Ryu Q&A: Ask simple questions here!

Um hi i’m pretty new but I have some questions Ill just start with one

Whenever I get my super I never end up using it because I don’t want to randomly throw it out, and i’m not sure how to set up using it is there like a certain combo or something that is the go to for using it.

When I have super I tend to choke a lot myself. I found it’s best to just use the meter, especially since super sometimes comes out accidentally. However, the best combos I found to super after are any lk tatsu combos in the corner (my fav for swag reasons), or using a crossup tatsu. Also, super is a really good punish for players who use blockstrings or just about any punishable move which usually would work, barring the super punish. I think it has a 2 frame startup. You can also use it after light dp. Or for max damage situations like a crumple, you can practice fierce->fierce dp->super. Then there’s fancier combos which I don’t get into like low forward->fireball->super

No, Super does pretty decent amount of damage, don’t waste meter unless is necesary. You can do any combo into Hadoken or Jab Shoryuken and cancelling into Super, Air Tatsu into Super, Short Tatsu in corner into super, and if your Shoryuken trades you can usually combo into Fierce Super. Having Super gauge full makes the opponent fear throwing a projectile or an unsafe move, since you can punish him with the Super (it has 3 frames of startup, it punishes lots of things). Knowing how to use Super is very important for any Ryu.

Something ive been wondering about with Ryus OS sweep.

Why does the jab not come out when you hit cr.LP+cr.HK at the start of a block string (its always the sweep). But when you have it in the middle
of the block string it will select either a cr.LP or cr.HK depending on what they did.

Quoted from the General Option Select Thread

[forums.shoryuken.com/discussion/150431/general-option-select-thread](General Option Select Thread

If your opponent back dashes the first hit will whiff fast enough that the second attack will count as a link instead of a chain and since the HK button has priority over the LP button the sweep will come out. Conversely if the first jab lands the small pause in the game will make the second input come out too soon to be counted as a link so instead it counts as a chain. Since c.HK cannot be chained from c.LP the game will read the input as simply another jab. This by far is the easiest option select to learn and is useful for dash happy opponents. In general these types of OS are used to counter dashes, but they are usually limited in what you can OS off of.

Thanks for that. It processes chains and links differently it seems.

Can you option select with cr.lp+cr.lk+cr.hk instead of just cr.lp+cr.hk? This way you could punish backdashes and tech wake up throws. It would also cause Balrogs wake up headbutt to whiff. I havent tried this but if its possible why would you ever use just cr.lp? Also is there a way to option select with cr.lk and tatsu to punish teleport?

With a chain attack, you’re canceling the recovery frames of the attack by doing another. A link, you’re waiting for the attack to recover, and then attacking again.

Yes. It works.

ok cool. so is there a reason why when everyone mentions the sweep option select they always use cr.lp+cr.hk? seems like cr.lp+cr.lk+cr.hk would beat more options.

were you also answering my question about tatsu? if so how do you do that?

No. If they block the c.lk, it will cancel into tatsu anyway.

The sweep os works with tatsu. It works the same as Fei’s rekka os.

Press your crouch or standing light attack.
P-link roundhouse button at a timing that counts as slightly too late. (you need to negative edge this button, so this gets it ready for you)
Perform a negative edge tatsu, where the timing of releasing the roundhouse button is during the few recovery frames of you light attack (if it would have hit).
Immediately press your next crouch or standing light attack.

This works because, you cannot perform a special move during the recovery frames of an attack. You can only perform a special move during the active frames, which is why the game developers gave us a bone in hitstop. When you connect, the frozen frames of your animation (hitstop) count as active frames also giving you more frames to input your special move. Anyway, without hitstop (basically, when you wiff) the animation for your light attack ends quicker leaving you in neutral and ready to accept the tatsu input. With the hitstop, since you timed the hurricane to be performed during the few recovery frames of the light attack, it will be ignored. Chaining can be performed during recovery frames, therefore it you will ignore the tatsu while accepting the second light attack (only on hit)…

This os is hard… You have to practice the hell out of it if you don’t want to accidentally get a mistake tatsu or just flat out jabbed out of it… On the other hand, its fucking great for Chun, Rose, Bison, Cody and Vega…

You want to practice the OS on a blocking opponent so you get the timing down for when to do the recovery frames negative edge tatsu. Once you get that timing down, you just want to wiff so you can work on cleaning up you negative edge tatsu inputs and you’ll be fine. You should end your practice by programming the OS into the dummy and seeing if you get the results you wanted while still not being able to jab the dummy out of it…

Is there a list of ryu safe jumps vs every character?

Nope. Ive been asking for this since forever all the other SF character forums have information like this all neatly organized and shit except the Ryu forum.

Here are some of his safe jump setups. They are not really character specific, it just depends on how many frames that particular characters’ reversal is.

youtube.com/watch?v=kUgTIrePPuM#t=84

I was watching some Infiltration matches and he was using jump back fierce as an instant overhead like Chun Li’s jumpback roundhouse. I’m surprised no other Akuma does this or figured out you can do this. Must be the genius of Infiltration. Anyway has anyone tried to see if Ryu’s jump back fierce or any other jump back move works like this?

I am pretty new to this game and not able to make the airborne tatsumaki senpukyaku. Are there any conditions where you can cast it only? After trying it over an hour im very desperated^^ I hiope you can give me some advice :slight_smile:

Jump (either direction). While on the air (aim at the peak of the jump at first, you can delay it a little) perform the motion for regular tatsumaki. That’s really simple.

What is the timing for air tatsu from like almost full screen? Whenever I mirror match another Ryu player thats better than me they always pull that move out on me during a fireball war. I feel like my game is really lacking cuz I don’t know how to do it. It would be really useful against Dhalsim and Sagat in fireball wars.

A comment on something asked earlier; it’s easy to safe jump Mak’s DP (fastest one starts up in six frames). However, you can’t get too ballsy because her EX karakusa can also blow up safe jumps that you’d normally be using to safe jump her DP.

Proceed with caution; Mak isn’t quite as helpless on wakeup as most seem to think.

One thing that you need to be aware of is that makoto can do literally nothing on wakeup but tech a throw if you try to throw her. She has no throw invincible moves, so always start off
with this, to make sure she respects your oki.