Ryu: General Strategy / Combos / Matchups

its parryable low alright. which SUCKS. at least the arcade im playing on

I thought Ken’s could be parried low if it was late enough in the move’s hitframes that a cancel was impossible?

Wasn’t aware of that myself. Glad I am now though.

so if you hit on its startup frames it isnt?

and then if so, whats the pros/cons of it? will it not be as effective anymore in stuffing moves?

MK has always been the move of choice to stuff their wake-up attempts, as far as I know.

But yeah, I think it’s correct that it’s only on the last (few?) frame(s) of the HP that can be parried low. So it still would be useful. I’m gonna go for meaty MK from now on, though.

When rotating for denjin, is it best for… Clockwise or counter clockwise ROFL?

either way, i do it most comfortable for me. then again im left handed, but i use clockwise and always get the same results. this is for both sides.

Thanks…I played today trying it both ways,and got the same results

also I got a good timing method.Tell me if you like

[Close]FP,Fierce-Shoryuken(Cancel with denjin) When they ground I start rotating, and its right on time.

hahaha thats been mentioned soo many times in other threads and on this one too. but if ur talking about the timing then yeah thats a good time to start spinning because usually i spin soo hard (im VERY fast at it, can get like 5 spins in on a quick roll) it always comes out too early if they quick roll.

and denjin imo is just best in corner, have too hard of a time hitting with that combo mid screen then having them slip away. chun especially, since her wakeup is very slow but her quick roll is decent :sad:

MAN!! Im so glad you mentioned the quick roll… Ima go work on my denjin some more i’m going test it on some friends
Ill will post my results

Any tips on fighting Chun? Is the fight even fair?

Her damn fierces and roundhouses come out faster than my shorts and jabs.

Go back one page.

Ahh ok… I also saw you said Ryu’s j.mk crossup was pretty good.

But, it’s very hard for me to connect it. Lots of times it only connects when you crossover while the opponent is crouching.

Also, it seems to have a small hitbox or whatever because lots of time when I try to crossup with Ryu it misses and then I get thrown or something. I’ve just come to the conclusion that I should stop trying to crossover with Ryu.

Hi, I’m still kinda new to the game as far as competitive-play. After taking-in all of the information on the first page, and playing a few matches with people at my local arcade, I have a question:

vs Hugo

Let’s say I get into the situation where Hugo is close to me, and he Jumps Forward. It’s too late to consider Back Dashing or Dashing Forward to move under him.

So, he’s either going to…

-do a Jump Roundhouse
-do a differently-timed Jumping attack (to throw-off my parry)
-not do anything at all, land, and command-throw me (to again, throw-off my parrying)

Against this, I’m going to try…

-anti-air standing Roundhouse (gets parried)
-anti-air standing Jab (loses to Jumping Roundhouse)
-to throw him the moment he touches the ground (doesn’t always work, or he escapes)
-randomly throwing out a LP Shoryuken (of course, gets parried, but not always)

I’d like some advice on any other options I should consider doing. In fact, I have this problem with alot of characters. It just seems that I’m prone to jump-in abuse lately.

I’d appreciate any advice, and sorry if I missed this information before.

[quote=“WINBACK, post:474, topic:11154”]

So, he’s either going to…

-do a Jump Roundhouse
-do a differently-timed Jumping attack (to throw-off my parry)
-not do anything at all, land, and command-throw me (to again, throw-off my parrying)

Against this, I’m going to try…

-anti-air standing Roundhouse (gets parried)
-anti-air standing Jab (loses to Jumping Roundhouse)
-to throw him the moment he touches the ground (doesn’t always work, or he escapes)
-randomly throwing out a LP Shoryuken (of course, gets parried, but not always)
QUOTE]

first i doubt he’d do a HK, i reckon a down+hp.

let’s say scenario was that i could win evo and i have sa1 and 1 bar.
honestly i’d, dash under and block(sine down hp can cross over).
or st.hp->super if he parries then cr.mk into hurricane to mess up his parry.or if he’s in the air i’d st.hp
but i don’t know, i would do it if i could win evo:sweat:
iv’e never been in like a serious match before, so i wouldn’t know.

It’s not as lenient as Ken’s, so you’re going to have to spend some time getting comfortable with where its supposed to hit. After a while it will be very intuitive.

WINBACK:

http://forums.shoryuken.com/showthread.php?t=134719

I posted a lot of very difficult to parry/high priority AA’s in that thread. Check it out.

Thanks for the input, Jr. And yeah, he occasionally does jumping d+HP, but for some reason he does jumping HK more.

Thank you very much for pointing this out. Sorry I didn’t see it before.

Hi, i’m new to this game, ( on mame ) and its really hard for me to understand the combo’s i have punches binded to 1.2.3 and kicks to 4.5.6

but these combo si see here are so hard to understand i dont understand the AC and the DAM and such :wasted: sorry if i’m a noob :frowning:

Well, there is no way for us to know which punches or kicks are binded to which numbers, but I assume you have them from weakest to strongest (left to right)? Generally they are denoted by…

lp mp hp (weakest to strongest)
lk mk hk (weakest to strongest)

Search in the general strategy section for 3s for more detailed explanation of the combo notation.

[media=youtube]y9x1tuXp22Y[/media]

check out the cross-up at the end.