Ryu Q&A: Ask simple questions here!

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J.hp cl.hp xx hadoken FADC cl.hp xx EX tatsu EX hadoken Ultra 1 This one does 569 damage
J.hp cl.hp xx hadoken FADC cl.hp xx EX tatsu Ultra 1 This one does 568 damage

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Sorry, I’m lazy, closest I got to was 567.
j.f cl.f xx [jab]dp shinku metsu profit???

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How do people cancel a tatsu into a shoryuken? Is the timing more like a cancel or more like a link? I can’t seem to get it to come out.

What should my gameplan be once I get a knockdown? To be honest, I don’t feel as confident as a lot of other players do once they score a knockdown… I just feel nervous. Right now my go to moves are j.crossup tatsu, or just a j.mk into bnb… thats about it. Sometimes I throw when I feel they won’t be expecting it.

Are you talking about in the corner? If so you just do a LK.tastu in MP.SRK. If you’re not, i think that technically you can fadc a tasu? But i didn’t think that was ryu. I thought that was Ken. You could do these weird combos like that in vanilla. So in terms of that not sure lol.

No “cancel” into shoryuken. Either perform a light or ex tatsu in the corner, then when you land do a medium or EX dp.

You are fucking up. The knockdown is the damage part of your Ryu game.
Here are a lot your options:

Vs non safe jump characters

  1. empty jump block late throw tech (this baits out reversals)
  2. cross up tatsu
  3. cross up empty jump dp (this just always works the first time you do it, so take your free damage)
  4. well timed cross up jumping attack (the later you push the attack button the better)

Vs characters you can safe jump (include the above)

  1. Safe jump fierce (with OS) into combo or block string or pressure
  2. Safe empty jump low attack into combo or ect…
  3. Safe cross up into combo or ect…
  4. Safe empty cross up low into ect…
  5. Safe empty jump throw
  6. Safe empty jump into dp fadc ultra (my personal fav) only after a couple of empty jump throws…

Vs characters that are free on wake up or once you got your opponent to not push buttons on wake up. (include all of the above)

  1. Slightly later then safe jump timing air medium punch (hitting twice) to low, ect…
  2. Safe jump air medium punch (hitting once) to low, ect…
  3. Slightly early empty jump low (hits crouch techs that think you are empty jump throw)
  4. Slightly later than safe jump, empty jump dp (hits people who think they can throw your landing frames, leads to fadc ultra)

Not enough time to jump

  1. Walk up block (baits reversals, try to stay just out of throw range)
  2. Walk up close light kick meaty (beats mashing non-reversals, combos to crouch light punch)
  3. Walk up crouch medium punch (beats mashing non-reversals, combos to crouch light punch)
  4. Fake walk up, walk back… time it to be out of reach of opponent’s crouching light kick, punish with whatever (beats crouch tech wake ups)

Combos to use:
All jump ins lead to close heavy punch to heavy shoryuken.
Not sure if you hit your jump in? do one light punch to crouch Heavy punch to heavy punch shoryuken.
Hit with crouch low? chain into light punch, crouch heavy punch light tatsu.
Anytime you see that you are being blocked, end string with crouch heavy punch to hadoken or chain lights until they are out of reach if you think they will mash dp…

These are not your only options, this is just what I use. I even put them in an order that works as a flow chart if you are a bum and don’t want to use your head…

Cannot FADC a tatsu, only Gouken can and only while his foot is still on the ground…

Is Cr. MK xx EX FB -> FADC -> Ultra a practical combo?

Theoretically speaking it would be, considering I can do it safely off the poke, but the execution for it is killer… so far I can only do it semi-consistently from the right side, and can’t do it all on the left side.

Should I keep working at it until I can pull it out whenever I have the meter for it? Or scrap it…

Hell yes its practical. I don’t think its hard to execute at all I find it easier to land than dp fadc ultra which is already pretty damn easy.

My execution still sucks :P. Just got into the game. Will be practicing a lot. And yeah I agree with you, I find way more opportunities to go cr. mk to combos than a dp.

Edit: Holy shit, just tried for a full hour and STILL can’t get that damn combo to come out. Fucking EX DP always comes out instead of Ultra. EVERY SINGLE TIME. And when the Ultra does come out, its too late and it whiffs. Why is it so hard to FADC out of an EX fireball? (It’s so uncomfortable finger-positioning wise on the stick). Never raged this hard before. Gonna stay far away from this combo for a bit so I can cool off

Just practice all the parts seperately. Try doing ex hado into ultra in the corner a million times. Then mk fireball into fadc. Then link. That combo is really useful and has won me some close matches!

This is great.

Also, my only two cents about this is if you’re opting for damage then the HP into HP srk is going to be the option but assuming you want to get in close and or put the opponent into the corner (Sagat ie.) you’re going to do something like lpx2 cr hp xx hk tastu and move the opponent into the corner.
Also im pretty sure there are some others that can still FADC tatsu and there were some shotos that could FADC tatsu in Vanilla but it was useless. Like i’m pretty sure Oni has a mk tatsu you can fadc still…!?

Regardless this is good stuff!

I can do ex fb into ultra, the problem is putting the FADC into there. that’s what screws me up

Hello fellow ryu players ^^ I notice in training mode when i have full super meter i cannot link DP after cr.lk cr.lp cr.lp ! i always get super
So how would you guys go about inputting something like this a little more clean so super doesn’t come out?

You can maybe try doing the shortcut instead? Down forward x2 + punch should do the trick. Otherwise just remove the super bar from your settings lol. Unless you want to pratice doing a dp with super after. Another thing you can try is inputting the dp motion while still chaining LP. I find that usually works better for me.

Sorry to tell you that it only gets worse…
Once you can get the speed to do EX H, confirm fadc ultra 1, the next step is confirming wake up/anti pressure DP to ultra 1 or back dash… EX DP was easy because of the two hits, but you need speed for the Strong DP. Basically, put the computer at random block, walk up do a Strong DP and confirm into fadc ultra 1 or back dash… Its tough but I just got that down…

Its not always the end of the world if you sometimes FADC forward. It creates a 50/50 situation most of the time between DP and tech. As long as its not against people with 0 frame moves (T.Hawk, Gief etc.)

True, I just wanna have super solid general gameplay… Stuff like what to do when you dash forward is something I practice when I go to character specific stuff. Besides, if you confirm your dp was blocked, I believe your backdash is punishable anyway…