Ryu Q&A: Ask simple questions here!

That is an excellent summary of Ryu’s general strategy. Efo your going to learn that you have to modify that for individual matchups, see if you can find people who use specific characters and play sets with them. Start learning what you can do and with Ryu, what works well against them and what the general game plan should be.

Zombie correct me if I get this backwards, but you should play the matchup first and play the player second.

Idk that is kind of a tough one,you have to keep both in mind at all times when you are playing,everyone plays differently,so you have to use your knowledge of the matchup to counteract your opponents habits.Not only that, in some matchups it is more beneficial to play the matchup,whereas in other matchups you have to play the player.

Playing Alpha, 3S, and SF2… does this Ryu not feel a whole lot different? Albeit there are changes in technology and general strategy is the same. I guess it’s what links into what and maybe the timing of link vs cancel. Is anyone feeling this way too? I started SF4 late and got caught up with using Ryu in other games. But with this Ryu I feel like I can use similar tactics before, but combos are harder to remember.

Hey, I’m a returning player who stopped playing shortly after ssf came out. I wasn’t very good to begin with, but I’m really terrible now. Can someone give me some tips for when people get in on me? It’s usually game over when people get me crouching/blocking.

Is:

cr.LP x3, cr.MK, EX Hado, FADC > Ultra

Worth using? Or does scaling rape it? Does it even work? I’m at work with no lab to play in for a scrub Ryu.

It scales pretty heavily and its pretty meter consuming, but yeah, it should work if you are close enough

It may be worth using if you hit confirm late (I can usually confirm pretty fast, but sometimes you just have a slow moment), and you are too far away for an srk FADC ultra
If you can do an srk instead however, opt for that every time

Sometimes it may not work. The scaling makes the damage not worthwhile. Start practicing cmk qcf qcf (buffering super) and set the computer as random. If he blocks it, don’t hit punch. If he doesn’t block it, hit punch and you’d hitconfirm into super. After that, when you are generally better at that, practice with cmk ex fireball and fadc only when the computer gets hit so that you can launch your ultra as a hitconfirm. It may be hard at first, but it’s well worth the practice.

What is the frame advantage/disadvantage after a shoryuken fadc dash forward for an lp srk and an mp srk?

When are the best times to use cr.mk to ex fireball fadc ultra?

I dunno when cr.mk punishes, and I feel like the move might be bit fast to confirm

Hmmm… I don’t really know the answer to that. I guess one good time would be if your opponents whiffs something like a sweep. Just make sure that you are at a close enough range so that the EX fireball won’t whiff.

It seems like it would be very hard to hit-confirm when you watch other players do it, but usually it actually feels a lot easier when you are playing. I almost never waste meter on the fadc unless I know that it is hitting, and my reactions aren’t even very good. Try going into training mode with the dummy set to random block and practice confirming it.

Well the main time I use it is on a hit confirm,but you can also use it if someone whiffs something punishable far away from you and you want big damage.You could try setting it up as well,something like doing a string then walking back a bit to try to bait something from them then throw MK after you walk back a bit.

not so hard to hit confirm. You can also confirm hit from a c.mp than go c.mk xx ex fireball fadc ultra 1.
If you throw a far c.mk xx ex fireball focus to see after they blocked c.mk if the ex fireball hit them because they let their
gard off. Another trick if they ramdomly jump you can throw an ex fireball Fadc ultra 1.

I am unsure whats the best way to punish a whiffed HK Tatsu in Ryu miror match.
Other Ryu does a Tastu while your crounching and he goes over your head.

Lets say I was holding down back while hes flying over my head. Now I can wait he cross me over
completely and go down and down back punch for a Shoryuken. Problem with this method is you have to enter
the Srk buffer after he cross you up and the timing is close and lot of time Srk wont be full 160 damage
if its done a little too late.

Other method: While hes flying over my head, I go downforward, down, downforward punch to try to get an auto-correct Srk. As I understand it dosent matter when I enter the buffer since its auto-correct the important thing is to hit punch at the right time. I dont understand why I am sometime getting an auto-correct Srk and sometime a simple c.hp.

If somebody can share some light on this I would appreciate, thx

Does someone know how many frames Gen’s wakeup is delayed? I was trying to safejump him in training,and from sweep you have to wait for sooooooo long.I am wondering if there is time to whiff a certain normal to time it on him.

I’m only like 95% sure on this, but he doesn’t actually have a different wake up time, he has a wake up invulnerability glitch, similar to the one yang had in ae, if you remember that.
If you record Gen holding back on wakeup, and you do the standard safejump after sweep, Gen will block it, however if the Gen player presses no buttons or directions when he wakes up, he has a few frames of invulnerability for some reason

What version of air tatsu should I be using for crossups/fake crossups?

Thanks for the tips Mak0t0 and Zombie it help me in the Ignite tournament last saturday but I have one more question, what are Ryu best punishment combos because I tend to use alot of his hitconfirm combos for punishments and I know there has to be better damaging combos when someone wiffs a dp in front of me

Either your DP motion is bad or you’re doing the DP motion too late and therefore not getting it since he’s crossing you up in the middle of the motion.

f.hp cr.hp xx hp srk is the best meterless punish combo, f.hp cl.mk xx hp srk is only 10 damage less and easier. cr.mk xx hk tatsu is better for a fast punish (like for whiffed moves or a far jump in, etcetera.).

At least get cr.hp xx hp srk on a punish.

Yeah pretty much what kikuichimonji said,you will want to go for a solar plexus combo when they whiff something big like DP

If they whiff DP, you have a few options. If it’s a big whiff, F.HP, C.MP, C.HP, tatsu or srk. If it’s say a blocked cannon drill or something with a smaller window c.mp, c.hp, tatsu/srk. If you want a really big punish just finish off any of those combos with srk FADC U1.