Ryu Q&A Thread

MuayGio, Have u seen how pathetic Daigo looks when he faces people of his rank? It is not even funny. Last night I watched his replays. It feels like he is playing Ultra Sagat, he is in the corner 24/7. If he is strugling to make it work what makes u think that I would be able to?

Listen, there’s a lot of excellent Ryu players out there who are already demonstrating what Ryu can do against the rest of the cast. Have a look at FourWude, or Allex Valle, or Marvisto, they’re all very good. Have a look at Luffy’s Ryu. In this forum, check out HyungLee’s stream, he’s very good. Clean play, correct punishes, and knowing when not to press buttons takes you a long way with Ryu. And clearly a lot of other people are having success with him.

Alternatively, switch characters. The way of the warrior is not for everyone :peace:

I’ve been a SF fan forever, but never played much outside of SF2 as a kid. I played a couple hundred hours of USF4 when it was released for PS4 last year, so I’m definitely still a beginner. I’m sitting at just over 1000 points now, if that says anything about my modest fundamentals.

Is there anyone here that considers themselves a good coach that might want to jump into a party chat and run a few sets with me? Point out things I’m doing wrong and how I can do them better?

I’m new here, so forgive me if this sort of question/request is a no-no.

@Bluefley i think one concept you need to remember is that there are at least two ways of punishing what your opponent does in a situation.

  1. punishing something because the move is unsafe

so for example if you block necalli’s charge move, you can always punish with c.fierce x dp because the move itself has -6 block advantage

  1. punishing something because you know what the other person is going to do

if you think opponent is going to throw, you can always punish with a dp. or an ex hurricane. or a jab.

in karin’s max sweep range example, it’s hard to punish even on whiff. the goal of karin player IS to do it at max range so they don’t get punished.

but if you knew she was going to sweep, you could have walked back. you could have jumped. you could have fireballed earlier. you could backdash. you can walk forward and c.forward. you can parry. you can dp. there are a LOT of options.

if you look at an isolated situation, yeah it might seem bad, but you need to look for answers from a more overall perspective of a match rather than individual situations.

next time you block sweep at max range, concede that your opponent did his job right, and you move onto the next mixup.

@rainmaker best is if you are able to post some match videos. easiest to give feedback, and also gives you the hard evidence that lets you analyze your own games. it’s really hard to learn inside of a match. most of the learning happens after the fact or from studying (unless you are a fighting game genius heheh)

Ryu is a character with very few gimmicks and requires a solid foundation to be successful while playing him. I would advise checking out Gootecks Ryu guides and beginner videos that he made for SFV. Focus on the fundamentals and practice your hit confirms and you will see your game improve dramatically.

It’s from beta but the concepts still apply

I’d advise having a read of the footsies handbook as well.

http://sonichurricane.com/?page_id=1702

Is there a quick/easy way to pull replays from CFN for a YouTube upload? If there isn’t, that should definitely be implemented.

I can beat some silver ranked easily, it just that im having problem zoning out rush down character that can close in easily. I always take dmg when i cr mk(they jump in) or if i did not use cr mk to get my space, they just double in to frame trap me.

I agreed with you, i play too passive, now i will try and change the way i play, and try to to use less fireballs.:slight_smile:

I see your logic, but it is frustrating because in the previous game she would have eaten cr.mk x hado for that sweep that I blocked.

She does if she’s close, Ryus own sweep further out works. Max range she’s unpublishable although I’ve noticed parry moves Ryu forward into the character. I’m not sure if anyone’s experimented with this though.

If you’re a PS4 player like myself, there are two methods.

  1. As soon as a match you want to save is over, enter the Share menu, then press Square to save a video clip. At your leisure you can trim the resulting video down to the relevant part in the Capture Gallery by hitting Options > Trim. Lastly, while the video is highlighted in the Capture Gallery you can invoke the share menu to upload the video to any supported service.

  2. Find your match through your in game Fighter Profile. Play it through to the end, then save the video and follow the steps as above.

The difference between the two is that if you have a mic, option 1 gets your verbal reactions in real time.

Bonus: If you want to save a long form video, live streaming to You Tube will give you a 720p archive of however long you play for and it can be downloaded after. You can use Twitch as well, but downloading or importing to You Tube then becomes tricky, and I don’t believe there’s a way to keep footage permanently on the site.

I’m in the same boat.
My holes right now are:

  1. Penchant for jumping in under pressure.
  2. Too Predictable (same crossup attempts over and over)
  3. Scared to commit (playing it safe…a little too much)

So currently I’m working on adding just 1-2 things to my game.
Main objective: Stay on the ground and build forward pressure.
-Using the S.MK for poke
-Add more C.mk + fireball/tatsu’s

Frame traps only work if you hit a button :smiley: While applying pressure and being more offensive is great, make sure not to get to anxious while defending. Especially at bronze - low-silver simply not hitting buttons while defending is great. They push themselves out and then you can take your turn. As ryu, if they are being absolutely relentless you can try to sneak in a dp or v-reversal as well to get some breathing room.

The natural conclusion to this is that you may get thrown. Damage from throws isn’t that bad compared to a full counter hit combo off a successful frame trap. I err on getting thrown, assuming I miss the tech, instead of getting blown up and that’s been working great for me online.

You just need to input a second qcf + punch and it will come out. It’s a tight window but should work if you do it quick enough. Try to practice buffering the input before the shoryuken or fireball comes out.

Picture the numpad as the directions you can input. 6 is right, 2 is down, 5 is neutral, etc. What I do is 3HP (Crouching fierce), 236HP (HP Shoryuken), 236HP (CA). The timing can be tricky, you have to input the second 236HP fairly quickly since the cancel window for Shoryu into CA is small. Once you understand the input and timing, you just have to grind it. Do it ten times in a row and if you miss one, start over. Once you hit 10, do the same thing on the other side. Repetition will build muscle memory.

Thanks!

Where are you based?

I’m in the United States on the east coast, just outside of Washington, D.C. It looks like you’re in London…I play with a guy in France every now and then without issue.

Is there any good use or setup for axe kick?

I use it on wakeup against people. The 2 hits make it easy to hit confirm, then you can combo it in to LK and then that in to either tatsu or dp

Axe Kick also makes a great anti-air in my experience. Results in an easy knockdown for oki and has pretty good priority in beating a lot of moves that cr.:hp: will lose to. Obviously, DP is the best choice, but in a pinch, Axe Kick works wonders. Plus, it’s pretty far reaching so you’ll hit a lot of jump-ins that cr.:hp: will whiff on.

Only downside is Dmg will generally be minimal, but for a low risk option that leads to a knockdown, seems pretty good to me.