Ryu Q&A Thread

Just the heavy normals push back. I use a deep j.mk ( where it lands right on top of their head) st.mp - cr.hp xx DP if I stun usually and I back dash and use an angled jump not a neutral jump. If they are in the corner and I have two bars I’ll use the EX tatsu - EX DP link for bigger damage.

thanks for the responses guys, i actually get the combo now thankfully. Another question do you guys find the 3 frame punish st lp st lk into dp easier than st lp cr lp dp? any tricks in getting it out quickly and reliably? cheers

It is a bit easier for me but not much. The only trick is the input shrotcut - you can input diagonal instead of forward to do dp. So input becomes LP, down forward + LP, down, down forward + HP. For st.LK xx HP.Dp it’s very similar - LP, forward + LK, down, down forward + HP. So the difference is in one input only and is not major. It’s only a bit easier because pressing forward is more reliable on pad than pressing diagonal. But with practice that goes away.

yes this makes a lot of sense of why i was finding it easier to do the st lk version, the forward is a lot easier on pad. I just have to get the muscle memory down so i can build up speed. Thanks dude!

c.LP into LP DP is slightly easier because of the crouch input and because you can use negative edge.

The real difficulty with either of these is getting the CA afterward. I think it’s Ryu’s most difficult cancel.

2 jabs is easier, but you should really train your muscle memory to adapt with st.lk, i got punished pretty hard a lot of times due to negative edge for whiffing a jab shoryuken,

Q: you hit with MP->HP a crouch opponent, then what’s the next best thing to do to follow?

the target combo is not really optimal, you should be using two st mp or st mp, cr mk into hado. Firstly it gives you more damage and secondly its easier to hit confirm as you will always land your hits.

Yes umehado is right there is nothing you can really do here. You definitely shouldn’t whiff st.HK because it’s punishable even if st.HP hit. You cannot cancel. I’m not even shure that you are plus enough (if plus at all) after st.MP > st.HP on hit to continue pressuring.
There are no actual damage or utility benefit from using this target combo. The only interesting use of it i saw in one of Tokido matches as a reset. He did st.MP, st.MP > st.HP > st.HK xx VT, st.LP and after that i think you could dash under to change sides, though i didn’t check it. But that also would not work against crouching opponent - before going to target combo you should confirm that opponent is standing.
So you should follow up st.MP with st.MP, cr.MP, cr.LK and hitconfirm it as umehado said. I would only add that instead of st.MP, st.MP xx HP.Fireball you better use st.MP, cr.MP xx HP.Fireball because st.MP xx HP.Fireball is not a true block string, cr.MP has a better range than st.MP and they both link from st.MP.
Also you can try to learn to hitconfirm st.MP into cr.HP xx HP.Dp. Surprisingly it’s not that hard.

@umehado @igogorek

Thanks for the quick reply!
I thought there was some trick i was missing to continue after interrupting the string at HP, but it seem i must just NOT use it =)

Too bad, it’s kinda sad as i wish Ryu got more moves/tools, reduce it’s arsenal even more kinda piss me off lol

As utilize sometimes i use it (the target combo) on the corner, you can do stuff like SPS>MP>HP>HK>VTcancel>EX stuff

One thing I think the target combo is good for is that it has the longest confirmation range for Ryu. If you aren’t sure your combo will connect, the target combo is usually a safe ender on a standing opponent.

For example if you do a cross-up j.MK x st.MP and they block, you can do another st.mp. If that connects (and you’re reading it), you can do the target combo and guarantee a combo so long as your st.MP (the second one made contact). Sometimes, doing a one-hit read isn’t always easy (at least for me) but it’s pretty consistent.

Guys I can’t manage to do crouching hp into DP into super. I can get DP into super 10/10 times no problem but can’t get cr.HP~DP~super. Everytime I try after the cr.HP I get a super, any advice?

@mararvilla you should hit your cr hp with a down forward motion, so for instance in a crush counter scenario it would look like the following, St hk slight walk forward st mp, down forward cr hp, dp motion, then quarter circler forward. Watch this video carefully.

i have a question also, i can reliably do auto correct dp from the following input down back, down forward, down back punch. I find this method good as it does it from crouching. However when an opponent is jumping towards me i cannot get the crouching dp out in time or not at all. Any tips from crouching? ive seen so many players do it from crouching so late and deep.

The problem should be that when you do cr.HP you accidentally slide you finger. So instead of pure d+f, HP you get d, d+f, HP or even d, d+f, f, HP that serves as first motion of CA. Then you try to do DP motion it serves as second halfcircle of CA. Thats why i gess CA comes out. You can check that in training watching your inputs. But i think that if you try to do d+f.HP very precisely the problem will stop.

If you do it on pad the only tip i can think of is to not lift you thumb - not do d+f, lift you thumb, d, slide d+f but instead d+f, slide to d, slide to d+f. Which is really easy if you are facing left because you can roll the thumb, and a bit harder if you are facing right. That was my mistake - lifting thumb was causing Ryu to stand up and preventing to successfully Dp late. I still do Dp often like that cause i’ve learned it like that in the first place.

But why do you believe that Ryu has not many tools? =) I think he is pretty packed. That actually is what i like about him, that except from his target combo and maybe st.HP all his moves are applicable and usefull and in many ways. And target combo is not that big of a deal for me cause i don’t really see the difference between target combo and linked combo, because target combo doesn’t change moves’ animations.
You may feel that way because you just got familiar with Ryu moveset. I think that same thing would happen with any other character even those that are much more gimmiky than Ryu. I can be mistaken - i started playing FGs pretty recently. But every time i got accustomed with a character - he started to seem a bit plain. If you change character it just repeats. But if you stick and learn him more - nuances appear.
When i get that feeling I personally dabble with other characters but not seriously, without changing main and without spending much time. I started play with Karin just a week ago because of that. It adds novelty. But i still mostly play Ryu.

Probably is that
Also mostly because in the past he got new specials
SSF2

+air tastu

SF3

http://vignette4.wikia.nocookie.net/streetfighter/images/b/b9/High-BladeLegKick.gif/revision/latest?cb=20101219165102

SF4O

Also in SFV the charge-hado trick may have helped make him feel “new”, if was’nt limited to V-Trigger

Being Ryu my fav SF character, it kinda piss me off see them freeze him more than others because they glued to him some bs roles… be the “balancement parameter” or be simple as possible to be newcomers first choice etc

@Cestus Oh i somehow missed how many posts and years you have on your card. Sharing my noob wisdom. =)
But i actually don’t understand why everybody says Ryu should be a newcomers first choice. I don’t think he is much easier than Ken or Cammy or Necalli.

1- don’t watch years, as gameplay knowledge i’m the lowest tier noob compared to SRK average lol

2- I agree, but that was for whatever reason theyr official approach

hey so i kinda gave up on pad, i had a stick lying around and thought in the long run if my pad breaks im screwed. So the problem im having now is doing ca from p1 side from cc combo shoryuken. I can do on p2 side but p1 side it feels so weird i dunno why.