Or use an anti-air attack.
antiair gets parried, I eat a combo, or get juggled into corner( Urien ).
Thanks a bunch Ryu24.
yeah. dont jump on urien. all he needs is one opening and the game is all his. and dont fight urien in corner or keep your spacing away from throw range.
to all ken players fighting against denjin ryu: (when im charging it)
DONT WAKE UP JINRAI!
IT WILL NEVER WORK… even the best players in japan do it! DONT!
99% of the time it will fail. FAILLLL
there are only 3 times that it will work.
- ryu is one hit away from KO
- ryu is charging it RIGHT IN FRONT of you after a tatsu knockdown or dash up setup too close (failed setup) & also REQUIRES me to throw it out early to avoid getting grabbed/srk
- you are too desperate. you have 0 health and ryu has green health. and he is charging minimum 4 hits. either way you die. might as well wake up super and avoid the perfect… or unless you can do some kuroda parry first hit super shit.
lol. good posting mate
Also, if Denjin and Jinrai trade, Ryu has frame advantage. So, immediately shoryuken or press buttons, such as HP or HK, while Ken is taking the remaining hits from the Denjin.
^^ exactly
ken wastes a super meter AND he helps me stun him. killed 2 birds with one stone lol.
a better example i couldnt find earlier. here it is:
[media=youtube]zrjPPFAKdPA&feature=related[/media]
7:23
fireball + 4 hit sa3 for large stun bar chars
this is how you play ryu at its fullest.
[media=youtube]68tl-O-EQHQ[/media]
and some people wonder why cf can’t have nice things
[media=youtube]Z9387zmssuE[/media]
awesome footage!
Due to Vanaos revolutionary “random” srk denjin setup, I have added that to my weapon of setups of curveballs, sliders, and cutters. With a yr of practice have led me to change up my routine and solidfy my denjin to it’s strongest.
I have also decided to go back to frankie3s esque tradition setups (back throw denjin - no fireball) for chars that have not yet been stunned in the match. (besides back throw of course). This allows me to pressure my opponent to tech roll or make a move which I will sense before they act upon so my denjin will slip into their faces as I release my stick. With this method, the goal of a 4 hit charge is much higher and the 3 hit charge is still in play if opponent decides to make a swift move.
Also anti air srk into automatic denjin is extremely powerful. It is guarantee 4 charge. Although fireball denjin is the strongest setup (hardest to parry), a guaranteed 4 hit sa3 is lethal for large stun bar chars and is a safety precution in case fireball denjin execution goes wrong (happens VERY often)
also back to frankie3s esque setups of low forward srk or fierce srk denjin would be utilized more depending on opponents style to keep them from guessing.
And finally, I will be using less close up blockstring denjin setups because a lot of ppl are becoming guess parry whores and guess high or low upon wakeup. So I will either dash back set it up or if mete has not fulfilled, I will mix it up and short low mk fireball denjin.
FYI, Closeup blockstring setups are close mk, crouch mp fireball sa3, or low short, mp fireball denjin
I forgot to add…
If ryus random weak tatsu lands on chun and you have meter, immediately charge it!!
Even if a three hit denjin will stun her, don’t do that setup. It’s dangerous because chun can escape very fast, poke you outta it or something. It’s safer to go for denjin right away. I’ve also tested that if chun does NOT tech roll, a full 5 hit can be unleashed on her wakeup!!
So charge it fast if you land a weak tatsu. This setup only applies if she’s dead in the corner (obviously)
one last thing. If ryus sa3 meter is 90-95% charged, you can fuck around with her and do a semi risky setup.
Only applies in corner again. UOH and srk right when you land hoping it’ll bait her to throw. Do denjin right after. On block, you can charge. If baited, she’s fucked. And if she luckily parries it, oh well. Gotta guess against her a bit.
Reason why a full meter doesn’t work is if she somehow pokes you outta the srk, the denjin will spazz out right after making it a wasted setup and you eat a full punishment. This is Best if chun has no super of course.
Kuroda setup is way too close. He often does them very close even when he has time to dash back or step back a bit and fireball charge it.
It is not as strong.
I.e. Alex can poke you in that distance or super. Or eat the denjin and if not stunned, punish you right after. With a further distance away, your denjin will come out precisely when fireball hits making it harder for opponent to red parry. Kurodas close setup makes the mindgames weaker, easier to red parry, and easier to punish.
i.e.
[media=youtube]WSl6Vdl7miM[/media]
34:32
26:37 = Kuroda should have dashed back before setting it up. Look how Alex got out of that.
now here is my recommended distance:
[media=youtube]x_cpp6v8QZY&feature=related[/media]
:33
Not only can Alex not punish me but the timing of denjin with the fireball makes it harder to parry against.
notice the placement of the foot prior to summoning denjin compared to kurodas.
its a very small difference it makes all the difference in results. And after stun, my distance allows a jump in punish whereas kurodas distance is a lot harder & sometimes he can only get a 2-hit follow-up.
NECRO TURTLE??
Ive been fighting Necro lately by turtling. If he jumps, I have roundhouse, anti-air, srk, SUPER 1, and other options.
The whole match will be mostly ground game. Fireballs, etc.
If I get a knockdown with ex fireball/super out, I will taunt.
“Taunt increases your stun revovery speed. First time you taunt you get 10% stun recovery speed and 21% for the second taunt.Lasts for whole round.Maximum 2 taunts, 33% bonus.”
I thought maximum was 3 before LOL.
Ryu’s disadvantage match-ups:
In no particular order:
- Yun
- Yang
- Chun-Li
- Makoto
- Ibuki IMO
It is USELESS to do a close up denjin setup when opponent has zero stun and can reversal after.
There are so many times Ive seen good players do some fancy setups on me… particularly one example that stands out a lot is…
when they have barely any life left and do a desperate fancy setup and i have NO stun. even a backthrow prior to that doesnt concern me because…
I just laugh & all Im gonna do is MASH low sweep and win the match. If I get hit, it wont stun me. If he wont release it, he gets sweeped KO.
Another issue: Dont do blockstring setups if you dont need to!
Sure, st.MP fireball SA3 or cr.short-short-short is fancy. But why do block string set ups when you can set them up WITHOUT THEM?
Blockstrings are only for situations when you need to build up slightly more meter OR to initiate a set up that you cannot far away Ive seen far too many players do a knockdown, dashes in and do blockstring set ups. It is only asking for more risk. Why do that when you can set it up immediately after the knockdown??
example: [media=youtube]bbab1WWQV7s[/media]
:33 was a pointless setup. Ryu could have simply set up the fireball-SA3 without the risk of a SA1 or poke (which makoto did there)
The 3.5 denjin = does 1-2% more stun than a 3 hit denjin.
It is still 3 hits but the difference is that 3.5 is charged a bit longer. Although its still 3 hits, it does 1-2% more stun.
The anti-air denjin = does about the same amount of stun as a 3.5 denjin charge. = a great setup for POTENTIAL dramatic comebacks to set up back-to-back denjins
The back-to-back denjin = requires opponents stun bar to be almost stunned. Follow it up with a fierce or a hit that stuns him. 3-hit combo and do some cr.mp charges. Follow it up with either cr.mk > mp srk > sa3 or st.hp > mp srk > sa3 :woot: (my favorite)
i.e. [media=youtube]VL4WWzdtQjE[/media] :55 - 1:02
In 3s, I have only seen 2 players do B-T-B denjins. Myself and Vanao.
How many cr.mp do you need to build an ex-meter after denjin stun?? (only works if char is stunned in air)
2 hit anti-air denjin stun = 5 cr.mp
3 hit anti-air denjin stun = 5-6 cr.mp (can be random)
Do these if your opponent isnt very well at mashing out of stun. Some good players can mash out of stun in less than a second so the safe bet is not to go for an ex follow up and just do the 3-hit combo.
If you are creative enough, you can create a triple denjin (each less than 10 seconds in between) if you fight against Q. Those are VERY rare.
SRK SA3 Full-Screen SUCKS
I have decided to do more backthrow SA3’s without the fireball. (no stun before back throw).
This builds more pressure on the opponent.
I have a more dangerous threat of throwing 4 hits instead of 3.
This applies to Yun and Chun as well. I’ll see how more practice affects my overall decision but so far, this has worked more effectively than with the fireball.
Two interesting things I discovered.
- cr.mk > 2-hit SA3 combo on crouching opponents.
- If fireball HITS by accident. The 2-hit SA3 can also combo. This is very useful for botching setups.
i.e. [media=youtube]92GmDsPKBpw[/media] :29
One more thing:
Against high level opponents (or someone who knows how to fight denjin), SRK > SA3 full screen ahead is pathetic.
99% of people would continue charging which he can easily avoid or parry them afterwards.
The suggested move here is to release the charge so 1 hit is guaranteed. You have options of what to do on his wakeup.
Exception: Unless you know the opponent is stupid enough not to tech roll, you should continue charging. That is because if he doesnt tech roll, you can release all 5 hits of doom on him.
Exception #2: You want to pressure him more and theres still a decent possibility he messes up the easy parries or decides to jump towards you and land on it. (It does happen against the best players offline… Ive seen it too many times)
So it is up to you. I havent had much luck charging it so Id rather get 1 guaranteed hit.
Once again, this only applies full screen away. Half screen away is a different story.
i.e. [media=youtube]BibDnOyNZA4[/media] 2:35
i.e. [media=youtube]6618HcyykH8&feature=related[/media] 2:01
Sidenotes: Things I must improve on:
Execution. I want Magus execution.
Reaction & Punishments. I react to Yuns dash punches and exs with throws all the time. I need to heavily punish him.
When to throw MP/HP fireball xx SA3
The purpose of a faster fireball is to prevent the opponent from jumping away.
Remember that a jab fireball gives the most time to charge and is the hardest to parry.
EX#1: [media=youtube]XU1TuPjt-mw&feature=related]YouTube - SFIII: 3rd Strike - Kuroda (RY) vs AAA++ (KE/GO) 1/4 - [GGPO[/media]
:21 A fierce fireball was thrown here after the dash in. If Kuroda had done jab or medium fireball, Ken would have jumped away.
EX#2: Dash back once/twice, MP/HP fireball xx SA3.
Remember MP/HP fireballs are not recommended because they are much easier to parry. The BEST situation to use them is when their stun bars require 2 HITS to stun.
EX#3: View below.
[media=youtube]-oLuKeYKWCs[/media]
1:02 HP fireball was thrown here