Ryu: General Strategy / Combos / Matchups

I been using block setups more lately, like st.mk(close) st.mp, lp hado xx Denjin or c.lk, st.mp, lp hado xx Denjin. You can also use meaty UOH, st.mk, lp srk xx Denjin.

Against Dudley you can also do c.lk(x2), st.mp, lp hado xx Denjin, not sure with this one but it may work since Dudley hit box is big. Since my Ryu style relies more on poking/zoning more than combo damage, I rarely do combo in to Denjin.

It seems to me as though I wouldn’t bother trying any of those unless my opponent already had 50% stun AT LEAST, so as to ensure stun into heavy combo afterwards.

I’m still not exactly sure on the feasability of playing SA3, anymore. Ryu really does need those EX moves, he does not have a single bad EX move. In fact, his EX moves are absurdly good. He has the best projectile in the game, one of the best – if not the best – uppercut in the game, a great juggle-starter, and his hurricane kick is good for chip damage, pressure and is safe after a c.MK.

Having SA3 means you need to limit how many EX moves you use, and it also means you need to focus a lot of your “idle” time on building bar. You’d also have to have an incredibly good understanding of matchups and bar building and be great at reading your opponent to be able to meld this all together into a successful SA3 player, like Frankie.

I sincerely wish Frankie’d hop in to give us some input on how he plays, but I’m not entirely sure how likely that is to happen anytime soon.

don’t give up - Ryu SAIII is great. i can’t really explain it, or don’t want to on here cause it would be like writing a book, but feel free to talk to me on aim

kinda confused here.

if you’re talking about doing the above sequence to Dudley while he’s blocking, you can kiss at least 30% to 40% of your bar goodbye.

when i play vs. Ryu players and they cancel their c. forwards into short Tatsu while i’m blocking, i can retaliate with s. roundhouse x EX MGB -> whatever without it having to be at reversal speed.

:rock:

thus why i think this is ONLY safe at max range. and if it isn’t, i need to know what i can do that would be fairly safe enough to do when i’m not completely sure whether the c.MK is going to hit or not.

this thread is for everyone to learn – you should share any and all knowledge here.

i meant that i am lousy at describing strats in posts. its just easier to show someone or talk to them about it in real time

I use SA2 and I want to know what is the best move to do after SA2 ?

Lastly what is the most damaging combo can I do if the opp is ducking ?

The only EX I use is donkey kick one if that helps

I don’t honestly see why you’d use SA2. If the opponent is ducking. c.LK, c.LK, SA2, HK Tatsumaki will pretty much obliterate them if for some reason they don’t block while crouching.

it depends on what 's best for the situation. fierce srk and roundhouse hurricane kick do the same damage (fierce srk does slightly more stun), but can put you and your opponent in different positions, depending upon where on the screen the SAII is executed. roudhouse donkey kick does a little less damage than the other two, but the same amount of stun as fierce srk and pushes your opponent toward the corner. jumping fierce (does more stun damage than st. RH) and standing roundhouse both reset and do the same damage.

against non-stunned crouching opponents:

the most damaging combo- jumping fierce, crouching forward xx fierce shoryuken xx SAII, fierce srk/ RH hurricane followup;
or jumping fierce, close standing forward, crouching strong xx SAII, fierce srk/ RH hurricane followup
(not sure which one does more damage)

most damaging non-super combo - (corner) jump fierce, stand/crouch fierce, EX donkey kick, EX hurricane kick, EX shoryuken

most damaging non meter combo - jumping fierce, crouching fierce xx RH donkey kick

Twelve - Twelve’s dash-in pokefest loses nasty to an EX SRK. EX Fireballs while Twelve is on the ground works sometimes if you’re at mid-range, otherwise he can walk under them. I believe stocked X.N.D.L. goes under Ryu’s SA3.

Great stuff, but I’d like to help you on the Twelve section a bit. I’m a Twelve player and I facing almost every character. Ryu is the only exception. Among the shotos (Minus Sean) he has the slowest srk. IAD is pretty safe against Ryu unless he can predict it and do an early SRK or standing HP/HK. When facing a Twelve player stick to SAI/SAII. Twelve is great aginast Denjin. First off if he’s caught in a Denjin setup and has XNDL, he can do a wakeup XNDL and go right thru the Denjin. Then the Ryu might just try relasing the Denjin so its meaty. That makes it easy for Twelve to parry. Not only that but Denjin setups are hard to land on Twelve. Stick with EX moves with SAI, espically ex srk. Ryu ex srk goes thru all of Twelve’s meaty attacks! So if you have a Twelve who keeps doing meaty attacks, blast him with a wakeup Ex SRK. SAII is also good against the goo man. If you land it in a combo it goes good damage because Twelve takes so much. Or you can predict when he’s going to IAD at you and catch him. Ryu is kind of slow which makes it tough for him to catch up to Twelve, but if you knock him down once the match is just about won. :tup: Great stuff though.

does not work on all crouchers.

will only work on crouchers with wide hitboxes, i.e., Alex or Ibuki.

and c. strong does not link after close s. forward. it’s c. jab.

too much meter expended. the difference in damage vs. say, a roundhouse Tatsumaki follow up is quite minimal. just save your meter for EXes.

fierce (crouching or standing) x roundhouse Joudan only connects on crouching characters, so it’s best to just do roundhouse Tatsumaki or forward Joudan. on a crouching Chun, forget landing either :lol:.

you don’t even need EX Shoryukens to stop a rushing Twelve. Ryu’s s. roundhouse works quite nicely.

:rock:

Uh I said that. :confused:

sure. i wasn’t disputing whether you did or didn’t.

if i was, i would have quoted your post.

i was quoting whoever posted that piece above yours.

just a little add on, 'cuz i didn’t see this reply:

it’s not safe. period. anytime Dudley is crouch blocking don’t go into Tatsumaki from your c. forward. max range or not it doesn’t matter.

:rock:

How does Ryu play against Q?

personally, i tend rush Q down to prevent him from getting his taunts and command grab off. So, I usually choose SAI against Q because i like having the meter to use a good amount of EX moves (esp. EX hadouken) against him. It also gives Ryu the threat to do decent damage from a hit-confirm, which is especially for wake up mind games. Denjin is my main super art, but i find it tougher to use on Q than most opponents because of Q’s long stun gague as well as his ability to go through it with SAI.

close st. or cr. fierce xx tatsumaki whiffs against all crouching characters except hugo and q (and crouching fierce xx short/forward tatsu on dudley).

crouching fierce xx forward/roundhouse Joudan hits all crouching characters, including chun. the forward or short joudan (roundhouse joudan does combo after close standing or cr. fierce) does whiff after a standing close fierce against crouching chun. But, just to specify, stand close fierce xx forward joudan misses crouching chun only after a jump in fierce. If Chun is stunned, or you can confirm that she is standing after you land jump in fierce, crouching fierce, then just cancel into Roundhouse Tatsu. Though the “safest” jump in combo to do against crouching chun li or any character would be jump in fierce, cr. fierce xx forward joudan since it hits both crouching and standing characters.

the question that was asked was, "…what is the most damaging combo can I do if the opp is ducking ?"
But thanks for fixing the “jumping fierce, close standing forward, crouching jab xx SAII, fierce srk/ RH hurricane followup” combo, as well as adding the advice about not wasting meter in the “most damaging non-super combo”.

my bad. i posted that with the notion that your opponent is gonna be standing.

yeah, that’s probably why i thought it wouldn’t connect 'cuz whenever i’d land it is after a jump in. i don’t usually use Ryu vs. human Chuns.

no prob.

btw, the combo isn’t started with a j. fierce. a heavy jumping attack will push them too far. it has to be a cross-up, which makes it all the more difficult. as if the close s. forward -> c. jab link wasn’t hard enough.

so the combo goes as follows:

cross up with j. forward -> close s. forward -> c. jab xx SA2 -> roundhouse Tatsumaki

again, it will only work on characters with wide crouching hitboxes like Alex or Ibuki.

:rock:

thanks again. i don’t know why the hell i wrote j. fierce; its one of the first big combos I learned…even tho i still can hardly ever land it in training mode. :rolleyes:

To clarify, if you’re going to jump in, the “best” attack to start this combo with would actually be j. roundhouse because it does almost as much damage as j. fierce and has a longer/wider hitbox. However, this is subjective because some players may have a better feel for landing a jumping fierce. Likewise, for the second hit, some may prefer a cr. fierce to a close standing forward…or crouching forward xx short joudan, etc.

BTW, i’m working on a denjin guide, which i will post. its got all the set ups, combos, meter notes, and various attack/stun stats. :karate:

I thought that j. fp, c. fp x rh Tatsu worked on everyone. Hm, maybe that’s only if they’re stunned.

One benefit of doing j. fp instead of j. rh is that if you do it late and they parry it, you’ll be on the ground and can block/parry any attack they throw out.

j.hp, c.hp, hk tatsu work on everyone if you hit them when they are standing