Ryu Q&A Thread

I would say you’re on the right track. If you try to build a habit of not jumping to create your offence, it will also force you to improve your anti air game, which is crucial with Ryu.

I would also recommend looking at pokes like St.MP and cr.MP, which are both excellent even though they’re shorter range than st.MK.

Also practice playing deliberately and patiently learning all the punishes and trying hard not to drop them. Sf5 is an extremely punish centric game - few forms of pressure are fully safe.

I’m starting to finally move up in ranks and the two main things I think will get you the most mileage are Anti-Airing consistently and Max Damage Punishing.

Jump-ins in this game are very rewarding since you get a ton of damage and can get cross-up benefits. Removing this option from your opponent by AA’ing consistently will make your game far better. I’m starting to be convinced that AA’ing is 1st thing you should learn with your character. If you can’t deter your opponent from jumping, you’re just making it way harder on yourself.

Punishing is the 2nd thing. Learning all the different things you can punish and getting max damage is also critical. Many people spam unsafe moves, and if you remove those options from your opponent, you’ll win a lot of games easy.

If you do these two things consistently, the things you are trying to focus on will come much easier.

  1. If you take away the ability of your opponent to jump, you can apply ground pressure far easier.
  2. If you punish things to the max, you reduce the buttons your opponent will want to push, making your pressure more effective.

I have the problem of sitting in the turtle position for far too long. I also throw out way too many cr.HK’s.

My strategy for fixing this (please let me know if this is a good idea) is that I’ve been practicing cr combos
cr.lp > cr.lp > cr.mk xx Hado with the guard set to block all. It’s a good way to push them back so you’re a little further than st.mk range.

Being judicious with cr.HK is definitely tough. At this point, I only use it for punishing, whiff punishing because of my opponent’s poor spacing, and very hard reads (or if my opponent won’t block it for some reason.) Sweeps are risky, no need to not treat them as such since they are a single button.

I think one think that you should also practice is mixing up what you’re doing during block strings. For example, a common problem I see (and I’m starting to get over) is that people will go into the same block string every time. If you read your opponent blocking, try walking up and throwing, or once spaced, go for a cross-up. This will force them into pushing buttons, which is when you can get your counter hits.

It’s good to have block strings to scout what your opponent does. However, you should use them to open up your opponent in the close space. If all you use your block strings for is pushing your opponent out, then you’re giving up the initiative.

My advice would be set the dummy to “Random Guard” and try reading what’s going on. If you get an initial hit, go into your combo. If you the dummy blocks, for a throw and just try different options. Defense is way harder in this game with the loss of crouch teching, so you press your opponent’s hard. Eventually, some will just start mashing DP, and so long as you know when it will come out (because you know what parts are true block strings and what aren’t), you can read it and then CC them.

SFV is all in the those little mind games that happen during a match is what I’m finding. It’s not particularly sexy in some instances, but conditioning your opponent seems to be at the heart of SFV since defense is much harder.

Granted, I’m only 1900 BP so take that for what it’s worth, but focusing on these things has seen me move up relatively quickly from 500 BP (just don’t have much time to play right now.) Now, it’s usually my execution that kills me more than anything, which I’m working on next.

Played since vintage SF2, was strongest in Guile but my Ryu was no mean feat. My Ryu skills started to decline in SF4 (skipped 3), and my best character in IV was the boxing guy. Tried V with Ryu again - still sucks. How do I up my game? Best way maybe is to watch my replays - my SFV ID is Nihongo.

Cheers,
Nihongo

please advise.

topic.

HI ppl, im trying to do a crouch atk into shoryuken and then into CA. how can I perform these move?

For example cr.hp>srk>CA or cr.mk>srk>CA.

what is the best input for this?

topic.

1)where should ryu position himself in a game to give him the best advantage?

2)depending on our positioning, which move is the best to use?

What’s the difference between j.HP and j.HK for a jump-in?

Here is j. HK

http://i.imgur.com/fqeDimA.png

And here is j. HP

http://i.imgur.com/lSJlw6z.png

Seems like j. HP is harder to anti air whereas j. HK has a little more range.

What are some good ways to rush down opponents who are constantly backing off? I have trouble even beating my brother because he always dashes away or jumps away whenever I hit his block.

I recently picked up stick, and I’m having trouble pulling off Ryu’s forward h.p.>crouching h.p>shoryuken>critical art. I didn’t have any trouble on pad pulling this combo off using the dragon punch short cut, but the shortcut almost seems to make it more difficult on stick. Any tips?

Walk him into the corner and don’t let him out.

Ryu’s forward dash is the linchpin of his fireball game.

@ParryThis – Ryu’s most basic AA is of course mp srk. However he has many options.

[list]
[] mp srk (or ex)
[
] st.hk (crush counter into hp srk, tatsu, st.hk again, or super)
[] cr.hp
[
] b+hk
[] st.lp (into optional dash under)
[
] j.mp (buffered into tatsu)
[] j.lp
[
] dash under
[] dash back
[
] parry
[*] walk forward hp srk (for empty jumps)
[/list]

Start out using mainly your medium dragon punch. Next you will want to incorporate st.hk for far jump ins as well as st.lp for a general AA option that you can get a good mixup from off the air reset. Then try to incorporate cr.hp and b+hk – b+hk is good to beat close in, deep jump ins, and cr.hp is good to beat closer up jumps (but not quite crossup spacing) where st.hk would whiff underneath, it’s also easier to execute quickly than a DP if you’re caught off guard. Parry is easy to incorporate at any time, and the safest followup to a parry AA is a throw, but often times at lower rankings you can just go into st.mp combos because people aren’t used to parry AA and they’ll keep pressing buttons (and get counter hit).

Dash under and dash back are a bit more advanced options that you can incorporate down the road when you feel comfortable. Dash back can be good to avoid far spacing jump ins that you don’t want to contest that you are too far to dash under, while dash under is good to slip underneath close range jump ins to swap sides on the stage or to force pressure onto your opponent. Against empty jumps, which good players will employ to try and bait DP from you, you can use st.hk or walk forward hp srk.

Anyone know good options off a successful v-reversal?

Dash forward once off v-reversal and you are at frame advantage, dash forward twice and you are at frame disadvantage. One forward dash covers a meaty option for normal recovery off your v-reversal, two forward dashes covers back roll but you’re not at frame advantage so be careful, people mashing buttons (AS THEY ALWAYS DO) are gonna bop you. Remember st.hk and b+hk and f+hp all have pretty decent range as well as fireball, not sure how safe they are. So one dash into an appropriate attack based on their recovery is probably the best.

I’m having trouble getting out HP dp after my hit confirms for crouching moves. CA keeps coming out. For example if it do axe kick into s. lk hp. dp I have no issue hit confirming my DP, but on combos like c.lk c. lp xx hp. dp I’m having issues. I’m also playing on a pad, I used to be a zangeif main. Wondering if investing in a stick would give me and easier time. I think what’s happening is when I’m inputting crouch for my normal, then fdf for my dp the leaniancy on my pad or in game is confirming into super. Any advice would be great. Thank you.

If you try to do the low short hitconfirm, use df, d, df shortcut and you will never get CA.

If you try to do the low short hitconfirm, use df, d, df shortcut and you will never get CA.
[/quote]

Yeah I’ve been practicing that and I’ve been getting it to come out somewhat consistently. Just need to tighten it a little. When I do st. Lp, cr. Lp, xx hp. dp is still somewhat tough. But I’ve just been grinding it till I can get it down.

I wish there was a compiled list of how to punish certain normals. I feel like Ryu’s neutral or jump forward attacks lose out to a lot of things even if I use LK. I’m also having a hard time with Charlie when it comes to air throws. Anytime a good charlie player jumps in and I’m jumping I get thrown. Does any button beat that out or can I do an air tatsu? Super frustrating. I mean yeah I stop jumping and play a more grounded game but it annoys me that I have no way of jumping in on Charlie.