You can always get a dp off, yea. Some jump ins can make your dp whiff, or hit late and they can block, but for the most part, yea, you can always dp them if you blocked.
is Balrog a good sub for Ryu?
I was always told that If you can block, you can DP. But I’m still struggling with this. Maybe someone else can chime in.
Where in the forums can i find a list of ryu mix ups after ryu scores a KD? Ty
Here is what i use. the untechable knockdowns arent always safe be aware of that
Spoiler
Ryu setups off knockdowns (tech and untechable)
Ground tatsu x-ups:
f.throw, lp DP, hk tatsu (you need to delay this slightly else it whiffs)
b.throw, dash, dash, hk tatsu
**Off Sweep **
Hold Up-Forward, Meaty HK [Safe jump: Safe jump -> SPS [5 frame Trap]
Hold Up-Forward, Cross up air Tatsu [Can go into super easily] [stronger kick for farther sweeps]
Hold Up-Forward (Empty Jump), Low/Throw/Block
Pause till they start to move, hadoken
Hold up-forward, aerial lp, Cl. HK or Throw [for 50/50 on block]
Off F. Throw
Back dash, Hold up-forward, HK Air tatsu cross up [Can go into super easily]
Back dash, Hold up-forward, HK Airial [non cross up: Safe jump on sagat/cammy/blanka potentially]
Back dash, Pause till their body starts to move, jab Hadoken
Step back slightly, wiff S. MP to stop motion, mk cross up [Safe jump on shotos]
Jab DP, HK Tatsu X up
LK Tatsu, HK Tatsu X up
Off B. Throw
Dash forward, MK Ground Tatsu cross up [Can go into super easily]
Dash forward, up forward, mk arial Cross up
Dash forward, up-forward, HK Air Tatsu cross up
Dash Forward, Neutral Jump MK, Low Forward, Hadoken/block to bait reversals
Dash Forward, Neutral Jump, block to bait reversals
Wiff C. MP, Safe Jump HK/HP [4 frame reversal safe jump: Safe jump -> SPS [5 frame Trap]]
Wiff C. MP, meaty Hadoken
Post Super – try to set up a cross up. Walk and time it
Post Ultra – HK Tatsu to close the distance to throw distance, MK to low forward range, wiff 2 jab DP’s for fireball range
Ryu Techable Knockdown “Vortex”
Post Shroyuken
MP/ HP, Jab Hadoken
MP/HP Shroyuken, up-forward, HK Cross up air tatsu or HK front arial
Dash, Throw/Block
Post Tatsu (subtract 1 dash from jump in hp tatsu, planned for clk clp chp tatsu for lk others may differ)
Air cross upTatsu, Jab Hadoken
[air Tatasu, 2x Dash , up-forward, lk air tatsu loops]
[You can also do a aerial HK or HP for non cross up to end the loop]
LK Tatsu, Jab Hadoken
Lk Tatasu, 1x Dash, up-Forward, HK air tatsu cross up or 1x Dash Hk front arial
LK tatsu, 2x dash, throw/block
MK Tatsu – Low Forward or up-forward, mk cross up
HK tatsu – Throw or Neutral Jump -> HK aerial -> CMK-Hadoken/Sweep
HK Hurricane Kick blocked, MP Shroyu, FADC [5 Frame invincible Trap hurricane to shroyu]
Or standing tech throw
Post Red fireball
Fire a jab hadoken right after release
Low forward, ex fireball (or point blank ex fireball), Dash, up-Forward, HK air tatsu cross up or
HK front arial or 2x Dash and Throw/block
I’m guessing the TC is the same Luken that lost to Vangief just now. During the match Ultradavid and James Chen said that Ryu players are playing the match up wrong against gief and should be walking forward against him instead of trying to zone and thats why Luken lost. How is this a good idea? I mean anytime I walk forward against a gief I get a f.hk or a s.mp to the face.
Yeah, I now understand the match-up. Snake Eyez told me I should be poking with fire balls.
Finally found the match in stream archives. You seemed strong whenever you were heavy on the mid-range fireball. (Game 1, beginning of round 1, and then most of round 3 IIRC)
Puts Gief in a situation where he’s constantly blocking and being pushed back, tries to jump and gets srk’ed for his trouble and eats the occasional sweep. Whenever you were light on fireballs or threw them from far away you typically conceded ground to Gief and started being afraid of his buttons. It’s a similar thing with Akuma players from what I’ve seen - the temptation of the jumpback fireball is strong, so they play a faraway fireball game and Gief can Lariat all day. Hello, lotsa meter for EX GH. Ryu players just seem stronger in the match pretty much purely because the more limited toolset guides them towards that close ranged, fireball heavy, authoritative-feeling style.
Again, I’m bad and just commenting on what I see, so take it with a grain of salt.
Thank you for the advice, I need to be solid so Gief doesn’t push me back to the corner. There were too many times where I would walk back to far and give up too much space. After playing that match, I finally understand it.
does j.mp deal crappy amounts of hitstun or something? Just saw a match where a Ryu player’s j.mp broke a Balrog’s armor dash but rog still mamaged to land a jab before Ryu could do a thing. Seems wrong somehow : /
How do you walk towards an opponent and do cr.MK xx hadouken without a dragon punch coming out instead?
:db:+:mk:,:qcf::hp:
cheers. bit embarrassed at how simple the solution is lol.
Dunno if anyone uses it, but didn’t find it via googling: j.mp ex tatsu does funny things depending on the timing. Timing it so it throws the opponent forwards does about 180, backwards 160. Seems like a bit of a gimmick, but a nice gimmick nonetheless, especially for reversing the roles near a corner. Opp jumps in, counter by throwing them into the corner or some such nonsense.
Hi, my question concerns what I should improve on before I can start playing vs other people online. This is my first fighting game and I am insanely bad at it. I can barely get through hard arcade and usually not without losing a couple of times. I’ve tried the trials, but at the 14th one it just doesn’t work anymore since I can’t get the FADC ultra to work. Is it important to be able to land these kind of “difficult” combos? Basically when I fight the computer I just play footsies with c.mk and occasionally c.hk and throw fire balls. I try and use my EX fireball a bit and sometimes the EX Tatsumaki and also punish jump ins with shoryuken and have started trying out some other characters a little bit to learn them some more so I know what they can do to me. I’ve also watched a youtube video about Ryu’s normals ( [media=youtube]lz81hMjiwTQ[/media] ) and try to use what I’ve learned from that as much as possible. I’ve tried playing online once or twice, but gotten totally dominated every time so want to improve a lot before trying again. Finally I was wondering a bit about sometimes mixing it up with another character. I’ve tried out Cody and found I like that he has a lot of QCF and QCB like Ryu and got to level 21 in the trials even with him. Is cody a decent choice? Or does something else complement Ryu better? Thanks for taking the time to answer all these questions!
The better your opponents get, the more important maximizing damage becomes. Trial combos often aren’t practical, but DP FADC is ESSENTIAL to playing Ryu.
Don’t do that. It cheats and doesn’t play real SF.
Playing other characters will expand your knowledge of the game, for sure.
Don’t worry about who will complement Ryu, play who you like.
Based on your response, I would argue that you should still be forcing the “I’m gonna cr.mk or fireball, what are you going to do about it?” Strategy. And DP them when they jump. If you think they might jump, just cr.mk and see what they do.
Learning how to throw/frame trap with Ryu is also very useful. cr.mp is really good for this.
Thanks for the comment!
I just get so borred in training mode sometimes I venture into arcade to try some stuff out, like I said I’m really not comfortable vs people at all.
I’ll keep working on my fireballing, c.mk spamming and punishing jump ins with DP. For the last hour or so I’ve been practicing DP FADC Ultra and I can do everything just fine except the ultra part atm, but I guess I’ll get it with more practice. I’ll look into throwing and frame trapping though, I haven’t really touched on that yet.
Thanks again for the comment!
P.S. How important is it to be consistant with simple links such as c.lp to c.mp? It feels pretty relevant since I would like to use c.lp as a hit confirm and then cancel the c.mp into a special of my choice, but currently I can only do like 5-7 in a row. I guess I’ll practice that coupled with the DP FADC Ultra atm.
Don’t worry about losing. It’s part of the game. Play against other people as much as possible. Watch your replays and figure out where your weaknesses are, and see which mixups you are losing to and try to figure a way to beat or defend against them.
Ok thanks, I’ll start trying to play for online aswell, just really want to work on some stuff a bit since I just got an arcade stick and don’t feel quite comfortable with it yet. Also, kind of a follow up question to the above, I tried making a list of some basic combos I wanted to practice in training mode. These combos are hopefully things I can use in actual play and seem pretty basic, but I still need to work on a lot of linking and stuff so I feel they might be quite relevant. The combos are:
-
cr.mk xx specials
***basic poke with hadouken which I use quite often.
***can use tatsumaki or shoryuken to get out of corners possibly. -
cr.mk xx super
***a simple way to get out super, don’t want to make this too complicated. -
cr.lp cr.lp cr.mp xx specials
***easy hit confirm into free specials if they land. -
cr.lk cr.lp cr.mp xx specials
***low hitting hit confirm which I can mix with the last combo. -
cr.mp cr.hp xx specials
***basic punish against blocked/whiffed attacks, not 100% sure in which situations I can and can’t use this though. -
cr.lp cr.lp cr.hk
***basic knock down which I’m not sure why, but I feel it can be useful. I know I can add a s.lp after 2nd c.lp, but I just feel the timing becomes very odd for some reason. -
shoryuken fadc ultra
***basic way to combo into ultra
p.s. just succeeded with number 7 for the first time (yay)!
Whats the differe****nce between Ryu and Ken? They both got hadoken, tatsumaki senpukyaku, and shoryuken. I wanna know specific differences. And don’t say bullshit like “Ryu is better than Ken” or “Ken is better than Ryu”.