alright.
if you mean use it in a match. not just perform it. then yes it’s awesome.
if you’re only getting it 5% of the time in practice i guess you’re not very familiar with the recovery of close mk. because it’s pretty lenient.
I will practice more.
Is there anywhere talking about the midscreen game, or neutral game, without blowing EX meter?
This would be something very important to learn, say for ShinSho users. But it should be good for everybody. You probably have to play perfect, get some reads, and take some risks that can payoff there. I kinda forget what I did to get the corner push on my opponent so quickly.
There were times where I know I wasn’t able to do anything. I was just telegraphing, flowcharting jump ranges while he waited me out, waiting for me to make a mistake. And for most people, I’m trying to do the same and wait them out and take care of mistakes. He knows I want to get in and try something, when maybe backing off to turtle a little bit and build meter while he lets me, becoming a wall could’ve worked out better.
Then he rushed me to test my reactions (and knowledge), tech throw, defense and switching it up that fast, yep I died that way too.
Online habits learned as something that works at least on there, or as a best case to do because of the frame loss and people want to do stuff all the time, or don’t see the tick, don’t care blocked or hit, they’re buffering/mash specials because you got close, so you put out that red hitbox :
1 cr LK backdash immediately Sweep, destroyed. Pure Gimmick, he’s seen it before.
Raw
EX Hadou worked but wasted full Super stock, using SA3. Got told that was a waste. concentrate on making Denjin work, landing it when you have it.
EX Joudan 2/3 screen away, super duper gimmick worked 3 times somehow, I fail the follow up in 3 new ways. “Ball don’t lie,” With that as like the only damage I did those rounds, not really a threat if he got hit with that or not, more so if I don’t follow up with much more than cr Fierce.
I have that problem with Ryu too. Can’t play aggressive until I have meter for EX fireball or have him in the corner. Until one of those things, it’s like “stick out low forward and hope he walks onto it so you can RH tatsu.” one of the reasons I stick to SA1. EX fireballs are probably a crutch but it’s nice to throw them out there and be able to gobble up space behind them. then once you have the other dude in the corner your life gets much easier.
I only use the two heavy buttons when I dont have meter with Ryu
I think if you feel clueless midscreen when you don’t have EX to burn then you need to work on footsies and developing gameplans.
Assuming you’re picking denjin (when meter conservation is most important) your default gameplan should be cornering your opponent. Poke strings, blocked or hit are still building your denjin bar. Get mileage out of your kara throw as well.
You can also begin games by taking a more defensive stance and reacting to your opponents attack to get them cornered. Mid~low tier characters can still be forced to attack against Ryu.
Even tho its a valuable tool, EX Hadou is the biggest crutch of aspiring Ryu players. I don’t really like using them past close mid screen unless its to keep someone from dashing in.
standing mk is a great move.
low strong is a great move to pressure with.
standing far strong is also great imho.
close mk also for pressure.
close fierce of course.
I feel like ryu can push very well. literally he can push them kind of safely towards the corner. he has a pretty strong kara throw which is a excellent.
at footsie kind of range it’s really specific. need to know your low mk punishes (they vary based on char, distance and crouching/standing i think. maybe not for all chars though).
he has excellent normals. and great but specific specials. his normals are a lot more multi-purpose compared to some characters. i think ryu rewards being reactive pretty well. he can get caught being too aggressive really easily compared to some of the characters who can really thrive on that. you just really can’t be too cautious about things. you need to be ok with going for unsafe stuff sometimes because you don’t really have a lot of good damage nice safeish options.
its sort of a mentality i guess. its fitting for him. but you need to be die-hard. you need to really believe that the fight is not over until you see KO. because ryu can turn the game on its head better than probably any other character. the moment you’re being cowed and penned in, you need a lion heart, quick reactions and a cool brain to make it click. sometimes it doesn’t work. that’s why we play two out of three.
low forward isn’t something you want to go to a lot imho. it should be your whiff punish at footsie range. that’s really how i feel you need to use it. otherwise don’t use it much.
i actually could post some stuff flare sent me about using ryu that he wrote a while ago. not sure if he’d mind.
Anyone have tips on the Necro matchup or a thread where I can read up on it?
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<div class=“QuoteAuthor”><a href="/profile/79829/TRiTONORiON">TRiTONORiON</a> said:</div>
<div class=“QuoteText”>Anyone have tips on the Necro matchup or a thread where I can read up on it?</div>
</blockquote>
Just learn how to block all his attacks consistently and you’ve mastered 50% of the matchup.<div><br></div><div>Watch Vanao’s Ryu vs Necro’s. </div><div><br></div><div>Just remember not to fight him too close or dash into his traps. You want to fight him a foot or more away.</div>
Not sure if this is old or not, but vs Chun in range like a step away from point blank (doesn’t work point blank), if you do cr. LK and she parries it to cl. HK, you can react to the parry with a regular SRK cancel and beat her cl. HK. Normally you’d have to do EX or a fast super to beat that, but for whatever reason the shifting of hitboxes allows this to work, so this could be useful vs. SGGK perhaps. If you do nothing and try to block, you will get hit. This also loses to other normals like her cr. MK. I just found it strange that it happens to beat out one of her fastest normals when at that range.
-Meaty overhead (F+MP) setup from landing SA1: Again, not sure if this is old, but since I mentioned in the other thread some setups off of throw, I figure this might be worth trying every now and then as part of your mixup since super doesn’t allow the opponent to quickrise (also posting in case I forget someday).
Anyway, after landing SA1 midscreen, do HK tastu, land, tap down and then do the F+MP. It should hit meaty and allow the same links I mentioned in the other thread like cr. MK/HK, another SA1, etc. Tested on Urien and shotos so far.