Ryu Q&A: Ask simple questions here!

Thank you Komatik, ill keep practicing.

I have another question, does anyone know if i can P-link all my inputs, for example in the combo cr.mp->cr.mp->cr.Hk if i p-link the first cr.mp will that effect my second input? in other words, do i have to hit the first cr.mp by it self so i can p-link the second one, or is it okay to p-link everything. thanks

Some combos are made more difficult by plinking. Was 2 frame links, if memory serves. Not 100% sure about that, though.

But for 1-framers like cr.mp, cr.mp, cr.hk it’s definitely good. And no, plinking the first cr.mp is not at all harmful. If it helps you stay in rhythm, do it.

Hi , this is a pretty basic question, but what punish is best to do on my opponent? Assuming I’m mid screen and right up close to them with no meter and plenty of time. The combo should also consider the ending position, so most likely using tatsu, maybe meter gained and of course damage. Thanks.

Hey, thats a pretty basic but pretty easy question to answer. It depends on a few things. Depends on who you’re facing, how much time you have and what your strategy wants to be. For example, on a low hp char where you maybe dont care where you end up you can do FWD.HPxxCR.HPxxHP SRK. Say you’re facing someone like say Sagat where you want to get him into the corner and want to end most of your combos with tastu you can just do the same thing but end with HK Tatsu. If say you have one meter and its a rushdown/pressure character you can end with EX Tatsu to get them out of your face. Otherwise, generally easiest punish is CR.HP xxHP.SRK which does lots of damage and is extremely easy to execute. Otherwise CR.MPxxCR.HP and either HK.Tatsu or HP.SRK. If you want to knockdown and mixup cr.mp, cr.mp, cr.hk. But there arent a ton of chars that I would think it would be imperative to go for the mixup over damage except say maybe, like a guile, or something of the nature.

Thanks alot bro , I guess I’ll learn the SolarPlexis Strike-cr.hp link :slight_smile:

can someone tell me why i can’t consistently anti-air with far standing roundhouse in stret fighter 4?
better put, in street fighter 2 far standing roundhouse was his best anti-air. but here in SF4 it seems to be his worst.
it seems terribly inconsistent where the move will either trade or lose out.
i end up having to anti-air with either crouching fierce or far standing short.
ie, what is the difference in this ryu move between both games.
are the arcs of the jump ins different?
hitbox change?
or have its active hitbox frames been lessened?
thanks in advance.

http://i1132.photobucket.com/albums/m580/Axl_m4ster/hitboxes_ryu013_zps38a73df5.jpg
http://i1132.photobucket.com/albums/m580/Axl_m4ster/ryu2_zps3e719a8b.jpg

i don’t think its the hitbox that’s the difference between the usefulness of this anti-air…it might be its active frames difference though. but i’m sure the reduced hitbox doesn’t help ryu out at all.

The move is fine as an anti-air. You are probably just not using it correctly. Remember that even though it’s hitbox was adjusted from SFII to SFIV, so were the hitboxes and hurtboxes of most characters’ jump attacks.

Notice that Ryu’s hitboxes on his j.hk is weaker in SFIV that it is in SFII. Far st.HK will beat it every time.

Basically you just need to improve your timing and/or spacing.

Thats a good call. Also learn the MP, HP combo as well. Either ending in Tatsu or SRK as mentioned before :slight_smile: Good luck!

i swear man i feel i’m doing it well timed and spaced. ryu was my main in since SF2CE, guile was main in vanilla SF2, so i could do anti-air f.st.hk in my sleep …i know that if the jump in is far away i have a better chance of successfully anti-airing it that if its mid range. it may also be the different arcs of jump ins. i’m not sure, but i think in SF4 the jump ins have more of a horizontal arc than in SF2. i’ll assume the arcs are more horizontal due to the character’s being a tad larger on the screen and since a character taking up a larger amount of the screen jumping can’t cause the screen to go so vertical to go along with the jumping character, to the point it discontinues showing the second grounded character’s entire figure… that the only place to go then during a jump is horizontal to make up for not going vertical.
if that makes any sense.
i know in mvc2 the cam will always follow the jumping character even if the character’s jump is so insanely vertical(psylocke’s triple jump) that the opponent’s grounded character isn’t even remotely close to the bottom of the screen.
but maybe its active frames.
or maybe minor input lag due to online, but i don’t think its lag either coz i would see if the kick wouldn’t make it in time.

It could be the lag. I play ST a lot and my st.hk trades a lot vs Guile’s when it lags.

In the video ft5 daigo vs xian… Is that how dangerous GEN is?? Daigo wont dp a clear jump in that is ambiguous? Ryu couldnt connect this? Pls confirm. I play agaisnt a gen here locally offline and i can clearly deep cr.dp his jump in even if its ambiguous. (he’s no xian tho)

You have to let go of the stick, or go into neutral position after walking forward…

the sequence would look like this. walk forward, neutral, cr.mkxxhado

Better do walkforward, then downback cr.mk then hado.

No need to compare it to other games. You’re playing sf4. If you want to use it in SF4, use it the way it works. Ryu’s anti-airs are all great, and you use them at different ranges. If they’re landing close to you, you’ve got c.hp and dps. As they land farther away from you, these aren’t so great. At a range where both of these whiff if the opponent doesn’t press a button, that’s the range you use s.hk at. It’ll beat almost everything.

On the NCR stream just now I think I heard Magus just say that cr.mp will beat ALL of Deejay’s wake up options. Did I hear correctly is this true? How is possible?

uh , well i couldn’t find sf2 frame data on this move move but i found the f.st. hk for cvs2 which is should be close to sf2 version numbers.
so in sf4 this move is 9 start up/4 active/20 recovery
in cvs2 its 4 start up/12 active /18 recovery (if i’m reading the cvs2 frame data guide right).
if this is right…no wonder i and EVERYONE else cant anti-air consistently with it.
4 active frames from 12???
ugh.
really?
seriously?
really?
well, i’m sure as long as active frames for jump ins have been reduced, then it’ll all balance itself out in the end. then it’ll all make perfect sense to diminsh active frames of this move that everyone and their momma knows full well is specifically only ever used as an anti-air.

checks data for jump ins
ryu jump in hk in cvs2
6 start up/7 active
ryu jump in hk in sf4
7 start up/7 active
whoops.
spoke too soon.

lets review.
capcom in their wisdom,
reduced the hitboxes of grounded normals and their active frames, but kept the frames and hitboxes of jump ins the same. thus, making the acting of doing random reckless jump ins more rewarding and less risky, thereby punishing the grounded reciever of the recklessly foolish jump in for attempting to appropiately punish it with a well timed and correctly spaced anti-air normal.

thank you capcom.
well done.

good night
good luck
and god bless.

Hi.

  1. Why is it that sometimes when I do a jump in attack (cross-up or from the front), I connect with the hit then get thrown? Surely they should be in block stun. I’ve started using light kick as my main cross-up tool as the pin-pointed hit point (hurt box?) seems to fair me well.

  2. How in THE HELL do you block attacks coming from Dhalsim’s cross-up teleport?

  3. Is that true about crouching medium punch neutralising Deejay’s wake-up options?

  4. I try to focus dash through people’s cross-ups (not all the time, of course) but I’d like to know how I can get a Dragon Punch hit as opposed to just blocking. I seem to get hit with such things at times. So, am I crossing-up at too wide an approach or on whatever occasion I’m not performing a light kick cross-up, and I exposing myself to more reversal options?

  5. Speaking of reversals, what’s with that? I do them myself, usually by quite honestly just mashing the hell out of fwd-d-d/fwd + p when I’m being hit in a long string combo - I do occasionally get baited but it’s getting to the point where I can now see what an opponent is trying to do in that regard. So, are there any other reversal options but the often-unsafe dragon punch? I have mashed the hell out of ultra 1 at times too and it’s worked in my favour. I’d rather reduce the amount of crazy bashing and have a more focussed play style (I’m not a general masher but for in some situations).

Lighter jump attacks have very little hit/blockstun. When you land after a light jump attack, your opponent has usually already recovered but you’re helpless for 4 frames*. This is a recipe for getting thrown. So if you do a light jump-in, prepare to tech the throw.

*the recovery also applies to Akuma’s demon flip palm and dive kick, even if it doesn’t look like that. If someon whiffs one next to you, mash grab. A missed flip throw has an epic 17 frames of grounded recovery - if you’re quick, you can raw ultra that or just go for a big combo or sweep after fetching a cup of coffee.

Dee Jay’s wakeup gets murdered by crouching light kick as far as I know.

Mash the stick in both low directions, keeping it low. Press punch button as late as possible to autocorrect the DP. If they’re using a setup it may not work. Many setups are specifically designed to make DPs whiff.

Don’t mash reversal all the time. There’s points in most pressure strings where you can break out. Identify those and then start your offense/break his pressure. Typical not-so-damn-risky reversal options include crouch jab and crouching light kick. The downside is that you have to do them at the correct time because they have no invincibility frames. Say, Ryu or Akuma is punching you with crouching medium punch, and you’re blocking them.

It looks like this:
B=You’re in blockstun
F=You’re free to do stuff
A=The second medium punch connects

BBFFAA

Two frames between the punches is obviously not enough to connect even a low jab - the jab is only active from the third frame. The gap is enough to mash a shoryuken through - the invincibility makes sure it’s the dude punching you that gets hurt - but that obviously risks him baiting you and blocking instead of doing the second punch, in which case you just fly skyhigh and get murdered.

Another layer that gets added onto that is when to throw tech. Because if you just block and never press buttons, you’re going to get thrown. If you try to tech, well, the frame trap can eat you because throws take 3 frames to start, too.

So no obviously correct option for that, but usually blocking patiently and looking for openings is the right way to deal with pressure, and frame traps especially. If the opponent never baits your mashed shoryukens, do it. Recognize that it’s usually bad, but against that player, do it.