SF4 Ryu Match-up Thread

yup, your dp should win but you can lose if you did your dp early (lp version)

Naw Digi I do the same thing too. It’s all good. Just now I had 20+ matches and only really did cLK, cLP, EX SRK for my hit confirms unless I saw something real juicey and then went for the cLK, cLP, cLK, Tatsu SRK for more damage and no meter usage

Oh okay I see, so I did the lp shoryu too early then.

What’s the best approach to beating a average/good Sakura player?
How do you beat a defensive Sakura and how do you beat an offensive one?

pressure. mix ups. out zone her

Is anyone here using like an option select thingy when crossing up akuma on wakeup?

j.mk -> buffer hk.hurricane -> cr.lk -> cr.lp -> whatever

If he teleports the hurricane comes out and if you’re lucky you go the right way and follow him and it connects. If he doesn’t teleport your j.mk connects and the hurricane doesn’t come out in which case you can just keep on going with the cr.lk and mix that up however you wish.

Been playing around with it with some result but it’s quite annoying ending up doing hurricane in the wrong direction and such. Does anyone have any inputs on this? Some awesome trick that I’m missing out on or such? :slight_smile:

edit: some spelling

Sakura:

Her only invincible reversal special is the EX DP and it is slow. You can meaty cr.lk/cr.lp/cr.mp on KDs and still recover in time to block if she EX DPs. You can also safe jump at will.
Non-wakeup jumps are not a good idea generally cause her cr.hp is pretty good AA. It sticks out vertically, lowers her hit box and also is pretty fast (4 frames).

When defending, watch out for HK/EX hurricane. HK is safe on block (but still at frame disadvantage) and EX has +advantage on block so you don’t want to stick anything out after blocking it or you will most likely get counter hit.
She can also easily reset and ground crossup if she knocks you out of the air, but you should be able to adapt to this, so it is only a threat until you see it.

While zoning with fireballs the main thing to consider is the Otoshi jump move, especially the EX one. You might wanna check its distances in training mode.

Thanks for the great insight snake and scourge. I’m taking this info back to the Sakura forum now. You guys ain’t so bad :wink:

lol try to be helpful. but your welcome.

You tricked us you sonofabitch!!! Now we’re done for!

alright now questions for all of you ryu geniuses :smiley:

matchup vs chun li
Scenario :
Jump in (and you will land right next to chun li) which attack that can beat chun li’s c.lk? i have yet to try lp.
jump in (and you will land right next to chun li) which attack that can beat her mk?

the latter part i can get a trade with most of ryu’s jumpin attack but it has to be slightly away but i have yet to beat the fisrt part given the scenario

this is annoying since that c.lk becomes a chain combo and takes alot of damage.

another question is what is the best poke to go against chun li? seems like all of her pokes are too beautiful to beat

Sakura players are a friendly bunch - happy to share :wink:

Ryu beats Sakura in every area except mixup potential (and that all centers around her EX tatsu). So basically from full screen you can zone her to death with fireballs and her only options are to work her way in via the normal means or do EX otoshi, which will only work for her if your fireballs are predictable. EX otoshi doesn’t do fantastic damage, but it gets her a knockdown and gets her in close :tup:

From mid to close range she’s going to be looking for damage through st.HK and cr.MK xx shouoken. Ryu’s cr.MK is better than all of her options so she’s going to either have to anticipate or just be a spacing ninja to punish you.

Once (if) she get rushdown momentum going it pretty much becomes a 50/50 guessing game for both of you thanks to SF4’s huge reversal window and auto-direction-correcting. You either DP or don’t. She has a bunch of options after her resets or knockdowns (combo, dash under combo, neutral jump, throw, etc) - but really all of them can be beaten by DP (xx FADC, ultra) and she knows it. So really the key is to be unpredictable since if she baits a DP then you’re going to eat another ~300 damage and have to guess again.

EDIT:
ps: Scourge was spot on - she’s free on wakeup since her only invincible reversals are EX shouoken and ultra, both of which have so much startup that they can be safe jumped with your eyes closed, so if you get a knockdown then press the advantage.

Sakura players know that her MK tatsu is useless so they’ll never use it - if you block a tatsu from her then you should assume that it will be safe, be ready to tech a throw or counter with something safe of your own.

This is fantastic.

Hi, I was wondering if I could get some feedback on my match here with this Akuma. Just to clear things up, yes I was playing incredibly horrible in this video but I chose this since I wasn’t cursing in this set. But it illustrates how this particular guy plays Akuma and I seem to have so much trouble with it.

I’m not sure if it’s his spacing, or timing, or a combination of both that’s messing me up. But what gets me is that he’s not exactly what you’d call a “good” Akuma. He doesn’t finish punishes, runs away constantly and does things hoping that they’ll hit rather than hit confirming. Well, that’s what it seems like to me anyways. But the thing that gets me is that he has no other varieties in his strats, so I’m not entirely sure why I’m having so much trouble here…

Thanks in advance!

Like to ear you speaking , it was fun…

you have to work the match up. you don t do what you should, and you get frustrate by is attitude, so you start doing mistake and losing your game.

try to not play from max range, there is no use, he will charge ex meters faster than you and multible hit fireball will beat your hado.

don t use ex hado, even more gfrom max range, you just waste ex meter and super is really really usefull against gouki( to punish is sweep or to punish jumping fireball)

try to walk forward till you are a little bit before his sweep range.
there you have to play ground game, hado is good against gouki.

if he jump fireball on you you can use some ex shoryu or dash under it or try to touch him with a sweep. even if the fireball touch you, sweep make bigger dommage and you can capitalize oki.

be carefull no safe jump on akuma, you will eat ultra or shoryu

if he just jump back fireball walk forward till pushing him in the corner.
just keep being patient, even if akuma have much more life than you, if you manage to touch him good, you will come back.

only jump on him if he haven t ultra first.
then be carefull with your timing. you can only do meaty hit as his shoryu is really good.

finally the tatsu can always go to the good direction. for this you have to wait a little bit like this is teleport will cross you and tatsu will go automaticaly in the good way.

you can do the same with uktra.

problem is that timing is really short and if you are late you might do a tatsu on is guard if he protects instead of an option select one.

personnaly I don t jump on akuma. i just do some ground wake up pressure.
jab hado or down mp or tick throw or betting a reversal shoryu.

try to keep ex metter with super. every time he teleport, you can punish him in reaction.

This thread is awesome. I’ve been learning what I can from it although it’s a lot to take in!

I’m conducting a little experiment on YouTube.

I was hoping you could visit my channel subscribe and comment on my videos. Give constructive feedback and tips.

I’m a scrub but we all have to start somewhere right? And if any of you want to train with me let me know.

Here’s my channel. Please check it out:

Cheers
Mark

Im having a problem against people backdashing on wakeup.

scenario: me v Chun and she has no EX. I should have free wakeup pressure pretty much. My goto pressure is either a j.fierce or meaty cr.strong. I was finding more times than not the chun was sliding by with a backdash.

Was wondering what the best general option, or option select, i could do when i find my opponent backdashing consistently on wakeup. Would a cr.lk>(option select sweep)>cr.lp>… help me out a bit here?

I hit training mode and i know some options but i was just looking for a second or third opinion from people more experienced.

i’m not experienced so my suggestion may not be valid

so when you say you do a cr.lk do you mean after the jumpin? or just waiting for her to get up? if you do it after the jumpin if she backdashes the jumpin, you may caught her by c.lk depending on your timing and distance

if she blocked the jumpin then backdashes, your c.lk may hit her but you won’t be able to combo as she is on the air but recovering (not in juggling mode)

what you can do is follow up your jumpin with ex tatsu, this will beat her backdash

chun’s dashes is super quick so the timing to actually caught her is very tricky, at least for me :smiley: but again i’m a scrub :smiley:

Just Option Select either a FK tatsu or shoryuken with your jump-in. If she has EX metre, you’ll pobably want to use FP SRK to beat the possible EX SBK she’ll be countering you with. If she doesnt have EX, Id say use the tatsu, then you get a knockdown plus a lot of space (will push her near corner).