SF4 Ryu Match-up Thread

thx, now im back to training :slight_smile:

true. i was wondering something to myself. if I empty jump over a Guile and wakeup and immediately tatsu as he is beginning his flash kick, would I hit him on the way up?

this is a bit ridiculous, no offense. Just safe jump and he cat flash kick - and if he does you can punish it. Using a tatsu in that way is kinda weird, especially given tatsus gaps in active frames - could miss.

if he will do a flash kick, why not just block it and punish him harder instead of doing a tatsu which you may or may not hit him?

How do I do option select-tatsu and shoryu?
and since its on topic how do I perform an option select throw??
what about Ken’s ex tatsu on hit is +1 and does a 50/50 shoryu/throw mixup? How do I option select there (to block or break the throw)??
Help would be appreciated; if there’s a thread with the answers can someone please link it?

there is a thread but i can’t remember on where and it is not just 50/50 there are more options after ken’s ex tatsu most people just do shoryu / throw but i’ve played good ken players and they don’t just do that, they also do blocking after and sometimes they do a c.lk (when hits they follow up with a combo and ends with another ex tatsu)

but basically, shoryu will beat tech throw attempts by you, throw will beat your blocking when you attempt to block ken’s shoryu but you should put in mind that you can do shoryuken too that will break his throw attempts and even ultra but it will get beaten if he decideds to block after that, so there are many possibilities.

and also keep in mind that they too have the same issue guessing at what we are going to do next as they too did not know what we will do, the only thing that keep us panic is that because we are getting hit by the ex tatsu and we are afraid to follow up as we tend to think that they will do a follow up attack

  1. You do a j.fierce or something, just after you hit the button, you input shoryuken. Now, if the j.fierce whiffs, you land quickly and the shoryuken will come out. If the j.fierce hits, you stay in the air just a little bit longer, and no shoryuken comes out. Same deal with tatsu.

  2. Hold down and back and hit throw. You can’t throw while crouching, but you can still tech. So, if they don’t throw, your c.short comes out, if they do, you tech it.

  3. I have no clue.

thanks Shin, thats why I would like to know how to option-select block or break throw…so i can break Ken’s throw attempt or block if he does shoryu

Dankk: thanks!

How do you beat a bison that likes to spam scissors kick combos?

ex: normal > normal > normal > normal > scissors kick

if hes doing the LK scissors hes completely safe on block. any other version hes minus i believe. so you can punish thoses. the LK one you have to turtle and take chip damage. i dont really know the bison match up THAT WELL. can only tell you from the experience i have. which is little

you have to look on the lk > scissors combo like it were a c/mk > FB. Same deal. Does a bit of chip damag, but just take it. Instead of punishing it, you should look for the right spacing so you have an advantage and dont allow him into that situation in the firsat place. c.mpwill beat a lot of Bisonsmoves, so you can use that to stuff, and if they truly are ā€˜spamming’ the combo, try to time a neutral jump. The amount of damage you get off of 1 successful neutral jump will be more than all the blocked scissor kicks he can do in a round.

Good tips Darth…I was struggling to expace real aggresive Bisons who use lk. sissors.

any idea on how to deal with a superb rose player?

well her soul sparks aint that good. crappy recovery and long start up. i wouldnt hado much because of the reclect because she gain meter each hit of the fireball. her slide is good. i believe its a :df: + MK move. i dont remember the exact comand for it someone can correct me on that if im wrong. i her standing HK is really good against you. thats usally started wiht a slow soul spark. you can try to bait her air throw out by safe jumping after a knock down. try not FA close to her. her soul spiral has armor breaking properties. id becareful of that.

edit on her Soul Spark

Soul Spark
Normal - Her basic projectile. The higher the strength the longer the start up is but the shorter the recovery is.
EX - 2 hit projectile. Has good start up and recovery.

thanks Rsnake, any tips on how to deal with her close range battle, usually after her slide she like to either throw or follow up with c.lp then followed by something then the thrust which can be followed by a c.lp

if they get close any idea as how to escape or break that thing?

i dont know the rose match up well. but she cant handle rushdown well either. mix her up by tick throwing, and what you said. i would try to ex tatsu her throw, or tech it. the trust thing u can block i believe u can punish her possibly.

Soul Spiral LK 100 100 12 6 40 -8 D 20/40 X X O Armor break
Soul Spiral MK 100 100 15 6 41 -6 D 20/40 X X O Armor break
Soul Spiral HK 100 100 16 6 40 -4 D 20/40 X X O Armor break
Soul Spiral EX 100 100 13 6 39 -6
thats her frame data and the minus is are on block

like i said dont know match up WELL enough to give good strats close up game should be yours since u have better mix up options than her.

mmm, i still don’t know how to read frame data as i don’t really know anything about it but when you say minus does it mean that they have an extra frame and we can’t do anything during that frame?

no they are minus on block of a move that was block its like thier recovery of that move as well, like you can punish with a cmk hado after you block have she does that soul spiral. since cmk is a 4 frame move.

so if she did a c.lp then cancel to soul spiral does the minus gets bigger? or is it calculated just after soul spiral?

no its just after the soul spiral.