hey guys is there a way to option select and catch ppl who teleport behind you.when im fighting dhalsims they can do this and stop my OS tatsus
What is the difference between pressing,
c.lp + c.lk + c.mp => (shows up 1 line as an input)
and
c.mp ~ (c.lp + c.lk) => (plinking method showing the c.mp on the second line)
in terms of teching a throw? Does one work better than the other?
This is a common problem. It just requires practice. Some people can pick it up fairly quickly, others will take a while. It took me about 6 months or more to learn to consistently FADC Ultra facing right even though I could do it the other way very easily. I could have shortened this time by actually practicing it more often though (Ryu is not my main character). The same concept applies to other techniques, including the fireball cancel into Super. It’s actually one of the easiest “flashy” techniques in any fighting game, but if you’re not getting it down it just means you need more practice. Turn on the input display in training mode to check what you’re doing incorrectly. If you’re doing the inputs correctly and it’s not coming out, you’re most probably doing them to slowly.
What overhead combos does Ryu have?
I read once that the following should work.
-> s.MP, c.LP, s.HP, HP.SRK
But I cannot connect c.LP after the overhead and AFAIK there is no plink for LP. Is this still possible in AE and is there some easier way to connect it? Are there other combos after an overhead?
only vs standing opponent
@Phil_SSFIV: Honestly just keep practicing and you’ll get it no sweat. beyond that i would just advise you to keep your movements fluid and not jerky. “Roll” the QCF out i know if i try to mash it i get an SRK as well. Just keep going at it in training mode and you’ll be fine. it’s not your technique or your stick you just need to get used to doing it.
@umai: if you want to tech a throw just press LP + LK. don’t try plinking or getting fancy with it. press it once and only once. that it honestly the best advice for teching throws. react to a throw when you think it’s coming and hit LP + LK. simplify your methods you don’t want to delude your thoughts in a match.
@zombiegutz tza: don’t worry about using an OS against a teleporter. just try to predict what they are going to do. after a teleport they really only have a handful of options so try to predict and react to what they do out of the teleport. if it takes getting hit a few times it’s worth it in the end.
hope that helped you guys. i’ve been playing Ryu for a while so i hope my advice can be of some use. /_/\
im trying to learn ryu myself .
what are some basic combos that i can use into a dragon punch ?
thanks in advance
basically ryu can cancel into any of his specials from his good normals: CR. LP, CR. MP, and CR. MK.
as far as comboing into SRK specifically you can use:
CR. MK into HP SRK
CR. HP into HP SRK
F + HP (Solar Plexus Strike) into HP SRK
it’s better to combo into a Hadoken though because you HAVE to hit confirm when you combo into an SRK. When you combo with a Hadoken (like CR. MK into HP Hadoken) even if it’s blocked you’ll still be safe.
safe the SRK for Anti Air (The HP version) and for punishing your opponent’s unsafe moves, like an SRK.
the SRK is a double edged sword it’s high risk, high reward. you have to mitigate when you should be using it.
Hope that helped. /\ _ /\
thanks man.
was wondering how can i beat honda headbutts and how can i punish them on block . thanks again
Why is Ryu vs Dudley 4:6 in dudley’s favor
Meaty solar plexus strike, good idea?
Quick Question Guys (Im new here so go easy on me) In SFIV ryu could cr.:mk: then:dp: :hp: I believe as an anti air in AE can he do the same with cr.:mp: and cr.:lk: (occasionaly) but with :dp::mp: as for spacing
One more Can you guys give me a list of option selects?
hey guys, quick simple question…
Arcade Edition Ryu
Is his low medium kick xx fierball ALWAYS a block string now?
I’m trying it in training mode now and it always seems to lock the opponent down?
have i missed something? can someone shed some light on this situation.
Same as before if you do your c.mk xx fireball from too far lot of reversal and Focus can blast throw.
Where is Ryu’s hitbox info?
hello there i am a chun player and would like to player like two good ryu players on PSN (i have a good connect but hey its psn) trying to get better on the match up so if you would like to play please hit me up LaunchPad_ATL
@splurgendii: pieton is correct. also at the wrong range, moves that avoid fireballs altogether like Ibuki’s Neck Breaker or Blanka’s Amazon River Run can get through to you. always know the right ranges to throw your fireballs. there are ranges where each fireball: light, medium, and hard are unsafe to throw and can get you punished very badly.
@dragonfall: any kind of slow start up, long recovery move on wakeup, like a Solar Plexus, is a bad idea. a multi hit move like Ken’s HP SRK can go right through it, or your opponent can just get up, block, and punish accordingly. the best things to do on wakeup are Safe Jump In Set ups with air light tatsu or, the better option in my opinion, walk forward/back and reset your zoning game.
@cloudstrifeSRK: i’m confused by your question. are you asking what version of SRK is best for anti air? or if CR. MK xx HP SRK still works in AE? or something else?
Cr.mk>Hadoken at max range is a block string vs T Hawk that might be the case for all the heavies but it’s not a block string at max range only around 3/4 of of cr.mk and a good way to test this out yourself is it set training dummy to cr.mk>hadoken and try to jump out of it reversal or Focus attack through it or simply stop blocking after the mk hits if you get hit its not a block string but if your left still blocking then it is.
I didn’t think solar plexus is punishable on block.
It’s not it’s 0 on block and +4 on hit. Also, to use it against someones wake up is really risky but if you really want to use it use at max range you could use it a little after they wake up or while they are just starting to get up so it doesn’t get by a reversal.