If you do SPS too late your first hit will reset them.If thats happening you probably just need to do it a bit faster.
Thanks guys I just found this out, I am now using a madcatz stick and this is frustrating as I am losing matches that I know on pad I would win but I need to do this
Man, this is probably off topic to all this, but we are starting to get bullshit handed to us. The Akuma forums are now complaining about how Ryu vs Akuma will be a 6.5 - 3.5 matchup in Ryu’s favour and how he was TOP TIER IN SUPER. Absolute insanity I say…
lolol at shinakuma204. Ryu did not only have 2 bad match ups. I pretty much agree with this tier list for ryu http://iplaywinner.com/news/2011/1/5/super-street-fighter-4-tier-list-january-2011.html but I would put adon and rose as 6-4.
Can a rushdown Ryu be used without juggles, or are they essential to his close range playstyle? I don’t see myself as good at juggling or big combos. I’m more of the patient burst rushdown kind of guy, so maybe that’s why Dan has been working better for me. Can Ryu play that way, or is that not his forte as much as it is Dan’s?
Are you referring to DP Fadc Ultra? That’s one critical move that Ryu absolutely needs to be able to do. Other than that, there isn’t much “juggling” you need for ryu.
Well, a bit more than that, but that does help me understand a bit now. Yeah, after they nerfed the hell out of Ultra 2, I switched to Ultra 1. Unfortunately, I can’t get Ryu to break open the opponent’s defense enough to get any critical combos into the DP FADC Ultra, so most of Ryu’s damage feels pretty weak, like he needs to get the defense broken to do any kind of real damage. With Dan, I can just wait, use some normal hits to open into a koryuken, gadoken, or flying hop kicks, and then back off and reset, and his damage is immense. Is Ryu weaker without the juggles? What am I not understanding about Ryu? That would be the best way to ask it.
You aren’t playing Ryu properly if you aren’t able to constantly land DP Fadc Ultra. If they continue to block it, then you throw in grabs to get them to mash. It can also be used as an anti-air punish. Ryu’s strength lies in three things: His CMK Fireball, his fireball spacing, and his setups after sweep. For example, if you land a sweep, you can go for an ambiguous setup: Either Jumping Fierce/Roundhouse, or Air Crossup Tatsu. In the corner after a grab, you can go for ambiguous Jumping Short. In any of these situations, you can always mixup it by going for an empty jump into a crouching short. Ryu does great punish damage and the only part of the screen he doesn’t control well is part of mid screen where you can get punished by a jumping attack for throwing a fireball. The only juggle, as I’ve said before is needed for a successful ryu player is dp fadc ultra.
By the way, Ultra 2 was buffed and not nerfed. It’s also a bad ultra that shouldn’t even be used considering the number of ways to connect to ultra one. If you are struggling, learn mixups and ryu’s frametraps (CMP CMP is the best) to get them to stop mashing and grabs to get them to mash. Always mixup the two. Good Luck!
Thanks. Your post was not directed towards me but it made me understand the things I need to work on with Ryu a little better.
Having said that, I came to this thread to ask for some button layout advice. I’m playing on an Xbox pad, and I use the A button for grab and the rest is default. I have a lot of trouble hitting Ultra 1 after FADC because hitting RB after QCF2x is really awkward. Should I use one of the punch buttons as 3 punches?
I don’t play using the XBOX 360 controls layout. The ideal thing you can do is to just get a TE stick and start from there. Changing the buttons is only good under the situation where you want to play…Ken for instance, and would need to Kara grab using his forward medium kick. Keep the controls the same and just keep practicing. Ryu is very easy to play (Not to offend anyone). But, Ryu is probably the hardest character to master because throwing fireballs and whiff punishing just about anything is ridiculously hard to master…
With 2012 edition what is Ryu’s most reliable and safe AA?
Well Mp shoryuken is the most reliable, since it has the most invincibility and can be FADC’d if you have ultra, but Hp shoryuken should work too now. It does more damage but its a slightly smaller window to anti air without trading.
Then ofc you have your st. Hk for far anti air and cr. Hp for hitting directly above you
But what I plan to do is use Hp shoryuken for most anti airs, because of the damage, and just use Mp shoryuken if I have ultra or my opponent has a really good jump-in (like dudley j. Hk), since Mp shoryuken has 1 more frame of invincibility than Hp shoryuken (Mp has 5 invincibility frames while Hp has 4)
I see good stuff thanks for the reply, you wouldn’t happen to know where I could get my hands on Ryu hitbox data do you?
hit box data, now I don’t sorry, someone else here may know though
Need some guidance on inputting block strings. Thank you in advance.
Right now when I play I can pull off a crouching attack like mp or mk then combo with fireball.
However I cannot do two attacks then fire ball. If I use cmp, cmp, fireball or cmp, cmk, fireball instead of a fireball I either do the dash punch or overhead attack. Any advice on how to input the sequence correctly would be appreciated.
Thanks.
A
You are pushing forward fierce punch / forward medium punch.
What you may be doing is down medium punch, down medium kick, and then forward fireball. You should be doing down medium punch, down medium kick, quarter circle forward, THEN punch for the fireball. Just keep practicing it.
Thanks for the reply. For the cmp, cmp, fireball. Do I hold down the entire sequence till I do qcf for the fireball, with the down motion on the qcf, having been registered from my cmp?
A second question also. Sometimes my cmp, cmp combos, sometimes it doesn’t. I realized I can’t just push the button as fast as I can because that won’t seem to make the two punches combo. Is there a good way to time it or some visual cue I can see to determine when to push again? Or is mashing the right way and I just don’t do it fast enough?
Thank you.
A
For someone who is starting up the game and is working on their execution, my advice is: DO NOT MASH.****
Mashing does not accomplish anything for you. These are LINKS. This means that you have to wait for the initial animation to finish before you can hit it again. Cmp Cmp is a link. You have to wait for the first Cmp to recover/finish before hitting the button for the second one to come out. It will NEVER come out if you attempt to mash it.
I recommend you do Cmp Cmp (both while holding down back or diagonal back down), qcf punch for fireball. It’s an OS which you’ll eventually learn about.
There is no good way to time it. You simply need to do it over and over again. Keep doing it until you find the timing. If you practice for many hours, you will eventually get it. Work on some easier links though as they may help you. I recommend learning to link:
Clk Clk Clk
Clk Clp Clp
Clp Clp Clp
Clp Cmp
Clp CHp
Clp/Slp Chk
Any link generally to cmk is a one frame link (besides jumping attacks) and are very difficult. Eventually, when you get cmp cmp, you can go for cmp chp and finally, the biggest execution difficulty for ryu players. Forward Fierce Chp.
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To make execution generally easier, I recommend you get a stick if you haven’t already, and search up & learn Plinking.
Thank you for the explanation it was very helpful.
For the cmp, cmp, fireball. When I’m holding the down back and pressing cmp twice, do I start the qcf the moment my second cmp comes out or do I wait for the punch to land before starting qcf?
I’ll also take any other tips you have to offer on doing block strings. I can only do 1 normal move combo into fireball. I’ve tried the training mode and challenge mode and I can’t link any normal moves unless it happens by luck/mashing. If I’m understanding you right for linking my normal moves I wait till the first move is done then hit the button for the next move?
Also do you have any clue where to get the TE sticks for msrp. I looked around and you can’t get it without huge markups.
Thanks very much.
A
The moment you hit your second CMP, you hit qcf punch to “CANCEL” it into a fireball. Normals can be either chained or linked. Some people like mashing Clp to get the combo; you shouldn’t do that. Just hit Clp Clp Clp - Down Light Punch 3 times, quickly. Practice the strings I gave you if you need block strings. If you’ve already gotten down Cmk Fireball, then you’ll know that it’s your main “poke combo”. All lights (punches and kicks) can be chained (quickly hit, aka cancelled). They can also be linked. Clp into Chp, Cmp, and Chk are all links that you need to learn the timing of. There really isn’t much advice. Unless you’ve spent at least a few hundred hours with execution and have not gotten it, then just practice. I do not know where to get TEs in your area. Just order one online.