great thread and great tips
it’s good to review some old/lost information before HD remix comes out
Sorry if this is old, but I just recently stumbled upon it and thought it might generate some discussion
Those are some awesome combos that the person did. Though, the person could have been punished on one or two of those dragon punches. However, I know that the person threw them because of anticipation that the cpu was going to jump in. Not only that, they made sure that it was the weak dragon punch, so there was a very, very small window that was punishable.
Can someone talk about the Ryu vs DeeJay match up? Seems like all DeeJay has to do is just hold db the entire match and wait for you to jump…
Also, what kinds of options does Ryu have when he is up close?
Here is a video that has Gotoh’s Ryu against TZW’s DeeJay. Though, the actual match won’t take place until its 2:15 in the video.
While DeeJay can just hold db, it would be ineffective against a smart Ryu player. If you watch the video, notice how Gotoh keeps it to the ground by using the hadoken’s as a poking tool to move in close. However, DeeJay can do the same with his fireballs, so it is imperative that you gain the momentum first. In fact, Gotoh rarely jumps in. As for options in close, continue with the poking game. Poke your heart out, but also keep it on the ground. Force the DeeJay player to do something, and then punish them. Use bread and butter combos, with the weak hadoken as a finisher. That way, you will have the necessary time to implement counter measures. If the DeeJay player justs keep blocking, then just tick throw him.
Gotoh gets into the air only 4 times that entire match and no times the whole first round, and 2 of those 4 times it was just for air hurricane kicking away and then again when DeeJay was on the ground to jump closer for better positioning (maybe a messed up air hurricane kick, cause he jumps with short). That’s some awesome play from Gotoh right there.
Naw dude, that’s for sure the official scrub colour. :wgrin:
(Using default configuration, Short is the same as the “Yes” or “Ok” button on Xbox, Playstation, and Dreamcast.)
Can anyone tell me how to combo cr.LK, cr.LK xx Super? I swear there was a way to do it but I can’t remember what it was or where I read it.
I’m shamelessly bumping my ^ previous question ^ and adding another…
Is there any big secret I’m missing to sweeping an opponent’s forward jumps? I feel like every time I attempt this they hit me as they come down. I assume it’s just a matter of having better spacing but I was hoping someone could confirm for me that there aren’t any tricks of which I’m unaware.
Well, I do play a pretty scrubby Ryu, so maybe you’re onto something there. Still, I’m all about Sherbert :wgrin:
It’s spacing and timing. The hitbox for Ryu’s cr.HK sticks out really far. It goes a little bit past his foot. Around the ankle/heel you can get hit though. So, you want them to land on the tip of your foot or just past it. Also, cr.HK only hits for 6 frames. It has 4 startup, 6 hitting, and 25 recovery. So, if you throw it out too early you’ll probably get nailed. My guess is that the timing is screwing you up more than the spacing. Oh, one more tip, crouch while they’re in the air so you have a larger window to play with as to when you throw the move out.
I’m not all that great at doing this myself with shotos, but I hope that helps :wgrin:
The blind leading the blind…
But seriously, thanks a ton for the response, man. I actually made it work for myself a few times on GGPO tonight!
I think I just answered my own question about the crouching short x2 into Shinkuu combo: it was in the Wiki after all. I guess I couldn’t find it again because I was hunting for Ryu-specific stuff.
Sherbert? Coulda swore it was mango…
off topic and I apologize, but this really made me lol
I have a simple question about ryu’s reversal shoryuken, I was having problems getting it out against a honda player who would go for crossup buttslams, and i just want to confirm it was me sucking and not something else. Do you need to input the shoryuken motion towards the crossup attempt or if he ends up on the other side do you need to input it the other direction?
If he jumps over you, you need to switch sides with the move as well.
Since you’re using Ryu, you can do the piano input with all 3 punches when trying a reversal DP. That’s very helpful…until the opponent learns the timing to perform safe jump-ins as you get up. But definitely keep it in mind vs. tick throws, etc.
Hey guys,
Sorry for the nub question, but i’m trying to understand this combo:
**meaty cl.mk, cr.mk xx hadouken **
I know what a meaty and a MK is, but what is the cl notation?
Thanks in advance!
close
Ah, thx. lol.
I have a really hard time playing ryu against fireball characters, and I think the reason is because I dont know what to do when my opponent jumps from outside my dragon punch range.
I feel like the mixup of jump roundhouse vs low roundhouse is not in my favor, cause the jump roundhouse almost always trades, and the sweep sometimes just plain loses alot.
suggestions?
If you want specific matchups, then take the mirror, and vs Guile.
Practice your ranges, I play more CE than ST, but if you position yourself right and can see the attack they are doing crouching roundhouse will always win (except against stuff with weird hit boxes like blanka’s jumping fierce >.>)
Really, so in the mirror, crouching roundhouse is a guaranteed anti air from the right range?
It definitely isnt against Guile.