Ryu Q&A: Ask simple questions here!

looks like a lot is answered already

it also happens with early attacks, even for fierces/rh especially on bigger characters.

haha you answered your own question. the hard part is, if he’s doing shenanigans with fireballs/teleports, the best answer against it is to NOT be in that position where his fireball and his teleports can come at similar times.

what happens is that you can normall punish his teleports pretty easily (dp if you are pro, s.jab if you are not) but it’s basically safe with a fireball covering it. if he’s throwing fireballs and teleporting, try different things to screw up the timing. jumping, walking forward and blocking fireball earlier, etc. if it’s on your wakeup, it’s pretty much a guessing game.

i actually don’t know - i saw money matches of air vs 2 different deejay during NCR, and he’s never once put himself in that position.

two big things to note - learn to use different dps as reversal, do the tip mentioned by poster above, and also explore negative-edging wakeup dps. you should be able to search for it in the threads somewhere here.

it sounds like the biggest problem is that you don’t know all of ryu’s options just yet. a ton of different moves have their uses

‘reversal’ wise, pretty much only ‘reversal’ you can or should be doing is dp or super.

what you should do is study what moves are good in which situations vs which characters and mix those up.

c.jab OS c.rh, c.short+throw tech, c.forward, c.fierce OS fireball, focus, (ex) hurricane, c.strong+throw tech, jump, DO NOTHING, taking the hit on purpose, even ultra are all something that have their uses.

it’s a lot of work, but focus on a actual street fighter character matchups first (ryu/zangief/guile/rog, etc) and learn about all the crazy vortex stupid characters later (ibuki/abel/etc)

Hey guys i have another question, so lately i have started to get the hang of anti-airing, footsies and general space control for ryu, am still not great but i would like to vary my gameplay to keep my opponent guessing with a bit of offense. but so far am having trouble starting my offense.
I have practiced combo execution to a level am comfortable with, what am having trouble with is getting in on an opponent with ryu. I usually try to get a knock down then go for a safe-jump and try to hit confirm but most of the time the opponent ends up just blocking. i try to mix it up with a throw but i don’t know what to do after that other than a crossup tatsu. I have also tried crossing up with jumping mk but i either get thrown or blocked. should i utilize lvl 2 focus more? or just relentlessly hit confirm till i get a hit? or is there something wrong with my cross up if it keeps getting thrown or blocked?

Thank you very much !

I need help dping with Ryu.

I was just practicing in training mode to anti-air a dummy jumping in. I could pretty much stop all the jump ins with crouching fierce, but when I tried to stop them with shoryuken, most of the time it would just trade or I would get hit. I know the shortcut is to be in crouching holding down forward, but when do people actually hold down forward? Can someone tell me the correct method to get good shoryuken anti-airs?

Hi, i am practicing the same thing, which version of shoryuken are you using? the medium version is the best one to anti-air with, it trades less than the light or fierce version. Also you dont have to hold down forward you can just hit down forward when you need to dp. What i do is i hit down forward > down > down forward > mp, i found that if i slightly delay the shoryuken it hits more often (the medium version). lastly the shortcut also works if your standing, its good to practice that as well that way your not constrained to sitting in one spot. Hope that helps a bit, am still learning so do take it with a grain of salt.

The key to antiairing well with SRK is to do them as late as possible. The later you do them, the better the chance your invincibility frames wi last long enough to make it a clean hit rather than a trade.

Except if you’re going for a jab SRK into Super/Ultra juggle, them you wanna do them a little early for the better juggle angle.

I’ve been told to use medium DP for anti-airing, but I’ve seen a lot of videos of people like Daigo who use fierce dp a lot of the times. Why does he do that?

Also, I try to do them as late as I can, I guess I just do it too slow?

I would imagine he does fierce DP for the damage. It’s the only thing that would make it a preferable alternative to mp DP in an AA situation.

can anyone provide some insight on my question above?

Best thing you can really do is watch what other players do. Find lots of matches of top players using Ryu and see what works. There’s a ridiculous amount of setups. One thing you can try though, is after you land a throw, take a slight step backwards, then time a safe jump. Using different buttons it’s pretty ambiguous. You can also find a character with a 4 or 5 frame, mashable reversal and record them mashing it in training mode. Punish them with throw and then practice the safe jump.

You honestly “get in” by doing what you’re talking about. Pay footsies, zone, get that knockdown, and then your offense starts. The more you can frustrate them with your fundamentals, the more effective all your mixups are, cuz they know you can just take a step back and knock them down again. It’s scarier. Work on those. The mixups and all that come easy later.

I find that Ryu’s mix up game sucks. Everytime I play someone thats good they block everything.

Find new stuff.

So I’ve been playing a long time and made the decision to take on Ryu as my secondary (I’ve toyed with plenty of others and I just want that jack of all trades character to compliment my Cody. I realize Ryu doesn’t cover Codys bad matches).

Anyway, not sure why I prefaced my question with that, but when going against Dudley, what’s the best way to deal with a whiffed ducking straight through fireballs?

Also, coming from that Cody break ground, where are some of Ryus go to frame traps? I know there’s one with st. cl. HK (but I have no idea what the set up is), and staggered cr. MPs…is there anything else (and what’s the st. cl. HK set-up)?

cr.mp into cr.mk is another one, though it pushes you away. If you have good confirms, buffer ex fireball into the kick. Ultra hilarity ensues if the kick hits.

He uses HP DP because it does 30 extra damage and only has one less frame of invincibility,which is exactly where MP DP used to be before it got buffed,in terms of invincibility.If you can AA DP reliably there isn’t much call for MP DP outside of FADC,Ultra off of an AA.I’d encourage Ryu players to start trying HP SRK if they are confident in their anti air game.

What is the timing to grab Juri out of ex pinwheel? I grabbed her out of her ex pinwheel before but I can’t do it consistently. I’ve also heard that cr.mp beats it but everytime I’ve tried it I get beat. Is there a way to time this if its true?

Do st.hp xx fireball and buffer a sweep. If she does pinwheel then at worst it will trade for very minimal damage and you can combo into sweep on the trade.

Thanks alot i have been trying that throw- stepback tactic and it has been effective in opening up my opponents, especially ones that like to tech alot.

For the combo cr.mk >> fireball>>fadc>>cr.mp>>cr.hp>>hk tatsu which fireball speed should i be using?

How can I make my set ups more ambiguous? I usually try to switch it up between cross up Tatsu, j.mk, and j.lk. But, they either block the cross up or mash dp in which case they either hit me, or I hit them but cant combo.
So I guess my question is twofold. How to I make my set ups more ambiguous and what are my options after a stuffed dp?
Also, whats the timing on focus backdashing a crossup? I cant quite seem to get it right :confused:

I’m pretty sure the recovery data for all version of the fireball are the same (except for ex version which you cant use anyways) so I would assume you would want the HP version based on the fact the projectile travels faster. But it will need to be sort of meaty.

Good luck