Ryu: General Strategy / Combos / Matchups

Shin shoryo has to be kara to reach opponent.
So, basically, you add a small part in your combo, as hard as the Ken’s kara shoryu (one frame window) to gain a little range and connect SS.
IMO, without a very good execution, this is only a casual thing to try as you’re wide open if you miss it and you can just lose your hard to fill SA bar.

I am practicing doing the kara shin shoryu now instead of the regular input. It is just another option to have. It’s also very useful if they block certain moves that would ordinarily put you out of range. I’ll have to experiment more and make a vid or tutorial.

Interesting to note the difference between kara shinshoryu and a deceptive “delay” shin shoryu.
-Kara is: d,df,f (QCF,) f,d,df (SRK motion, hold df) and (plink MK/HK)-Punch
-Delayed is: d,df,f (hold forward), d,df,f + punch

[media=vimeo]26169596[/media]
Look at the difference in distance you can walk up just a bit. And possibly just reloop the d,df,f motion.

Basically kara is super motion just hold down-forward and plink a MK or HK with a punch. I wonder what extra uses there are for delayed shin shoryu. If you have good reaction, couldn’t you just loop the d,df,f(hold forward) motion, then press punch when you see them do a move?

Also have to ask, is jump HP to mule kick the best follow up after a Shin Shoryuken stun? Not caring about the difficulty is there anything more damaging?

Some confusion about foward fierce. What’s it on block and what’s it on hit? The frame data I’ve seen is that is tha block advantage is 2 and hit advantage is blanked out. I know you can link EX DP and SA2 afterward, anything thing else? Is this move even useful in general?

not really.

dont say that man f.fierce is awesome .
Used sparingly it’s kind of cool. It set’s him up to kara throw perfectly. Other than that though…ehhhhhhhhhhhhh.

is ryu’s TC useless?

For the most part, it is. It can be used sparingly in anti-air situations though: if you try to anti-air with far HP and it gets parried, follow up with HK to try and hit them out. People tend to forget about that TC because of how dumb it usually is. :stuck_out_tongue:

ok ok. i was going to joke and make some 3S ryu comments.
but this thread was in the 3S section for some reason.

his target combo is not useless, its just odd.

Is it possible to hit confirm EX joudan from a cr.hp? Maybe only off the extra time from a parry freeze?

doing anything off a parry is usually not considered hit-confirming. if you’re really in the zone, maybe you could react to a whiffed throw in one of those bait setups like c.lk, c.hp x special move. but on a purely block/hit basis, don’t count on it.

So what about tapping down and HP at just close enough range to stuff some chars normals or get the parry but not to hit them blocking and buffer the EX joudan in the HP. Too dangerous because of the recovery of the HP?

Yes, too dangerous

Eh, you’d be better off just trying to use it as a counterpoke. Adding parry into the equation just makes it needlessly complicated.

Hey everyone. Playing the silly version, OE

Can’t get close Jab xxEX Shoryuken down, IE after some EX Joudan.

How deep in particular to do some of this x2 juggle on otherwise 1 hit limit?
Should I abandon it for now, just do LP, MP, HP normals for reset or Damage. Cancel or not off those.

Trying this more so than told to do that one, close LP they flip over, possible for SA1 Shinkuu (force parry?)

Also how does HP, crouch or close work for cancelling? Probably won’t work well on EX Joudan juggle wall bounce, unless some drastic up close spacing, correct?

  • Odds are you’re not cancelling close jab->EX Shoryu fast enough.
  • I’d just focus on HP Shoryu for safer and arguably just as good damage, or HK Tatsu for better positioning(it still does great damage though).
  • The LP->SA1 reset is good since you can do whatever else you want afterwards to screw up their timing. Great for a near-death situation.
  • If you’re talking about HP(close or crouch)->EX Shoryu, it doesn’t work.

Thanks.
Was hoping for a point to visualize since I do Far MP / Close HP(HP SRK now to try more often) as the juggle pretty high. Never trained to do them very far into the Wall bounce.

Just in general how to cancel those since it seems less able to cancel to Special/Super to me than Ken/Akuma.

CrHP EX Shoryu… I can admit I mashed out, and it did combo on a character jumping over me crossup, landing in my character space.

For after Joudan as was all this was about, no didn’t mean that for Cr HPxxEX SRK here.

ok yoda

The edit button when you hit OK does strange things around here.

How in the hell do you beat a good Ken or Yun?

It is so hard to guess parry either one of these fuckers… it seems like if I hit the ground, it’s nothing but guessing 50/50s into super for Ken…

And Yun… man just fuck Yun(although Yun feels easier to beat than Ken)