SF4 Ryu Match-up Thread

ok Sagat is hard but even if i lose i at least i know what to do against

but Boxer is Totaly SickF*ck

I lost with every boxer i know, I really dont know whot to do against.
I mean, I know basic, do a lot cMK-HDK, against dash Punch - cMP, cMK, stay away from corners, and pressing HDK from distance.etc. But nothing work.

Every boxer i know is totaly bulldog, rushing, rushing until i die.

it sux

random tidbit:

if blanka is in the corner and you see blanka ex rainbow roll, do c.fierce. a fairy told me it hits them right out of the air as they go up.

how do you beat blankas up ball?

how can you counter Chun’s Double Fierce Punch in the air with Ryu because I haven’t been able to beat any of the Chun’s in G2 and its getting old. Even if I don’t jump for cross up, it still will hit Ryu with the 2nd hit then ill get combo’ed to hell. Chun and Blanka players are the only ones I have having trouble with. I have no respect for Blanka players since he can pretty much counter every thing Ryu can plus that stupid electric shit when I cross up.

RE that Akuma match, only got to watch the first round (at work) but here is some info from a novice Akuma and former Ryu player…

You’re letting him control the entire pace. You need to be more aggressive in general with your fireballs and with “fake” footsies. What I mean is… you ever seen someone like Daigo just throw out jabs from half screen, or a standing short or a crouching strong? He’s not crazy… he’s trying to do 3 things.

  1. mask his approach or his game plan
  2. give the illusion he is still attacking you
  3. fake out people so you might fall into his fireball game or jump mindlessly at him thinking he’s doing a fireball

Honestly, when I play against Ryus I’m always on the run as Akuma, waaaaaay worse than this guy was. He actually (although missed links, good punishes and threw out a taunt like a hoser) did what he was supposed to. Hit and run… hit, hit and run. That’s how Akuma wins that match up vs Ryu. Ryu beats Akuma in the footsies game if for no other reason that more health so we won’t stick around there for long unless we’re dishing out all the damage.

So in conclusion, use more fireballs, fake them out with “fake” footsies, make him play your game. You’ll notice with mediocre Akuma’s they are always moving backwards, running essentially. Take your time. Reeeeeeal slow. Let him move into the corner by himself and then stand under the timer. He can’t teleport out, you get to punish for free. He can’t jump, you get to AA for free. He has to fight you on the ground and Ryu has the superior fireball (unless you give him enough time to throw a shaku/red fireball, then you’re gunna have to block or jump it) From here, dash in, poke poke, pressure pressure pressure, get out and back under that timer. Really, this applies to Ryu vs anyone almost. You get them in the corner, stand under the timer and let those fireballs fly and watch as they do absolutely retarded stuff. It’s actually quite funny.

Best of luck to you!

If Chun is hitting you with the double punch in the air, then that means you’re being very predictable with the jumping. But if you insist on jumping at her, try using hurricane kick in the air. I suggest you try crossing her up rather than using the jump as a way to move in. Simply walking up will help with that.

Now if she’s jumping in at you with the double fierce, you block high for both hits. Afterwards, more than likely she’ll want to attack low since she will want to charge for either SBK and/or fireball.

Against Blanka, don’t cross him up. Only do it if you feel like he won’t do the electricity. I usually only cross him up if I think he’s not expecting it. You have to condition him to think that you won’t pull something like that. Whenever I score a knock down, I think Blanka will do one of 3 things:

  1. EX/Normal Ball or EX Rainbow Roll
  2. Electricity
  3. Poke or dash forwards or backwards

With that in mind, I hardly ever stay close to him. You could try poking him with cr.mk after he wakes up if you think he’s going to do electricity. Or walk back a little further and meet his ball with cr.lp or cr.mp. And if he’s going to poke, you can block it, or counter hit him with your sweep, but that requires you to know the spacing of his normals. If he dashes, be aware he might be using that command dash to try and mix you up. Just be on your toes.

I don t think that akuma loose in footsies.

He walks faster and have a sweep thar reach farer and that he can abuse once he have ultra. without speaking of st.hk

personnaly just like blanka, I try to keep ex to have super in this match up.

it will make them afraid of using the sweep and afraid of fireball war or air fireball

if they just jump bak and air fireball you can fireball back and do lp shoryu, it will make your super coming faster. but generally you should try to close the distance as from far akuma will charge ex faster and is good.

just like against boxer your goal is to stay out of sweep range and then inter your cr.mk range.
dash is good to close the distance.

thanks Eso for that quick response. I’ll try it out.

just a little something random that me and my friend whitnessed the other day, playing ryu mirror, I was poking him with crmk and he decided to shinkuu, somehow my cr mk went under his shinkuu and hit him for some damage, and the shinkuu flew over my head and i took nothing! :confused: has this happened to any of you guys?

Jumping in against chun li too obvious will not do any good, if they are expecting you then they can basically do much more other than jumpin 2 hps. jumpin tatsu will not always win against chun’s jumpin hps

crossing chun li up is also not soo good idea if she has ex meters, her ex sbk is a great tool of anti air

too beat her jumpin hp with air attack does not always work because it depends on too many things such as distance, who is at what height and which attack you will use and so on so on.

against blanka is very tricky, depending on whom your opponent and what type of style he uses, it is all varies. but basically you will need super as soon as possible, as soon as you have super blanka’s rolling attack is very punishable when blocked since you can counter it using hp super (don’t use lp cause blanka can block)

spamming lp is not always a good option as blanka’s slide (down forward+hP) will beat it clean from distance.

blocked rainbow roll is punishable by many things including ultra.

on the wakeup don’t try to cross over cause you will lose regarding any attack you use unless you do a safe jump. his ex vertical roll and electricity made it almost impossible to cross over blanka when you score a knockdown.

also c.mp is a better option then c.mk after the knock down, the reason being is electricity may hit you depending on your range. ex vertical roll will beat your c.mk. while c.mp has the same consideration but when it hit (not blocked) you can follow up with another c.mp/c.mk then cancel to any specials thus giving you more damage. basically it has more follow up option.

also here is some mistakes that many ryu players made when playing against blanka :
when they block a rolling attack (horizontal) ryu players try to hit back using hadouken, this is superly punishable by blanka’s dive attack and ex rolling attack

Yes shinku will go over your head if you do a c.mk. but it can t be done in reaction, it s more like a situation happening than something you are reacting too. at least i see it this way.

akuma can do the same thing , i haven t saw ken, but I will not be surprise. I will not even be surprise if i see chun li cr.mk or fei cr.mk having the same result.

yes it happens pretty often, the reason being is ryu’s c.mk lowers his hit box and when it made contact, it kinda made a freeze for a few milliseconds that is when the super passes by :stuck_out_tongue: it happened to me once with ultra too :stuck_out_tongue:

also another good one is when you do c.mk and fei long did his ultra even when you whiff your c.mk, fei’s first hit will not hit you and you can even block the second one :stuck_out_tongue:

@ranix :
fei’s overhead also can pass when it hits happened to me once and yes you are right it is not really what you can plan but more of like it just happen

indeed it is something that just happens, thanks for the reply guys

That’s not so much what I meant ranix. Of course Akuma has great tools from footies, I just meant that Ryu can do some pretty nasty things from footsies as well and has more life so he can take more risks if he has to because of the extra life. Standing roundhouse isn’t that great against Ryu, I don’t feel at least. Only if he’s standing because if he crouches on reaction or is already crouching you’re going to eat a really bad punish. I honestly don’t use that move often unless he’s trying to get away and I need to close the distance and keep pressure on or visa versa, if he’s chasing me down and I want to apply my own pressure.

about st.hk, if you make the 1rst one wiff, the second one will touch ryu even if ryu crouch.

and if you have ultra and you do st.hk and the second one wiff, try to cancel it with ultra a little bit late.
if ryu want to punish with something else than shory, then it s free ultra '-)

I don t think ryu should take risk against akuma, he is one of the best punisher of the game, with ex, without ex, with ultra…

but i m ok with you, ryu can work on footsies and on fireball game on this match up.
I play against quiet good akuma( shinya and tokido, but much more shinya) and having a super is really helping controling the game. you close a lot of akuma option when you have super.

about akuma , what tokido do often is tick, then cr.mp trying to make the cr.mp touch as counter , then st.hk and big combo

also I read that you don t know what to do against crounched oponment. here is a combo shinya do often against me when i m crouched.
cr.lk cr.lp cr.mp hado fadc st.hk cr.lp/mp tatsu shoryu.

that hurt. and if you don t have ex go for cr.lk cr.lp cr.mp cr.sweep and then vortex

the thing about akuma is that even though he has 800 health point, his damage is nice and his combo is lethal when done. plus he moves faster than Ryu and also his fa has farther range compare to ryu and i believe it has quicker charge, i might be wrong plus at the start he moves kinda slightly backward which cause the hit box to go further from you. some akuma players like to do c.lk, c.lp when blocked he followed up with fa and any lp mashers will get caught with counter hit on the fa and those will result in big damage.

having super is really useful against akuma, it can be considered to take out air hadou option.

about “and if you have ultra and you do st.hk and the second one wiff, try to cancel it with ultra a little bit late.
if ryu want to punish with something else than shory, then it s free ultra '-)” i’m not sure regarding this cause usually i use c.lp’s or c.mp’s to punish this and it is before akuma even recover from the 2nd kick but will try to test it maybe tonight.

akuma is specific, he can cancel all is move during all the frame with ultra.

it means if akuma do a cr.mp and you do at the same moment an ultra( and yu see the cr.mp) actually akuma can still cancell the cr.mp into ultra and beat ryu ultra.

that the same with st.hk even if the animation of the second kick is not finish, he can cancel it into ultra.

it was a trap many akuma players was doing some time ago against characters than go under the second st.hk

[media=youtube]WXhOjDzmPMM&feature=related[/media]

check at 00.52 and as you can see video is not old and the ryu players is not the worst of the world…

yes it seems its like his c.hk but i dont’ think he can cancel during any frame with ultra cause if he can then he can just whiff any srk then cancel it to ultra to catch others that try to punish it

Sorry by move I mean normal attack i m not speaking about special attack.
he can cancel st.hk or cr.hk or cr.mp/mk with ultra before he completly recorver from the move.

No matter if he touch you in guard or if he wiff

ah i see that i agree