If Guile does a jumping roundhouse or jumping forward kick you can cleanly counter it by using crouch strong punch with Ryu, and sometimes straight arm s.fierce.
In japanese videos I often see Ryu players making a medium punch after a fireball (and then using - probably - the release button technique to launch the next fireball).
Is this a method to minimize the recovery time between fireballs?
I use it for more of a fake when they try and straight jump fireballs, and then you can just do whatever for punishing.
It let’s you inch forward a bit, prevents negative edging a dp, and gives you time to see what you’re opp. is gonna do.
Hey guys, I just started playing ST a couple weeks ago, maybe? I played it once in a blue moon before, but I started playing it consistently recently, and am using Ryu.
I play on 2DF, so I’d like to ask if anyone would please check out my replays. I’m not doing very well, hehe, but I’m not gonna just pick it up right away and go undefeated. I understand that. I’d just like some constructive criticism, advice, etc. if that’s allright? My 2DF name is Iceman.
And yeah, I struggle against every character pretty much. I’d like to think I have a little knowledge of what and what not to do with Ryu and also depending on who I’m facing, but I’m still getting beaten down pretty badly. Any help would be appreciated, thx.
Here’s my most recent set of matches:
A friend of mine was able to upload the vids on a different program so anyone can see em now:
I’m sorry if this has been posted, but I saw a drawing some time ago while I was mindlessly browsing through various threads. I forgot to save it and I want it bad.
:“Shoto option select trick:
Walk forward, press QCF + (Throw Button) + Jab = If the opponent is unthrowable, you will perform a Jab Shoryuken instead. Use the move with most invincibility… best to use with O.Ken or O.Ryu” *
Does anyone know where I can find the original drawing? Thanks in advance
Anyone know whether j.lp or j.lk is better for tick throw setups?
Ryu at his finest
This is easly one of the best RYU combos that i have seen.
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Matchups question:
What does Ryu do vs DJ and Fei?
^^^
Same thing he always does Fireball Spam
Wow, that was extremely cool! Everybody should watch it, it’s a crash-course on awesome Ryu mixups. I was just expecting some one-way blowout match vid or something, haha.
Some of those I’d already thought of myself, some I’ve seen before from other players, but some of those just felt wild to my novice eyes. At the end of the video I had reapers spinning around my head, and my family had to shake me back and forth to help me recover.
What is the exact input I should use to combo Ryu’s crouching shorts into his super? I know I need to (chain) renda cancel them but for all my efforts I can’t do it. I know it’s supposed to fail half the time anyway, but I’ve never been able to make it happen. I’m not sure if my inputs are sloppy or if I’m just doing it wrong.
I tried buffering the super motion during the cr.lk’s like this:
d+lk, df, f, d+lk, df, r, lp+lk
This didn’t work. It feels like the 2xQCF is too slow because I’m waiting for the first cr.lk to end so I can do the second; the super doesn’t come out at all.
I tried doing the 2xQCF after the cr.lk’s.
d (hold), cr.lk, cr.lk, df, f, d, df, f, lp+lk
This didn’t work. It feels like I’m not doing the 2xQCF fast enough to get it to combo properly; the combo counter only gets to two and resets before showing the 5 from the super.
Am I doing it right and just sucking it up, or am I doing it all wrong here? Any and all help is hugely appreciated.
Ryu vs. DeeJay
vs. deejay:
___deejay can easily jump over a shoto fb and hit you with j. roundhouse, so the first thing you want to do is expect this all day and shoryuken him when you predict it coming:
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generally, if you are going to throw hadoukens, watch and predict when deejay is going to jump. unless he is in the corner, he is going to plan to jump over and j. roundhouse you. so, ryu can’t freely spam hadoukens comfortably, and has to watch and predict a jump-in when he decides to hadouken
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throw more lp hadoukens than mp and hp so you have a better chance of recovering to do shoryukens to anti-air deejay if he jumps in
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try to keep a closer distance, so that if deejay does jump, you can shoryuken him, but don’t let him be so far that he can empty jump, which will put pressure on you. the distance should be far enough that he can’t slide and trip you, and far enough that he is out of your shoryuken range.
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if you are screen-to-screen, you can spam hp hadokens: deejay cant throw out max outs fast enough and will have to block every other hadouken if he wants to stay screen-to-screen
___be aware when deejay has his super. he can easily go through a lot of stuff you throw out and kill you this way. keep a distance so if you whiff a normal, or throw a hadoken, you can block and not be hit. deejay can also use his super as a kind of ‘trip guard anti-air’ when ryu jumps in (and on other characters), and you’ll eat a super for that.
___sometimes, if deejay uses his super too far away, you can block a few hits and shoryuken him out of it. if he tries to chip you to death with his super, you may have a chance to kill him with a shoryuken
___i think crossing up deejay is tough with j roundhouse, so i like to do crossup hurricane kick. a lot of times crossing deejay up with j. roundhouse will get you thrown if you don’t time your kick right. also the spacing is more tight as well
___you can pressure a deejay that throws a lot of maxouts simply with j. roundhouse: deejay’s maxout recovery time is long enough that if you time your jump well, you will hit him. it’s also a good move to start a round with against deejay from time to time, as he’s forced to anti-air or yield good position
___as for when deejay knocks you down:
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be careful when trying to reversal shoryuken: usually i can do cr. forward with deejay on ryu over and over because they try to reversal shoryuken. deejay can stuff your reversal attempts with meaty attacks, so i think blocking more of the time is better against him.
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being crossed up by deejay sucks. the good thing is is that you can stuff his tick throw attempts with reversal shoryukens. but, deejay can adapt to this by simply waiting after he does j. forward, watching you whiff a reversal shoryuken, and punishing you.
so ryu can deal with deejay. i guess as is the same with all matchups, predict the other guy, and don’t be predictable yourself.
Some c.str links
I was testing what enemies would eat close c.str, c.str xx tatsu, and ended up with some data that might be interesting. All combo attempts have been performed at SSF2X speed 3 (US/World ST speed 2).
Zangief: will combo, both punches can be blocked high, short tatsu will whiff. Also c.str, (s or c).fr will also combo, and can be finished with a hadouken.
Chun: str, str will not combo, second punch must be blocked low.
Ruy, Ken, Honda: tatsu will not combo (use - fierce only against the shotos - hadouken instead), both punches can be blocked high. Also, if the enemy is standing, c.str, s.fr will also combo, but I could not cancel it into anything.
Blanka: str, str will combo, no other special will after those, so c.str, c.rh xx short tatsu (for super bar) can help.
Guile: str, str will combo, both punches can be blocked high, tatsu will whiff (use any strength hadouken instead). If the enemy is standing, however, c.str, (s or c).fr will also combo (just like CPS-1 Ryu/Ken vs Guile), and can be finished with a hadouken.
Dhalsim: will combo, both punches can be blocked high, short and forward tatsu will whiff. Also c.str, (s or c).fr will also combo, but I could only cancel into a hadouken from c.fr.
T. Hawk: str, str will combo, tatsu will not (use hadouken instead), both punches can be blocked high. Also c.str, (s or c).fr will also combo, but I could only finish with a hadouken after c.fr or s.fr against a crouching opponent
Cammy: str, str will combo, tatsu will not (use hadouken instead). If she is standing, it is possible to do c.str, s.fr XX strong or fierce hadouken (I got jab to whiff once), but I find the timing quite strict. If she is crouching, one can use c.fr instead, but I find it just too situational.
Fei: will combo, both punches can be blocked high, short tatsu will whiff. If the combo is done at the wrong (too far) distance, the second puch must be blocked low, but then the tatsus will never combo. Also c.str, (s or, preferably c).fr will also combo, and can be finished with a hadouken.
DJ: punches will not combo on standing DJ, second punch and special attacks (any) will not combo, also. If crouching, punches will combo into fierce hadouken, only.
Boxer: punches will combo, short and forward tatsu will whiff. If the first punch is blocked, the second will whiff if the opponet remains blocking high. If crouching, a single c.str will combo into any strength tatsu, but a 2-hit str combo will not. Also if crouching, the punches will only combo into fierce hadouken. The c.st will combo into c.fr anywhere, and into s.fr on corner (only, it looks like), against standing boxer. The c.fr can be followed by a strong of fierce hadouken for a combo anywhere, and by jab hadouken on corner. Against crouching boxer, c.str will combo into the far version of s.fr, and will not combo into c.fr.
Claw: punches will not combo against standing Claw, the second one may need to be blocked low, if the blocking string is not started close enough, as it should. Against crouching Claw, punches will combo into any hadouken. A single c.str will not combo into any fierce.
O.Sagat (didn’t test turbo version): punches will combo, both can be blocked high, short and forward tatsu will whiff. Can also be followed by any hadouken, instead. If the second strong is substituted for a (crouching and standing) fierce, hadoukens (or tatsus, of course) will not combo. If crouching, O.Sagat can be hit by c.str, c.(str of fr) xx hadouken (any strength), for a 3-hit combo.
Dictador: punches will combo, tatsus and jab or strong hadouken will whiff. Both punches can be blocked high. If crouching, any hadouken will whiff, but the fierce one against a cornered opponent. If standing, c.str and s.fr (far version) can combo.
I like how good ryu’s roundhouse on crosssup its hell and on block I think your guessing between a low and a mid on which way to block it…
Wait, what? Sorry if you already know this, man, I just figured I’d run through this in case you didn’t.
It sounds like you might be confused with how most 3D fighters handle attack heights.
In SF (and almost all other 2D fighters), we have these types of attacks:
High - can be blocked standing or ducked crouching (like Ryu’s standing punches and kicks)
Low - must be blocked crouching, will hit a standing block (like Ryu’s crouching kicks)
Overhead - must be blocked standing, will hit a crouching block (like Ryu’s jump-in attacks and his downward chop)
Mid - attacks that can be blocked either way (like Ryu’s crouching punches and hs fireball)
Note that throws will catch your opponent regardless of whether they’re standing or crouching and blocking or not. However, you cannot grab an opponent who is in the middle of actively blocking an attack.
Being in the ST subforum, I figured I’d add that in this particular game only Ryu, Ken, and Fei have overhead attacks they can do from the ground… everyone else needs to use a jump attack (or a throw) to hit an opponent who is crouch-blocking.
Finally I found the instructional video.
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