I’ve been playing Street Fighter for 3 months now, and I’m seeing a lot of improvements in my gameplay. Still, I get beat in a lot of situations where I just don’t know what to do. Online, for instance, I see people mash throw when they whiff an aerial attack. A lot of people do it, and it seems to work most of the times, yet I never see the pro’s do it in tourney matches, or at least not as often. What can I do to counter this, other than mashing throw myself or a DP?
Aerial Move? You mean jumping attack? The range of OS tech would never even reach you. I don’t know what you are referring to. If you are referring to the constant mash of jabs to beatout throws, then learn how to time counter-setup combos (aka frame traps).
I’m assuming he means online gief jumping in and mashing 360 SPDs. There are so many options to punish, easiest way is to anti air them.
If you’re talking about normal throws then I have no clue what you’re talking about, pressing any button should knock them out of their attempt to throw you.
Thanks for the tip I was able to pull off cmp, cmp, fireball intentionally with the input sequence and timing you gave me. Not all the time but now its just practice.
Wanted to ask about the different block string combinations. When I watch videos guys are usually doing clp, clp, cmp, cmk, fireball. Why do any block string with 2 clp, instead of a single cmp to replace the 2 clp, since the damage is the same and more hits would equal greater damage scaling?
Also in some vids, I see very proficient players use clk, why would you use clk in a block string instead of clp, since clp does 10 more damage?
Finally, you mentioned that cmp, cmk is difficult because it is a 1 frame link. Does this mean that it is very difficult to do because you have to do it very fast?
Thanks
A
There are many uses for Ryu’s normals. You want to start looking at frame data and their hitboxes. Ryu players do not typically use clp and use clk to start because clk must be blocked down back in comparison to back. This is so they block properly and can’t stand tech your throws.
When you use strings, you always think about the certain string you use and why. For example, Clk Clp Chp Heavy Tatsu is a great hit confirm combo. Clp and Clk is used for pressure. You are under the assumption that they will fully block your combo, so you have to get them into mixups. If I do cmp and then grab, it will be slower then if I just when from clp to grab the moment they are out of blockstun. Clp and Cmp both leave you at +2 on block, but Clp has less knockback, so you’ll be closer to your opponent to apply mixups. Jabs and Shorts are one of the best tools in the game for pressure. Sometimes, you can see ryu players doing clk clp cmp cmk forward fierce; they don’t even end with fireball so they can continue the pressure and go into either a grab or frame trap.
Just practice cmp cmk to get it. Learn plinking if possible. It is not difficult because it’s just a 1 frame link. A 1 frame link means that you only have 1/60 seconds to input it in correct timing, but it does not make it much harder. It’s the rhythm of it. For example, slp into sweep is a 1 frame link but is much easier than forward fierce into chp. It’s just jab into a sweep the moment you see the jab end. However, forward fierce doesn’t really give you any rhythm afterwards about when to hit the chp, making it Ryu’s hardest link.
Watch this for some info about his normals:
[media=youtube]lz81hMjiwTQ[/media]
Thanks Scrub for the tips, I’m able to do links occasionally now based on what you taught me.
Thanks Ilitirit for the vid, very informative.
Hi guys!
I bought a fightstick a months ago, until that I used to play pad.
I was able to land fadc ultra with ryu consistently…but since I have my fightstick I can´t do it anymore with a good success percentage.
I know that it only works trainning harder…but I just wanna ask you guys how many time takes for you mastering the fadc ultra in a fightstick…because I don´t know if it´s normal to take so long to learn or it just that I´m really shit with this…
ps: I dont have problem at all with the ultra motion, it´s more a dash issue…
Thanks and regards
I was talking about when people miss their jumping attack, land, and throw me as soon as they land. I get thrown out of my attacks all the time, so I just try to tech whenever someone lands near me…
I have another question. I’m trying to understand how frame data works. What does it mean when 5 active frames and 5 startup frames? Does it mean that it’s active as soon as you throw it out?
Everything has start up frames, active frames, and recovery.
The moves don’t hit your opponents during start up and recovery frames, only active will. They’re pretty much self explanatory.
Either way your situation just doesn’t sound right. If they can land and still throw you… you might want to take the time and read up some guides.
I agree with Uno_Ken. First of all, if they are jumping at you, you can directly anti-air them. If you hit crouch tech or hit any jabs/shorts at all, you will not get grabbed. You may be mashing some heavy or med move with a lot of startup/recovery frames and he may be grabbing you at that. But other than that, it shouldn’t be possible for you to get thrown…
Is it possible to FADC on reaction or do I have to guess? I guess option select will not work here.
Here is the scenario: I land a knockdown on my opponent and select randomly to Srk him on wakeup, as I guess he will try to grab/tech.
Is it possible to “react” or (negative) hit confirm on block with FADC. If he tries to grab and the Srk hits I do not waste the meter. Otherwise I am willing to invest the 2 bars to make it safe.
I tried this but it seems so hard to do, then again I am not very good.
Currently I can execute: Only Srk or Srk FADC when I want to FADC from the beginning.
No. Have you seen Daigo or any other top pros do it? No. You can only FADC the first hit of Ryu’s dp, making it impossible to react to this. If you want to be dp happy without using as much fadc, try ken or akuma fierce dp.
@Balthier: This is how long it took me to figure this out.
I started with a Fightstick about a year ago. Before that I never played fighting games on a regular basis. So no prior knowlege / execution training existed.
In the first month I had to struggle with specials and normal execution. Then I had to learn about plinking and how to execute it (not relevant for this).
It took me about 3 months to figure out how to do Srk FADC ultra “sometimes” meaning 1 out of 30. During this time I played with friends and sometimes hit the training mode for half an hour where I practiced bread n butters and Srk FADC Ultra. About 1 month went by where I figured out how to do it often 2-3 times out of 10. Then I had this whole facing left/right problem and it took me about another month to fix that. After 5 months I could land 9 out of 10 2nd player side and 7 out of 10 1st player side. And then I actually started using it during combat. Before that I tried it occasionally but would never hit.
So it took me about 5 months to get the basics down with playing about 6 hours per week. That is 645 = 120 hours of semi constructive training.
During that time I did not switch characters!
Here is the summary of how to improve your Srk FADC ultra 1 on a fightstick. Every bullet point took me many hours of play:
[LIST]
[]Focus your training on one side (e.g. 2nd player side) and do it only in the corner as the timing varies.
[]Always dash forward, never backwards even if it seems easier in the corner. Dash backward will never hit in mid screen.
[]Break down the motions Srk FADC and dash forward ultra
[]If you get only Srk -> your focus is too slow
[]If you get Srk focus attack -> you did not input the dash correctly / fast enough. Most likely you start spamming quarter circles too fast.
[]If you get Srk FADC -> Your input is wrong or you forgot to input all punch (look at your input).
[]If you get Srk super or Srk FADC super -> you are holding MP+MK too long and negative edge activates super. Try releasing MP+MK faster.
[]If you get Srk FADC ultra with 1 hit -> your input is too fast. Try waiting a bit. Look at the opponent, his char has to start falling, instead of flying up.
[]If you get Srk FADC ultra but the ultra does not hit -> Ultra input is too slow.
[]The timing of Srk FADC ultra in the corner is different, you have to delay ultra a bit more.
[]Once you figure out how to do it occasionally try to improve your input. e.g. do not spam.
[/LIST]
After mastering the move consider training it as a punish. I had some problems executing: block, Srk FADC as I kept holding block way too long.
[LIST]
[]You do not need to block certain moves once your character is in block animation. This might vary on different ultras / block strings.
[]Your Srk might be delayed so the timing is a bit off.
[]Do not spam the counter Srk.
[/LIST]
Now you just need to look at the super / ultra meter all the time so you know when you can execute the combo during a game.
Thanks a lot Aycko, I´m very grateful!! I will train harder
Is there a simple trick or video to learn how to land Ryu’s cross up tatsu?
Do you mean landing it in a match or the timing to make it cross-up?
For execution, just do forward jump and immediately qcb kick.
For specific setups:
After a sweep, you can immediately safe jump a crossup heavy tatsu.
After a forward grab, you can walk back a little and use a short crossup tatsu.
Is there a preferred srk for use in combos, punishing, etc? I noticed lp srk sometimes whiffs in combos whereas mp srk will land. Also, is hp his best srk aa when crouching now or is it still mp?
Well in standard ground combos you want to use HP unless you wa t to FADC in which case you can use LP or MP,LP whiffs in some cases so MP is the safer choice but up to you which you want to use.For juggles such as LK Tatsu in the corner you use MP to follow up.On the topic of Anti-Air it is honestly personal choice or depends on the situation,for normal AA I like HP now.If you want to FADC or it is a tough move to AA or you want the extra invin then go for MP.