangerous. Also, Makoto has a severe lack of wakeup moves, except for SA1. Just play really patient and wait for the opening… that’s how I beat a Makoto.
This totally depends on what your opponents position is when you either parry or block the divekick. If you parry or block the divekick high (ie divekick is to the head and upper torso) then more than likely you will strike when they are in the air causing them to reset unless you hit them with a special move like SRK (note: tatsu and fireball aren’t practical in this situation).
Parrying or blocking the divekick anything lower than the above doesn’t guarantee anything. You can probably go for throw or cr. short x 2 into SA1 or SA2.
Personally I like to block the divekick and red parry the next move as most twin players use a standing or cr. jab between Yun and Yang respectively which can be parried high or low. One combo that I punish with the most when I have Ryu is st. Fp, ex sidekick, into Rh tatsu.
(NOTE: this combo should be done mostly in the center of the screen or if you are working your way out of the corner as it creates great positioning to pressure your opponent to the corner.)
If you have your opponent cornered you can do the same combo but instead of the tatsu ender, use st. Fp which resets to the corner and follow up with toward mp as they fall. You can create your own variations. Hope this helps some.
Just distancing – you want them close to the corner – HK hurricane boots them way back, so good to use if Ryu is anywhere besides when you’re both in the other char’s corner. DP/reset is better when they’re already cornered.
The dive kick can be punished with MK->Shoryu->Shinsho. Or any super in general. Parrying it is your safest bet, it’s usually easy to see coming. There’s not much of anything that’s a guarantee if it’s blocked.
What usually happens is that the Yun player attacks, then I parry and use a crouching forward. They somehow end up landing on my leg in grounded hitstun, allowing me to continue.
If you lack super, however, a crouching forward to a short Joudan always works. You could even follow up with an EX Shoryu if you’re using SAI.
And to the 2nd question…Well, Tatsu is something I don’t usually attempt to use if EX Joudan hits. I go with the Shoryuken. Basically, though, your opponent should be cornered, though, because if not, the EX Joudan will simply boot them to the edge of the screen. Then you won’t be able to time it as well because they’re farther away and not in your comfort zone.
Parrying a twin dive kick is definitely not easy or a gimmie unless they’re hitting you at the exact same height every time, which shouldn’t be happening.
Does c.mk xx joudan even combo?
That last paragraph is pretty difficult to make sense of.
Only short joudan combos from c.forward or c.strong. You have to be close though, like within the range needed for c.forward into srk, or it might whiff.
Okay, anyone got any good Ryu/SAIII vs. Yang/SAII tips? My buddy came over again, and he just seriously ass raped me with Yang/SAII, I faired better against his Genei-Jin Yun than his Yang.
It also was probably mainly because I haven’t played 3S for a good 3-4 months, and my parry was off as well as a whole lot of other things. However his Yang/SAII got a hell of a lot better due to him having better comp. then me where he lives now. Again, any tips would be greatly appreciated.
Yeah… change your entire Denjin gameplan. Yang and others, like Q with SA1, Akuma, can avoid the Denjin entirely. Don’t count on all that many Denjin hits, or in other words; don’t charge for too long. You might be able to nail a fullscreen Denjin once or twice, assuming Akuma teleported while you still hadn’t released it, or from outside Ryu’s low HK range; wait for Q to start SA1 and release it to his face. That might not work, I haven’t tried it…
But if you’re each at seperate corners, Ryu and Yang, and you charge while Yang does the HK version of his rolling kick uppercut… I think you might be able to hit or trade when he’s right up close, on his way up to do the kick.
They aren’t invulernable, even though they have moves that can avoid the Denjin. In unexpected situations you’ll most likely catch them off guard.
Hope it helps. Also, you don’t always have to use LP fireball before a Denjin…
It would be best if you could post some of your fights so we can analyze your game. That would be way easier to point out than giving you general tips. Better yet, what do you do that makes you get eaten alive by your friend? How is your ground/mixup game? Do you jump in the air with him when he does?
Ryu is good but I ultimately lose out to better players who wield Ken and Chun simply because they have more supers to confirm off of than Ryu does. Often what makes my Ryu consistent at mid-high level play is I try to cover Ryu’s lack of finding holes and spots to punish with exceptional parrying.
c.lk c.lk > sa1/sa2…c.mk probably works too, but most people have a hard time with it.
Unless you are playing sa2, hit confirms aren’t as big of a deal for ryu as they are for Chun and Ken. sa1 is mostly for the ex moves, and sa3…well, if you are trying to hit confirm sa3, I don’t know what to tell you
It’s slow, and will feel like a gimmick pretty soon, but F+HP lets you hit-confirm into SA2, EX SRK or regular SRK.
SA2 is really simple. EX SRK has somewhat strict timing, in that you have to time two buttons simultaniously. A regular SRK connects if they were hit while crouching, and should be pretty easy if you just drum the buttons.