Ryu Q&A: Ask simple questions here!

Zoning with Ryu is difficult. Most people actually don’t know how to properly zone with Ryu because of how he’s built. He has 4 ranges, as I would say. Full screen away, where you can throw fireballs without early, close range where you can mash jabs/cmk, and two other ranges (note. they are both mid ranges)

One of the remaining ranges is where Ryu is able to throw a fireball is able to anti air in time - This is his strongest range.
One of the other remaining ranges is where Ryu is able to throw a fireball and is NOT able to anti air in time - This is his weakest range.

So with Ryu, you have to be calculating and learn about how characters far a character’s jump arc is / any ways of getting in (Ultra, some special move with invincibility frames like EX CW, etc). After that, you can establish a range where you can throw fireballs without being anti-aired. When you are in your worst range, you can either GET THE HELL OUT, do nothing, or feint something in attempt to play footsies. It’s usually best do nothing or to move forward so that you can push your opponent into the corner with CMK --> Fireball. Just remember to know how to differentiate from this range so that you won’t throw any reckless fireballs.

On a side note, it doesn’t matter if they neutral jump your fireballs from full screen away. You still build bar by throwing a fireball, and they don’t unless they can air tatsu or something. You can also use standing roundhouse to cover the area that DP can’t (although DP should be used most of the time).

Guys, when you using standing HK as an anti-air against another jumping Ryu/Ken why is it that sometimes you get hit and other times you beat them cleanly ? Ive been trying to recreate it in training mode (hitting the person doing the st.HK).

It depends on the hitbox of their attack. Usually, you’d beat them as long as it isn’t some insane divekick. Also, it may trade or get beaten if you anti air too late. Always be early with your anti airs when using normals because they, unlike DPs, do not have invincibility frames.

Is there an option select input for Ryu’s Shoryuken where he either continues to block or does the attack?

One is :df: :d: :df: :db: + :p: while you’re in blockstun. The DP will come out as soon as there’s a gap in opponent’s pressure string, or you will just keep crouch blocking if nothing happens.

Another that is useful against ambiguous dive-kicks after you’re knocked down is [hold :p:] :db::d: :db: :d: :db: [release :p:]. What will happen is that if it’s a x-up, you will DP it. If it’s not, you will block. You can apply it to other situations as well, but the input will probably need some tweaking.

Is the c.mp c.hp EX Tatsu reset still possible in AE2012?

So are a load of other characters but that just makes it the more fun. Ryu is always viable.

I usually end most of Ryu combos with c.hp > lk tatsu. Is there something else I should use or is this fine?

Well HK tatsu nets more dmg.in corner, use lk tatsu and then juggle with MP SRK, or super

. And you can usually supplement a tatsu for a HP SRK. I.e. cr LK > cr. LP > cr. HP xx HP SRK.

Same damage if you end in lp DP xx super or into MP DP. If possible, start your juggle with LP DP cos it builds slightly more meter.

Generally you should end with tatsu if you want to setup a zoning game, or with HP DP if you want the damage.

What do people think of using Ultra 2 against strong Dhalsims. I normally always choose U1 but, rarely do you get in and as Sim jumps a lot
the extra Damage U2 does maybe worth it.

Absolutely not worth it. When you corner sim, you’ll want to do frame traps, grabs, and especially stuff like EX Fireball and dash forward while sim’s in block stun for more pressure. If you lose your ultra, then the sim player won’t be as afraid as you. You need that ultra.

may i ask which is the best normal move you can use to hit confirm your opponent when using ryu? and which normal move can be linked to a cr. medium kick so that when this hits i can cancel it and unleash a super or a special move

thanks

Define “best” normal. If you are talking about damage, then it’s CHP or SHP. Otherwise, use cmp because of it’s range and recovery so that you are safe on block even if you miss your dp input. CMK can be linked from slp, clp, and cmp. I think that they are all one or two frame links though…

hmmm i think i am just looking for a normal attack that has a decent range and if i miss i am safe from any attack i dont know if there is such kinda of attack, maybe cr. light punch will do this job? or cr. medium punch?

and btw can i ask if there is a hadouken that you can cancel and link it with a hard shoryuken?

If you miss, anything can be punished, if you mean blocked, then cr. LK, cr LP and cr. MP are all safe.

However, without meter to FADC, a hadoken cannot be comboed into a shoryuken. You cannot link special moves together. Juggling however is a different story (i.e. LK Tatsu into corner, juggle with MP SRK).

ok thanks for the tips. ill try to experiment these.

Hey,

I was wondering when the hell its a good time to neutral jump with ryu. I see people do it and i have it done to me by better players in ways that seem so always work but i just dont know when it is truly a good idea vs when i could have punished it but was to late (also i play only online so theres that if it matters).

The only time i see neutral jumping to be intuitive is jumping over projectiles or on ONE setup
Back throw, Dash, Neutral jump mk or neutral jump empty

But i know there is more to it than that

Thanks,

To punish someone who is trying to score chip damage. eg. After blockstring into fireball many Boxer players will try to score chip from a cheeky dash punch. If you neutral jump you can score big damage. However, there’s a bit of mixup involved with better players because at this range boxer can also just wait and headbutt your jump. But if you mix it up with EX Hadouken, he’ll get pushed back outside headbutt range (depending on which string you used) and you can neutral jump safely. Let’s him walk on you for free though.

Also catches stuff like Fei’s rekkas and Viper burn kicks. Daigo got punished heavily for abusing this against Uryo and God’s Garden 1 (2m07s).
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You can also bait jumps by empty jumping. If you do a move in the air you can’t do anything for a few frames when you land so the opponent can get a jump that’s hard to (or impossible) anti-air if they have a short jump or dive kick. If you empty jump or can bait it and punish with DP. You can also use the same technique to punish your opponent’s poking habits. Many players will try to get a free poke on you as you land because of the same reasons (can’t do anything for a few frames if you pressed a button in the air). Just land into DP ultra FADC, or lk tatsu (throw/DP mixup) or even raw Ultra. Very gimmicky and unsafe.

Neutral jumping on some chars wakeups will also avoid reversals. Grabs are the obvious example (can do this during your own blockstrings to avoid mashed SPDs, or on your wakeup to avoid throws/grabs), but it also avoids stuff like Blanka’s EX V.Ball. Not a reliable strat.

You can also neutral jump and then tatsu against an opponent throwing projectiles with his back to the wall (read Sagat). If the tatsu hits it will combo into U1 (not sure about U2 but it might work).

Other than that and other obvious uses, it’s a poor man’s pre-emptive AA when you bait a jump with spacing and zoning. Walk into unsafe fireball range, press a few buttons or throw a fireball, walk back out. It makes it seem like you’re testing the opponent’s reaction to fireballs (“do they react or predict?”) Walk back to that same range (not necessarily same spot) then neutral jump immediately to catch a jump. Fairly safe but a waste of time against good players.

Hey.
I have always wondered, what is the meaning of “Spacing fireballs”?