How to time safejumps, and which knockdowns lead to viable safejumps. Sorry, I should’ve been more specific.
Off of sweep you can just hold up to jump and it is a perfect safe jump against most chars except for ones with slower wakeups like Gen.Off of forward throw I just walk back a bit then jump.Off of back throw you can whiff c.MP then jump immediately.
For reaction training and motion traininig, you can use HD:Remix if you have it. You can practice anti-airing from a crouching position in Training Mode vs Cammy. Set the gamespeed to fastest, hold down/back in the corner and wait for her to jump. She does it kinda randomly and sometimes she’ll try to jump over one of your low pokes. The cool thing about this method is that you’ll learn to do DPs the “proper” way. The disadvantage is that AAing in SSFIV requires different timing because you always want to do it as deep as possible. But if you can react quickly enough in ST you can do it in SSFIV. If you don’t have HD:R you can do the same thing in an emulated version of ST with cheats enabled. Just play until the Cammy stage (or select her as your next opponent if the cheats allow it) and put infinite health and time on. In the Japanese version it’s easier to train against Boxer because he always tries to jump over crouching medium kick. It’s good to learn how to DP after cr.mk (especially after buffering a fireball) because you’ll use it a lot in SSFIV.
Other than that, you should learn the ranges and situations where people are most likely to jump, and try to figure out if you’ve been baited into doing something that allowed them to jump (maybe they baited a sweep or fireball and they jumped over it), or if they just jumped randomly and you didn’t AA them in time.
In SF, players who jump a lot are most likely to do so if you move forward (by walking, jumping, dashing, rolling etc) at a certain distance, so you should be wary of that. In fact, you can bait a jump in just by walking forward or jumping into a range where they think they can land a cross-up or where there attack will hit somewhere around your landing frames which makes it impossible to anti-air unless you do an empty jump. You’ll often notice in Ryu matches that sometimes the Ryu player will walk slightly forward and then neutral jump immediately. The bit where they walked forward was just bait for the opponent to jump. Good Ryu players like Daigo on the other hand walk forward and then crouch immediately and buffer a DP. This is safer and does more damage and can combo into U1. You can also bait a jump (and beat mashed reversals) by stopping a blockstring early and then walking backwards. It’s tempting for the opponent to jump at this distance because depending on the character you might be in perfect range for a cross-up, or you might be playing a character that has limited AA options at close range. Since this is a good footsie range for Ryu, they might also try to bait a sweep by whiffing cr.lk and then jumping immediately. If you notice they jump at this distance just punish with crouching hard punch. It puts them in the same position, and you’ll be surprised how many players will try to jump again as soon as they land.
I think Gen does wake up slower, but the jump kick should still hit him. The only characters I noticed it doesn’t work on are Blanka, Cammy, and Sagat.
Thanks for the reply. I’m kinda bad at baiting people to do something, so I appreciate the tips :).
I have another question. Not really Ryu specific, but something to improve my game in general.I was playing some guy in Endless today and whenever I got knocked down, this guy instantly started a blockstring/hit a combo on me, and whenever I tried to reversal DP, it got blocked… How in the hell? Did this guy just predict me right or is there some way to know when someone is trying to reversal DP? He usually just knocked me down with a throw, and continued to kinda walk back and forward just infront of me. What would be the best thing to do in this situation?
He was probably just reading you. DP should beat any meaty poke. Unless he waited after wake-up to start his pressure, but that’s risky. Just block or backdash. If you see he’s sweeping you out of your backdash, either do a focus backdash, or just ride out the pressure and prepare to tech a throw. In cases like this it’s useful to know what your opponent’s blockstrings are. If you know the character can’t really do anything with a low attack after the second or third hit, you can just mash backdash. Or if you know they can’t cancel after a certain move and they’re at negative frames or something you can jump away. Watch out for people who try to bait crouch tech though.
I was watching Canada Cup yesterday and saw XSK Samurai do: forward grab, s.mp (whiff), j.mk on Tokido.
He missed the j.mk but I wonder if anyone knows what kind of setup that is?
Not sure what he was trying to do, but what was really impressive to me was whiffing a st.lk to shorten his hitbox and make tokido’s sweep whiff and punish it with his own sweep.
Yeah I’ve seen Doomdomainn (best Ryu in europe imo) do that alot against MBR in tournaments. He did the same thing only he did s.lk (sweep whiffed) c.mk xx EX fb xx U1 to end the match. I think mastering s.lk in footsies is a must for Ryu players.
Yeah that is a good footsies tool.When I fought Valle he was using,as was I.I’m still not very good at using it effectively though
Can I play Ryu without doing srk fadc ultra?
Not at any sort of higher level play,it is one of Ryu’s most important tools.
How bothersome.
It’s one of the tools that defines ryu. How else would you be able to make a comeback when your opponent’s up 40% life? It’s easy to do. If you have problems, then keep working at it. You not being able to dp fadc ultra means that you aren’t fit to learn other characters as their combos are much more difficult (try gen or viepr).
That’s the problem, I could do it before and now I can’t get it out at all.
Against characters with long-ranged jump-ins like Sakura and Sagat’s j.HKs, is it best to just take the 1 hit mp shoryuken? Sometimes I will try to hit it deep and I will get hit. Would an early c.HP be a better option?
Practice, practice and practice. I got it down to 95%+ accuracy in about 2 months, on pad.
Always use MP shoryuken to anti-air when you are selecting any shoryuken anti-airs (unless you want an ultra with lp srk). Use standing roundhouse to antiair far attacks.
school boy Q but whenever I focus attack and try the forward HP and then I see peeps crouch FP into SRK
Well whenever I forward FP for the 2 hit punch, my first hit sends them into the air and I cant do anything more, what am I doing wrong?
What? If that’s happening, it means you are hitting down or down left/right. Try only hitting the direction you are facing + fierce punch. Forward fierce does not juggle bro…I don’t understand what you are saying regarding that.
If it’s bouncing your opponent off the ground, you could be possible doing it a tad too late after the crumple as well. Are you dashing after your FA hits? I can’t remember but it might take too much time to recover to do a f-HP if you don’t dash after the FA hits. Try to always dash into your opponent after a FA (crumple) hits. This will give you the most frame advantage to do what you need to.