Why is Ultra 2 so bad?
Because you’ll never be able to properly land it. There are a million more ways to land ultra 1, which makes it so much more threatening and causes your opponent to respect you.
Yeah this pretty much sums it up perfectly.
Learn how to hitconfirm into U1 consistently. Early AA LP SRK, trade SRK, corner EX Tatsu, corner EX Fireball, EX Fireball FADC, SRK FADC, etc.
Maximize your punishment damage and learn the Solar Plexus -> cr. HP 1-frame link.
Learn the st. LP, cr. LP, and cr. MP into sweep links (all 1-frame) so you can set up mixups off safe jump.
What Ryu Frame Traps do you guys use?
I really enjoy a certain few:
clk clp cmp cmk --> move forward forward fierce
cmp cmk forward fierce
clp clp cmp
cmp cmp
My frame traps don’t seem to hit my opponent constantly, even when they are typically hitting OS tech (just to mention, they do not delay their OS tech).
If they’re not getting hit you’re doing the trap too tightly. One way to loosen it is to intentionally stand up between hits momentarily. This is a good way to fake a throw.
cl.hk is useful for delayed OS tech.
Are there any tricks you guys like to use to learn the timing for 1-frame links, or do you guys just go hard at it with trial and error?
Plinking, if your move is blocked you were too slow, if it doesn’t come out you were too fast.
I know how to plink, but I meant like, does anyone have any “tricks” for learning the timing for certain links? Like, do you guys find something else, like a certain rhythm or beat with a similar timing and try to emulate that, or some other trick like that? Or is it just a matter of raw trial and error?
My trick is I p-link my normals most of the time even when its not necessery. For example if I do J.hp, hp xx srk I will p-link my hp
If I do c.mk xx fireball Fadc, c.hk I will p-link c.hk. punish with c.hp xx srk I p-link c.hp etc.
Also I do all my p-link with 3 buttons apart from c.mk where its more convenient with 2.
Your question was more about timing. It really help to play with a monitor with no lag. You learn the real
timing and you eyes are not deceive by what your seeing.
For me I got my links down and learn timing by pure repetition. I know some people they close their eyes or turn the sound
off and use their stick as an instrument.
Top players when they push button I feel like they are not playing street fighter, they are inputting command. We all do it, but I when
I do it I feel I need to see what its going to do on the screen or there is a sense of effort when a single push of a button do a big move on the screen.
In reality its only a couple of effortlessly push buttons that do incridble things and you have to be confident and relax when inputing command.
I am not sure I translate my tought very well in the last paragrah but its a feel thing I try to incorporate after watching the best. I am pretty sure complicated input would be pretty easy to learn if you didnt realise you were playing a game and you just had to make the input.
I recently started practicing double taping but I still find doing 2+frame links easier when I plink.
Should I learn how to double tap 2+frame links no matter what or is it ok if I plink them?
(I use a stick)
How does Ryu avoid being pushed to the corner by T-Hawk and Zangief? It might be because my footsies aren’t very good, but I continually lose to their normals (like their st.rh) and they have enough life that I can hit them with fireballs and they’ll just push through it, or in T-Hawk’s case just neutral jump and wait to condor dive, and make it up with a normal hit or two. I can anti-air, but unless I get close to him, I’m only doing 50 damage each anti-air. And once I get pushed to the corner, I can’t do anything about them doing things like spamming st.rh or focusing outside of my DP range.
Should I just keep chipping away at them? I find that I make too many mistakes or I lose to their normals and it becomes really easy for them to get a life lead.
Just keep throwing your fireballs and poking them out when you can.You want a sizeable gap between you and them.If you are pretty far away from them,throw fireballs,if they block one or focus backdash one,that is when you walk forward a bit to gain some ground from them.The more ground you have the less likely you will be pushed to the corner.Also always keep in mind where it is safe to throw fireballs.
On the topic of anti-airs,why are you only getting 50 damage per anti-air? My guess is you aren’t doing your anti-air DPs late so you don’t get both hits.
That’s right, actually. I always worry about mistiming the DP or not reacting fast enough to a limb (like Seth’s rh).
Thanks for the advice. It really feels like my footsies and some unsafe fireballs are why I always lose, but at least I have an approach now.
Every bit of ground you can take,take it,no matter the matchup.When throwing fireballs, any time they give up ground, take it,you will end up pushing them to the corner.Also against hawk you can punish any blcked condor dives with Ultra (I think),Super,and I think maybe tatsu but I would have to check in training.Also if you block his dives high enough you can punish with solar plexus into a combo.
Zangief was always a bad match for Ryu, dating back to ST. In this game it has gotten worse due to inferior fireballs and 'Gief’s anti-zoning options. You need to stay within cr. mk to punish his lariats but at the same time make sure you can react to the green fist. Also beware of EX green fist, it goes through fireballs and also puts 'Gief in great position to land an SPD.
You can leave more space between you against T. Hawk, just make sure you are good at AA’ing his dives. You can Ultra 1 his dive on block, as well as super. Build meter with fireballs to stock super, then punish his dive. You can also safe-jump his SRK, not to say I’d do that since many players will just mash his 360 throw (hell, I did when I played him just for fun).
Grapplers in this game can be scary. I experienced solid success going online with 'Gief and mashing lariats and SPD’s.
Yeah but usually high level Zangiefs don’t use lariat to get around fireballs.At least not in my experience.
I think the Ryu vs Zangief match is at least 5-5 for the former.
For me its an easy match up, gief cant do much if am zoning properly.
I find gief a difficult match, but I think the best method is to fight him from mid range if he has meter, if no meter then spam fbs. If he has meter throw fireballs in spaces where he can’t react in time and at a distance where if he jumps you will be close enough to anti air him. If you’re playing him from mid range be aware of his spd beating your cr.mk, just don’t throw them out constantly. You got to make sure your anti airs and whiff punishing are on point vs gief, if you allow him to do stuff like whiff st.hk then spd the match will be a lot harder in mid range.
What do they mean by air tatsu break frame has been decreased by 3 frames?does that mean I can his a longer air tatsu like in ssf4. (Not the corner escape I know they won’t giive. Us that backk)