Ryu Q&A: Ask simple questions here!

There’s a lot to talk abouth here and it’s not really a simple question. You can look at the frame data for differences yourself. For example, Ken’s air tatsu doesn’t knock down, allowing him to do combos if he hits with it. Ryu has to juggle, and usually only with super.

If you want me to describe playstyle, Ryu is all about forcing your opponent to make decisions, and then punishing them for making those decisions. Ken is about being really annoying and keeping momentum. Ryu is more reactionary, Ken is more anticipatory. Ryu is more defensive and slow, Ken is offensive and faster.

Small addenda - Ken has worse forward walk speed but better forward momentum - many of his kicks move him forward, including his feintable “step-overhead”. His fireballs start up slower, recover slower, and the fireballs themselves travel slower so he can’t really zone. He’s still ok on defense though. Tatsu allows easier followups whether on ground or air, Ryu’s always just throws people far away so you can easily follow up only in the corner or have super.

While Ryu’s basic game consists of throwing troublesome fireballs and punishing the opponent for trying to avoid them, he does have a good offensive game too. It’s not bullshitty where just you pressing buttons is hard to defend, but if you know your spacing and rhythm and can read the opponent, he can blow people up surprisingly well. Still, no matter what he does, Ryu’s gameplay is honest to a fault.

Ken is better than Ryu :stuck_out_tongue:
You should just choose whichever feels more natural though - neither has any dramatically disadvantaged, let alone unwinnable matchups. Ryu just has a some more disadvantaged ones than Ken.

Hi, I cant seem to find any tutorials to hurricane kicks , i can do lk crossup after sweeps and throws , but i can never seem to get fullscreen hurricane kicks to hit . If you could link me to a video or just say I’d massively appreciate it , Thanks in advance :slight_smile:

How are they getting close to you if you’re anti-airing them every time and you’re keeping them from walking in on you with cr.mk?

Don’t worry about losing, worry about getting better. And don’t play ranked.

Frame advantage is your friend. After your cr.mp, for example, a correctly timed followup cr.mp will beat ANYTHING they do that doesn’t have invincibility or isn’t Zangief’s SPD. That’s because Ryu’s cr.mp is +2 on block and his cr.mp is 4 frames startup. That leaves a 2 frame gap, and there are no 2 frame normals in the game (the only 2 frame moves are command grabs, supers, and ultras). But on the other hand, if Ryu does a cr.mp against you… you better be blocking or doing a reversal.

Here’ s a general rule of thumb. Nobody in the game can keep offense going forever safely, besides maybe Abel. The best they can do is disguise the unsafe stuff as safe. Stuff like Guy’s run pressure leaves him minus on block. Moves that leave you at frame advantage actually push you out enough so that you eventually are out of range of your opponent.

This is a Q&A thread, if you want general advice you should move your question. You should look at replays of yourself, and post them if you can.

Does Ryu’s focus have special properties when released. I charged up a lvl2 and released it however, Oni ex crossup just whiffed right through it without hitting me.

Any ideas? Useful no/maybe?

NB: I am still in the punch animation as Oni crosses over to the other side.

When would I want to do fj.hp over fj.mk? Is fj.mk only really used because it can cross up, because from what I’ve read fj.HP does more stun and damage.

Thanks btw for answering my last post, got pretty raged after I lost to someone with 4 perfects against me in a row so just wondered how the hell that happened. But I think he was just way better than me because I’ve started playing more online now and I often go at least 1-2 against most people, and win the occasional game against other ppl who just started out playing.

Use j.hp:

  • as a punish
  • for more frame advantage
  • in a cross-up tatsu 50/50 (some chars can duck under j.hk, but j.hp will usually hit)
  • situational unblockable (just forget that this exists)

Use j.mk

  • for normal or ambiguous x-ups
  • if you want less frame advantage and/or less push back (useful for tickthrow/frame trap mixups)
  • 50/50 x-ups in the corner (after some setups j.lk will hit in front while j.mk hits at the back)
  • safe x-up on some chars after a throw
  • situational unblockables (again, don’t worry about these)

I would also add that j.hp has more priority as a jump-in.

Ambiguous j.hp crossup is more ambiguous than j.mk. But j.mk has a bigger crossup hitbox.

Lol hitboxes.

Ryu probably loses his hitbox on his back as he moves forwards. It’s just Oni’s crossup slash being funky. This really will never come up in a match.

i guess that this is a common question but even after searching in the ver.2012 changes threat i dont know… what are the hidden buffs that ryu got? i am asking these because, after the 25 sf anniversary finals, i have read a good amount of comments saying that daigo has no excuses bla, bla, bla… because the HITBOX of the crouching medium kick is back. I thought that capcom only changed the active frames back to five. also, when capcom nerfed both ryus crouching medium kick active frames and hitbox in ae, how was the actual range of the move compared to super? wasnt it the same eventhough with the chages? why? i am comfused… help please…
another thing about the same: i went to eventhubs and compared the hitbox images of akuma and ryu crouching medium kick in ae (not ver.2012) and i was very surprised… so in ae akumas hitbox was a lot better than ryus, the range seems the same as ryus and the active frames were the same too (3). So in ae akuma had a better crouching medium kick than ryu? why!? how is this situation now? What about hit stun and block stun of ryu and akuma crouching medium kick? i know that for ryu are: block stun: 13 and hit stun: 16 but, what about akuma? i know that i am asking a lot but… i need to know

I have a question about how to use focus attack. The question is mainly when should I use it. Can I use it vs jump ins? All jump ins? Is it very character specific? Are there other situations where fa is a good option?

There’s no hidden buffs, it’s just that the active frames buff really changed the move.

Well the range was definitely was shorter. The active frames also matter a huge deal in poking. It was definitely different range, because f.hp cr.mp cr.mp cr.mk xx tatsu stopped working on Chun.

You don’t need to know the hitstun and blockstun. I could tell you how to calculate it but it doesn’t matter. Ryu’s cr.mk is better than Akuma’s now, stop worrying about the past.

This question is super open-ended. I could write a 10 page paper about focus attacks. But no, against jump-ins it’s usually a bad idea. If you do a late jump-in and then immediately DP after landing, that counters anti-air focus strongly. Some characters can backdash the DP here but they usually won’t.

Focus can give you combos against laggy pokes, can help you get through fireball traps, can help continue pressure after being pushed out (level 2 focus dash is plus on block),

Fist of all, thanks for answering. I understand that only changing the active frames back to five is huge.
In that combo that you are taking about the cr.mk has to hit in the first active frame (+5 frame advantage after the cr.mp and 5 frames startup of the cr.mk) so having more active frames at the end of the move wouldnt have changed if it hits or not, right? But that means that the actual range was different during ae (the HITBOX) so capcom did change both the hutbox AND THE HITBOX in ae (if that is true in ae ryus cr.mk was even worse that what i though…) and then they changed at least the hitbox in ver.2012, right? that is a hidden nerf in ae and a hidden buff in ver.2012? why capcom doesnt give us new hitbox images with every patch…
I was asking about block stun and hitstun but for another thing and i didnt remenber that i can calculate them using the frame data, stupid me! so, after looking at akuma frame data, both ryus and akumas cr.mk have 13 frames of block stun y 16 of hit stun, thanks! Sorry for causing you so much trouble with an old topic, the problem was that after the 25 anniversary finals, when some people began to speak about this, a was mad confused… thanks!
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At this point you’re asking a programming question. They might just have cut out the active frames with the most reach. Yes, you’re right about the Chun combo not working meaning the hitbox was changed. However, it was probably a change tied to the hitbox change somehow.

They didn’t change the hurtbox on Ryu’s cr.mk, the hurtbox is Ryu’s leg that is vulnerable to the opponent’s attacks. That part was never changed, at least publicly.

I didnt think about the posibility of they cutting the active frames with the most reach, that was realy smart! So the first frame has to be different in ae for the cr.mk to not combo… maybe
I need to clarify something to undertand what you are saying because i may be wrong. I understand that the hitbox is the red box in the image and that the hurbox is the green box, image: http://www.eventhubs.com/news/2011/jan/17/ssf4-ae-devs-blog-notes-ryu-cammy-c-viper-guy-balrog/ so thats the “official change” that i was taking about at the beginig (when i first ask for help). And the “official change” for ver.2012 is that they only change the active frames back to five. So officialy the only thing that has never change about ryus cr.mk is the hitbox (red), the active frames are now the same as always (not ae) and the hurbox is still like in ae (worse that in super) but if, like you have said, the change on the active frames could have changed the range of the move during ae everything is good now? you may have solved my problem.

Thanks for answering Kikuichimonji, I think I will start looking up some matchup threads and try and get an idea of where I should use FA.

I’ve been trying to get the hang of frame traps and came across something I didn’t know today. I looked through some frame data and saw that cr.mp has a 4 frame startup and is +2 on block. So I thought hey, cr.mp cr.mp must be a nice frame trap. So i went into the training area and recorded cr.mp cr.mp and then tried to mash out a srk against the 2nd cr.mp. Since I had forgotten about the few frames of invincibility, I thought my srk would get punished, but I got in a reversal instead. Anyway this got me thinking, should I avoid doing hit confirms like cr.lp cr.lp cr.mp xx fireball against other ryu (and ken/akuma?) players? I mean they can just reversal my cr.mp and even get in a free ultra if they want to.

That’s a total guess and if you bait it once they lose the round guaranteed. If you just wait 3 frames and hit cr.mp, then your cr.mp won’t come out and they’ll reversal ultra. You then get to punish them however you want.

Learning Ryu’s hard-hitting combos is so important because you want to make it as unrewarding as possible to do reversals.

[jab xx jab, block] is a superb combo for a reason :wink:

Oh ok. Just so I’m understanding this. If I actually do a cr.lp cr.lp cr.mp as a Ryu player against another Ryu, he CAN srk my cr.mp, BUT if I instead just cr.lp cr.lp block, then when he tries to reversal the cr.mp I can punish him hard? The other way of doing it is if I’m doing a cr.mp cr.mp link, I intentionally wait the 3 frames while blocking incase he tries to reversal me, and then I do cr.mp? I assume this gives him the chance to do maybe a cr.mp of his own, but again that would be a gamble since if I was going for the link he would idd be frame trapped?

Hi , I’ve been wondering if any of you guys know a good back up character for ryu? Thanks in advance.