Ryu Q&A: Ask simple questions here!

Odd question: what does Ryu say when he throws an EX fireball?

A simple “SHAKUNETSU!!!” without the “u” at the end. It sounds confusing in english because the “S” sounds like a “T” in the beginning.

What is everyone’s method of crouching medium dp? On the pad, I tried from diagonal forward to diagonal back and I’m having difficulty doing this fast enough to dp most attacks.

on the 1 player side I do: downfoward, down, downfoward. Mostly useful if I am walking backward or not moving much
If I am moving toward my opponent I will just go down, downfoward since I have the first input.

on the 2 player side : I think I use the regular DP motion, since Its most natural and fast the way I am holding my stick.

ps: just realised your asking for crouching DP. I will use the short cut always from both side. 2 quicks motions to downfoward.
I think its simply the best way to do it, you keep your hit box low and you dont take the little uneccessary step before DP come out.

I remember playing on a pad, Its harder to hit those diagonal for sure. Its just much faster on a stick. This come also with time, I remember having
a hard time doing a fast DP while crouching. With more experience its actually faster for me.

It’s annoying because anti-airing is one of the biggest things in the game. Chp is personally bad in my opinion because there are no invincibility frames and all. My footies game is decent, I have good reactions, I’ve nailed most of the combos, and I have GREAT mixups. My primary problem is my weak defense…aka my lack of anti-airing.
I’m thinking about changing to a stick soon. But I’m currently stuck with a pad…
with down forward down forward, I occasionally get super when I’m maxed ._.
Thanks : P

Ive work a lot on my anti-airing its pretty fair, but Its still kind of a mental pain when your tired to anti-air. Its a super important part of Ryu game
I agree.

C.hp is a good anti-air in certain situation : if opponent is very close, vs Ken Tatsu, Blanka escape ball etc but for sure you dont need to get lazy
and use it when a Srk is superior. I use a lot of St hk lately when opponent jump from far.

I heard they will add 1 frame of invincibility to mp srk in AE ( from 4 to 5) Thats nice !

St HK is really useful. I also like using jabs at times to beat out attacks like blanka balls. Chp for the most part shouldn’t be used to anti air for ryu unless the opponent is very close, as you said. They are giving us 1 more frame of invincibility but we’ll need to deal with our cmk poke which drops from 5 active frames to 3 and the fact that an army of yuns, yangs, and fei longs are coming…

Hey I have a lot of questions, sorry for being a scrub.

  1. When I watch Daigo, he shoots a fireball but can still shoryuken any jump ins. When I try this against my friend he can always hit me first, even if I do it from much farther than Daigo does. How does this work, what srk should I use and is it matchup specific? I’ve only been able to do it if my opponent attacks late rather than early from a jump-in.

  2. What’s option select and how do you use it?

  3. How do you shoryuken to interrupt jabs or block strings on you?

  4. My friend can punish me after blocking fierce hurricane kick but I can’t do it back. Is it punishable? Is it just timing?

  5. Is there a difference in landing lag if you land with no move versus landing while doing a move? I’m having trouble understanding the priority. For example, if there are two Ryu’s, one jumps straight up and one stands there, if they both try to c.HK right as the jumping Ryu lands who will win?

  6. What hurricane kick should I use to cross-up?

  7. Are there any advantages to using other moves other than mk when jumping in?

I’ve only played Smash Bros. Melee, street fighter game mechanics are very weird to me lol. Thanks for all the help guys, I really appreciate it.

Hey man, I’ll try to answer some of this for ya.

  1. Daigo’s knowledge of spacing is fantastic. He rarely shoots off a Hado from an “unsafe” distance unless he’s conditioned his opponent not to jump over them first. You’ll want to use MP SRK as your default anti-air, as it’s got a lot of invincibility.

  2. There’s actually a couple threads devoted to this, I’d recommend just searching for it. In essence, an option select is when you input one thing, but a different thing may come out depending on what your opponent does. It’s a little complicated but very useful.

  3. You basically want to input your SRK while still in block stun; this will typically result in a reversal, meaning you did the special in its earliest possible moment, and you’ll hit the opponent. Or they might block, which would suck, but it happens!

  4. You’re at a SLIGHT disadvantage on a blocked tatsu. Good reactions will get the getter of you; try not to just throw it out there, but instead use it during a combo so it won’t get blocked.

  5. This depends on if the Ryu who did a neutral jump did any attack while jumping; if he did, then the one who did not should be able to sweep him or otherwise attack. Check out the SRK Wiki for SSFIV and read the “Trip Guard” portion to get a better idea of it.

  6. All of them should work, but I use HK most commonly. I believe it’s the one used most often.

  7. Yes, but it depends on what you want to do. Other useful jump-ins are LK, HK, and HP, Sometimes MP has its uses as well, but it’s a better air-to-air because you can juggle the opponent into EX Hado or Ultra 1/2 after it.

Hope that helps!

Thanks very much, lots of info there I didn’t know. I’ll also be looking at the Game Systems part of the wiki more as it looks like it has a lot of answers. I appreciate the help =)

What is/ae Ryu’s best punish(es) in terms of conventional punishes on blocks and whiffs (i.e. Juri’s is cr. HP xx Ex Pinwheel)

Best Punishs:

**when you have lot of time: **

Solar plexus, c.hp xx special ( possible to FADC your srk special to ultra 1 or Super)
Solar plexus, c.mp, c.hp xx tatsu ( character specific, about half the cast)

when you are very close and little time:

c.mp, c.hp xx special ( possible to FADC your srk special to ultra 1 )
c.mp, c.mp, c.mk xx tatsu ( standing opponent)

when you are close and little time:

c.hp xx special
c.mp, c.mk xx tatsu ( standing opponent)

a little further:

cmk xx tatsu

**no time at all: **

ton of move on block that are punishable only by Super or
reversal SRK ( 3 frames) or jab ( 3 frames) but you need
amazing timing to punish a -3 move with a jab. With Srk
you get the reversal window that make it fairly easy.

ex: Straitght dash from Balrog,badly spaced Scissors kick from Bison etc

also some move are only punishable by Super or Sweep sometimes
since opponent move leave them in sweep range

ex: EX Phinweel :slight_smile: I think… , Dash low punch from Balrog, Rolling Sobat etc

Ryu dosent benefit so much I think from Using FADC and extending his combos in term
of pure punish.

Hope this help

Just checking, but can Ryu throw a super while he still has a fireball on the screen in AE?

I was in an endless room the other day and this random Ryu came in and did just that. I thought it was some sort of ninja buff at first, but then I tried doing it in training mode and all I get is SRK when I have a fireball on the screen.

(This was on the PS3 btw)

dont think so, but you can land Super if you can hit confirm on a fireball

yeah, I know that, but the Ryu threw a fireball and then seemingly canceled the recovery into super before the fireball actually hit. I gave it a try in training mode and all I get are SRKs.

It’s probably an online lag-based glitch or something.

I didnt mean a cancel of Fireball with Super, but throwing a fireball and if you see it hit, you can juggle with Super even from Full Screen.
But I am pretty sure Ryu has lost his Super trap from Vanilla

Yup, I know what you mean about hit confirming supers. I was just describing what seems to be a glitch that lets Ryu fire a super even with a fireball still on the screen. Basically the player threw a fireball, then seemingly canceled into super (the fireball had just left Ryu’s fingertips). The super connected first before the initial fireball did. I couldn’t reproduce it in training mode, which is why I was asking about it here.

I use Ryu’s Ultra 2 and I want to know is it slower coming on then lets say Seth Tanden Engine as I swear I dont it when peeps are landing and if I done a normal srk, it would have connected but the ultra 2 they at times seem to block if they are landing very close back on the ground?

Ryu’s Ultra 2 is a lot slower than a regular SRK. You’ll have to do it a bit earlier compared to an SRK if you want to use it as an anti air.

It is possible, you have to buffer the motion and input in MOMENTS after his hadoken goes out his hands, its tricky but doable. Been doing it since Vanilla. And confirmed after 39 tries in training mode. My arm~~~.