Ryu: General Strategy / Combos / Matchups

OK, I got bounced in a tourney by Elena cos I have zippo experience against her, and the 3s guide is all “It’s a horrible matchup for Ryu.” Any particular strategies beyond “play smart, parry smart?”

Like best distance to fight in general, what moves out-prioritize her, what traps to watch out for, anything. :wink:

I’d say you have to stay on her. Elena can simply out poke you and she’s got better overheads. Lots of pressure and a solid mix up with ex fireballs to catch her before she thinks it safe to jump. Be ready to let loose a few lp.uppercuts to catch her at her poking game.

Still, it’s a fairly tough match for Ryu.
Beware Elena’s back+hK,I think it snuffs pretty much everything Ryu can do…

…and if I’m not right about this stuff, you can be someone will correct me. :tup:

i have been a saI fan thus far bc of the ability to throw out ex’s all day
i keep seeing a lot about saIII
im curious as to how it changes his approach
and what are good ways to land it
cuz im scared to bust it out just to be parried like a fool
it seems like it creates a good mental game but doesnt saII do that better?

Just fooling around in training mode tonight, found a goofy reset.
Start w/ any B&B EX side kick combo, then jab reset them like you’ve done 1000 times before.

If you start his f+mp overhead IMMEDIATELY after the close jab, you can meaty hit (if they crouched), then link SAI :stuck_out_tongue:

Just another cool thing about Ryu; prob old but oh well. Yes you can see the MP coming and all, but it’s worth trying in casual just to see if you can actually land it – most people won’t expect an overhead after that reset and so they might think you just fucked up and block low by habit.

You can swap UOH for the f+mp actually, and it’s a little easier to land, but f+mp is way less obvious.

I also just figured out you can link SAI after c.mk/etc xx EX hurricane in the corner (although it’s in the Mopreme Ryu vid, God knows why I just now tried it), which can be handy even though the damage isn’t as hot (but you can EX side kick + w/e afterward)

Ryu’s got his flash :stuck_out_tongue: Any other tricks anyone’s taken a liking too lately?

edit: the overhead + SAI combos if they’re standing, too

I prefer if my opponent doesn’t fear SAIII(Denjin) because if give me a better chance of landing it. People that don’t fear Denjin are people that think they can parry it 100% which mean they going to get careless and get hit more often.

For good ways to land SAIII go here: Denjin!

People do fear SA3 you just need good setups. Throwing denjin full screen simply does not work because it’s to easy to parry.

I see Frankie3S does a certain amount of on-blocked SRK -> Denjin. He seems to land level 2 / level 3 Denjins like this almost all the time. It’s like, j.FP, c.FP, FP SRK >> SA3.

some info for ryu… I noticed nobody never mentioned or nobody knew cuz they underestimate ryu’s power!!! ive never seen it done not even in tourney vids…im the only person who uses this I guess… look below

ryu vs ken… choice of super is sa1… couple of years ago I tested this because of dudley being able to duck/super a blocked c.rh from max distance and I thought… “ryu’s sa1 travels super fast probably the fastest fireball in the game so what if u can hit a blocked shoto sweep with it??” and there u go… went to training mode and tried it out numerous times and never got blocked by a shoto…so, ryu can SA1 ken after a blocked c.rh, even from max distance… that alone makes ryu a more threat to ken and takes away kens c.rh in a footsie… and thats one of his main tools to score a knockdown… he’ll be left with c.mk and u can c.rh ken if he whiff a c.mk…add ur redfireballs to keep ken at bay and ken will be scared… ahhh yes… fuck even sean can sa1 a blocked shoto sweep… I don’t think akuma can cuz the fireball travels slow

go beat kens ass peeps!!! :badboy: :badboy: :wow: :encore:

Good post, I can’t believe I’ve never seen that before. Extra nice because Ken gets the huge damage from ducking.

A lot of things punish c.rh that was shown in a Mopreme vid a while back that’s why it’s hard to poke with c.rh.

Hell doing c.forward into fireball combo if blocked by Chun she can punish with her super.

I still prefer sa3 versus Ken since he can’t go through your denjin with his super.

yea denjin is good vs ken too all depends on the player thats whats so good about ryu he can be played with all types of styles… but can’t whore redfireballs on a cornered ken hehe

Shinkuu, is good, its nice to have a full screen punisher as well as something to link to.

About Frankie3s, how is it that whenever he does cr. FK > DP > Denjin on an opponent on wakeup, I never see them block, or reversal, they always seem to get hit by it. I would probably get hit since im just above beginner level, but top players?

best guess to that is the opponent is probably thinking Frankie is going for a throw. it also looks like he meaties it sometimes, which then is really tough to reverse. unless, of course, you use a super or an EX Shoryuken, but even the effectiveness of the EX is in dispute now. somewhat anyways.

when i use Denjin, i move the stick from neutral to down, neutral to down abruptly while my opponent is getting up then when they finally do get up i do either c. forward x fierce Shoryuken xx Denjin or close s. forward x fierce Shoryuken xx Denjin. 7 out of 10 times, my opponents get hit :lol:.

another useful set up for Denjin is Ryu’s far s. strong x jab Hadouken xx Denjin. if you watch the Gamer’s Vision casual match of Frankie vs. Kokujin, Frankie jumps in with roundhouse (Kokujin blocks), then Frankie does a s. jab strung into far s. strong x jab Hadouken xx Denjin. while the jab Hadouken travels that seemingly miniscule distance, Frankie is able to almost fully charge Denjin and Kokujin is left helpless.

i don’t use Shinkuu or Shinsho anymore. i’m an all out Denjin convert :lol:. it just fits my style of play.

:rock:

The Dark side is strong :badboy:

I play Denjin now, too. It’s just that much more useful.

I have Frankie3S and C-Royd to blame for the conversion, too.

I think you can’t punish c.hk at max range with shinku.

Ok, haven’t read the whole thread so i don’t know it those misc combos are old and already known, they’re not really useful or pratical but still:

Both combos works in the same situation: opponent standing into a corner [i’ve tryed on Ken, Ryu and Akuma only]

  1. Late jHP [jHK also works], EX tatsumaki, HPsrk = 63 damage on Ken.
    The jumpin attack need to be very late, just before landing and then immediatly EX tatsumaki. The EX tatsumaki spins the opponent in a strange way here and leave ryu near to the corner and he can connect an HPsrk, if the EX tatsumaki spins in the normal way the opponent is too far to reach with srk [this last case happens when the jumpin attack is done too earlyi suppose].

2)jumpin EX air tatsumaki before land, HPsrk = 45 damage on Ken. The timing on the srk is a little tricky, Ryu need to land and stop after the air tatsumaki before u can do any inputs.

u can punish after a c.rh from max… the trick is u have to drum ur fingers to get the super out as soon as ur outta block stun, ull see reverse pop up in the corner if u do it right…

Well ken can also punish ur sweep with shippu even at max range. And although i was all about Denjin, i only used Shinkuu when playing Hugo because of the large stun bar, but after studying (lol) a Frankie3s vid against a Hugo player i no longer have a choice on sa, its all about Denjin, best sa imo, i mean its unblockeable after all. denjin owns.

well im a hardcore hugo player and hammer frienzy goes through it if ryu is too close other than that yea his stun bar is really long