Ryu: General Strategy / Combos / Matchups

yes the fact that u land a hit while there crouching u get bonus on the whole combo u hit with so the shin also does mad damage damn near 80 percent on akuma… and pretty much the damage reduction starts to kick in as the hit number increases BUT each hit does more damage till the reduction hits the 1 mark…the reason for c.bonus damage is that in high level play u shouldnt be getting hit with mid and low attacks while crouching… but makes overheads useful cuz u get good damage off em… think about it… it would be safer to just block vs ryu trying to shin u rather than guess and go for a parry and u eat alot of damage

ryu’s most damaging ground combo with shin is close s.mk, fp dp, shin… for some wierd reason this does more damage than starting the combo with s.fp, fp dp, shin… but it works its like 5 point difference in damage

didn’t know that, so I went and test it and here is the result:

st.hp, hp srk xx Shinsho - 89 damage

c.hp, hp srk xx Shinsho - 89 damage

st.mk, hp srk xx Shinsho - 91 damage

st.mp, hp srk xx Shinsho - 91 damage

c.mk, hp srk xx Shinsho - 86 damage

c.mp, hp srk xx Shinsho - 86 damage

c.lk x2 xx Shinsho - 80 damage

interesting.

so why is it with Ken s. fierce x strong Shoryuken xx Shippu does the most? was that just a foregone conclusion? or would close s. strong x strong Shoryuken xx Shippu do more?

Dudley’s Rocket/Corkscrew cancels work the same as Ryu’s Shinshoryuken cancels. his twds + forward x strong Jet xx Rocket/Corkscrew does more damage than s. roundhouse x strong Jet xx Rocket/Corkscrew.

i’m still a little confused about the crouching penalty when hitting with Shinshoryuken. does the entire super do 25% more damage per hit or will it just be the 1st hit? 'cuz your opponent is upright when Shinshoryuken starts.

:rock:

I think the reason why the combos with the medium attacks do more damage is because using fierce or roundhouse attacks in a combo add in a higher percentage of damage reduction than weaker attacks. There was a thread while back in the 3S general strats that explained the percentages each different strength of attack subtracts from overall damage.

SA2 Shin-Shoryu-Ken

against standing Ken - 8-35-60-76

against crouching Ken - 11-38-63-79

st.mk, hp srk xx Shinsho does 101 points of damage on a crouching Ken

It seems the 25% damage bonus on crouching characters is only on the first hit

i think the bonus applies to each individual hit of the super it seems… Like Q for example when u do his sa2 on a crouching opponent u can really see the difference in damage cuz its only 2 big hits…

who here uses ryu’s crossup up 50/50??

Any other matchups anyone is willing to talk about?

I’ll edit the post tomorrow morning, by the way. Keep the good discussion going. :wink:

My Ryu’s been improving recently. Once I trained myself to stop trying to SRK everything and just block more and be a bit more careful, I’ve started to improve a lot. I just need to build more patience and I’ll be set.

Yeah I almost never SRK since it’s way to easy to parry.

I played a lot Ryu vs Alex.

I really like denjin here since he has no supers to go through denjin other than hyper bomb but that is easily avoided by proper spacing. The guy I play use to just use hyper bomb and had some nice mind game setups. If hyper is charged Ryu losses a lot since it takes away from you pressure of knockdowns so kara throws are out. Never throw fireballs to much especially on wakeup since the charge down stomp also becareful with denjin since they can charge and stomp you out of denjin. Cancel a fireball first. It’s a very weird matchup since Ryu wants to be close but Alex also wants to in on you. I do like standing roundhouse a lot as a anti-air but it can lead to empy jump parry bait.

Not to sure on how this matchup goes since I use to get smoked but that is do to the fact that the guy I play is simply a better player. But there is not to much Alex can abuse against you that you can’t match.

Great thread so far

Ex Flying Stampede(charge down, up k) can mess up your denjin imho

Some times yes but cancel fireball first and it becomes a bit safer and just throw it out faster.

I do. It’s underestimated by Ryu-players. 'Cause of his kara-throw the xup gives you a good adv. after a st.strong/(close-standing)forward or cr. shorts and so on. Timing is a lot more strict but well worth it. I tend to jump a lot with ryu after a knockdown.

A thing i’ve been using more and more is his uoh. It’s an awesome move especially against other cr. kick-happy characters. Works awesome for baiting all kinds of stuff.

also, i’ve been experimenting on which characters you can confirm a shin after a close-standing forward. On the big ones like Hugo you have like a whole day of time to confirm it. Still just checking this one out.

Only trouble I’m having is that I can’t still pull of a kara throw in a single execution. Chun-li and Yun are still pain in the ass.

against characters with wide crouching hitboxes, it’s pretty easy as well.

Dudley, Alex and Ibuki come to mind.

you can flash it up by doing close s. forward -> c. jab -> super.

:rock:

st.mk (close one) push you out of range for the kara-throw

instead of s.mk do a s.mp same meaty and it links to shin on everyone in the game…

When I play Ryu, I usually pick SA2. After a knockdown, I hit-confirm super off of meaty UOH or cr.lk, cr.lp.

Always, ALWAYS do cr.lk, cr.lp, cause it hits for sure, as opposed to cr.lk x2, which sometimes causes SA2 to whiff.

Does anyone hit confirm SA1 or SA2 off of cr.mk? I can hit confirm with cr.mk into SA3 with Ken (not 100% of the time of course, but the majority of the time), but haven’t really tried with Ryu. With Ryu, I just prefer to parry and punish with super when I’m sure it’ll connect.

I can’t hit confirm c.mk 100%, but it doesnt matter because I always play Denjin.

Same here I was never able to land sa2 on a regular basis and I prefer the more hectic style of denjin. Denjin just opens things up for me more and I really enjoy playing Ryu with denjin.

I might switch to a different super against Yang sa2 since he goes right under.

My bad.

Still, hit or blocked it’s really hard to see it coming. You can walk a little bit before doing it.

And st.mp is good too but it doesn’t give(at least here against the players i play) me the same advantages. It is good but i use mk more than mp :xeye:

you can whiff a close s. forward right as your opponent is about to get up -> throw. just a little variation to the c. short ticks or whatever else.

it’s similar to what i do using Alex. whiffed close s. forward -> Powahbomb!

twds + fierce -> kara throw is money :lol:.

:rock: