Ryu Thread

/\ Is Chris Hu trolling?

WTF is your malfunction? Chris WHO indeed. You never hear of ryuROCKst? Oh no wonder you are new born child fresh seal of date out of your mothers stink.

Though I tell you true why need rogaine already? Plz hide your shame, your dick is sick. Get it back in jungle before I burn down your rain forest BK style.

As I already tell you, combo is IF CAN NOT BLOCK. It is not new, you are now like christopher colombus your discovery is transihed and old. Please go back to india.

Here is combo it seen recent. [media=youtube]t-vFBsQx1sk[/media] Redizzy!? It is no wonder he is bestman.

he is… my hero. :smokin::cool:

once again is time of hajime, and we are back to rocking. :rock:

I see recent discusion of balrog(or vega claw for ameriken big beard). It is now time for his prostate exam. Will he enjoy my touch? :cool: Claw may make us hard so let us keep things in mind for this match. Although it is of flying type its ground game is also strong we must stay aware of counters.

-for ground game we have many. For vega slide, roll and of like we have strong counters with are footsie game. Rapid fire duck short is very hard for claw beat cleanly. Especially if old ryu. Are duck foward and roundhouse are also very strong vs claw happy feet. However for many stand claw normal may crush ryu happy feet. For this we have are stand normal. This is akward but it do. Let us try stand strong, or if very confident we stand hard. Remember stand strong is cancel even from far! :karate::china: We keep this in mind. So now we have who we try scare and make respect our duck short and of like, and if stand we try punch his claw back. Claw beat this by going back to happy feet slide of course and it is viscious cycle.

Besides of course we have obvious from a bit farther away we have red fireball try knock down if vega is more cautious or at least trade. And we have dp to ruin beauitful face if fearful of vega going in and out of range which is hard for which is hard ryu beat.

We have now establish basic idea for ground game.

This so obvious it lucky I dun rock you.

For anti air we have many.

-Sweep. This sometime is forgot in this match, as claw of flying type is so quick!! But remember just beacuse fast and jump is diff arc sweep is still sweep! Let us keep claw jump in mind and how it is acting. Claw in general does not have jump attacks beat sweep realstic so let us not forget our classic stratagies here ethier.

-Close stand hp. This anti air is deceptively strong in this match. For claw type off wall especially. It should be very hard for claw to even trade with a close stand hp. Let us lean towards this more then in most other matchs of game.

-duck hp, its use is very similar to close stand hp. we may lean towards this when not as confident of distance of claw mid screen and are fear ful of get far stand feirce mid screen. We may also lean this more in corner, however keep in mind when anti air at this range claw is likely get cross up behind you when fall!

-SHORYUKEN. This is move we scar sagat with, are you mind fuck of course we love rock gay boy…

“no homo”

I learned that one on internet. :badboy:

-jump strong
Both ryus are strong. old ryu tend to be even stronger in this match in win vs lose ratio and remember it has long hang time so it is easy counter! However we remember new ryu damage off it is much higher of course. Old ryu also hit farther behind so we may use this as such!

-jump hk
old ryu is even stronger of course!

-Far stand hp
if we corner self on purpose or are ass is pressured, we may use this as akward anti air vs a far claw wall dive. Where other anti airs are risk.

There we have now estabilishs very basic anti air idea.

Other ideas we have…

For when knock down let us remember cross up hurricane mix ups are strong here!
We may also meaty low foward and such at tip of happy feet, as claw reversal flip will wiff here and we may continue to a combo for punish.

Also we keep in mind claw is of dizzy type so let us count dizzy properly in this match is chance of dizzy is always strong.

Although let us also remember we count claw dizzy as well. Claw is very reliable dizzy us with 3 mediums, or 2 mediums and a throw in this match. So let us remember if we are hit by 2. Let us stop hammer time our gruond game. We are cautious with our happy feet for a few ticks of clock as even trade will dizzy. Wait a few ticks, then we may continue again with out fear of dizzy. Let us remember this!

Let us remember as well this match hurricane kick is strong guess game for out throw set ups. As hurricane will beat many reverse throw attempts. let us keep this in mind instead of leaning towards dp for this mix up more then usual.

We may also choose corner self in match if we are discouraged from claw dive clownrly.

I must go for now. best man must rest man.

get it? ameriken is great language. :angel:

Claw sucks… I find the safe jump to be very important against him. That and cross-up tatsu. I am learning the proper distance and timing for the deep cross-up roundhouse, but that *** is really hard to cross-up properly.

even if claw is suck, it is still man and in my nature I can not allow it to be sucked. I perfer touch of women on my member. I tell you true one time i hear story from ryu of him and chun li. I ask him “you rock it?” he smile and sayd “I am… best man”

I think we both know what that mean. :badboy::china::cool:

Damage and stun data for N.Ryu, World version

First punches, then kicks, lighter versions first. It is based on observation and I have not repeated the experiments exhaustively, so do not take these as perfect. I sucks to account for variable damage, but as it does not vary that much, I took note of the most common values. Slashes refer to moves with multiple active parts.[LIST]
[]dmg = damage
[
]sd = stun damage
[]st = stun timer
[
]super = super meter gain
[/LIST]


close
4 dmg, 0-5 sd, 40 st, 2 super
19 dmg, 5-11 sd, 60 st, 4 super
24 dmg, 3-9/10-15 sd, 40/80 st, 5 super

11 dmg, 0-5 sd, 40 st, 2 super
21 dmg, 5-11 sd, 60 st, 4 super
26/4 11-16/3-4 sd, 80/70 st, 5/5 super

far
4 dmg, 0-5 sd, 40 st, 2 super
19 dmg, 5-11 sd, 60 st, 4 super
24 dmg, 10-15 sd, 80 st, 5 super

12 dmg, 0-5 sd, 40 st, 2 super
21 dmg, 5-11 sd, 60 st, 4 super
26 dmg  10-15 sd, 80 st, 5 super

cr
4 dmg, 0-5 sd, 40 st, 2 super
19 dmg, 5-11 sd, 60 st, 4 super
24/19 dmg, 3-9/10-15 sd, 40/80 st, 5 super

4 dmg, 0-5 sd, 40 st, 2 super
19 dmg, 5-11 sd, 60 st, 4 super
22 dmg, 6-10 sd, 130 st, 5 super

neutral
11 dmg, 1-7 sd, 40 st, 2 super
19 dmg, 6-11 sd, 50 st, 4 super
22 dmg, 11-17 sd, 60 st, 5 super

12 dmg, 1-7 sd, 40 st, 2 super
19 dmg, 6-11 sd, 50 st, 4 super
24 dmg, 11-17 sd, 60 st, 5 super

diagonal
11 dmg, 1-7 sd, 40 st, 2 super
19/6 dmg, 1-8/0-5 sd, 40/20 st, 4 super
22 dmg, 3-9 sd, 40 st, 5 super

11 dmg, 1-7 sd, 40 st, 2 super
19 dmg, 6-11 sd, 50 st, 4 super
22 dmg, 4-9 sd, 40 st, 5 super

HDK
16 dmg, 5-13 sd, 110 st, 2 super
17 dmg, 5-13 sd, 110 st, 2 super
19 dmg, 5-13 sd, 110 st, 2 super

Red HDK
16 dmg, 5-13 sd, 100 st, 2 super
17 dmg, 5-13 sd, 100 st, 2 super
19 dmg, 5-13 sd, 100 st, 2 super

SRK
27/19 dmg, 10-15/2-7 sd, 100 / 90 st, 7 super
29/19 dmg, 10-15/2-7 sd, 100 / 90 st, 7 super
33/19 dmg, 10-15/2-7 sd, 100 / 90 st, 7 super

Tatsu
21 dmg, 3-8 sd, 90 st, 6 super
22 dmg, 3-8 sd, 90 st, 6 super
24 dmg, 3-8 sd, 90 st, 6 super

Air Tatsu
16 dmg, 3-8 sd, 90 st, 6 super
17 dmg, 3-8 sd, 90 st, 6 super
19 dmg, 3-8 sd, 90 st, 6 super

super 
14 dmg, 1-4 sd, 20 st, -48 super

throw
32-34(behind) dmg 5-11 sd, 100 st, 0 super


I dunno if it’s already been asked/answered, but is there a way to get both hits of Ryu’s toward+fierce to connect without having to do it meaty/on dizzy? I just keep getting a throw when I try.

You can use it after a whiff jump, SRK, Flash Kick, etc. That aside, it is not much different than his knee bash: if the enemy is throwable, he will be thrown. If you also hit with a weak attack and use it right after, the move will come out as you are in frame advantage. This can be OK if the enemy mashes while crouching, extending the hitbox and eating both hits. Finally, if the enemy crouches, you can obtain it after a tatsu, as throws are disabled.

Guile’s standing mk (the backspin jump kick) is giving me a bit of grief.

st.Jab and st.Strong can beat or trade with that move. Either that, or you just wait for him to either push you back or get pushed himself, as it does not recover that fast, as Chun’s st.Strong or Dee Jay’s st.Short.

I’ll toss those out there a bit more

You mean like after a follow-up for a sonic boom? Yeah that got me a lot too. It’s pretty important to know your spacing in this matchup, as guile is very dominant at very specific ranges, and the same goes for ryu. Usually the best option is to block and create a little space for yourself, so you can threaten him with fireballs again.

Here’s positive proof that a badly timed meaty Shoryuken can be reversal thrown after wakeup by any character, not just Balrog. Fei and Cammy have small throw ranges, so if they can do it, any char can.

http://img51.imageshack.us/img51/91/ryufei.png

http://img440.imageshack.us/img440/8804/kencammy.png

Well, Ganelon and I were talking about being thrown from the front, when the character is on his toes. I am not sure anyone has disputed that shotos can be thrown out of their Shoryukens when the enemy is waking up, the way you have displayed. Maj’s shenanigans video shows it too. I was messing up with Chun today, and I got thrown out of her Short Upkicks (Tenshou Kyaku) by Honda. I tried to AA from the wrong range, he landed and grabbed the whore instantly.

I thought Cammy and Fei’s DP could also be thrown like this, but turns out they are only air throwable (lucky for them, but I guess that’s fair as they can’t go through fireballs with their DP). Hawk and Sagat’s DP can also be thrown like this.

Some Ryu “natural aism” for ST. It’s flashy but you can mix most of these in actual matches and keep pressure while you build meter fast.
[media=youtube]iR3SHMp2JWY[/media]

This is very good, but one must keep it in mind that it rarely works against good players offline. I see it as a desperation technique or “see if the enemy accepts it” stuff that is enhanced by lag. When Ryu falls from the tatsu, if he is in range for a normal and the enemy does use the normal as a meaty so you land on it, you have to block it. Good players will usually hit you on your way down or expect a mistake with a meaty for a dangerous and damaging combo, e.g., meaty cr.Fwd, cr.Fwd xx Fierce Hadou (often dizzies). The first example is actually the best one, since the enemy has to guess between standing and making the cr.RH whiff, or crouching and either blocking the cr.RH and maybe allowing himself to be thrown.

Pretty flashy video, but I think it’s only used as an extended example of how to build meter, maintain pressure, and mix-up your offense while in a match. It’s totally unreliable to perform this many repetitions on any good player, especially offline, but it’s good to use if they don’t expect you to play so aggressively.

Glad you liked it guys, and yeah the idea was too show what ryu is capable of with his short tatsu. I use this rushdowns with many variations and they tend to work a lot. Usually when you do really long combos your opponent gets used to that and you keep them guessing by adding a throw every now and then. Thats what i do and it usually works.

Hey guys, how do I fight Fei Long?

There is zero match-up advice in the ST wiki: http://wiki.shoryuken.com/Ryu_(ST)#Vs._Fei_Long: