Ryu: General Strategy / Combos / Matchups

Hmm…Very tricky. Seeing how much you helped me with Chun, lemme see…

Ken does have a superior footsies game to Ryu. However, it’s not completely skewed the way it is against Yun or Chun. I play, by admission of my opponents, a good counter-poke game. Basically, if your opponent relies on poking, you need to try to bait his attacks and counter swiftly with your own. If you can bait a crouching mk or sweep, you can counter with one of your own, following up after the mk. You’re basically trying to use Ken’s poking range against him. EX hadous are the one thing you have over Ken, so your usage of them is justified. Roundhouse (standing) may not be the murder weapon it is against Dudley, but it still helps. Having SA1 stocked helps your mix-up game, as it makes them fear getting short-short-supered or c.mk supered. So, move carefully and try to force mistakes, and capitalize. You don’t want Ken making use of Ryu’s less-varied offense.

good stuff. yeah it seems to work better vs chun than ken for some reason. its a little harder to punish a shoto c.mk than a chun far fierce. i guess ill have to stick to that then, and if they quick roll from my sweeps maybe throw an EX hadou or something.

i also noticed ending pokes with s.mk hit him a lot. either he tries to jab or something after c.lk c.lk and the s.mk pokes ken well in the right distance.

having SA1 stocked is hard, i dont wanna get cornered and EX hadou’s are my answers to that.

i guess if ur the same skill level the ken player wins lol. not much to it but a shoto vs shoto, and ken has a lot more options. im not gonna give up though, ill find ways and study up on some good vids to find ryu’s strong points for the ryu community :tup:

so what do you guys think about shotos on console? water’d down? c.mk hit confirm is a lot harder for me. im not sure how to subsitute it other than c.lk c.lk, which isnt soo reliable. any thoughts or tips?

EDIT i found a nice vid of ruu vs misawa(KE) and ma junior (CH)

and someone plz tell me if sbo qualz are not permitted so i dont get banned :sweat:

i found out the point to get ryu’s tatsu crossup 100%.

just right when u pass over their head you should be done doing the command. i start my qcb on top of their head and hk tatsu.

this is from normal jump spacing. about c.lk c.lk, c.mk range. when ur cornered this is a good way to set up denjin with a bit of stun to start off.

Weird. I have a much easier time with c.lk c.lk than with c.mk, even on arcade. In fact, I can’t confirm c.mk at all, even with Ken.

Overall shotos don’t lose much on console in my experience.

c.lk c.lk is definitely confirmable, i just have a harder time with shin sho (the distance making the super whiff).

i need to start using the c.lk c.lp more and getting used to confirming that.

i saw earlier in the thread if the lp hits the shin sho will hit, and if it doesnt hit the shin sho wont come out which sounds great.

True…confirming c.mk into SA1 seems harder on console, with ryu that is.
For Ken and chun, c.mk into SA1 flows easier.

The console version runs on a different speed than the arcade version. Its practically impossible… or… more like actually impossible to purely hit confirm a c.mk on a console. On the arcade, however, it is possible to hit confirm a c.mk, but by no means does that mean its easy. Just based off frame data, a c.mk hit confirm on arcade is incredibly difficult, but not impossible.

yeah on arcade the sound is usually up enough to confirm it that way, thats my easiest with shotos.

i guess when people hit with a c.mkxxsuper on console its just to punish fast or something. and i think the dream cast version had the same shoto c.mk as the arcade right? lol.

Sometimes I feel like I can hit confirm off of c.mk but then I’ll mess up on the next three in a row ro something like that. Either way, I tend to rely on throwing and ex moves more. If I want to use a super, I go with c. lk c. lk for my hit confirm.

Same here, unless I’m positive I can hit with a c.mk -> super then I usually do c.lk c.lk.

I’ve been using Ryu a lot more than Ken lately simply because I like the variety of knockdowns Ryu has over Ken. Although he is harder to play because he’s slower, it’s still fun. Ken is easy button. :arazz:

Try playing as Gill. :tup:

I hit confirmed!

Yeah, I have no doubt that some people can do it. It’s just that I can’t. Which hampers my game a bit. One of the reasons why I play Ryu is because I can feel that his EX moves give him options with his super bar outside of super, so I don’t have to worry about hit confirming all the time.

Besides the flashiness, is it even worth doing this combo at the corner?

any hit that links into -> EX tatsukami -> SA1 -> EX donkey -> any finisher

Imo its never worth throwing an sa1 after an ex move. Too much damage scaling.

No doubt man. You gotta make that shit hurt

True true.

Here’s a strategy I like to do as well after I land the Ex Donkey.

Ex Donkey -> c.HP -> dash up and throw or something (assuming they block)
Ex Donkey -> c.HP -> dash up and block/parry (assuming they shoryu or something)
Ex Donkey -> c.HP -> another Ex Donkey as they land. (assuming they like to do c.LKs to stop your dash, or are already assuming your dash and shoryu.)

I like to mix these 3 up. Of course, the 3rd one is a bit riskey as if it doesn’t land the opponent has a chance to punish you.

Or… Just finish the Ex Donkey with a shoryu or tatsumaki and play the wakeup mindgames like everybody usually does.

(cornered)ex tatsu ->shinku->rh
is an exception cuz it’s just too slick

Was everyone else but me aware of that Ryu’s close standing HP can be parried low? I’m looking at the moves data on this French website and it says it can be parried both high and low, while Ken and Akuma’s can only be parried high. I’ve had my opponents parry it low a few times but I thought it was an online glitch.

http://ensabahnur.free.fr/Baston/index.php?page=gameMoves&gameNum=20&charNum=15&charName=Ryu&gameName=Street%20Fighter%20III%20Third%20Strike