Ryu: General Strategy / Combos / Matchups

Subscribing. I just played 3s for the first time last Saturday and it’s pretty awesome. Anyone know where I can look up terms and stuff? I’m especially interested in how to kara throw but I can’t seem to find a coherent explanation anywhere.

Thanks.

Well, I’m glad you asked where to look instead of asking bunch of already answered questions. There should be a thread or two in the General Strategy section marked specifically for new players. Skim through it to find out what you need to know.

A karathrow, fyi, is a technique that cancels a normal within its first few frames into a throw to get the range advantage that normal gives, so your throw reaches farther. Only a few characters have practical kara throws. Ryu, Chun, Akuma, Q, Elena, and Alex off the top of my head have good ones. For Ryu, its f+mp. You almost press the buttons at the same time. It’s not too hard, but the timing will be awkward at first. Good luck man!

Thanks, I’m new to 3s, not competitive gaming. I know how irritating scrubs can be sometimes. And thanks for the info, this game looks so awesome.

BTW getting better is largely a matter of experience, huh? I’m going to play through 1p mode but probably focus more on playing against human opponents. Also, in anyone’s opinion is it better to start out with a stick or to use a controller first and graduate?

My personal advice is to just go ahead and start out on the stick. But a stick is an investment. If you don’t have the money right now, just go ahead and start playing with a pad. If there’s an arcade near by, start playing there. That way you’ll get an idea of how to play on a stick before buying one, and what kind of stick you want (American vs. Japanese).

Where are you from? You might have an arcade in your own backyard…

The area you will see your biggest improvement in is your combo execution. Playing against people is important, but learning all your important hit confirms, combos, setups etc is more important. You’ll get more valuable experience faster if you have solid execution from the beginning.

http://youtube.com/user/yuc1213

You guys know that you can use SGGK to create a high or down parry / throw option select while using Denjin?

  • tap down (or forward for a high parry), MK~LP+LK xx DP+FP qcf+FP

What does this do?

Well, do this after something like poking with a low short for a tick throw. Walk up a bit and then perform the above command. What you’re essentially doing is buffering in the commands for a parry into MK, FP DP and then a denjin cancel. If you don’t parry anything, you will immediately attempt to throw instead.

Read up on SGGK if you don’t know what I’m talking about. Could this be an incredible tool that could help Ryu get past one of his worst match-ups, Chun-Li?

Option late throw tech works with any non-EX special move except short joudan. For example, press toward, down, down toward + jab + short / + strong/fierce to get a shoryuken with an option late throw tech.

So has anyone been using this option select? I’m wondering how a option select like this would position Ryu for a Denjin on wakeup, doesn’t Ryu need to use MK before the DP in order to get the required distance to avoid a throw?

I’m another noob coming through. I’m playing on a pad.
But I’m switching to stick real soon. It’s kinda tough for
me to get the motion of a shoryuken down. Got any tips?

http://blog-imgs-27.fc2.com/t/o/k/tokkablog/play.html?id=sm5715018

that video is dope!

going to japan again this year flare?

Definitely, Ryan. I love being able to yell shit in frustration at people who don’t understand me. You going?

100% going.

what i did with Ryu was:

standing close HP —> back kick

Ken’s punch combo (standing close MP ----> HP) ----> shoryuken -----> Denjin Hadouken

standing close HP ----> shoryuken -----> Shin Shoryuken

Anybody got any advice on the matchup against Makoto?
The biggest problems I get from her is how many ways she’ll trick me into command grab:

-Normal whiff, foward dash into grab or command grab (so FAST)
-Whiff standing Strong on wakeup, command grab
-Any mixup or cancelable move into her dash punch, command grab
-Dash punch feint into command grab
-Jab reset, dash under, command grab
-Dash under jumping opponent, mixup (or command grab etc.)
-Parry, command grab (Ryu doesn’t have a lot of multi-hit moves so I’m not quite sure how many ways I can set up parry bait without meter)

I play against about 4 skilled Makoto players who capitalize on her set ups 100%, but I only get to play them at tournaments so the matchup always feels unfamiliar to me come game time. I also use her for fun and know about the set ups but I still have a very hard time fighting against her with Ryu.

Like yesterday, I was trying to figure out good pokes that would stuff her on her dash in attempts (like standing MK, Light Jouhdan Geri, Standing MP or cr. MP) during my match but she was still getting in. Staying off the ground to avoid it wasn’t helping me much either. I got destroyed.

HALP!!

Low short does a decent job at stopping Mak from getting in.

frame data for special normals

move: blocked; hit standing; hit crouching

toward + strong/mp: -1; +1(?); +3(?)

toward + fierce/hp: +2; +3; +5

? - Not 100% sure about these yet

juggle after EX fireball

Ryu has a 4 frame window to juggle the opponent with another move if only the second hit of EX fireball hits. For example, opponent parries the first hit of point blank EX fireball, second part of the fireball hits, Ryu can shoryuken, cl. st. fierce, etc. AFAIK, the only other situations Ryu can juggle after EX fireball are 1) during a super art combo after landing the super art; 2) canceling into a super art; 3) anytime after only second hit of EX fireball hits an airborn opponent; 4) immediately after trading with certain moves; and 5) after both hits of EX fireball hit meaty

Ryu’s best combos are:

  • (In corner) Jump HP>c.HP>EX Joudan Geri, EX Tatsamaki, EX Shoryuken
  • (In corner) Jump HP>.c.HP>EX Joudan Geri, EX Tatsamaki, SA1, HK Tatsumaki
  • (In corner) Jump HP (done late), cl.HP>LP Hadouken>3 hit SA3 (this stuns low and medium stun bar characters). Jump HP, c.HP>HK Tatsumaki
  • (In corner) UOH, SA1, SA1, HK Tatsumaki
  • UOH>HP SRK>SA2, HK Tatsumaki

It took many, many hours, but Ryu SRK Wiki guide is finally somewhat decent.