Ryu Q&A: Ask simple questions here!

what is and how do you do the sniper tatsu everyone is referring to?

I assume it is the offensive tatsu that ryu got back,he can fly near full screen to hit the other player,it requires specific timing depending on how far away you are and what size the character your fighting is.It is mainly useful to either escape corners,and to get past fireballs for free damage in certain matchups like Sagat and Dhalsim.If you hit your opponent with it while they are in the corner it can be juggled into Ultra 1.

Okay guys I have some theory crafting here.I watched this vid HERE and the first OS he shows got me thinking if we could apply something similar with ryu against akuma and maybe other teleprters in general.
I was thinking
Empty jump
Delayed crouch tech
QCB LP+HK
c.MK xx Hado
If I am correct this should allow you to cover all of akumas options because,
If he SRKs you would block
If he throws you tech
If he teleports you get HK tatsu which should auto correct to either side
If he gets hit by or blocks the low the LP+HK should come out as LP because of chaining with the LK,thus making LP have more input priority over HK,then you link the jab into c.MK xx Hado for a combo or block string.Or you could probably stop the string there if they are blocking.

I need to hit the lab and test this,if someone does it before me let me know your findings.

You’ll get cr.lk cancelled into HK tatsu. Even if it didn’t cancel into tatsu, you’d get close st.lp, and I don’t think that connects on crouching Gouki.

You can use QCB with lk+mk+hk , so you will get a standing light kick but you cant combo
behind that. The timing is kind of slow to prevent Tatsu from coming out.

I see Tokido often use st.lk with Akuma I dont know if its for OS or a good string with Akuma.

It’s an f.hk OS. The reason he uses it is because it’s +5 on hit (+2 on block) so he can combo into cr.mp if it hits. If the opponent backdashes f.hk will tag them and he can also combo afterwards. Ryu’s st.lk is -1 on block and only +2 on hit, so you can’t combo afterwards. It’s sets up an OK crouch tech trap though. cr.lk xx st.lk, cr.mp. Or cr.lk xx st.lk, cr.hp xx hado if you wanna go for the Trade OS into sweep or Ultra against someone who doesn’t tech late.

Thx, you mean I can go into sweep or Ultra if the c.hp trade ?
Can I put something behind if I go for a c.mp and it trade

It depends what they use to crouch tech with but in general light attacks will cause enough hitstun to combo into sweep, super, ultra, or EX Tatsu (in the corner - char specific). cr.mp doesn’t cause enough hitstun unfortunately. You can also use this against Juri’s reversal. cr.hp will trade and you will be able to sweep her before she recovers. Naruo did something similar against Younashi, but it didn’t work cos Younashi didn’t press buttons and didn’t reversal, but you can hear Naruo buffer another move inside cr.hp (or st.hp, can’t remember) xx fireball.

Thx, As I understand its like an OS you buffer after c.hp xx fb more than a reaction thing.
Ive seen couple of time in Daigo videos after a grab input he p-link a standing hp. I wonder if this is to catch
a back dash and if ryu really recover in time or he just ramdomly pushing button.
Do you know a way to OS ultra on the ground without whiffing a st.lp

cr.mp, buffer OS during recovery. It’s very hard to combo into anything else after buffering the OS Ultra though. You can’t combo into a punch because the game reads the OS as a DP input. I haven’t gotten it right yet to combo into cr.mk but it might be possible with very quick hands.

I still havent tested it(college studies :arazz:) but I think if you input the QCB LP+HK after the cancel window is over you will get a standing jab.Also I was thinking if he does get hit by the c.LK while he is crouching(which he shouldn’t),I remember from my days playing guy he had OS EX Tatsu where you would input c.LK then QCB Down and LK+MK,with the right timing you would get EX Tatsu if they backdashed,and another LK if they got hit or blocked the first one.I think something similar could apply to ryu only using LP+HK instead of LK+MK,then go into the rest of the OS I mentioned before.

Your right we get an ex tatsu if we input c.lk then c.lk +hk after the cancel window.
The problem with QCB LP+HK is whiffing a standing jab is not so appeling.
Maybe its better to use the c.mp then QCB HK , its at least a safe option even
thought is seem inhuman to combo in case the c.mp hit.

Okay I actually have tested it now,the best I was able to get was covering everything EXCEPT bacdash and backwards teleports using the Guy OS method.This could be because my timing is off though,I will probably test again to see if I yield different results later.I made a small terribad quality video of it for you guys.As is I don’t think it is very usable sadly.
[media=youtube]JH27ZowF1Uw[/media]

Thank you so much my man :slight_smile:

Your welcome

How can I train block strings effectively?

Here is the scenario my first hit is blocked and I suspect the other guy will mash 3f DP. I do not want to block as I am not certain that he will DP.

Up until now I thought c.LK c.LP c.MP HP.Hadoken would be safe but it is not, at least not all the time. I read about c.LP c.LP c.MP HP.Hadoken, but that is not safe either. Some sites claim c.LK c.LP c.LP c.MP HP.Hadoken works but it does not work for me. (Perhaps only on some characters)

I tried this: Ryu vs Ryu. Input my blockstring for dummy. Test if it works (look for x hit combo). Block first normal and mash DP like crazy. I eat DP between c.LP c.MP for all of the above (except last one which I cannot execute on Ryu). 4 x c.LK works fine but does very little damage.

I suspect my execution is faulty and I do not hit c.LP c.MP on the first possible frame but on the second one, as c.LP c.MP is a 2 frame link.

So here is my calculation:
[LIST]
[](Startup / On Hit / On Block)
[
]c.LP: 3 / +5 / +2
[]c.MP: 4 / +5 / +2
[
]Shoryuken: 3 / - / -
[/LIST]
Here my calculation for the link where I eat DP.
[LIST]
[]c.LP c.MP on first frame: 4 - (+2) = 2 -> safe
[
]c.LP c.MP on second frame 1 + 4 - (+2) = 3 -> not safe for 3f DP
[/LIST]
I have two questions:
[LIST]
[]Is my theory correct why the block strings do not work for me?
[
]How can I train real block strings or what should I do if I see he blocked my first / second hit?
[/LIST]

If there is a Gap in your blockstring you can be reversed DP.

c.mp for example is +2 on block so anything you will do after that is at least
3 frames start up creating at least a 1 frame gap. Dont forget a DP has invincibility
frame at the start so even though you c.mp will come out first DP will be invincible at that point.

Only true block string with Ryu is chaining lights attack. By chaining you cancel animation of each
other and create no gap. If you dont chained your lights attack you can be reversed.

If you expect a Reversal just stop your block string and simply block or do a safe block string.
If your against a ‘masher’ just bait him and punish.

c.lp x2 or c.lk , c.lp x 2 are good safe block string.

Also lets say you do c.lp x 3 ,its pretty safe to throw out a c.mk at that point since
youve created distance between you and your opponent and hes unlikely to throw
out a ramdom DP at that range unless your too predictable.

Dont be afraid to use unsafe blockstring its important to create gap to get counter hit
and break tech throw but adapt to your opponent.

Do you mean I should sometimes insert gaps on purpose where I block / tech for 1 frame and then continue my combo? And other times I should just “try” to finish my combo?

I think you should finish combo when you get your hit confirm. There is advance mind game where you could stop your combo and block
at a juncture where there is a hard link since opponent has a good chance of mashing.

I was mererely talking about block string when opponent is blocking, that having a safe block string is not a must.

After dizzying the opponent, you can do Level 3 FA, SPS, and then slightly delayed back throw to reset the damage and guard against a reversal (in which case you can punish with a full combo). Good players will know to delay stand tech after SPS but it’s useful against mashers.