SF4 Ryu Match-up Thread

played an insane Gouken last night, got raped like 8-1. Could not get in on him at all. His “parry” ate all my crossup jump-ins and regular jump-ins he just FA crumpled. It seems his FA is lightning fast.

Can someone verify this, it seems that my rh tatsus get hit by his FBs no matter what?

Im not sure about tatsus with gouken but try doing empty jump ins and then throw him when he focus attacks/whiffs ‘parry’

you cant tatsu gouken fireball

when they like to use the ( dont know the name of the move but backward srk k/p parry style) I fake crossup and eventually they stop trying

True… But not like where opponent is near you and either he blocked srk or random srk out of block distance . But still , only the big damage really pays off when in or near the corner .

nice tips thanks you guys

Gouken is a bit of a weird match up for me. Jumping in at like half screen is retarded cause you’ll eat a fire ball or tatsu. Zone him for a bit maybe throw an ex and try and guess if his fb is ground or air. Up close I’d say do what you would normally do, bnb combos etc. but some ppl like to spam that counter mid combo hoping for a missed link so watch it. Empty to jumps to pysche out a counter then go for crouching hp-tatsu. Careful when playing footsies with him cause his sweep is godlike and that retarded back throw-ultra set up.

Also a question
Anyone else have a problem fighting chun-li? She gives me alot of trouble

The key to beating a good Sakura is understanding her EX tatsu mix-up game. Here’s a good annotated video that explains most of what’s going through a Sakura player’s mind: link.

Ryu’s big advantage in breaking the mix-up game is SF4’s way of automatically correcting the direction that a reversal dragon punch faces which means that really a reversal DP will beat everything except Sakura blocking/backdashing to bait you.

From a distance the only special trick she has to get in close is her EX otoshi which she’ll typically try to time to coincide with your fireball - it only does 168 damage if all 3 hits connect, but the real advantage it gives her is the knock down and getting in close.

Yeah, Chun is a hard match-up for me as well. Even though she’s one of my harder match-ups here are a few things that have been helping me:

-Rush her down if she has no EX. Once she does, bait out her EX bird kick and punish (online I usually just sweep). Eventually she’ll get scared to wake-up with this move and you can start the cross-up game again. Just don’t go crazy because she’ll catch on and wake up with her EX again.

-Chun is a poke MASTER. The range of her pokes are deceptively long. Gotta learn proper range with her. Try to check her with c. mp, or focus if you notice she likes poking a lot with c. hk.

-Get ready for her cross-up medium kick mix-ups. Learn to block this. After this, Chuns typically will follow up with a overhead kick special which must be blocked high, or sweep which is low. Throw in a reversal DP once in a while to keep her honest, but don’t overdue it.

-Remember to block high twice if she gets in with a jumping HP, then block low twice if she follows up with c.hp.

-Last and most obvious, don’t throw fireballs if she has ultra. It’s just silly to do so :wink:

Awesome vid, that’s a huge help in understanding Sakura’s mix-up game.

Chun is about footsies and abusing your superior dmg and fireball game.

Realize good chun’s are going to back dash a lot so play accordingly.

The saving grace in this matchup is even though her pokes have lots of range her legs are so wide you can actually poke her with lows farther than you could other characters when she’s standing. Work on your footsie hadouken game and you’ll notice that until she has ultra she really isn’t a threat as long as you don’t walk into like 4 pokes in a row. She has the slowest jump in the game i think she can’t jump in on you on reaction so abuse that.

Treat her slow lp as a boom and don’t try to counterpoke after blocking.

Once she has ultra only throw fb’s when u KNOW she isn’t holding a charge, but mainly poke with cr. MK (fireball doesn’t always combo from the ranges you can hit her so be careful about FB followup) and the occassional max range cr. HK. After a cr. HK or throw you get a knockdown so safe jump her EX SBK it’s pretty easy. If she EX SBK’s blow her away with cr. HPxxRH Tatsu, SRK or whatever.

When you get knockdowns pressure honestly i reccomend playing without fear of EX SBK until they start using it, but on wake-up their are so many ways to bait it just always do one of those.

I’m having trouble fighting balrog hes pokes gives me trouble , sometimes fireballing him doesnt seem to work and when i get caught in a corner at times i cant get myself out. Any suggestions?

Chun is pretty simple. Her jump is very slow and easy to punish and she can’t win the fireball war. I pretty much just fireball her unless she throws out a slow one and follows it. They usually follow this up with that quick flipping overhead move. Focus attack this and then punish. Once she’s knocked down you can pressure all day if she has no ex, and if she does have ex, there’s a range where her EX SBK won’t hit, but if she attempts it you can sweep after.

If you have a lead and she has ultra, just wait out her coming to you and punish with DP when she jumps.

Great thread;)

Balrog is all sorts of shenanigans lost a local tourney to a good friend of mine recently who edged me out with rog, but i blame myself as last round baited the dash punch cr. MKxx SRK FTW! but instead i got a super and the hits traded but only 1 hit of the super hit before his EX punch hit me so i lost … But haven’t played much recently so can only blame myself.

Trick to this match is really just eliminating his options and playing VERY patiently.
His cr. RH controls the match respect it. Only punish for it if spaced right is Focus Absorbxx dashforwardxx Normal as the focus won’t reach if spaced right. NEVER FIREBALL IF HE’S HOLDING A CHARGE UNLESS 3/4th’s + of the screen. Just convince him to move or walk forward cr. MK, or something else as it’s a fools choice to do so.
Verify your cr. MK distance so that when you cancel to fireball you dont’ eat headbutts. Besides that have fun, it’s all a battle against cr. RH.

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The OP’s last activity was on 07-01-2009 . Does this mean he/she hadn’t logged on for quite a while ?

F-mp literally stuff balrogs reversal headbutt making it a great option on his wakeup. It may even beat certain ex rush punches since its two hits (not verified).

Damn near EVERYTHING stuffs reversal headbutt on wakeup.

Does anyone else think this would be helpful? I want to compile something like that, but not if no one wants it.

Alright guys, I just switched mains from Zangief (Long story) over to Ryu, and I am having trouble with one thing in one particular matchup—ironically it’s Zangief.

My friend plays a pretty mean Zangief (Sounds redundant) but I feel comfortable playing the ground game against him. My only problem is that I have NO clue how to advance on him in the air. My friend times a crouching lariat so that whenever I throw out a j.roundhouse, we always trade which is vastly in his favor. It leads to EX green hand juggle, and worse, the knockdown.

Now naturally I’d like to find a way to advance on him while jumping, because sometimes I want to mix things up. Right now I basically play footsies with hadous and ex hadous, which I fairing well at though. But yeah, any advice on jumping in on him would be great! :tup:

Oh, and I suppose suggestions for getting out of his crossup body splash after knocking me down would be cool too!

You don’t advance on Gief, especially in the air. You keep him at bay with your hadokens and if he gets antsy and he jumps at you, you shoryu. If you’re playing this match up right, the chip damage should be accumulating due to hadoukens.

When he gets meter watch out for his EX Green hand. If I smell one coming I neutral jump and MK if that connects > cr. MK, Tatsu.

How to get away from his cross up body splash? That’s a 50/50. You’re just going to have to guess right.

  1. Block.
  2. Dash Back.
  3. Jump Back.
  4. Shoryu.

Try these options depending on how you read your opponent and what you think he’ll do next. If I block the lariat on my wake up, I usually just sweep and start zoning with fireballs again. Shoryu trades with Lariat, so if you have a strong hunch he’s going to do lariat you EX shoryu, it beats it out cleanly (IIRC) if you can’t take any chip damage, because that lariat chips a ton.

If you get near the corner use jump HK Tatsu to get safely over him. Make sure to do the HK Tatsu on your way up from your jump so you float.