Daigo often does sps, cl.mk xx srk, which is 2 frames, not 1. Compared to cl.hp, it sacrifices what, 10 damage for a much easier link? So, so worth it. The only thing you need the fierce for is stun, which it deals by the boatload.
close st.mk in combos is very good because it creates opportunities for higher damage punishment.
eg. cr.mp, st.mk xx hadou FADC st.hp xx DP
It’s usually not possible to link st.hp after cr.mp, cr.hp/st.hp xx hadou unless you’re in the corner
First post. Oh hai.
If you’re asking about the technique Daigo uses: he double-plinks cr.hp after solar plexus to increase his consistency - It’s a similar input to a kara throw and there’s tutorials on youtube if you don’t already use it. Apart from that its just because he plays for like 8 hours a day, and I imagine you’d be that consistent if you practised for so long.
Could any of you kind people explain how I’m supposed to hit confirm into super off cr.mk? I’ve seen top Ryus like Daigo and Air do it but I can’t react fast enough. Is there a specific buffering technique or something that I should be using?
Thanks.
Are you sure it’s not just a proximity option select? That is, they do cr.MK into super just out of range with the full input, and the super only comes out if the cr.MK hits something (such as the opponent walking forward). No reactions needed.
To hit confirm, well you could do that too if you have good reactions. You do the full command but leave out ONLY the very last button press unless you react in time after a hit. If the opponent is close enough to combo cr.MK into a fireball, you have plenty of time to react since you can wait even longer until the fireball is coming out to cancel into super.
Input question:
I’m not really sure what the best way to hold the stick is during crouching hit-confirms. Do you prefer down, downback, or downforward? I usually go with downback since you have a chance of blocking reversals, but it seems to make confirming into tastu harder than if I was using down-forward. For some reason I don’t have the mirror problem of comboing downforward attacks into fireball. There’s also the option of only pressing down briefly when attacking, like if I want to do a jumping attack into cr.HP into a special, I’ll only press down briefly and I’ll use it as part of the command for the special too.
What do you guys prefer? Like with cr.LP cr.LP into shoryu, I don’t know if there is a good reasoning behind holding the stick a certain way during the LP’s to give you a more reliable way to execute the special move of choice.
I apologize for asking something that’s probably been asked 1000 times. If you have any questions about how Vega works in Ryu vs Vega I’d be happy to help in return! (but ask in matchup thread plz)
I decided to go back to using ryu in street fighter to grasp the fundamentals again, but one problem that i face online is going from his shoryuken into his shinku hadoken when I don’t intend on using it. I don’t mash so i think it has something to do with his shortcuts. All in all I just need a few tips to prevent this mistake so that i don’t waste meter in my matches…
I used to use down back before I understood how much more an advantage it was to use down forward. My reasons is that I’ve have one input to the shortcut DP already and I’m in a good spot to roll back into my tatsu if needed. My problem was with execution if I was in down back. A super would come out or fireball if I tried the shortcut for DP from that position. Also being in the down forward position will help you out with your timing. If it’s not going to combo, you can get hit with that reversal. It think it’s helped me alot in that department.
I will use cr.LP cr.LP or cr.LP cr.MP into the shoryu. But I’ll always do that from the down forward position for the quicker reaction to the DP.
Hope this helps.
Is there a recovery difference on his fireballs? Thanks.
On normal fireballs, no. EX recovers faster 5f faster.
4, actually. The recovery numbers for projectiles listed in the wiki are total frame counts for the move. So normal Hadouken is 13f startup, 32 recovery while EX is 12 start, 28 recovery.
Any advice for Ryu fuzzy guard? I think I saw people do late j.hp jump back hp as a fuzzy guard against Sagat once.
Is j.mp (2 hit) as a jump-in character specific? Can you do it off the cr.hk safe jump?
Someone is very wrong about what a fuzzy guard is. You, me or who told you and me what a fuzzy guard is. But someone is wrong. I’ve always been under the impression that it is derived from 3d games where throws whiff on crouchers, so switching between stand and crouch a lot fast grants some kind of advantage.
It has multiple meanings. In this situation it refers to overheads that you can’t crouch underneath because you were blockstringed into it (usually from another overhead).
A cookie for anyone who can come up with more uses for this Option Select or variations thereof:
:d: :db: + :lp: + :lk: + :mk: (hold :lk: + :mk:) :ub: (release :lk: + :mk:)
What this does is it techs throws during pressure, but by moving to :ub: and then releasing :lk: + :mk: you get a negative edge EX Tatsu, so if for some reason you’re still in blockstun by the time you press the button, you’ll get a back jump special cancelled into EX Tatsu when you release :lk: + :mk:. I came up with the idea of using it vs Boxer’s tick throw/EX dash/overhead mixups, but I didn’t really spend a lot of time testing it.
does anyone know where I can see hitbox data for the later active frames of cHP and f.s.HP? the hitboxes on Event Hubs seem to only be the first active frame where the hitbox is still really close to his body.
I’m trying to compare them to Akuma’s cHP and f.s.HP for AA purposes, if anyone has a quicker way to find out.
I played Arturo Sanchez in a ranked match last night and did fairly well against his Rose. I lost but I took him down to very low life each round. I am assuming that matchup is a tough one for Ryu? It was nearly impossible to punish his well spaced slides. Any tips?
PS - I will post the replay, possibly with my analysis of the match, tonight.
Yeah, it’s a tough match. Kills your fireball game and has better buttons.
If you are feeling ballsy, you can guess focus to crumple her slide if she slides into it. If it’s not a max range side, you can punish on block with uppercut. I think you can punish it other ways, but I’d be guessing.
I think mid-range fireballs are really good as pokes against Rose.
Easier said than done, but you need to force those slides to not be spaced so well. Don’t stand in the range where they’re safe. Move forward and block, to punish with dp…or move backward to punish it on whiff, with sweep.
If I fireball and my opponent jumps over with a jump in attack and I block; instead of blocking, can I ALWAYS dp?