Ryu: General Strategy / Combos / Matchups

Fierce, ex donkey, hurricane/dragon punch/other follow up move would probably work prety well, though I’m not sure how viable it is. What you have up there is the same thing I think about.

I wouldn’t go for late over head strong too much. takes too long to develop andis easily blocked, go for the quick 2 hitter if you use the overhead.

Anyway, majority of offense to me should be off of the kara throw and throwing in general. I don’t like to say general statements like that, hell whatever works for you, but it’s his best turtle breaker. f+mp wouldn’t entice a turtle to move since once they gets hit by it theyre out of range for follow ups. you throw someone and they’re still in danger to receive more damage.

Once you throw people around enough you can set them up to whiff throw escapes and start punishing that on reaction so you have a clear cut way to break open a turtle shell and cause damage.

Close UOH games can work too since they are based on the same principle; you’re damaging your opponent while remaining in their face. close UOH , close UOH, hit with about 2 of those and your opponent will usually try to do something to stop another one from hitting. But it’s alot less effective imo than throw games but still it’s something to work with.

standing mp. jab fireballxxdenjin is good if they’re already a bit stunned. like all denjin set ups its better if they’re in the corner.

Hard as balls to pull off though, since the far st. mp may whiff when ducked or it may change to cl. mp if you accidentally stood too close, and that screws your setup. I’d rather attempt to floor him first, then do the jab hadoukenXSA3 setup.

I totally agree, but strong fireball Denjin is another tool that Ryu can use in his mix up game. If you through out a cr. short before the strong, it’ll make sure that you won’t get the close strong (though as you pointed out, it will probably wiff on crouching opponents).

Namijin! [media=youtube]2q6ELhflzck"[/media]

Only shorties or characters that duck short can duck shoto far standing mp (oro, chun, twins) . Ken for example can’t duck it.

The good part about the set up is if the strong hit’s , they’re going to be close to stun with only 3 denjin hits . if they already had a bit of stun damage before they’ll get dizzy.

Ken can’t duck this move? Thats new. I thought only especially tall characters like Q or Hugo makes this exception, I’ll definitely try this out.

Hey guys, just asking your opinion, to those of you that chooses SA1 playing Ryu, do you spam EX Fireballs until you exhaust your whole bar or do you use it sparingly and keep a power in stock? Just wondering since I’m the type that spams EXes mercilessly without caring for a stock for super (unless it’s coincidentally there when I feel I should use it!) and I’m wondering if it’s worth it to save one.

What are some good follow ups after UOH? I like to knock down my oppoent and do a late UOH (to beat throws) then I’ll either go for another UOH, throw or shoryu. I’m trying to find something that creates space. I was thinking of low shorts. I’ve been trying that lately, but they get stuffed whenever I try it. I’m not sure if it’s my timing or if it’s something else.

st. mk after uoh, will create some space and catch some people off guard.

Sweet. That’s what I’m looking for.

You sound like you just throw them out without any care of what sort of affect they will have. You’ve got to remember what the fireball is used for (zoning, knockdowns, certain punish situations), and use it to that affect, not just spam them whenever you have the bar. It should just be a part of your mixup, not your entire mixup.

It’s like those people that pick akuma and jump back fireball all day randomly for no reason.

Not that we know anyone in here like that.

:lovin::lovin::lovin::lovin: JK

Oh there is a very strategic reason I spam jump back air fireballs…to give me some time to think of something better to do :sweat:

Random sayats ftw.

See, the advantage with the s.mp xx hadou xx denjin is that if you block the s.mp you have to red parry to get out of it. Unlike the wakeup setup.

I stick out EX hadous where there’s kinda gaps in my poke strings, or if I’m just outside of standard poke range. However, if you ask me, one of Ryu’s most important tools when playing SA1 is having them fear short short super. If you prove that you can confirm that well, and keep a bar stocked, it’ll keep them on their toes.

Haha not really. I throw it out if I have a gut feeling he’s going to do something. If he attacks, he gets it, if he dashes he gets it, if he jumps he gets it. Once he does, a MK or HK tatsumaki will put me right next to him and it’s mixup time! If he stays still and starts blocking/parrying the shit, I’ll have to think of something else. I usually have lots of chances to do this: after a teched throw, after a reset, if he’s building meter, after a poke etc and I don’t see a reason to purposely save a super that doesn’t have much reliable setups. To top it off, the damage is a little pathetic. I’ll be better off saving it for any of Ryu’s useful EX moves.

Yeah you’re right. Thats why I’m practicing SA2! Though it’s kinda out of my comfort zone trying to hold back from throwing out an EX fireball, also it’s another style of playing Ryu altogether. And my hit confirming still need lots of practicing:shake:

No reliable setups? What are you talking about? c.lk (x2) is a great confirm, and you get more range out of it than sa2. You can also punish from great distances with c.mk > sa1. You can also link into sa1 from cl.mk against some characters. You also get 2 stocks, and the damage is solid. I’d say its a pretty decent super.

I actually prefer SAI over the other SA’s. It really does do pretty good damage, and gives you 2 stocks, allowing you to use Ryu’s ex pain moves. I completely hate SAII, and SAIII seems so unreliable.

It’s definitely proving to be the super of choice for many Ryu players. I’ve played Denjin for too long to switch,though. It just feels odd not trying to set up the stun and get a bug jump-in combo. I admire players like Ruu and Namijin, but I just can’t play without Denjin. It’s not reliable, that’s true, but when it works it’s sure as hell effective!

I’m not implying this is the case with anyone on here, because I don’t know any of you, but something I’ve often noticed is a lot of new Ryu players choose denjin because they assume its the best super (watching too much Frankie3s) and end up having a very difficult time with it. Denjin is really only good in experienced hands.