Ryu: General Strategy / Combos / Matchups

what do you mean by guess parry? Because I only try to parry when i’m in a situation that will reward me after. Find the player’s pattern by blocking his footsies then when you have and opportunity, get a good punish after you parry.

Yun’s gonna get hard, but Ken isn’t too bad. You’re likely not going to win in footsies and the air-to-air game is somewhat in Ken’s favor, but Ryu hurts a lot and the risk-to-reward ratio can sway to his favor. This could go either way, you just have to not be afraid of Ken(this doesn’t mean go total apeshit).

Maybe this is the answer to my problems… I play him like I’m scared, even when he doesn’t have meter…

Guess parrying is one that has nearly zero risk associated with it… if someone is at a range where they can only hit me with high moves, just mash forward on the joystick every so often… if they can only hit me with low moves, mash down…

Ryu has a big problem with this, because his crouching moves are the only thing that hit from far away, and it’s easy to fall into a pattern with him…

The footsie portion of matches with Ken suck, because I’m trying to fish for a knockdown so I can get in close and mix it up…

I play Denjin Ryu btw… wrong Ryu to play against Ken?

When I think guess parry i think more like, " oh gee he’s ken so let me hit down a bunch of times until it works" so just brainless actions. Probably not the best habit to fall into.
it’s not zero risk if they have meter, so if ken has meter don’t guess parry. I don’t see any negative aspects of denjin vs ken… you’re fine with that super.

2ndin’g stopping guess parry, all in the name, is something to fall into a bad habit trap. Still do it myself. Yeah, call it option select before you do your lows or whatever, still guessing;
Considering blocking is overall the right thing to do more often.

“Where only highs can hit you” is wrong, as is mashing parry, unlike a classic “Viscant saying no downfall to it…” its pretty huge vs stronger players who see you guessing and turned on your “I’m looking to parry only right now mode” and you will get blown up for committing to that action.

Yun vs Ryu, damn that’s fighting for your life I felt recently.

vs Ken, block low is fine until he can prove he knows back MK Super Link, U.OverHead spacing Super link and hits em consistently on you. Just back MK 2 hit overhead on you, hit or block, might be places where people (newbs like me still) want to press buttons as they feel its their turn and the right time, its still not. “Jungle” Ken, doing Super “baited” after towards MK stepkick, or crLK x3 blocked still goes for it after you’re pushed back is fun,

so just learn to block it out in situations they want to hit you with Super to take that away from them as best you can, even more so when they try to do it regardless of the right confirms. cr MP, close enough far MP are another besides the ones you might know, target combo, whatever.

Hell yeah, found one of my fave’s.
Search TheShend took a lil while, got it direct from uriden log a while ago from a friend shot it over to me, just dated direct file. My fault never looked up named.

[media=youtube]YNGmrAbwn90[/media]

Do not get discouraged under pressure. 1 better spaced/timed far MP to Super, would’ve been over, look how fast Vanao turns it around. Exact meter to Denjin, too good.

you need balls to play ryu.
if you like pussy footin’ then play ken.

ignore what aku said about not going apeshit.
go apeshit. always.

caveat: you need to be actually good at the game and know what you’re doing.
but at the same time not know what you’re going to do.

I want to disagree with Tebbo about “always going apeshit”, but my main isn’t Ryu so whatevs. lol

It’s true, though. You can’t fear anything when playing as Ryu. You hurt a lot, and you want the opponent to realize that.

Its calculated ape shit.

Ryu guide the only 1 up considered 100%

http://wiki.shoryuken.com/Street_Fighter_3:_3rd_Strike

I may have browsed before, been overwhelmed and picked spots here and there general stuff rather than most, necessary, punishing, cool tips.

Cooler than Ken.
Doesn’t need MK crossup silly legs everytime crutch, Ryu decides when he wants that to hit crossup.

But damn do I need Makoto help. Then it says may be hardest matchup vs Makoto. Karate better than Ryu’s? I don’t think so.

well of course you’re not always just flying across the screen with tatsus or something. but you need to go in as ryu i think. it’s not that he can’t do the more cautious shit too, but he often has more to lose against a good portion of the cast (of chars you’ll most commonly see).

ryu can be basically whatever but i feel he leans towards being aggressive. like you said, you can’t fear anything. goes for every character/player but for some it’s more of a mantra. ryu needs to go for shit. the smartness comes from when you decide to do those things based on meter and life. people steer away from shin sho because they either want the versatility and safety of shinkuu, or they want the setups with denjin. shin sho is the ultimate balls out super. it beats basically everything in the game but to pull the trigger you need to be ok with eating shit if it fails.

2 more things for Ken.

He wants to hit you with crossup MK you both know this. He will have to time it correct, best case for him, when meaty on your wakeup.

From jump in neutral game, he will have to do it late to confirm the spacing and timing to allow combo afterwards. Ryu close Jab will take care of this even if he had jumped over you. Far jab can too same timing if he’s farther, you’re not deciding far jab or close, but the game and where he is relative to you, so just watch and time, they both work. Another trick I figured out is using the crouch to make it harder for him to judge this, a cr LK to be quick and keep you in the shrunken grounded hitbox as well as see if he will cross up. Then you do 1-2 of cr LK, see cross up, “buffer” from those whiffs & roll to back. This is to block in time, close Jab the right way, or use that back to be part of a Shoryuken the opposite way to reach him now and blow him up.

The same concept applies meaty but you will not have time to do half of these visual cues, and may need reverse(direction) DP immediately if there is no time for close Jab, he’s jumping into your corner for cross up deep. HP & cr HP can face the wrong way due to Ken’s air placement over your hitbox center point when you startup those attacks, don’t try those.

I have a video of these things from last night. I’ll try to figure out my HDD disk space left or upload straight from mem card on camera.

[media=youtube]9vNcFO6yqAM[/media]

Round 2
92 Game Clock

73~70 Forced to block crossup - Ken can have a good window to throw after crossupMK and you’re forced to tech, even offline I’ve read. A tricky 50/50 where you do more anticipating than reacting and he can thus, change what he does there as the “mixup,” to beat your tech throw attempt.

Jab reset. You don’t have to dash in after them. Spacing should be good and it may be best to watch what he does and react to it.

That ken was:lame:

It wasn’t you though, absolved of blame, N0M0reSleepland

OE match vids thread. No worries. Your Akuma beasting me? Got like 3 more of those saved. Okay 2.

Holy shit. You guys really took what we started a bunch of years ago and brought it up into something awesome. There’s tons of information here! Good job.

Here is a scenario:
Ryu v. Dudley. Dudley has just thrown you. Don’t worry about mashing; it wasn’t the abortion throw. You aren’t in the corner and you have two supers; all is well. You want to tech roll. This Dudley is going to dash at you twice and do mk ssb. If you wake up out of your tech roll with a non-reversal, non-ex fireball canceled into Shinkuu Hadouken a trade situation may result. Don’t worry, unless you’re dead, it’s good for you. What can you do?

not sure if i understand. if dudley dashes twice after a throw and you quickrise, he probably wouldn’t even be close enough for swingblow to be a valid bait. so i wouldn’t expect him to do it. and you can easily be hit out of a regular fireball by anything else he does, and if he jumps you just made the worst decision in the universe. if you’re that confident he’ll swingblow then just parry it. on wakeup you either be on the defensive or choose a move that beats more than one option. and even if it does trade, i wouldn’t call it a great one. damage on swingblow is not negligible, and standing shinkuu damage (plus scaled by fireball) is not that impressive.

Low mk tatsu his backswing blow.

I like the idea of setting up these hypothetical situations and then discussing decisions and why they make sense.

really though what ryu uses shinkuu. clearly you’d just shin sho dudley. only losers pick shinkuu.
depending on the exact timing, do as ryan said. as long as you have the time based on his position that’d be the decision to go for. save the meter.

I like Shinkuu against Hugo and Q.