Can you do a f.HP into a DP? Ryu’s forward heavy punch hits twice and I know you can cancel that into his DP after the first hit connects but I’m wondering if you can input the motion for his DP immediately after you press f.HP instead of having to wait until after the first hit connects?
You can link into DP afterwards. In fact, you can link cr.HP xx Shoryu afterwards too, which does more damage, or cr.MP xx Hado, which hits from further away. Each of these can also be cancelled into Critical Art.
Thanks, yea I think I’m confusing canceling with linking. I was just curious since if I link the DP after the first hit I connect but if I try to link it (cancel?) at the same time I input f.HP then I rarely get it.
You can actually cancel into DP from Solar Plexus. You can cancel on either of the two hits of Solar Plexus–the window is actually quite large. You can also link into DP, but the cancel is much easier if you’re too far away to link c.HP.
I’ve canceled after the first hit, I was just wondering if you can input the DP immediately after you press f-HP or do you have to wait until the first of the two hits connect?
I dont think its possible to simplify Ryu to that level in this game since the other characters all have a range they want to be at, and they all have different anti-fireball tactics which are from different ranges.
However for most of the cast, I would say just outside max poke range playing footsies is his best range. The anti fireball tactics are less effective as its difficult to react to at that range and the moves often have start up (but dont be predictable), and you still have the time to anti air with a DP.
If its Dhalsim or Fang, its in his face.
You want to stick to normals for the most part. St MP/MK/LK Cr MP/MK. Hit confirm to specials. Occasional fireballs when you think they will move forward or hit a button. Dragon punch if they jump, or st MP if you dont have the time too.
Dash up and use the normals.
Dash up and throw.
Knockdowns/meaties is another thread. Going in is another thread.
One of my students shared this great resource for all characters! I’m sharing the Ryu portion of the content with you. I hope this helps you! http://eish.deviantart.com/art/Ryu-596290752
Does anyone know if the 3 frame buffer applies to stuff like forward throw> f.HP?
I feel that meaty is very hard to hit and have people jump, backdash or poke out of it a lot.
Just remember to anti-air! The tough thing with Ryu is that the range he wants to be at requires him to be very on point with anti-airs. Your whole game is unlocked once you get the opponent to stop jumping. If your opponent is scared to jump, your fireball becomes one of the most powerful moves in the game.
now the problem is how do I control the space between me and my opponent? there are moves that can bypass fireball. For example karine and laura can easily close in. What do I do to make them jump.
Help with anti-airs. Most times back hk works, but then sometimes their jump in kick goes through?!
Sometimes a standing mp works. Other times it doesn’t. What gives???
Honestly, don’t bother with anti air normals for now. They’re incredibly situational with Ryu. 95% of the time MP Shoryu is the best option.
You just need to practice doing that, and doing autocorrect Shoryu for crossups. Then, when you’re trying to really master matchups to make platinum you can start thinking about St.HK, axe kick, and cr.HP anti airs.