Ryu Q&A: Ask simple questions here!

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Ya i guess the person could probably just option select something if they were on point.

Why heavy DP? I almost never use that… it’s usually light DP for FADC ultra, or medium for anti air (I’m talking about what I do)

Heavy DP does way more damage in the combo. As well, if you’re AA game gets really good, you can essentially have your dp hit right at the end of the jump in and if it hits at the start of the motion it does more dmg ^.^

Hmm, I’ll look into it… after I get cr. MK XX Ex. FB to Ultra lol.

Does Ryu have any true block strings? When the opponent blocks cr. mp cr. mp sweep it’s really costing me.

Also not sure what else I can use in terms of combos, I’m getting very predictable with the same strings and I don’t know how else I should mix it up. Tips?

cr mp cr.mp x2 into sweep is easily punishable. You can do your jab strings and most times, if you switch things up you generally wanna mix stuff up into a Hado. But you can slow it down if the guy is mashing DP in order to bait it out then punish.

You don’t mix up combos lol. You do the most damaging ones or sometimes the ones that bring you in a good position/out of a bad position. Blockstrings I use are cr.lp, cr.hp xx hadouken or just cr.hp xx hadouken. Mostly cr.lk, cr.lk, cr.lp, cr.mk or blockstrings that put me in a specific distance so I can bait out certain things.

^ I hope you’re not saying that you should just do the same block string every time and shouldnt mix up your blockstrings to bait out counter hits. Because that would be silly.

What can punish DeeJay’s EX kicks (the charge back, forward one) at one hit range? What I mean is, vs DeeJay I will throw fireballs at a range that makes the EX kicks only hit me once, and the second one whiffs. It seems like I can get a punish but I haven’t been able to replicate this in training mode. Any ideas?

Howcome when I play Ryu and I go to grab a Balrog their lp always stops me? But I tried playing Balrog and I was mashing lp and people still grabbed me. WTF am I doing wrong.

If you know the second hit will miss, ultra. If you aren’t sure, input a tatsu and press kick when you should be getting hit by the second hit. You’ll block on hit and tatsu on wiff. If you ever block, the second hit you can always at least sweep punish…

A combination of things is happening.

Conditioning
You probably have not given balrog a reason not to press lp (like walk forward crouch attack into safe string or combo confirm) so they will. You need to train (condition) your opponent not to press lp because there is no reason at the start of the match not to. On the other hand, when you play balrog, they may have done things to make you second guess sticking out a lp like walk up shoryuken or just spacing fireballs a lot.

Spacing
When are you going for the walk up throw? If your opponent is in the corner, they might be more defensive. That gives you a higher percentage chance of sneaking in a walk up throw. Are you initiating your walk up throw from as close to right outside of lp range as possible? The closer you are to a wiff-ing lp, the more of a chance you can walk up throw directly after you see a lp wiff.

Timing
Are you trying to do this when your opponent is free to move around, they have more options and will be more willing to use an option other than block. On wake up, the opponent has much less options and it may be easier to slip one in. Is it early in the match, when your opponent is watching and downloading everything you are doing? There is a good chance he may simply see you walk towards him and expect a walk up throw. You may want to wait until your opponent is playing in a way that lets you walk up and throw him. Look at how much life he has, when players have low life, they tend to usually be safer meaning they won’t stick out as many buttons as they normally would, that would be a better time to try.

Reading your opponent and being predictable
Is your opponent super offensive? You’ll never get a walk up throw vs him. Are you doing walk up throw at obvious times or worse, in a pattern (like two failed block strings into a throw attempt)? You gotta make sure that not only does your opponent not know you are going to walk up grab, but that your opponent is not in the mood to press buttons atm. More knowledgeable players know that when they have high stun that they should not press buttons, but they know that a grab will stun them also. You can walk up to lp wiff distance and fake an attempt by walking slightly forward and walking back. If they have no reaction, go for the throw, if they wiff, try to wiff punish with walk up throw, if they do anything else, remember it and punish them next time you’re in that situation.

This isn’t the full walk through, but I hope you can use this to figure out what your issue is.

What should I do to Makoto after I throw or sweep? Can I safe jump her or will her dp beat me? Im not sure how to fight her cuz I dont run into her alot on line but when I do I get blown up. Fireballs dont seem that useful against her either.

Also what is the best dp to use to chip someone out. I’m thinking fierce dp does the most chip damage or do they all do the same? What about EX dp?

Mak can be safe jumped and fireballs work well against her. Learn the spacing of her jump and dash if you want to fireball her… If they like to jump your fireballs fast ones can hit them on the way up and slow ones can hit them if they try to cut the jump short. Slow fireballs are for Makotos that think they can focus through everything. You should recover in time to punish the dash…

I think chip is universally like 10 or 5 percent of the damage of the move unless they specifically nerf or buff a move for balancing reasons.

Best chip in order of meter
4 bars jab dpxxsuper
3 bars ex dp (2 hits) fadc fierce dp
2 bars jab dp fadc fierce dp
1 bar fierce dp
0 bar fierce dp

I also noticed that when I try to chip someone to death with fierce dp sometimes they are able to wakeup backdash and punish. Is that because I miss timed it (due to lag of course) or because some characters have better backdashes.

I use strong Shoryuken because it breaks focus backdash.

Character specific back dashes matter, but meter matters more… Time your chip out dp’s to be as late as possible every time…

Just to be clear, you know the context is chipping someone to death. They shouldn’t be able to take a hit during focus without losing…

It’s very situational. Can only do it if your opponent currently has no way through a fireball(Everyone has a way, but most require meter). But you can chip with super -> ultra. There’s time for them to act, but not enough to jump if that’s their only option. Funny as hell when you do it in the right situation.

Oh, if it is chipping to death then you’re right, focusing is useless.

So theoretically dp should beat every characters’ backdash everytime right?

no…

you don’t want to dp rose or chun li outside of the corner. there are others, you can lab it up and figure it out…