Ryu Tutorial Video

i love ryu xD

You can do the dp motion in advance before a cross-up, as long as you press the punch button late you will still DP them, so technically the normal motion would be best assuming you can do it early. The best motion really is the spaming 321232123 imo as it’s braindead simple though it can be a bit awkward. If you want a safe motion though try, 6236, so that you’ll block if your dp doesn’t come out in time, it however doesn’t gain the benefits of staying crouched and DPing so this may be a bad habit.

The key is doing the DP punch button press as late as possible.

Ty man, ur videos helped a lot.
I’m definately working in increasing my ground game, i tend to jump too much and need to get rid of this habit…

nice vids

Here’s some more basic Ryu combo’s for the ones interested (damage and stun included)
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Why is every combo a jumpin?? A few of them weren’t bnb at all and actually does less damage/stun just to be flashier (eg: EX dp xx fadc). Also lol taunt after every combo like you’re tough or something. Would be better if you just had the Attack Data on instead of telling us what the damage/stun was. Not that I don’t trust your numbers or anything.

A shoryuken guide :
[media=youtube]2zhFAkqaxjo[/media]

A shoryuken cancel guide :
[media=youtube]IgYSg6pldjA[/media]

Just curious why did Mickey abandon Ryu?

Thank you man, I just recently got SSFIV and these videos are a real good help.

hi can you answer me please?

what is the different between in the start combo c.lp,c.lp and c.lk,clp?

why some people when they chain combo they (stand punch or kick then crouch kick or punch then stand punch or kick … why? is this makes more damage or what?

c.lk does the least damage out of any of ryu’s moves. The reason to use it later in a block string chain is solely to punish those players that attempt various things during block strings, such as jump, backdash, or counter-throw.

In order to combo out of these jab/short chains, you must end in a c.lp. c.lk does not have enough hit stun in order to be linked into something else. You could do something like c.lk XX c.lp, c.lk XX EX hado. But you may find the timing for the c.lp, c.lk link difficult.

Even c.lk XX c.lk XX c.lk has a use in that it can throw off your opponent’s defense and mindset. It’s not something that should be used often though. If you manage to hit confirm in the first two hits, c.lk XX c.lk XX c.lp, c.hk will generally be much more useful.

As to why players will stand in chains, there are few reasons:

  1. To confuse the opponent. Whiffing a close standing jab (that MOTHERFUCKING RETARDED elbow normal that will sometimes whiff whether you want it to or not rage) and then whiff chaining it into something else can occasionally work.

  2. A stand jab has more range than crouch jab. It can be used to continue a combo and allow more than 3 jabs into crouch roundhouse. It’s also rumored that a jab connected late in a hitting chain may provide an extra frame of advantage, which would make linking into something else easier.

  3. A stand short will push your lower hitbox away from your opponent for a fraction of a second as well as be distracting. Adding this kind of “noise” to your play will generally make it more difficult for your opponent to predict your actions and timing.

Also when youre going for a c.lk. c.lp into c.hk type of combos, adding more lights attacks increase the damage instead of scaling it.

Theli
wow nice post man and nice avatar lol thanx very much i understand
pieton
what is scaling mean in this game im sorry for too nub question

Scaling mean that every move will get a dammage reduction as the combo get longer. Sometimes its better to do a shorter combo because you get less scaling and more dammage.

pieton
thanx!!!

one more question please and sorry if its wrong section

when i try these two combo:-
1-c.mp , c.mp , c.hk
2-c.mp,c.hk

the first one works by plink or not ,but the second its not like the first one,
i tried plink and still hard to get ,and i forget to tell the second one i have to delay but the first one is faster why??

and thanx again ryu players ;]

It’s probably a matter of rhythm. Your timing is altered subconsciously when you try different combos. It’s something that may take a lot of effort to get over. The actual physical timing is generally the same.

I personally suspect that linking two c.mp may provide an extra frame of advantage as well. But realistically it’s probably just my mind messing with me.

I stole the avatar from an official japanese capcom blog. They actually have a restaurant tie-in with street fighter characters helping to sell food.

Probably just perception.

Personally when I do those combos I get a different feeling from each one since with c.mp , c.hk (I hit the c.mp with simply 1 finger)

With c.mp, c.mp, c.hk ( my second c.mp is p-link with index and thumb on c.lp and c.lk)

believe it or not, it’s the same way with music. playing a fast run becomes a lot easier when you’re coming off the momentum of even a slow note rather than just ripping into it from full rest. i view this as the first cr. mp warming up your brain for the second cr. mp, c. hk link.

Theli ,pieton and melody

thanx for fast replay i guess ryu section is the best i always got good answers :slight_smile: thanx again ryu player ^^

another noob question…

so these are hit confirm bnb combos … (from mikey’s vid) that i have been trying to do consistently in training room…

  1. c. lk, c. lp, shoryu
  2. c lk. c. lp, c hp, tatsu

how come for 1. I link everything in a slow motion and the dragon punch will connect after ( causing it to be a 4 hit combo) , but when I do 2. i have to link the c lk and clp faster for the c hp to connect, other wise i go the same speed as i go in the 1., my c hp will miss.