SSF4 AE Ryu Match-up Thread

Various pages:
Other matchup page can be found HERE
Ask AKS216 can be found HERE
Matchup Videos can be found HERE
Huge shoutouts to Air for being so willing to help me out with this.Also some of this information is coming straight from Air’s blog which can be found right HERE.I highly recommend that all Ryu players check out this blog,and watch his cross counter guide below.

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Well I have decided to consolidate all of the info on all of the Ryu matchups into one tight space…so here it goes:

Abel

Spoiler

Ryu vs Abel

http://1.bp.blogspot.com/_TG564Ahm0MA/TSQJ1y7nIpI/AAAAAAAAAF4/wBDxS1ovfAU/s400/385111-bigthumbnail.jpg

[FONT=Times New Roman]Abel[/FONT]

**Matchup: **

Though the majority of the people would say this is an even match up, I personally think it’s slightly in Abel’s favour due to the option selects and mixups he can do on Ryu. This match is somewhat similar to Ryu vs Zangief. I say similar to Zangief in that you don’t want to be knocked down and want to stay out of Abel’s stepkick/poke range

Ground Games:

Far Range: Abels would try to build meter at this range and probably trying to make you go over to him. Either throw fireball to stop him from building or slowly walk forward to push him near the corner and Abel will eventually try to get out of the corner by rolling out. Make sure you don’t throw predictable fireballs and ready to bait his roll.

Mid Range: The most dangerous range in this match up. Avoid being hit by Abel’s spiritual move: his step kick. Getting hit or even getting it blocked can lead to a mind game that is in Abel’s favour. Use Ryu’s max distance low forward to keep him out. A well timed low strong or even mashing stand jab can beat his step kick and getting in.

Close Range: Beware of Abel’s standing short which basically stops everything of Ryu’s except SRK. A command string of Abel’s would be doing a hella stand short then tries to pressure you by connecting the step kick. So you can either block the whole shit, MASH on SRK or backdash and GET THE FUCK OUT.

On Ryu’s Wakeup:

Abel’s probably has one of the scariest wake up game. Variety of setups needed to be worried like untechable command throw, a front or crossup rolled attack, a low attack, an over head or even just do nothing and bait. Every Abel has their own setups, therefore it’s really hard to guess what they’re going to do. Therefore I am sorry, there is really not much advises but NEVER SIT STILL, do something…mash srk…mash on jab…backdash…jump…you have to make your opponent think and hesitate on their decisions.

Counter:

Rekka: Usually this is really hard to react to…so block the first hit of the rekka then punish with SRK.

Ex Version: Same as normal version, just remember this move absorbs one hit so becareful with your slow recovery normals and throwing those fireballs.

Roll: Can hit him on his start up and right where he lands but best to counter with a throw.

Ex Roll: Can only counter with throw.

Wheel Kick: Anything as long as before the kick hits you.

Ex Wheel Kick: Perfectly timed normals that hit high, though best to use SRK to counter.

Against Ultra 1: Uhhh…pretty obvious…don’t throw fireball or air escape tatsu…it is punishable. Other than that Abel can’t land this on you without landing his low fierce.

Against Ultra 2: It really depends where Abel launches this ultra.
[LIST]
[]Close Range: Tatsu to break his armor. If he releases it instantly it will go through your tatsu.
[
]Mid Range: Keep jumping back, air escape tatsu go behind him or HK tatsu. (They can cancel their U2 if they are able to react to it.
[*]Far Range: Keep jumping back. HK tatsu not recommended
[/LIST]
Mind games and Option Select:

After an untechable knockdown Ryu can do safe jump OS to cut down his wakeup options.
Ex Roll:
[LIST]
[]Safe jump attack OS throw or empty jump throw/throw on wakeup
[/LIST]
Backdash:
[LIST]
[
]Safe jump attack OS tatsu or sweep/on ground OS sweep/Tatsu
[/LIST]
Ex Rekka:

There are no option selects against this move but these are the things you can do to counter this move
[LIST]
[]Empty jump thro w/throw on wakeup
[
]Jump strong
[]Safe jump attack (allows you to block Rekka in time)
[
]Tatsu on wakeup
[/LIST]
Ex Tornado throw:

No safe jump OS works against this move (Well a timed safe jump OS does beat this move…but timing is strict and it looks pretty obvious that you are trying to bait the Ex TT.)
[LIST]
[
]Empty Jump Throw
[]Throw on wake up
[
]A late jump in attack / crossup attack
[*]Tatsu / Ex Tatsu
[/LIST]
It’s just pure mind games for Ryu using which OS to land on Abel’s wakeup. However it is possible to predict Abel’s next move through his meters.

Things to be aware of:

The only way to read an Abel player is mainly from how much meters he has. Abel doesn’t have much mix ups if a combo is ended by Rekka. On top of that, if an Abel player has less than 2 gauges, he can’t combo off Rekka into the air grab which means he has a risk to land the combo (No gauges to FADC), therefore a very high chance that he would try and land a command grab or bait.
In a life lead situation, Abels are usually really desperate for a comeback……here you should watch out for a low fierce on your wakeup. If it happens to be a command throw its ok, take it and let the situation reset.
Furthermore, if Abel knocks you down in the corner, he cannot land a combo into Ultra 1 unless he has 2 or more meters. If you do think he’s going to try landing an ultra, he will have to roll behind to (facing outside the corner) low fierce > ultra, so beware.
Hmmm…also…if Abel tends to do reset combos on you, don’t be afraid to mash SRK mainly because the Abel player is trying to land more damage that’s why he’s resetting, otherwise he the reset combo is worthless (but of course don’t rely on mashing).

Adon

Spoiler

Ryu vs Adon

[**

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**](‘http://2.bp.blogspot.com/_TG564Ahm0MA/TMbMmEnIQrI/AAAAAAAAABk/fumZLtNlTCQ/s1600/adon.jpg’)

[SIZE=5]Adon[/SIZE]

Matchup:

**This is one of the new character’s matchup I hate the most as a Ryu player and i am sure all the Ryu players think the same. When a character that can spam safe on blocked moves (jaguar kick and off the wall kick) are pain in the ass. They’re hard to counter and they can do free chip damage + push you in the wall for free, on top of these, those moves deal great amount of damage on Ryu. This matchup is a 6:4 Adon’s favour if he uses ultra 1 and 5.5:4.5 Adon’s favour when it comes to Ultra 2. Adon is such a good character because he has really really good tools on ground, through fireballs, anti air and a special 6frame faster wakeup than anybody in the cast. He’s a character that gives no room for his opponent to pull any scrubby game play that forces you to play your best! **

Anti Air:

Adon doesn’t have any special jump in normals, so if he ever jumps in to you with any normals, don’t need to hesitate to use your srk or low fierce to anti air. Like El Fuerte, Adon has to rely on his special moves to get in Ryu which are also mainly off the ground, therefore excellent anti air is required in this matchup.

Ground Game:

**Far Range: This distance is safe to throw fireball, yet, Adon’s off the wall kick can go through fireball full screen, however in order for Adon to land this attack on you full screen, he has to do an early off the wall kick before you even throw the fireball. **

Mid Range: Adon’s low strong and standing roundhouse is his main tools for footsies. Adon’s low strong its a pretty fast but not far normal, usually Adon players tend to connects it after a low jab then into jaugar kick for some chip damage + continuing his offense ( this is a good chance to counter his move if you look for it and have fast enough reactions :P). Against Adon focus ( i just learned this North American term instead of using saving <- Jap term) attack is not recommended because Adon’s standing roundhouse has 2 hits that can armor break easily (Far st.Fierce can counter Adon’s st. roundhouse if timed correctly). His special moves such as off the wall kick and ground jaguar kick also armor breakable. Whiffed standing roundhouse can be punished by Ryu’s low strong (TIMING IS STRICT)
**Adon doesn’t really have an answer to Ryu’s low forward at this range, so don’t fear to use his normal more to pressure him. **

Close Range: Adon has some safe and far poke strings and a farely far kara throw. On the other hand, Adon doesn’t have a really good or deadly frame trap, so don’t be afraid to mash on low jabs while you are guarding his poke strings.

Mind games and Option Select:

**Pain in the ass! This is the only character in the whole cast that you can’t do any safe jumps or vortex on because of his BROKEN ASS 6f faster wakeup! So does that mean Ryu players should not even try to do anything on his wakeup? The answer is NO!, luckily to the readers i do have some strategies to share on what to do on his wakeup that usually works ( for me… ). After you land a SRK, if the Adon players do a tech wakeup, Ryu can do an immediate low forward into fireball which usually hits. Why?! Majority of the Adon players are not aware of their fast wakeup, therefore usually after a tech wakeup they just hold back so they can get out of everything situation. In this case your low forward hits. **
**Another thing you can do is, forward throw hold up forward jump right away and follow up with a foward kick, if it’s done right ( this allows you to catch up on his 6f wakeup ), this should be really hard for the Adon player to do a properly uppercut. **
Option select…i think sweep OS is the only OS you can do on Adon right now…

On My Wakup:

Backdash is probably the safest thing to do if you don’t want to do any risky moves. Using srk to AA Adon’s vortexes is pretty risky since smart Adons can bait your Srk with an air jaguar kick on your wakeup. On top of that, Adon’s neutral jump roundhouse seems to be a safe jump ( sometimes i can get a trade srk…never clean…and it does not worth to lose those life )

Counters:

**Jaguar kick: This is the one of the hardest move to punish in the game IMO. Even if you are fast enough to react to it, sometimes it tends to trade with your normals or SRK and it can deal a chunk of your life. Answer to this move is fast reflex with perfect timed SRK ( DUH!!! )…yah…and an early far standing fierce and standing roundhouse can also stop this move. **
**Against this move…suprisingly, backdash can get out of his HK version Jaguar kick and allows u to punish with low forward > whatever. **

Air Jaguar kick: This move has lesser priority than the ground version one. Srk and low fierce can beat this move perfectly. Moreover, YES!!! Focus attack works against this move! ( Air version is not armor breakable )

Ex Jaguar kick: Ex version can go through fireball clean, armor breakable PLUS it’s an overhead ( WTF!!! BROKEN!!! ) To counter the ex version, tools you use are exactly the same as the normal version but you do need a bit faster reflexes… :smiley:

Jaguar Tooth: For Adon, this move is safe on block, so there’s nothing much you can do if you blocked this move. To counter this move, once you see him jump off the wall, just whiff out a jab srk and it can beat it clean. Even if he uses other versions of Jaguar tooth and you whiffed your srk, don’t worry, he has to land and won’t be able to harm you :slight_smile:

**Ex Jaguar Tooth: Same thing, but fasterr, nothing scary. **

Once you see him climb off the wall, do Ultra 1, whichever version of Jaguar kick will get hit by it. Free chance to land ultra :slight_smile:

**Against Ultra 1: **

This ultra can go through fireballs full screen like Chun li’s but not a charged move ( BROKEN!!! ). So beware of his ultra gauge and make sure you don’t throw those reckless fireballs :slight_smile:

Against Ultra 2:

This is an AA ultra that Adon can combo off from his uppercut. So yah…uhhh…don’t jump or get hit then you can avoid being hit by this ultra… :slight_smile:

Things to be aware of:

Adon’s Jaguar kick is the most scary and dangerous move. Adon players tend to abuse this move the most since it’s hard to punish and it can do pretty good damage. According to my own experience, most of the Adons will use Jaguar kick after the following situations.

When they are under pressure by fireball when he has no ex meters and by low forward, Adon would usually use this move to try to get out of pressure.

Another situation is when Adon does a standing roundhouse and you happen to block it, they will try to use Jaguar kick to get closer and apply pressure again.

THIS SITUATION HAPPEN THE MOST!! After a tech throw…they will use roundhouse version Jaguar kick…trust me…they will. Right after a tech throw, you can mash on far st.fierce or st.roundhouse, whichever you prefer.

**When you are in the corner, jumping backward roundhouse can be a good escape + punish sometimes when Adon has no ex meters. Even though if he has no meters, can’t rely jumping backwards all the time. **

P.S. Any version of Jaguar kick in any situation, Ryu’s Ultra 1 is the BEST punish. Make sure Ryu players out there don’t forget to use it.

Akuma (Gouki)

[details=Spoiler]
Ryu vs Akuma

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Akuma(Gouki)
No doubt this is an even matchup, and there’s nothing scary about Akuma unless you get knocked down. When you are down, that’s when you need to fear about Akuma’s deadly vortex. Therefore, against Akuma, say this to yourself “Don’t get knocked down, don’t get knocked down…”. Other then that, just worry about how to keep Akuma out and land whatever damage you can.
Ground Game
Far Range: Like any other characters, don’t hesitate to throw fireballs to build meters and make your opponents move. Though, if Akuma has a meter, his Ex Demon Flip setups do go full screen, so throw fireballs wisely and try to bait his Ex Demon Flips.
Mid Range: THIS RANGE IS DANGEROUS! All Akumas would spam sweep at this range whether it hits or not. Akumas are pretty desperate for that knock down. Generally Akuma does have better footsies than Ryu…so it’s not really smart to try and outplay Akuma with footsies. Though as a counter of Akuma’s sweep, you can do a level 2 focus attack or focus through his sweep and punish. *Do remember if Akuma has ultra he can sweep cancel into Raging Demon which can kills you focus"
Another strong normal Akuma usually uses is his far standing roundhouse that consist of 2 hits. However if this normal hits you from too close, the 2nd hif of the roundhouse whiffs if you are in crouching position. Ryu can punish with whatever after whiff, but beware, Akumas can cancel the 2hit into Raging Demon. In my opinion, the safest punish is to use MP version SRK that can also beat Akuma’s ultra clean.
Close Range: Nothing too good of Akuma at this range…however he does have a pretty far KARA throw. On top of that, Akumas with 2 or more meters would usually frame trap with a HP SRK, so beware of that as well.
Counter:
Air Fireball: Super/Ultra/Ex SRK or dash forward sweep for a trade.
Ex version: Same as normal version except you can block the first fireball and at the last moment where Akuma is dropping down, you can do a MP SRK to go through the 2nd fireball + hitting Akuma.(Timing and spacing is strict!!)
Fireball: Hurricane kick, super and Ultra.
Ex Version: Same as normal version.
Red Fireball: Hurricane kick. For super and ultra wise, the Red Fireball has to be about to hit you b4 you can counter it because of it’s three hits.
Ex Version: Same as normal version
Shoryuken: Non of Ryu’s normal version SRK beats Akuma’s. As a result, only EX SRK can beat Akuma’s normal SRKs.
Ex Version: Sadly, nothing of Ryu’s can win against this move.
Hurricane Kick: Anything but fireballs.
Ex Version: Same as normal version (Punishable with sweep by walking forward abit or Super)
Demon Flip Dive Kick: SRK trades , Ex SRK can beat it clean. Best counter is hit him air to air or low fierce.
Ex Version: Same as normal version
Demon Flip Splash/Throw: Same as the dive kick except normal version SRK can beat it clean.
Ex Version: Same as the normal one
Super: His super is like Raging Demon except it’s stronger. Also normal cancelable plus hits you instantly. Therefore you have to jump out BEFORE the super comes out, by all means…you have to guess when your opponent is going to land this move.
Against Ultra 1: Do not randomly jump or use focus attacks assuming your opponent is ready to land this on you at any situations. When Raging Demon misses you, best is to jump back and punish with low forward > combo. Punishing this move with SRK does work nevertheless there is still a sight risk of getting grabbed by it unless you are using the ex SRK.
Against Ultra 2: No experience against this Ultra yet.
On Ryu’s Wakeup:
If you are having trouble blocking or getting away from his mixups, read this section carefully
Akuma needs a certain setups in order to land certain mixups. Below I will make a list of his mixups that I know of. (Take the list as a reference, nothing is guarateed because each Akuma has their own setups and playstyle. Please don’t come to me telling me that whoever you played did not land the mixup like i listed)
Crossup Hurricane Kicks
· Usually after a sweep.
· After you get thrown by Demon Flip Grab, Akuma will dash forward twice
· After a forward throw, Akuma dashes forward tiwce
You can use Ryu’s low forward to lower his body making this move to whiff.
Crossup Air Fireball
· After a Demon Flip Grab/Splash, following a TK air fireball.
· This usually doesn’t crossup even though it looks like one. Have yourself crouching block the air fireball which makes the fireball harder to crossup (Works the same against Ibuki’s Kunai). You can also focus dash out of the air fireball with risk if you don’t want to block (Same goes with Ibuki’s Kunai.)
Demon Flip Grab/Splash
· After a sweep, a delayed demon flip > splash/grab.
· After you get hit by demon splash or grab, backdash > immediately another demon flip
· Untechable knocked down in the corner, whiffs a standing fierce punch, demon flip
· Backthrow, delayed demon flip
· Sweep, delayed demon flip
Demon Flip Dive Kick:
· After a sweep, immediate Demon flip dive kick (in this setup, you can trade with a MP SRK or beats it with EX SRK)
· Any combo into LP SRK > FADC > 3 hits Red Fireball > (Ryu quickwakeup) Demon Flip Dive kick (this will beat any of your wakeup moves
· Backthrow, instant Demon Flip Dive Kick (Will beat all of your wakeup moves but however you can forward dash to get out on wakeup.Akuma can OS sweep)
· Forward throw, dash forward Demon Flip Dive kick (tradable with MP SRK)
· Demon Flip Dive Kick right after a Demon grab or splash are also tradable with MP SRK.
Normal Dive Kick:
· Usuallly after a sweep
· When you are cornered to make a fake crossup.
Corner Neutral Jump Air fireball mixups:
Akuma can do this after any kinds of knock downs in the corner. They then will throw an air fireball which Ryu is forced to block,(Nothing can hit Akuma at this point…ex SRK will be blocked) and these are mixups Akuma can do.
· Forward Jump Short that’s an ambitgious crossup (never crosses up)
· Forward Jump Forward (crosses up)
· Empty Jump landing in FRONT hitting low into combo
· Empty Jump landing behind you hitting low into combo

Unblockable Setup:
When Ryu is in or near the corner, forward throw with Akuma. Immediately dash forward twice and do crossup jump forward = an unblockable kick. (This setup only works on Ryu, Ken and Akuma I believe…)

Mind games and Option Select:
Option Selects that Ryu can do on Akuma is limited due to his teleport and SRK. Mixup wise…an overhead…a crossup tatsu…that’s it…i think…? OS wise…after a knock down, you can do a jump in attack OS roundhouse TATSU…when the last hit hits, follow up with a fierce SRK. And uhhh…ummmm…OS sweep…and the Fireball OS against teleport on ground. (Read fundamental part 5)
Things to be aware of:
When Akuma is being pressured by Hadokens, he will keep trying to move around like throwing air fireballs hoping those will hit you so that they can reposition himself…or they would do demon flips trying to go over your fireballs…or simply just jump in on you. Basically that’s the strategy when it comes to Ryu vs Akuma. Pressure him, make him move and try to counter everything he does. On the other hand, if an Akuma is pressing you by zoning you out, you can jump at him trying to land combo once or twice just to give a message to your opponent that YOU would actually jump. This message will then forces him to hesitate on his fireballs and this is when YOU start to zone.
Also, a couple more things to keep in mind that when you are in a huge lead on life…don’t jump in! One Raging Demon can probably cost you the game! And last but not least, don’t try to uppercut all his jump ins due to possibility of bait tatsu or change of whiffing your SRK against Demon Flip Dive kicks. As mentioned above earlier, use low fierce at these situations.
[SIZE=4][/details][/SIZE]

Blanka

Spoiler

Ryu vs Blanka

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[SIZE=5][SIZE=5]Blanka[/SIZE][/SIZE]

This used to be slightly in Blanka’s favor, but when it came to AE, I think it’s an even match up due to Blanka’s range nerfed on blocked “Blanka Ball”. In this match up, simple strategies such as turtling until time over with minimal mistakes or put Blanka in the corner and slowly grind your opponent’s health. It’s not a hard match up, but I personally think it’s really boring/annoying to play against. Anyhow, I will share what I know about this match up.

Ground Game:

Far Range: Blanka doesn’t have much he can do but to build meters with electricity. As Ryu, either you can build meter full screen for super meter if you decide to turtle, otherwise, throw “jab” version fireballs to interrupt his meter management and slowly walk him in the corner.

Mid Range: Blanka at this range uses his low fierce a lot, and it is punishable on block with sweep (unless Blanka performs it at max distance) or super (any distance). Blanka’s other strong pokes such as his low strong is only whiff punishable, however it is not scary at all because it does little damage plus not a cancelable move. His sweep of course is his main footsie tool, but again it is punishable on block with low strong or low forward and no need to mention, super.

Make sure you don’t forget and respect Blanka’s slide, though most of the slides should be guesses so sometimes taking risks throwing “fierce” version fireball to make it harder to react. Whenever you block a slide, the best punish would be low forward > hurricane kick for most damage and pushes your opponent into the corner.

Close Range: Ryu has nothing fear at this range but make sure you have no gaps in between your poke strings to get up balled and let Blanka gets away.

Counter:

Blanka Ball: Any normals or special attacks as long as you time it right excluding hurricane kick. (In AE version, Ryu can also punish with sweep on block.)

Ex Version: Any timed punches, SRK or EX SRK

Electricity: SRK

Ex Version: Same as normal version

Rainbow Ball: Any normal attacks before it hit you. (Best to use low fierce to counter)

Ex Version: Same as normal version

Up ball: Mp SRK or EX SRK

Ex Version: Nothing can beat it. You can only punish this move on whiff or block.

Against Ultra 1: This ultra is extremely scary because of its damage output. Whenever he has ultra meter, you might want to hesitate your attack on his wake up because it will beat all of your options except EX SRK. Another thing Ryu players need to be cautious about is when Blanka using this as a mix up on YOUR wake up making you guess which way is the correct way to block. However, thanks to me, you guys can now block this mix up correctly without guessing, and this is how you tell! Basically Blanak can’t perform this mix up only if he lands a forward throw. Take your time and carefully look at your foot, if Blanka is stepping on your foot then the ultra will be a crossup, if not then it’s not, simple as that.

Against Ultra 2: Treat this move like Chun Li’s ultra 1, don’t fireball unless you are sure that Blanka has no charge. It is now not punishable on block due to Ryu’s nerfed air hurricane kick.

On Ryu’s wake up:

Blanka’s mix up games relies on his hop to confuse his opponent to block correctly or even throws causing you to hesitate either to block or to tech. Besides the hop, Blanka can do a safe jump on Ryu after landing a forward throw then follow up with a timed cross up MK, be sure to block instead of going for some crazy counter/reversal because it is not GOING TO WORK!

There is also an ambiguous cross up Electricity once you get knocked down in the corner. Blanka does it by any knock down move and then whiffs a Blanka ball ending up on either side and starts electrocuting or whatever attack they want. I am sorry I have no advice on how to deal with this mix up but to concentrate……I usually can tell which one they end up.

Some Blankas also use this trick to finish you off when you don’t have enough life to take another Blanka Ball. If I didn’t remember wrong, they do it off a forward throw, than delays a HP version Blanka Ball on your wake up making it a cross up attack.

Mind games and Option select:

I think this is one of the match up that I have the least Option Selects and mix ups because of Blanka’s EX “UP” ball. So basically there aren’t much option selects you can do on Blanka besides catching his back dashes when Blanka sits meter-less. Ryu players can use the “BnB” (Bread N Butter) OS to catch back dashes like against most of the characters, BUT there is a pretty neat OS against Blanka and its OS into the dash punch (f.hp). Though it doesn’t catch Blanka’s back dashes but it’s a force block (gives you a counter hit if Blanka presses any buttons after his back dashes), and this allows you to put your opponent in the corner faster. Once you put Blanka in the corner, you must use OS low fierce on Blanka’s wakeup (watch out for his Ultra tho :S) to beat his Ex Rainbow Ball, keeping him away from escaping. Any other reversal he does are punishable on hit, therefore it might be worth taking the hit.

Things to be aware of:

In Super, whenever you see Ex Rainbow Ball, Ryu can just simply counter it with a low fierce. Now switching to AE, it works when Blanka is trying to escape in the corner, but if its mid screen wise, pay closely attention if it’s reaching over your head before you throw out the punch. Blanka can now control his Ex Rainbow Ball like Bison’s Devil Reverse, therefore Blanka can throw you out of your whiffed low fierce.

Even though there’s not much mix ups you can do on Blanka’s wake up when he has meters, but you can do empty jump ins to bait and block his EX Up Ball then punish with Ultra 1. (Note You have to stand block the Ex Up Ball in order to punish with Ultra 1, and the ultra has to be a reversal)

Throw wise fireballs which means throw it when Blanka has no charge. Of course, be careful of the slides which are not hard to bait. Always have yourself ready to block low and sometimes if you predict a slide, focus level 2 for a free combo. Blanka has nothing scary when he has no charge and doesn’t have much answer against a level 2 focus. He can throw you where you can just back dash out of it, and on top of that, Blanka has to get close to you to land damage. This match up is only frustrating when you can’t get close in my opinion.

Balrog

Spoiler

Thursday, October 28, 2010

Ryu vs Balrog

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[SIZE=5]Balrog(Boxer)[/SIZE]

I kind of switched up my layout a little bit for this matchup. Make sure you read the counter part of his special moves otherwise it might be confusing in the “Mind game and OS section”
This is a popular matchup! As Justin Wong said, it’s kind of a counterpick against Ryu. I would say 5.8-4.2 in Balrog’s favour, and probably 6-4 if you ever happen to fight a Balrog who just sits whole day and can do perfect anti-airs. Balrog has some of the best normals in this game in my opinion. Either him or Chun-Li have the best normals, but i would probably say Chun Li just because I am Chinese! (BIASSS!!!) Chun-Li has faster ones I would say, but I’ll get to that matchup in the future.
Balrog has more control on the ground when it comes to Ryu. Especially when Balrog has EX-meter, because Ryu players have to be cautious to not to get swept by Balrog, but also have to be wary of his armored EX-rush punches. For Ryu, good zoning is the key to winning. Otherwise, it’s going to be way too tough. One thing to note is that Balrog has a pretty weird hitbox and if anybody ever realizes how he looks big, but his hitbox is actually smaller than it looks. However, hopefully you readers can learn something reading this. So here it goes:
**Ground Games: **
Far Range/Full Screen: Zone him out, Balrog’s jump is short and lands slower than most of the players. If Balrog ever wants to get in, his options are jump, turn around punch which can be reacted and countered easily (at least for me it is) or doing random Ex-rush punches when he has meters, but that can also be countered.
Mid Range: This is Balrog’s best range. You have to be careful of his sweep, because it is far and fast. And yes, all Balrogs abuse this normal like no freakin’ tomorrow. (Imagine Ryu’s sweep is like Balrog’s droolz ) Ok, enough dreaming. Whenever you can sense that YOUR sweep range can touch him, that is also where his sweep can touch you. So don’t try and recklessly do low forward that won’t hit, if you whiff you will get punished by his sweep. As I mentioned above about his weird hit box, when you try to land a low forward against him, don’t be afraid to walk a bit more forward then do it. You will see better result than your usual low forward range.
Also this is a range where allows you to throw random fireballs that is hard for Balrog to react in time. But beware, if Balrog is crouching, he might have charged headbutt which will go through your fireball. Look to throw your fireball when he’s walking forward when he has no charge. Though he can jump as well… :frowning: …just be careful… :).
Close Range: This range is pretty dangerous as well since Balrog has a 3f jab which basically beats everything of Ryu’s except SRK. Being stuffed by his jab leaves you not much options but GUARD or mash on SRK which probably won’t do much since there is a big risk if you miss :(. ( Not recommended! ) Majority of the boxers would follow up by rush punches to apply more pressure and chip damage or lead to a throw ( I find Balrog’s throw pretty hard to tech maybe because he walks fast and has a 3f jab which is the same frame as throw that screw up your timing. )
Be sure to watch out not to get hit by an EX overhead rush punch which can cost you a lot of life
On Ryu’s Wakeup:
Balrog has a little trick after a head butt knock down. They whiff a forward jump roundhouse to land as a crossup or front and then land a meaty jab which you have to block or do a srk to punish. (You can tech, don’t even try). Back dash on wakeup is also not recommended because Balrog does have an option select sweep. So ya…um…block please. That is your best option.
**Counters: **
Dash Straight Punch: This is Boxer’s fastest rush punch. An early straight jump attack, early low forward or focus attack level 2 allows you to land combos. (If this you are close enough when you blocked this move, you can punish with fierce Srk, jab into combo or super)
Dash Straight Low Punch: Same as straight punch but slower. And can punish with sweep on block.
Over Head Punch: This is the slowest rush punch out of all his rush punches. Can counter like the rest of the rush punches except focus attack since its armor breakable. On block you can punish with jab into combo, a fierce srk or super(make sure Balrog doesn’t fadc back dash after you block it)
Straight Uppercut Punch: This punch whiffs if you block low and not armor breakable. As it named, uppercut punch, can hit you in the air!
Dash Low Uppercut Punch: Another armor breakable rush punches with decent speed. Depends on range, usually can be swept on block.
EX-Rush Punches: All ex rush punches can be countered by low forward xx srk (best counter), throws (you can only grab ex straight punch if he’s close enough, the punch sticks out too fast) and hurricane kick/EX-hurricane kick.
Turn around punch: Goes through fireball and almost hits full screen. To counter this move the trick is to look at his body closely. Whenever he starts turning around, have you SRK ready to counter it. This move is not punishable on block.
Head Butt: Normal version is a lot slower than the ex version one which is not a good move to use on wake up. Ryu can usually beat it with a meaty attack or block in time if he ever does it on his wake up. Ryu’s low forward makes this move whiffs.
**Against Ultra 1: **
This ultra can go through fireball and has a pretty wide range, its like Chun-Li’s ultra startup which is pretty fast. However if Balrog ever does use ultra 1 to go through hadouken full screen ANYWHERE or mid range in MID SCREEN, the last part of the ultra never hits. Therefore if you ever have enough life to take those damage and wants to finish him off with a SRK > FADC > Ultra, this is also an option :). But other then that, don’t throw reckless fireball, make sure he has no charge.
**Against Ultra 2: **
I actually never bumped into ONE Balrog who uses this ultra…nothing much to comment since I have ZERO experience. But I guess…when he has ultra meter treat him like Zangief?
**Mind games and Option Selects: **
In a Balrog matchup, reading your opponent can make the match less tough. Balrog has a pretty far and fast backdash that only Ryu’s OS hurricane kick/super/ultra can hit. A close jump in attack OS sweep does hit sometimes, but why not do Hurricane kick when it’s going to catch his back dash 100%? Ground OS there aren’t much cause OS sweep doesn’t hit. As a result only option is OS fireball that doesn’t do a lot of damage ( better than nothing I guess? ) However, whenever you do a jump in OS attack, make sure your jump in is a safe jump in order to block any of his wakeup moves if he doesn’t back dashes.
When Balrog has meter, Ryu’s safest thing to do on his wake up is low forward or ex-hurricane kick that beats everything of Balrog’s. Even if he back dashes your low forward would hit him out of the air. Most of the Balrogs tend to do an EX-straight rush punch on wakeup since its safe and beats all of Ryu’s attack. As I mentioned above, reading skills do apply in this matchup, therefore if you can read your opponent correctly, throw him or do an ex hurricane kick when you think he is going to do an EX rush punch on wake up. Mix up it with a safe jumped OS and an empty jump throw just to make your opponent think.
All charge-based characters are afraid of crossups, not just Balrog. It forces them to block in the other direction and lose their charge. Option selects are useful, but don’t leave crossup attacks out. Especially when you have a super meter, doing a crossup hurricane kick into super can make a huge lead or a big come back.
Other things to be aware of:
Most Ryus follow up with fireball 2-in-1 after a low forward as a habit. In this matchup, you have to make sure your low forward > fireball is at a combo range. All of Balrog’s special moves can go through fireball and if they assume you will throw a fireball after the low forward, most likely they will do an EX-rush punch or headbutt into ultra.
After a low forward fireball that is in combo range, Balrogs tend to do a reversal rush punch just to get in + free damage that forces you to block. In this case, right after your fireball, whiff a low forward OS hurricane kick ( you can do fireball if you want ) to counter his rush punch. But do be cautious that smart Balrogs ( especially the ones I fight in Japan ) will wait for your low forward then punish with a sweep. It’s all about who has the better reading skills :).
Many Balrogs will try to jumping fierce over fireballs without fear of being punished. BUT THAT IS WRONG! Ryu can punish his whiffed jump fierce with a jab ( Daigo uses jab ) or a fierce punch ( I use fierce punch cause it beats it clean, and I don’t see the risk if I whiff ). Also roundhouse kick works too, but it’s a trade.
Last but not least, a little secret when Balrog has Ryu down to one chip damage of life left, they will often do an ex-headbutt on your wake up to finish you off. BUTTTT there is an escape! Whiffing low forward on wake up with Ryu can evade his headbutt ( I swear I was the first one who discovered this ). This reduces Ryu’s hitbox dramatically to where Balrog will sail right over. This also works on Balrog’s focus attack. If people ever charges to level 2/3, whiff a low forward, the focus attack can’t hit you. :slight_smile:

Cammy

Cody

Spoiler

Ryu vs Cody

January 19, 2012 in Match Up

http://www.airryu.com/wp-content/uploads/2012/01/cody-ssf4-header.jpg

Cody
I have heard a lot of Ryu players struggle in this match up since AE, and I was no exceptional. In the beginning when I had trouble in this match up was when I approached Sasaki’s Cody when I was training AE in Japan. I lost horribly against him and for once I thought this was a bad match up. However, the more I played him the more I realized the match up experience I lack and the things I was doing wrong. The problem I got the most against Cody was that I am getting hit by his low short way too much and once he got in I was pressing too many buttons trying to get out of the poke strings/frame traps.
Ground Game
Far Range: This is the range where you want to be at when playing defensive against Cody. I wouldn’t say you should always be in this range just because he can easily walk you in the corner and that’s where Ryu loses in this match up. I usually take advantage at this range and spam fireballs which will eventually force him to jump over them (no way he is going to walk and block trying to get close to you). Wisely use this chance to build meter while controlling where you want him to be.
Mid Range: Whenever I get into this range I will mash out my best poke (low forward) to keep him out. I can’t say Cody has no footsies, but he doesn’t have much scary pokes at this range. His 3f low short can play a solid ground game against Ryu’s low forward, however, it does barely any damage unless the Cody player can hit confirm into Ruffian kick or Criminal Uppercut which is nearly impossible to react to. (Remember that both Criminal Uppercut and Ruffian Kick are punishable on block *READ **Counter *section
Other strong pokes Cody might use at this distance would be his standing roundhouse and standing medium kick. They both have a long reach and high priority, however, the roundhouse can be beat by Ryu’s standing strong (MP) or jab while the standing medium kick loses to Ryu’s low strong.
It somewhat sounds like whatever pokes Ryu use at this range is safe, but I have to warn you….SWEEP is not safe and punishable on block by Cody’s MK Ruffian Kick.
Close Range: Cody’s best range due to his high priority and high block stun normals can completely lock down a blocking Ryu.
Counters
Bad Stone: The jab version has a very fast recovery time, however all three versions have a slow start up. It can be countered by chucking a faster projectile or simply attack him before the rocks are released.
Ex Bad Stone: This comes out as a faster projectile than the fierce version. Therefore you can counter it the same as the normal version.
Criminal Upper: NOTE this move is not safe on block, the fastest recovery for it is -5f which means any version can be punished with a sweep or anything faster. For counter wise, any attacks before it hits you.
Ex Criminal Upper: The ex version has a much faster start up and priority; however, as a return it has a slower recovery. It can be punished or counter exactly like the normal Criminal Upper.
Ruffian Kick: Three different version aims at three different directions. The LK hits low, MK hits mid and HK goes upward as an AA. They look like they have a fast start up, but in fact they don’t, which makes it easy to beat it. Any attack can beat this move and the Ruffian kick has a very slow recovery time allowing Ryu to do high damage combos.
Ex Ruffian Kick: This is a faster version of the LK Ruffian kick that goes through projectiles; it can be countered and punished the same as the normal version.
Zonk Knuckle: A turn around punch that has invincibility start up
Ex Zonk Knuckle: A version with much more invincibility and faster start up that contains 2 hits rather than one. This move can’t be countered since all the moves will lose to the Ex Zonk except SRK, but both the SRK and Zonk will whiff while allowing Cody to have a free punish before Ryu’s recovery.
Bad Spray: This command move can only be used as a wake up reversal with 2 hits allowing him to FADC into Ultra or other moves.
On Ryu’s Wake Up
Cody has a lot of tricks up his sleeves, but he doesn’t have much against Ryu due to his 3f SRK allowing Ryu to prevent from safe jumps. Alright, you know what, I lied, he does have one but Ryu has to be in mid screen or near mid screen in order for the safe jump setup to work since it has to be spaced currently by Cody. Anyways, this is the setup:
Cody has to start this combo up close to Ryu, then low jab x 2 > low MP > ex Ruffian Kick (there are two ways to do it), immediately whiff low short > stand short OR do fake stone > neutral jump MK
However, this setup is not useful in an actual battle because Ryu can just back dash out of it, if the Cody player follows up with option select, it defeats the safe jump.
Aside from this useless safe jump, he does have several gimmicky mix ups which are quite dangerous and scary.
First, just make sure you guys do understand that Cody really frame trap/throw based character and that’s what makes his mix ups work. Now I have stated that, let me carry on with the guide. There are several ways for Cody to start his mix ups, after a forward throw, a back throw and after a HP Criminal Upper. These will be his options after those knock downs
-Empty jump to bait.
-Empty jump EX Zonk to beat your entire wake up options.
After you got used to those and start doing delay techs, smart Cody player would quickly adjust to it and might start doing this
-Empty jump delayed St.Fierce for frame trap
-Empty low short > combo
And then after you start blocking those, he might start doing an actual jump in attack on your wake up. It’s just pure mind games, they’re all 50/50 situation, a very good match up to practice your mind games.
Alright, I don’t want to make him sound like he’s an Abel like character when he’s not since he has some dirty setups once he has Ryu in the corner, and here they are.
-forward throw Ryu in, walk back a little then cross up with J.MK makes it an unblockable on Ryu.
-have Ryu in the corner, any combo (actually I am not sure about the any combo part…)into Ex Ruffian Kick, forward dash twice and cross up with J.HP is an ambiguous cross up while a cross up J.MK is a real cross up. However, if you have your stick in neutral (not holding any direction) this move will whiff FYI, but of course your opponent should know this and might mix it up with other jump in attacks or just simply throw.
Mind Games and Option Select
There isn’t really a need to OS anything on Cody’s wake up since his back dash doesn’t go anywhere, therefore you can easily react and punish with a low forward > tatsu. Another reason why OS isn’t necessary is because Cody has no wake up reversal that can beat a jump in attack. However, even though in words I am saying that OS is not necessary, I still OS sweep on every jump in or ground attack just to make sure I can get another hard knock down if Cody does back dash.
As I mentioned above, Cody doesn’t really have any wake up options, therefore majority of the scenario, he is forced to block on wake up. In this case, a mixture of safe jump OS and a crossup J.Mk forces Cody to block on wake up, which makes this mix up very effective and make sure you take advantage of it. If you want to make it more ambiguous, trying crossing Cody up with jump LK, might be threatening to your opponent.
Things to be aware of
DON’T RANDOMLY PRESS BUTTONS when you have a comfortable life lead. One frame trap into combo can cost you at least 30% of your health. People usually keep blocking when they are in a life lead which is not recommended against Cody in my opinion. Instead of having you guessing whether it’s a throw or a frame trap, I would back dash out of the block string taking the advantage of Cody’s slow walk speed.
I tend to use a lot of F.HP to break Cody’s focus attack, however if he blocks it and uses low short (3f), all of your normals will be countered unless you use SRK or EX Tatsu.
Always beware of Cody’s Zonk which as I mentioned above that it goes under projectiles, it is one of his main weapon to get in against Shotos. Test out the maximum range of Zonk in order to space yourself correctly before throwing each fireball. Other thing that most of shotos might get hit by Zonk is when they follow up a fireball after a low forward, doesn’t matter if you are a Ken, Ryu, or an Akuma player, it is a common poke string (rather say habit) being used in a match. As long as you are not in a “true combo string” distance when performing low forward> hadoken, there is a gap in between for Zonk to get through, stay cautious.
Cody’s over head is also commonly use, a lot of high level Cody players like to do something like fake stone > overhead just to make you focus on the fake stone during wake up and once you start blocking they might mixing it up with something like fake stone > dash throw……or fake stone > low short > combo (I use this a lot since it’s 3f they have to guess and not possible to react to it), there possibly much more options that I can’t think out of my head right now.

Chun-Li

Spoiler

Ryu vs Chun Li

http://4.bp.blogspot.com/_TG564Ahm0MA/TP5HLTq8oYI/AAAAAAAAAFQ/KPhXvqEii9Y/s400/chunli-ssf4-header.jpg

Chun Li

[SIZE=3]Matchup[/SIZE]
I personally find this match up pretty fun though it’s a farely tough and annoying match up. In the beginning it’s a fair match up…but once Chun Li gets Ultra 1…and starts turtling like a bitch with perfect anti air……6:4 match up Chun’s favour. This match up is somewhat similar to Guile’s. Whoever gets the lead and able to hold it wins.
Ground Game:

Far Range: Ryu players can ignore Chun Li at this range only if she has U1. Use this chance to build meter and throw fireballs to push Chun Li near the corner. (Watch out for Chun Li focusing a fireball then dash forward and going over your fireball with her Hazanshu)

Mid Range: This is Chun Li’s best range and Ryu players have to respect it due to her standing strong, sweep and Hazanshu. Chun Li can control/ outplay Ryu at this range with her amazing pokes. Her st.strong can beat Ryu’s low forward and fast enough to stop Ryu from throwing a fireball. Not to forget mentioning about her sweep that can do the same or better job, it’s fast startup + fast recovery + knockdown. Treat her sweep like Balrog’s and Akuma’s. Most of the Chun Lis tend to follow it after low jabs. In this range, you have to fear to throw fireballs because of Chun Li’s Hazanshu which goes over fireball and it is not hard to react. The best solution for Ryu is to use his low strong instead of low forward (of course you don’t NOT want to use your low forward because it’s Ryu’s best normal for footsies, use it when you can hit with max distance). Ryu’s low strong can beat Chun Li’s st.strong, sweep and Hazanshu.

Close Range: This is the range where Ryu wants to be in. A chance to land big damage and basically Chun Li can’t do much but block. However, Chun Li can also be very scary at this range after she knocks you down. With her fast low jabs and shorts into Ex Lightning kicks that deals decent damage and on top of that, also be aware of her FAR throw range.

On Ryu’s Wake Up:

Nothing scary except what I mentioned above about her with low jabs/shorts into throw mixups.
Counter:

Hazanshu**:** Best to use focus level 2 attacks to crumple for big damage, though it also works focusing the Hazanshu and dash forward to punish, however, timing is strict plus decent reactions are required. If you have sick reactions, react to the move and SRK.

Ex Version: Same as normal.
KiKoken: Can counter this move with early Super, ex fireball and hurricane kick.
Ex Version: Same as normal.
**Spinning Bird Kick:**Chun Li will not use this move aside from combos.

Ex Version: Can beat it with SRK, Super and Ultra.

Lightning Kick: Chun Li will not use this move only if it’s into combos. Can punish with sweep or fierce SRK on block.

Ex Version: Same as normal version

Against Ultra 1: When Chun has ultra meter, by all means…NO fireball unless she is walking forward. Don’t forget about her dash forward ultra…so make sure you watch her motion carefully. Moreover, don’t sweep recklessly because IT IS reversal punishable on block.

Against Ultra 2: Nothing too scary about this Ultra when it comes to this match up. Just don’t get combo into ultra J

Mind Games and Option Select:

Alright, in this match up you have to guess which option select to use on her wakeup. Obvious situation like when she has no meter after you knock her down, use hurricane kick as an option select following with a jump in attack. Once she has meters, you might want to choose between safe jump OS hurricane kick which allows u to block her ex SBK or jump in attack OS strong SRK/SUPER/ULTRA to beat the move. OS strong SRK does beat backdash but it depends how close you when you jump in.
Mixing jump in OS with crossup jump ins, empty jumps hitting low or throw to be unpredictable. Don’t forget to use Ryu’s ex hurricane kick as a frame trap which works extremely well against Chun Li.
Things to be aware of:

Majority of the Chun Li would try to keep you out with stand strong which gives her + frame on blocked. They would usually follow with another stand strong /standing roundhouse/ Hazanshu or Kikoken to force Ryu to sit in his place. However they are all counter-able if you can read or react to your opponent correctly. Also beware of her standing roundhouse kick which has great range but counter-able with standing fierce or sweep and punishable with super on whiff.
Another thing to keep in mind is that you should not jump to her at all when you are leading in life. All you should do is turtle and make minimal mistakes. She can easily anti air or beats Ryu in the air. If you can keep her out properly, her only option is random Hazanshu (don’t forget to expect).
Usually after Chun Li gets out of trouble with a backdash, they would do a Hazanshu or a sweep just to keep you out.

E. Honda

El Fuerte

Fei Long

Gen

Gouken

Guile

Ken

M. Bison (Vega/Dictator)

Rose

Rufus

Ryu[/COLOR]

Sagat

Sakura

Seth

[details=Spoiler]

Sunday, February 20, 2011

Ryu vs Seth

http://4.bp.blogspot.com/-X8eS5geUN0w/TWEXMf9shoI/AAAAAAAAAJk/bgOjM9XLye4/s400/385093-bigthumbnail.jpg

[SIZE=6]Seth:[/SIZE]

This can be a real hard matchup if you have no idea about what Seth can do on Ryu. I would say this matchup is a 6:4 in Seth’s favor due to the following reasons: safe jump on Ryu, command grab, better SRK, better zoning tools and his Ultra 1 locking Ryu’s fireball. However, Seth cannot make mistakes because of his incredibly low health and low stun stamina. On top of that, since there are not much Seth users, this makes people harder/not have the chance to learn the matchup, but it’s actually not that hard to beat Seth once you
know what can be punished/counter with certain tools. And this is what this guide is about….

Ground Games:

Far Range: Seth has a full screen off the wall jump like El Fuerte’s, Dhalsim’s limbs and Sonic Boom to zone you out at this range. As Ryu you have to carefully throw your fireball and get ready to punish Seth’s moves.

[LIST]
[]· Off the wall attack, use SRK to counter
[
]· Sweep to punish his whiffed limbs (his limb is slower than Dhalsim’s, therefore it’s not as hard to punish)
[*]· Forward jump Air Tatsu when Seth throws Sonic Boom
[/LIST]

Mid Range: Seth footsies are not strong due to his slow walking speed. However, he does have couple strong pokes like cr.mk (cancelable), st.mk which has far range/fast startup and his st.rh is good but can be
punished if whiffed.

Close Range: This range is scary because of Seth’s mixup options. For example, safe poke strings into SPD/normal grab…or frame trap with SRK and much more.

Counter:

Sonic Boom: Forward jump Air Tatsu/Super

Ex Version: Same as normal version

Shoryuken: Ex SRK

Ex Version: Nothing can beat his move of Ryu’s

Spin Kicks: Mp SRK

Ex Version: MP SRK (sometimes trade or loses to it if not timed correctly) / EX SRK

Tanden Engine: The only way to punish this move is to hit him before he sucks you in. Any normal or jump in attack works.

Ex Version: Same as normal version. (The difference between Ex and normal version is that Ex allows Seth to continue to combo)

Spinning Pile Drive: Anything can beat this move as long as you hit Seth before SPD’s start up.

Ex Version: Any moves fail to beat

Against Ultra 1: Don’t throw fireball! Seth player tends to use this on wakeup since nothing of Ryu’s can beat his U1 plus he’s safe on block unless blocked point blank and do a reversal super (his U1 also pushes his opponent back to a safe range).
Ryu’s EX SRK can make Seth’s U1 whiffs, but Ryu will end up behind Seth and Seth recovers faster than
Ryu…so never do it!

Against Ultra 2: This is usually used into combos, however when this move sucks you in or when you are blocking…don’t try to punish….wait until the ultra is completely gone then start your punish.

On Ryu’s Wakeup:

Seth cannot perform any mixups or safe jumps on Ryu unless grabbed by a back throw, SPD or a sweep. Not to mislead anybody, but Seth can do one bread n butter mixup after a hitting you with his spin kick, he can throw a sonic boom and mix it by teleporting behind you before the sonic boom hits you. To block this move, you always block away from the direction where Seth is going to end up, his fireball can never cross up. As long as you don’t quick wake up after being hit by the Spin Kick, this trick never works”
He does have a safe jump after Spin kicks…but it only works if you quick wake up. If you don’t quick wake up, Seth can dash forward twice then perform a safe jump. (Both of these mixups Seth has to do it early…he cannot react to your quick / non quick wake up.)
Now back to talking about his mixups and safe jumps on Ryu’s wake up. It’s better to try and block because it’s hard to tell when it’s a safe jump or when it’s a mixup…on top of that, Ryu’s SRK loses to Seth’s dive kick (trade at best). Seth’s mixups contains empty jump into SPD, safe jumps, crossup and dive kicks…they’re all extremely hard to react to, therefore SORRY I don’t have a guide for this…only way is to analyze your opponent and read/remember their habits.

Mind games and Option Selects:

There’s really not much OS you can do on Seth because of his SRK and EX SPD. But OS you can do is jump in OS hurricane kick to counter his teleport. Mind game wise, Seth players are really scared of being thrown, mix that up with frame traps. Crossup tatsu on Seth wakeup is rather safe and effective, however the bad thing about this is that you hit Seth too far and got to work your way in again.
Building Super meter is extremely important in this matchup, so many ways to use it…punishing/countering Seth’s moves…crossup tatsu into super gives you a great chunk of damage.

Things to be aware of:

Tanden Engine is count as a “grab” so when he sucks you in while u are blocking really close you can never press any normals otherwise Seth gets a free combo. Also, blocking Seth’s limbs in mid screen can be punished with sweep (if in range) or Super. There are also other things that can be punished when blocked like if Seth ever does his low forward into Sonic Boom…you can punish with super, if close enough, sweep.

If ever blocked Seth’s Spin Kicks, best punish is Ryu’s F.fierce > combo (Yes, you have more than enough time to do so)

Seth’s dive kick reset is pretty deadly, sometimes mashing on SRK can make your opponent hesitate on his mixups/scared to do his mixups, of course…and again…never rely on mashing!
When Seth is running away, it gives such a hard time for Ryu to get in. Seth’s sonic boom jump fierce trap is broken if done perfectly…Ryu can never jump over the sonic boom without getting hit. But Ryu can actually hit his limbs if Ryu does an instant jump strong. If hits, it also allows you to connect super or ultra! Not forget to mention, Ryu’s low fierce and standing fierce are great tools hitting Seth’s whiffed air limbs. Try it out!

*When punishing Seth, make sure you use the most damaging combo that you can do [/details]

Vega (Balrog/Claw)

Zangief

Spoiler

Wednesday, March 2, 2011

Ryu vs Zangief

https://lh4.googleusercontent.com/-qiLaGG-Je8w/TW42PwOC9BI/AAAAAAAAAJo/daAvLpbkwkk/s400/zangief-ssf4-header.jpg
[SIZE=5]Zangief[/SIZE]

In order to win this match up, the goal is to keep Zangief out successfully. I am sure everybody knows what kind of strategy to use in this match up, but I realized that a lot of people do have trouble in this match up (a reason why this match up was voted in the poll).
Ground Game:

Far Range: Throw fireball to make Zangief move and build meter by whiffing SRK.
Mid Range: Throwing fireball at this range is extremely risky regardless Zangief with or without meter. Zangief can hit you with his forward jump fierce (REALLY GOOD RANGE) when you throw fireball. With meter…I don’t think I need to say it…HIS EX GREEN HAND CAN GO THROUGH YOUR FIREBALL AND LEADS TO AN KNOCKDOWN, BEWARE.
Ryu’s low forward fireball works extremely well at this range (confirm with yourself that your low forward fireball is close enough that there’s no gap in between to let Zangief’s EX green hand to go through).** Standing** far roundhouse is also a good tool against Zangief. However, Zangief’s standing forward has a better range than Ryu’s low forward. Therefore you can punish his with sweep after he whiffs his kick or counter it with Ryu’s low strong. NOTE Ryu’s low strong beats most of Zangief’s normals, don’t be afraid to spam this.
Close Range: 4 words. [S]GET THE FUCK OUT!!![/S]
Counters:

Spinning PileDrive (SPD): SRK and EX Tatsu
Ex Version: Same as normal version except you have to use EX SRK. (EX SPD beats normal any version’s normal SRK)
Banishing Flat (Green Hand): Anything except fireball, and can be punished with anything on block.
Ex Version: JAB SRK beats this move. The other version of SRK will whiff and get ready to get punished!! Ex tatsu also beats this move clean.
Lariat: EX SRK. Best solution is to block and punish this move
Atomic Suplex: Any version of SRK and low jab.
Ex Version: EX SRK
Against Ultra 1: Make sure when you are attacking, you use your safe poke strings + back dash to bait this move or at least not get hit by it. There’s really no “special” strategy to not get hit by this move, as long as you are not at the range then you don’t get hit. As easy as it sounds……one thing I want to remind you guys is that when you are in a huge lead, Zangief’s biggest comeback move has to be his U1, which means whenever he can get close or about to get close, he’s going to try and land it. JUMP BACK AT ALL TIME even if he’s hitting you with weird pokes.
Against Ultra 2: This ultra is pretty unique. It can grab whatever you do, as long as you are off the ground. Therefore when Zangief jumps at you when he is sitting on ultra meter, it’s better to use normals to AA him instead of SRK since it is not safe to do so. His U2 can grab you out of your SRK.
On Ryu’s Wakeup:

Just in case people don’t know, there is actually a technique called “DELAYED QUICK WAKE UP”. Let me explain. Basically it looks like a normal quick wake up, but you actually delayed 5f if you input this correctly. So this is how you do it: right when you land on the ground, then you press buttons (Whatever you usually do to quick wake up), there is only one timing and if you did it properly you will notice a slight slower wake up than usual. If failed, you won’t be able to quick wake up at all…it’s hard to explain the timing L. Anyways, so what’s good about this? Since it 5f delayed, therefore when Zangief jumps over you to cross up, when you wake up, he’s already on the other side, this allows you to AA with SRK instead of having your SRK beat by Zangief’s SLAM.
Always back dash on wake up if Zangief is not close enough to cross you up. He has no option select to punish your back dash (I believe…).
Mind games and Option Select:

There are not much mind games or OS against Zangief, I mean even if there is any…it’s probably not a good idea to do so. In this matchup you might want to stay away from him at all times unless you really need to make something happen in order make a comeback. However, there IS a safe jump against Zangief after an un-techable knockdown. Same timing against any 5f wakeup, but it loses to wake up EX SPD.
When you are trying to make a comeback, after a knock down, you can take the risk and throw, it usually works because the Zangief player is in a huge lead and probably wouldn’t want take any unnecessary to lose life. After a throw, they might want to back dash on their wakeup (which might be the safest thing in their mind) THEN here you input OS sweep…just play around with their minds and think as if you are the Zangief player at that situation and what will you do yourself to hold the lead. Jump back fierce beats his Lariat on his wakeup and it’s 100% safe even if he doesn’t do Lariat on wake up. And not to forget to use EX Tatsu on wakeup which is usually safe as well.
Things to be aware of:

The most common mix up Zangief uses on Ryu is that after a knock down, cross you up with a jump short, then immediately grabs you with Atomic Suplex which it seems like a combo. However, you are getting hit by it because you are trying to tech, therefore in this case, you would probably want to try and mash on low jab to stop Atomic Suplex from grabbing you. Of course, smart Zangiefs would mix this up with a low short into Lariat just to play around with your mind. There’s nothing really you can do when you get knocked down, it’s all guessing and I do not have any more tips to give out. It’s all depends on your own anticipation and reading skills.

Characters from Super/AE begin here.

Yun

Spoiler

Tuesday, August 30, 2011

Ryu vs Yun

http://4.bp.blogspot.com/-iKqaCqCLqaA/Tl27Ue60TbI/AAAAAAAAAQU/dSUIbPaRaYc/s400/Yun1.jpg
[SIZE=5]Yun[/SIZE]

In arcade edition, though Yun is a really strong character (some might call him broken) and Ryu has been nerfed a lot, but this is actually one of the better match up for Ryu to put up against. A lot of people came to me for tips about this match up and telling me that they are getting bodied by Yuns. I can’t say this is an even match up right now…I would say 5.5:4.5 in Yun’s favor due to his damage output and various tools that can go through projectiles, however, I guarantee that this will be an even or maybe a match up in Ryu’s favor once 2012 hits. In this guide, it will cover little things that Ryu players might not know, and I am sure this will help you with this match up! Here we GO!!
Ground games:

Far Range: It’s free to throw fireball and all Yuns at this range usually build meters with his palm. Aside from building meters with Ryu, make sure you throw different versions of Hadokens to make Yun having difficulties to cancel the projectile with his palm. You can also walk close, NOT too close but right outside of the Palm range, once it whiffs punish Yun with sweep. Don’t forget that Yun has this move called the Lunge punch which reaches from full screen, however, the regular version if SRK reversal-able at this range while Ex version is not. So beware, Yun players with meter might try to get in for free with this tool (it actually not a really fast move, I would say almost same as ex psycho crusher, therefore it’s not too hard to react to)
**Mid Range: **I personally do believe that Yun has better footises than Ryu. Yun’s low forward (Cr.mk) is better than or as good as Ryu’s as a poke and his far target combo (strong > fierce > back fierce) has great range and the first two hit is safe on block unless Ryu has super. Yun players would usually dive kick in at this range since it is hard to counter SRK his kick (Yuns dive kick has to be reacted quick, otherwise it stuffs any of your moves). Always be ready to anti-air, however, it is not possible to react to his moves every moment (I mean it is……but not for me at least…), therefore, substitute your SRK with stand jab or stand short as anti-air tools. I personally prefer standing short because of several reasons; first the hit box extends upward, second it beats Yun’s target combo and lastly it makes Yun’s low forward whiffs. As for standing jab, I would only use it when I am in the corner mainly because I can mash it hoping it will hit something, since it’s too hard for me to react to Yun’s dive kick at this situation.
**Close Range: **At this range, it really limits Ryu’s options. Yun has a 3f low jab which takes control of the whole range leaving Ryu 2 options, which are block or mash on low jab/SRK. Yun doesn’t have much frame trap, but he has a command grab, therefore I would recommend Ryu players to mash on low jab while blocking his poke strings. Worst comes to worst, you get ex command grabbed out of it, but at least you burnt one of Yun’s meter. I don’t think I need to explain why mashing on SRK is a bad idea….just mash it on your own risk.
Counter:

Lunge Punch: Any attack before it hits you. It is also punishable with SRK on block except the lunge punch it performed in max distance, than it is only punishable with SUPER.
Ex Version: Any attack can either beats it or make it trade. MP/EX SRK can beat it clean and THIS MOVE is not punishable on block.
Palm: This special move is like an invisible projectile with little range and can only be countered with MP/EX SRK and ultra.
Ex Version: The ex version gives invincibility on start up, but it still can be beat with MP/EX SRK.
Dragon Kick (Up Kick): Different version of his Up kick has different invincibility and priorities. His round kick version has the most invincibility which makes MP SRK trades (EX SRK beats it clean), however, the other two versions completely lose to MP SRK.
Ex Version: EX SRK only
Shoulder: Any attack including focus attack. It can be reversal SRK on block.
Ex Version: Same as ex version except it breaks guard because it contains 2 hits. This version is also SRK punishable on block.
Flip Grab (Command Grab): Any attack
Ex Version: This move is extremely broken…it beats any of your moves and grabs except SRK/SUPER/ULTRA.
**Against Ultra 1: **This ultra is usually used to connect into combos and doesn’t really do much damage.
Against Ultra 2: There’s nothing scary about this ultra at all. It does have good range through projectiles when performed, but other than that there’s nothing much you need to worry about. DON’T THROW FIREBALLS RECKLESSLY!

On Ryu’s Wakeup:

As scary as Yun sounds…he actually doesn’t have much mix ups against Ryu. The most common mix up he has is an instant cross up dive kick after Yun hits you with a round house version Up Kick. You can avoid this by not quick waking up or just simply quick wake up and perform jab SRK for a trade or an mp SRK. This mix up is the most often used, but however, Ryu player has to be careful that this mix up can also bait wake up SRKs but delaying his jump and using HK dive kick instead of LK (crossup). Going back to topic, at least from what I know of, Yun’s only mix ups are dive kick front and back to confuse their opponents which can be easily (to me at least) figure out which side they land.
Other mix ups that Yun can do on Ryu would be a frame trap with low strong alternating with command throw. In this case, I would usually just back dash on wake up if I see Yun on the ground, worst scenario is getting hit by an OS lunge punch which can’t be lead to any scary mix ups and it’s totally worth it to take the hit (only if you have enough life to take it).
Mind games and Option Select:

Sadly, there aren’t much OS you can do on Yun due to his round house Up kick, but gladly you can perform safe jump! After a knock down, jump forward HK immediately to make a perfectly timed safe jump and only OS you can follow is sweep or EX SRK (any other attacks lose to his HK Up kick). You can mix the safe jump with cross up hurricane kick like any other characters that have wake up reversals. And of course, without a doubt, on the ground, same OS, sweep.
Since there is only one timing to perform the safe jump, it leaves no extra time for Ryu to perform any threatening jump in mix ups, therefore, other simple mix up becomes handy such as over head.
Tips and TricksNEW

If you guys have ever watched my dvd tutorial or read most of my guides, you should know my on ground hurricane kick mix ups and one of it works against Yun. I will post it here one more time in case some of you don’t know; back throw > forward dash X 2 > HK hurricane kick.
After a knock down, as long as the Yun player quick get up, doing a meaty standing fierce OR standing roundhouse can cover two things.

[LIST=1]
[]Hits him out of his back dash
[
]Trades with any version of his UP kicks (except EX version)
[/LIST]
It’s a really useful trick because the trade UP kick does barely any damage to you and worst comes to worst, you eat an ex version UP kick trading your life with one of his meter not allowing him to save up for SUPER meter.
NOTE when you do a meaty standing fierce, making sure you cancel into fireball for the following reasons
.
-If Yun does an UP kick, the fireball never releases
-If Yun ever blocks your standing fierce, you will never be punished because you canceled into Hadoken
-If Yun back dashes, fireball never comes out
Also you can do this trick now thanks to EX Tatsu’s buff in AE. Forward throw > jump forward (there’s only one range, so try it out in training mode) and do an Ex Air Tatsu. It beats any version of his up kick CLEAN and also allowing you to connect with ultra 1 (Yun will fly really high compared to the ground ex tatsu, therefore a half screen U1 is possible). Why is this useful? As I mentioned above that a safe jump is very hard on Yun, timing is strict. If he is knocked down by a sweep, it does the timing for you, but after a forward throw, it’s all muscle memory and I don’t think it’s 100% possible to perform it every time. With this fact, your opponent wouldn’t know if that timing would be a real safe jump, therefore they might take a chance to UP Kick hoping it will hit. It’s just a very neat option in AE that you can try, and on top of that, even if your EX Air Tatsu whiffs, you land without recovery!

Things to be aware of:

Zoning with fireball is a key to win this battle. Maybe to a lot of Ryu players it’s really risky to throw fireballs, but in fact, you do need to throw fireballs (smart ones, not predictable ones) to make Yun move. He basically has to work his way in which is not that easy unless he has ex meters (you can also throw fireball where his ex shoulder only lands 1 hit). Yun either has to get in with shoulder/ex shoulder, far dive kick or regular jump in. With good zoning, either of these 3 can be easily baited and it can be very rewarding.
When a Yun player is down by life, majority of the Yuns will be very desperate and might try to do reset combos with cross up LP shoulder during Genei Jin or command grab on your wake up or during poke strings. Jumping back during poke strings is the only way out against an ex command grab since it has great range and as I said before, I do not recommend mashing on SRK.
***Incase any of you guys don’t know, cross up LP shoulder can only be done if Yun hits you air to air, and then LP shoulder once he lands, it will be a cross up. So with this info, make sure you block the correct direction. **

Dudley matchup?

No Guy tips? This is still the worst character forum on SRK I see.

sorry havent gotten to the matchups yet guys.

first 2 links are dead. third is not actual. replace http://www.sf4tube.com/

can i srk yun’s ex elbow after block? sorry i have no idea about the new matchups. just started playing again after a long break lol

Do you mean his move that goes under fireballs? If so,yes you can I think as I am fairly certain you can punish all of them except for LP version

I really need some help against Deejay. This matchup is to hard!

I am soon starting work on the new characters that arent listed here so soon man. haha

okay guys I posted a new matchup,Yun,check it out and tell me what you think.Also sadly I think I may have to Start a new matchup thread to have room for all the new Characters I will be adding.Also updated the Zangief matchup

I uploaded some videos of me playing against evo 64 ryu and a really good ken. any advices would be great. we need ibuki covered!