SF4 Ryu Match-up Thread

Yeah thanks guys there is alot of awsome knowledge here.

Sim is all about being patient and keeping your distance. Remeber Sim cant hurt you when you are full screen away. At worst just block his pokes, if he throws a fb throw one back to cancel and avoid his teleport cross up game. Soon enough he is going to get frustrated and by then you should have ex built up. And then it is your turn to punish him. If he trys to move in, usually by teleporting behind you be ready to srk his ass, if he still wants to stay away, then ex fireball him get the nock down and rush him. When you get in on him you can really hurt him as he is week and takes damage like a girl. Just stay on him for as long as you can, a good Sim will teleport away as soon as they can and then the game starts again. Just be patient, dont try to rush him straight away. I have been playing a high level Sim who used to crush me every time we played but now i am the one doing the crushing, follow these few basic points and you should be well on your way to beating on the Sim of your choice

just wanted to add that if you are at full screen when sim did yoga fire, it is not always a good idea to throw hadou to cancel it, the reason is if sim’s did it first and he did, lk slide, his standing hp will be in range and you are more likely on the recovery from hadou unable to block unless you have a good reflexes, but if you do have good reflexes might as well do hk tatsu as it will beat his yoga fire if you time it nicely

also question regarding akuma, if ryu did a jumpin and akuma did c.hp and it beats ryu’s jumpin clean, then akuma cancels to demon flip (throw/punch/dive kicks) can ryu’s hp srk beat it?

also if akuma decided to throw with demon flip, if ryu is at crouching position can ryu be grabbed? or is it more like cammy? and will c.hp beat it clean? or trade?

That is a good point Shin in regards to the Hadoken against Sim. Because Sims recovery is so crap from his yoga fire you actually have plenty of time to throw out yours without fear of any consequences, having said that make sure you throw it out when you see him throw his, even some one with average reflexes should be able to do this.

This is one of the main things to do in order to take Sims options away. If you try to focus his yoga fire he will hit you with a hp so never focus, if you try to jump he will hit you with a limb from across the screen, if you try to block he will teleport behind you and cross you up and can land big damage here. If you cancel his fb then he cant do any of these and needs to take more risk to get in and that’s when its your turn to punish. Food for thought anyway.

As a side note if they are throwing lots of fb then you can easily punish with the tatsu which has the added advantage of putting you right on top of him, which is where you want to be. Your safest option though is to EX Hado him to cancel his fb get the knockdown and move in.

yes, sim’s fireball recovery is bad, but sometimes when i fool around using sim, i get to play some people that do a fireball a bit too late, so my slide then hp gets them before they can recover.

another thing is should you some how within sim’s range, and sim did yoga fire while you didn’t manage to do tatsu, try to block low, i get a free c.hp hit quite alot of time, it doesn’t have the same range as hp but pretty close and it hits low.

Personally i find that Blanka is by far the worst match up for Ryu. It feels like he has been specifically designed to fight shotos. Does anyone else find this match difficult?

Not being able to punish his ball with out super really sucks as this is one of the matches you have cant just keep throwing hadoukens. Anyone got any suggestions with this match up?

I turtle against Blanka. His slide is very punishable, and you can beat him in the footsies game. If he jumps, dragon punch it. You have to be patient because you can’t really rush him down or cross him up too much. From the right ranges, you should be able to predict that Blanka ball and react to it with SRK, and if not, you can throw out c.mp when you think he’ll ball to kind of keep him in check.

Also, don’t miss your opportunities for punishing. Sometimes I see people punish slide with c.mk -> hadou, when they had the meter for a c.mk -> ex-tatsu.

For more info, check here:
http://forums.shoryuken.com/showthread.php?t=203120

i don’t think against anyone you should keep on throwing hadoukens, its suicide unless you know your spacing right

c.mk, ex tatsu is a better punish but not always the case depending on the space, sometimes, ex will not hit all or they get that weird escape where they can block or counter after 1 or 2 hits

you can’t be very agressive when you play against blanka and spamming lp too much at once is not a very good idea as it can be beaten by his slide from a distance

if you play against blanka that doesn’t really charge or very good at hiding his charge is more difficult than fighting the one that turtles.

another good thing against blanka is if you can push them to the corner, if they did a ball and you block it, you can do forward dash to get closer and push them to the corner, once they are in the corner and you are close enough (does not have to be next to each other) you can punish his ball, even when you get hit by many things.

getting untechable knock down on blanka is very handy at many times, you should also practice connecting your c.mp with another c.mp, once you get blanka knocked down you can go next to him and do a meaty c.mp, even though this is dangerous but it is worthwhile.

c.mp on blanka on his wakeup will beat electricity / throw attempt, may win/lose against his ball, will lose to vertical ball/super/ultra but you can bait them to do vertical roll or super, by just crouching next to them, if you are in mid screen you can close the gap and push them to the corner

Sorry i didnt mean spam hado’s, when i said keep throwing hado’s i meant zoning as you would do most other characters. The extra clip you added i did read previosly i just dont agree with it…there is no way that Ryu can play better footsies then Blanka.

He walks faster then you for one plus he has his hop. If you try to walk forward then he walks back and then can BB you since you wont be blocking…if he is walking towards you and you start walking back in order to keep good spacing he can slide you as he is walking forward, or hop forward grab…basically he has alot of options.

High level players do not abuse the slide as it is pretty much the only move you can really punish him for. After FA’ing it and putting a heavy combo onto them once or twice they stop doing it. If you can predict there BB then they are doing it to much and aren’t a high level player. The BB is unpunishable without super, so a smart blanka player will do a combination of BB one after the other or will delay them so that you cant get a good read on it (since you cant really punish it they can basically take there time without worrying of any consequence), since you potentially are whiffing moves in order to catch him leaves you open to eat something.

I did like your personal thoughts though shin, trying to push them into the corner and limiting his movements, his hop though can go through you to get him out of trouble and potentially put you there. Plus once he has ultra you are taking a big risk being that close and trying to pressure him

i didn’t mean to say play footsies with blanka, as you will lose unless they are horrible at playing blanka, don’t get too close with blanka cause his hop will go behind you, if your reflexes is good enough you can actually do c.lp to beat blanka’s hop before blanka can recover/block and slide is very safe at max distance.

another thing i have against blanka is his cross up ultra after f+throw, when done correctly its hard to tell which side to block :stuck_out_tongue:

Yeah i agree there, definitely a frustrating match up. I think the key is to be very patient and just accept the chip damage. Someone else posted that Blanka worst nightmare is a turtling Ryu…I just hate to turtle, but you got to do what you got to do.

One tip though to deal with the throw to Ultra mixup/crossup is to ex srk, you can do this on wake up and he cant hit you, at worst you will whiff the srk and be spaced a nice distance at best you will hit him out of his Ultra and can FADC Ultra if you have it.

Thanks all for your input…its good to see other peoples prospective on these things.

i got caught with blanka’s ultra mixup after a forward throw twice yesterday playing with a friend and i manage to block one and got hit on the second, i realize that you do have a split second to see where he is going to land.

interesting one is when i get caught, my friend was on the right side i’m on the left, so he did ultra and i block the wrong way, i get shocked facing left (meaning i’m on the right side now) then second hit i’m facing right (i’m back on the left side), its interesting :stuck_out_tongue:

there are a few good blanka players i know, the one that gives me most hard time is :

Smakys

some others are good to get xp knowledge on is :

djantro
poonray
sarge_84 or sarge84 can’t remember

Any tips against Bison (Dictator). I don’t have problem with his headstomp game, It’s just his scissors (and ex scissors thru fireballs), RH and Foward pokes that give me problems. Any tips on how to counter these tactics i would greatly appreciate it :slight_smile:

Look out for when the scissors hit you hit. You can DP reversal him. c.mp also works well with scissor pressure. c.mk hadouken is also good against Bison. bison has good pokes so just block and punish unfinished strings. Don’t just blindly jump into him either. His RH will hit you all day so be selective. once you get the knock down, cross up and pressure him but watch out for wake up pshycho crusher and try to bait it.

dp reversa-ing a scissors kick is good only if he land right next to you or bison did a close range scissors kick, if he did it in a range, your srk will whiff. i’m not sure about its recovery whether if lk version has more or less recovery than hk version but if close you definitely will be able to do dp reversal or even throw him.

c.mk hadou is good to use but problem is you have to get near him :stuck_out_tongue: but it is good indeed.

punishing unfinished strings is very important because you won’t have much chance coming.

if you decided to jumpin and Bison is not on knock down, best if you use hp attack, cause it gives you more chance on beating his hk (this depends on space and timing)

i also suggest doing jump dp option select on knockdown, this will beat out his ex headstomp (which you can follow with ultra/super/ex hadou) and will trade with es pshyco crusher and not sure about damage wise, and not sure too about ex scissors if someone can confirm that will be great, most bison i know uses either the first 2 or block

For the head stomp, just back dash if there’s room. He’ll land right in front of you, vulnerable.

And for Vega, FA to absorb when he attacks from the air. it makes it soooo much easier to win

Blanka is difficult, but usually predictable. Adapt…

For Honda, standing FK does wonders if he jumps straight up or in. Wow.

When gief does an empty jump and does his ultra, what is his counter? He always catches me slipping and I don’t know what to do.

It’s best to just jump away and zone the gief when he has ultra. Hopefully, you have the life lead at this point. Also, be aware of your spacing. Gief has his weird jump-ins which can lead to a whiffed dp. It’s always better safe than sorry in this match up imo.

what happens is when he does the knockdown, he would safe jump over me and ultra. I am like ahhh sh!t…just can’t beat him