!!! I was just signing on to post it… lol yea i just posted it cuz i know i do that sometimes and i Think people are suprised and think they mis time there moves or something. But ryus hurricane kick really CAN still go through fireballs even in super turbo. Its just harder but its deff realsitic still. Its just that its easier to do it with medium and hk versions since you start forward more. Anyway thanks for posting for me. I woulda tried to tape some better examples but again only myself so hard to do it.
just a silly question can anyone do a J.lp to a Cr .lp to a super with ryu? i did it a couple of times and its a 7 hit combo looks pretty cool but not that damaging. your thoughts?
most of the time when i sport that combo it was a complete accident but i’ll be like “you like that shit huh bitch”
^ my excat feelings lol
Video from Opemai showing wall dive counters. Please, we need translation on this! Anyone who knows Japanese or has a Japanese friend!
Matches:
Ito x Opemai (part 1, part 2, part 3, part 4, part 5, part 6, part 7)
Ito x MAO (part 1, part 2, part 3, part 4, part 5, part 6, part 7, part 8, part 9)
Ryu vs Chun (D x Otochun, apparently from the closing even of the Game Off arcade)
match 1, match 2
Great anti-Chun stuff, though very hard to accomplish, since his counters take fast reflexes to apply. Any whiffed move, he mounts an offense.
Thanks to stevefromdaeast from linking that channel here on SRK.
I love that video. There’s some good information in there. Although I can’t translate, it seems to be the same information that MAO went over at Evo concerning the 3 primary sectors that Claw will attack Ryu, and the 3 different types of reversal DP inputs required to counter each option. This info can all be found in the Claw section of this forum.
Good Ryu v. Chun videos too. Some of that stuff is pretty difficult to pull off even if you have some solid reflexes. That jump back roundhouse to beat Chun’s jump just seems too flashy, and he could’ve simply landed a deep uppercut for more damage and positioning. I do wonder how Ryu managed to sweep Chun’s whiffed neckbreaker and caused her to do an air reset instead of a soft knockdown.
Wow. I always thought the ST lounge was like a ST version of GD. But theres lotsa strategic stuff here… I should check more often
Wut. We’re not in the ST Lounge thread.
There is a video made by Fudd during TOL where Mao tries to explain what to do against the wall dive in various situations.
Its like split in 4 or 5 parts the bad thing is that the volume is really low. I will post the Video if I can find it.
Fear not! This is already being worked on.
Lolm whoops. The playbook browser is funky sometimes, sometimes it works perfectlyl sometimes it screws up the links you push =/. Usually i notice when it does that. That time i didnt. I KNEW there was something weird with strategic talk in the lounge…

I do wonder how Ryu managed to sweep Chun’s whiffed neckbreaker and caused her to do an air reset instead of a soft knockdown.
That happens a lot more often than a knockdown, believe it or not. It’s like all of Chun’s recovery frames after a DF+RH are considered to be airborne, not grounded (which would cause a reset when punished by a Normal attack). In my experience it’s very rare that Chun gets knocked down after her DF+RH (kind of the same as punishing her Upkicks, very hard to knock her down with a normal after that move too).

Fear not! This is already being worked on.
Kuroppi, you da man!
I rarely get an opportunity to be able to sweep the neckbreaker. Most Chuns I play only go for it at close ranges where it won’t whiff, in which case I find cr.strong to be far more effective, and sometimes allows for interesting mixup opportunities after the air reset.
if you’re in a situation where you’re able to sweep the neckbreaker, you can DP it instead for a hard knockdown rather than an air reset.
I need some help with the ryu/chun-li match.
some days ago i played against someone with an extremely effective and annoying tactic.
He always stayed in the corner and did fireballs and then he would jump in here and there with the j.LK.
I was able to punish him with a dp here and there but the wall he build was so damn good!
I tried to get in with several tactics but I still lost all the time.
Is there a general tactic against turtle chuns?
I tried this: rushdowns with fierce punch and jumping Roundhouse over the fireball.
get super as soon as possible to kill her fireball game.
and thats about it i think.
It almost looks like chun is the best char in the game (at least when i play against this guy)

I need some help with the ryu/chun-li match.
some days ago i played against someone with an extremely effective and annoying tactic.
He always stayed in the corner and did fireballs and then he would jump in here and there with the j.LK.
I was able to punish him with a dp here and there but the wall he build was so damn good!
I tried to get in with several tactics but I still lost all the time.
Is there a general tactic against turtle chuns?
I tried this: rushdowns with fierce punch and jumping Roundhouse over the fireball.
get super as soon as possible to kill her fireball game.
and thats about it i think.
It almost looks like chun is the best char in the game (at least when i play against this guy)
You can use standing punches, diagonal strong x2 and hadou if she jumps back and uses short or forward kicks.
Here is the strategy which you can find at the ST Wiki:
Use a barrage of hadoukens to cancel her kikouken game, and rush punches or short tatsus to close the gap and push her into the corner. If she jumps, you will be in position for a shoryuken for high damage and a full knockdown. At the corner, keep the pressure up with hadoukens, rush punches into throw and crouching kicks into hadoukens. If she tries to escape, use close standing fierce or shoryuken. If she jumps from a distance such that a SRK is unsafe, block or jump back . Her super is a threat when charged. Because she can store it while walking forward, be extra careful with your projectiles. If she uses the neckbraker on your wake-up, block it low. It will change sides and hit as a cross-up if she does it from point-blank range. She can hit you out of hadoukens with a number of safe pokes such as standing forward kick. Time a projectile between pokes to avoid getting countered, but know you will be wide open for a dizzy combo if she guesses right and jumps in.
Also, read the zoning section, since zoning and feinting is very important:
Ryu (or Ken) have to duck for a split second if they throw a Hadouken while walking or standing still. Other players can react to this and the move’s initial frames to evade the projectile or even punish you for using it. Ryu can fake Hadouken by simply ducking and standing, or throwing some standing Jab or Strong punches. Use this against enemies that can punish Hadoukens on reaction, such as Vega (Claw), M. Bison (Dictator), Sagat and others. If they jump in, punish with a Fierce Shoryuken. Against charge characters, mix up Hadoukens with rush punches and short tatsus so as to be at the end of their jump arc while pushing them back to their corner at the same time. That is the most dangerous distance for you to be if they guess right, but with mix-ups it should get difficult for your enemies to jump the right time.
Some tips:[list=1]
[]Don’t default to fierce hadous;
[]don’t default to throwing hadous when you have room to breath;
[]don’t jump in for no reason;
[]don’t insist of safe jumps if the player is good at using RH upkicks as a reversal;
[]use feints;
[]be ready to mount an offense when she misses attacks;
[]close the gap when appropriate to be in range to anti-air and push her to her corner;
[]learn the timing to trade fierce hadou with her pokes if she is spamming (cr.forward barrage, usually).[/list]
Random jumps can be punished from a few ways:[list=1]
[]hadou as she lands;
[]standing strong or fierce (don’t use if she has super);
[]super (the best anti-air, but it demands training and reflexes, and self-control so as not to get baited);
[]shoryuken (if in range);
[]diagonal jumping strong;
[]neutral jumping fierce.[/list]
Charge super as soon as you can, else you will be overwhelmed by her speed, kikouken barrier and safe pokes. Use rush punches to advance and store a hadouken motion. Complete the second hadouken motion on reaction if she uses kikouken to land the full super. Again, control yourself so as not to get baited. If she gets cornernered, mixing-up super, hadoukens, sweeps and throws will force her to guess to avoid taking damage.
Ryu’s fireball game is way better than chuns. You WANT to fight that fireball war. Because you will win. Even without super. Chuns who stay in the corner and fb against ryus each they dont know what they’re doing or they lost the battle for control. Really as ryu you just want to fireball her to death. She has to take risky guesses to get in on you once you start your fb. If she doesnt try to get in, she’s again, doing something wrong. Keep fireballing. If you want predict a fireball and jump in on her if you have a good read, but just like with chun trying to get in, its risky but you dont have to try thats why the match is ryu advantage. Plus once youve gotten in, if you ever let her go without a knockdown shes in her range to do her poke game and youve done the work for her so she doesnt have to get in.
Your post seemed to be focusing on trying to stop/punish/get in during chuns fireball game. Don’t. Just zone her. If shes jumping in a lotthen youre probably a bit too trigger happy. be a bit more random with your fbs. So if she jumps she might land on a sweep or srk. Rememher her fireballs dont go full screen. (her slow jab ones almost do, her fierce ones arent even close). If you catch her throwing a fierce fb and you’re JUST outside range, punish with a red fb. (as a chun specialist, i can tell you that hurts)
Notice how ryu in that match just stayed back against chuns fbs until he has super. And in the 2nd match he took most of his damage trying to get in. And chun was keeping even with the damage he’s doing after he’s getting (usually by trading) the ryu caught up by landing a super.
I’d say that second round id attribute his win more toward his awesome mindgames than a theoretical blanket gameplan. The blanket gameplan wont let you win against high level players, but you need to understand it throughly because its how you control and predict their actions.
…and then theres the fact that its an exhibition match. That ryu could have just been taking risks just to put on a show… I know I do stupid bullshit to put on a show sometimes lol. (saturdays mirror match on ebstream’s qualifier for example) Honestly though, that other chun knew what he was doing… I just got him flustered because i knew just a bit more than he did and I think he gave up.
Oldschool_BR … What two D vs otochun matches…?

…and then theres the fact that its an exhibition match. That ryu could have just been taking risks just to put on a show… I know I do stupid bullshit to put on a show sometimes lol. (saturdays mirror match on ebstream’s qualifier for example) Honestly though, that other chun knew what he was doing… I just got him flustered because i knew just a bit more than he did and I think he gave up.
I think that’s Sasori’s approach against Chun. It works very well against most of them, just not against Nuki. There is some long Sasori vs Nuki set somewhere in YT and Nico, BTW.

Oldschool_BR … What two D vs otochun matches…?
These:

Ryu vs Chun (D x Otochun, apparently from the closing even of the Game Off arcade)
match 1, match 2
Great anti-Chun stuff, though very hard to accomplish, since his counters take fast reflexes to apply. Any whiffed move, he mounts an offense.