Air just tweeted that Ryu beats Poison is this nigga smoking crack? He says his fireball is better but when I try a fireball against Poison I always end up getting flip kick grabbed into her safe little fireball set up.
according to the frame data step kicks 0 on block, im assuming this frame data takes the dash after into account, so no can’t punish it. Having used abels step kick a fair bit I’ve never been hit out of it on block its always counterhit or block string because cl.HP is 4frame startup, not much is going to beat that apart from a perfectly timed 3f like cl.MP (probably where it came into use) or an invincible reversal.
he on crack
Rework
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at near full screen Poison tries to win the fireball war by throwing slow fireballs which have very little recovery followed by a faster fireball. however, if Poison throws her slowest fireball and stands there waiting, Ryu can throw a fast fireball that just misses the slow fireball, Poison does not have time to respond with her own fireball due to the speed of Ryu’s fireball. This is the only real advantage Ryu has in the fireball war. At mid range Poison can flip kick over or jump over Ryu’s fireballs. Since her flip kick is safe she basically has a safe option to prevent you from throwing fireballs, similar to Adon.
Ibuki’s overheads are positive on block, but it’s like a 30 year startup. Make sure you hit her out of it. Try to avoid blocking it.
[quote=“LiangHuBBB, post:416, topic:129797”]
what am I supposed to do vs this?
my match up knowledge is basically 0 still I thought I would have done better, but having trouble to get close or get out of the corner
is this a 5/5 MU?
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Juri beats Ryu. In fact, Kreymore said that it was a 7-3 matchup before ultra. She just has way too many ways to beat outzone.
- Juri definitely wins the neutral game.
- This matchup ends up coming down to a lot of walking and blocking. Walk her to the corner. AA. Shut her shit down and don’t let her out of the corner.
- You generally want to stand around her standing roundhouse range. If she has no fireballs stored, that’s usually the button she throws out. So either whiff punish that or focus it.
If you’re talking about hozanshu, just focus dash forward and that’s a free max damage combo right there. I main E Ryu, so I get a shit ton of damage off that.
No, Juri has to take more risks to do any damage to Ryu. You already know how to play the match up, I don’t know why you think its in her favor. Btw, Juri does not win neutral, that is what makes her lose the match up. She has to dash in, jump in or fireball chip, with no reliable way of getting in for free like a dive kick (try getting a perfect one of those that doesn’t push Ryu out of throw range), step kick, safe approaching special or abusable positive normal with walk speed. Kreymore is just scrapping Ryu’s because he’s Kreymore, but I’d put money on Choi, Valle or Air any day in the Juri match up. Try playing the match up from Juri’s side.
She got 2 important buffs that make this more of a 5-5 than a straight win for Ryu, 1. Ex dive buff, but its no Ex cannon spike 2. You can’t throw her out of her reversal anymore so you have to respect her wake up, maybe.
Juri is a shoto killer.
Juri wins neutral. She doesn’t need to jump in, she doesn’t need to dash in. Store fireball negates Ryu’s fireball. Throwing fireballs trades in Juri’s favor. If you throw a fireball from too far, free dive kick. Dive kick in footsies leads to ultra 2. Low forward, EX Fireball, FADC leads to ultra 2. Jumping strong leads to juggles and ultra 2. Low forward and sweep have ridiculous low profiling abilities that help her in the spacing where Ryu might want to throw a close fireball.
Why would Juri want to go in? She outzones Ryu.
OBVIOUSLY, Choi, Valle, and Air are much better players. Put them against Aiai, though. Aiai is much closer to their respective levels than Kreymore is.
Everything you said in your shoto killer paragraph is negated by a little something called sweet spotting. It has always been juri’s biggest weakness. As like one of the few characters Ryu can actually out walk, its easy to sit around her stand roundhouse tip and bully her with solid play. If she approaches, walk back as she doesn’t have a slide. If she retreats, collect your space. If she does anything do a delayed jab. Delayed jab lets you stuff dashes, block stand roundhouse, buffer dp to anti air and generally see what your opponent likes to do. Nobody can react to Ryu’s fireball at that range, but Juri runs the risk of being punished for a fireball charge or release. Ryu has the advantage because it is easy to get to that spot and the only real threat juri has is ex fireball fadc into pressure or a mix up. Her fireball game can’t keep him out of that spot because he is not trying to go in on her which is what all the angles cover ( herself ), he is trying to get into that position which basically negates all of her zoning AA options. If she ever fireballs, ryu can simply avoid it and walk/land into position. Then play solid until she cracks. Just like all of Ryu’s good match ups, it is slow, boring and Ryu always runs the risk of being mauled because of one mistake. But that is the world Ryu players live in, live by solid play to die by one mistake.

Finkledoodoo:

AudricVsFood:

Finkledoodoo:
No, Juri has to take more risks to do any damage to Ryu. You already know how to play the match up, I don’t know why you think its in her favor. Btw, Juri does not win neutral, that is what makes her lose the match up. She has to dash in, jump in or fireball chip, with no reliable way of getting in for free like a dive kick (try getting a perfect one of those that doesn’t push Ryu out of throw range), step kick, safe approaching special or abusable positive normal with walk speed. Kreymore is just scrapping Ryu’s because he’s Kreymore, but I’d put money on Choi, Valle or Air any day in the Juri match up. Try playing the match up from Juri’s side.
She got 2 important buffs that make this more of a 5-5 than a straight win for Ryu, 1. Ex dive buff, but its no Ex cannon spike 2. You can’t throw her out of her reversal anymore so you have to respect her wake up, maybe.
Juri is a shoto killer.
Juri wins neutral. She doesn’t need to jump in, she doesn’t need to dash in. Store fireball negates Ryu’s fireball. Throwing fireballs trades in Juri’s favor. If you throw a fireball from too far, free dive kick. Dive kick in footsies leads to ultra 2. Low forward, EX Fireball, FADC leads to ultra 2. Jumping strong leads to juggles and ultra 2. Low forward and sweep have ridiculous low profiling abilities that help her in the spacing where Ryu might want to throw a close fireball.
Why would Juri want to go in? She outzones Ryu.
OBVIOUSLY, Choi, Valle, and Air are much better players. Put them against Aiai, though. Aiai is much closer to their respective levels than Kreymore is.
Everything you said in your shoto killer paragraph is negated by a little something called sweet spotting. It has always been juri’s biggest weakness. As like one of the few characters Ryu can actually out walk, its easy to sit around her stand roundhouse tip and bully her with solid play. If she approaches, walk back as she doesn’t have a slide. If she retreats, collect your space. If she does anything do a delayed jab. Delayed jab lets you stuff dashes, block stand roundhouse, buffer dp to anti air and generally see what your opponent likes to do. Nobody can react to Ryu’s fireball at that range, but Juri runs the risk of being punished for a fireball charge or release. Ryu has the advantage because it is easy to get to that spot and the only real threat juri has is ex fireball fadc into pressure or a mix up. Her fireball game can’t keep him out of that spot because he is not trying to go in on her which is what all the angles cover ( herself ), he is trying to get into that position which basically negates all of her zoning AA options. If she ever fireballs, ryu can simply avoid it and walk/land into position. Then play solid until she cracks. Just like all of Ryu’s good match ups, it is slow, boring and Ryu always runs the risk of being mauled because of one mistake. But that is the world Ryu players live in, live by solid play to die by one mistake.
Good points, but that spacing is a lot harder to maintain than you’re making it out to be. Also, a delayed jab is a good answer, but a mistimed jab leads to a bigger reward for Juri than it does for Ryu, so she’s going to start baiting out that delayed jab, similar to pre-emptively throwing out stand jab or short against Yun to beat out dive kicks. He’ll adjust his timing, and one mistimed normal will lead to him running the Yun train on you via whiff punish, although of course Juri’s damage and pressure are nothing compared to Yun’s.
I honestly do like the points you’ve made, but I’m not convinced that Ryu wins the neutral game. Do you mind linking me to some matches that showcase optimal utilization of the sweet spotting you’re mentioning?
Here is an example of the sweet spot, the Ryu player is a bit excessive with the focus attacks but his style of play is aggressive like that. The point of the video isn’t about his method of attack, its about his spacing.
[quote=“Finkledoodoo, post:441, topic:129797”]
Here is an example of the sweet spot, the Ryu player is a bit excessive with the focus attacks but his style of play is aggressive like that. The point of the video isn’t about his method of attack, its about his spacing.
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LOL fucking Jyobers. This guy is so entertaining to watch when he’s not losing. I like this guy even more bc he was a pro MMA fighter.
Anyone else find Guile to be really fucking hard now with delayed wake up? I never had much trouble with him because I would get a throw and mix him up. Can’t do that anymore not to mention his flash kick auto corrects so I can’t cross him up for free. Do any of Ryu’s normals beat Guiles? I’ve been getting outfootsied in this match up seems like Guile has way better buttons.
havent done much work on the matchup but im feeling what ur feeling, j.lk on his noggin is still pretty hard to beat though on his wakeup. Everyone reckons ryu wins the fireball war so i guess just stick to zoning
I used to have trouble in that matchup but Ive gotten better at it (dont play Ryu much nowadays gone to better chars).
Fireball war: Keep out of his jump range, you will win the fireball war 100%. For every 3 fast fireballs he has to block/focus/jump or he will get hit.
Watch his meter, they love to throw out that EX fireball. Cross him up alot with Air tatsu, make him lose his charge.
Out turtle him, throw ex fireballs and make him jump and DP, its classic SF this match.
Once youve conditioned him to throw sonic booms at a safe distance, do a Tatsu, they will get hit. Ive had so many guiles rage quit when ive done this.
If they ever knock you down, remember the Upsidedown kick is a frame trap dont tech, its got a slow startup.
makmak
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Been playing this since vanilla. Had to transition from 3S. I got to say of all the matchup I can manage juri is very difficult. Most of the time I get swept. She is the reason why I am starting to hate this game.
I’m happy with sfv ryu though. He suits my playstyle. Hopefully they remove the autoblocking crap to lessen the mashers.
i find myself struggling in certain matches I feel like I shouldn’t be struggling in because the match is in my favor or even. Matches like Hakan and E. Honda. And matches I should struggle in (like Adon, Seth and Cammy) I do fine.
is there a sweet spot I should know about for keeping characters like Honda and Hakan out?
Sup,
Is there any tips for the Rolento MU? I have no idea what to do in this MU. No strategy seems effective against him and he outfootsies Ryu badly. Any ideas?
PS: any setups against him would also be greatly appreciated

DragonMetsu:
i find myself struggling in certain matches I feel like I shouldn’t be struggling in because the match is in my favor or even. Matches like Hakan and E. Honda. And matches I should struggle in (like Adon, Seth and Cammy) I do fine.
is there a sweet spot I should know about for keeping characters like Honda and Hakan out?
I find im in a similar situation but i put it down to just lack of matchup experience, nobody plays those characters where every man and his dog plays cammy adon. Having more experience you know when to be ready for their approaches and how they approach but characters like hakan and honda don’t really have the same tools to get in. For honda just abuse his lack of zoning/anti zoning tools, fireball dp fundamentals is all you should require, his AA game is strong as is his buffers into hands at close so just stick to the long range game. Honda’s j.HK does reach deceptively far so just be wary when throwing fireballs, he has no approach other than jumping the fireballs or nj.HP over them which gets him nowhere. Also if you get a sweep and they don’t DWU it just j.hk OS HP DP it beats everything.
For hakan i have no idea I haven’t faced a decent one yet, jumping toward predictably is bad as they can juggle you into a knockdown which leads to setups. His body is very wide so if you catch him jumping its an easy DP, slides are very unsafe on block, be quick to adapt to their gimmick setups on knockdown. Up close they have the same tools as a grappler where they’ll either be churning for an SPD through your pressure or just blocking it so stagger the pressure with neutral jumps or block strings to bait whiff SPDs then punish. He’s alot more dangerous when oiled as he can slide while focusing and can also cancel his focuses so it can parry and beat jumpins and fireballs, hard read ex fireball or tatsu to break focuses if they’re abusing it. When they try to oil get some damage if possible, depending on what meter you have you can get something from most distances, Super is crazy quick, sniper air tatsu reaches 3/4 screen.

Super_eel:
Sup,
Is there any tips for the Rolento MU? I have no idea what to do in this MU. No strategy seems effective against him and he outfootsies Ryu badly. Any ideas?
PS: any setups against him would also be greatly appreciated
He’s hard to approach if the opponent knows his buttons well, easy antiair and a double hitting long range poke make life hard. From just outside footsie range you have fireball however but don’t be predictable or throw one out as the rolento backflips as he can roll underneath or can do the rollback flip attack over the top of it. Once you get a knockdown from sweep jumpin OS LP DP it beats near everything rolento can do, they will be forced to block so then you can apply pressure and start to open them up. Staggered buttons that hit mid/high will stop any mashed backflips if you’re relatively close so read how your opponent responds after the safe jump OS setup. If they like to mash light buttons like cr.LP keep the traps watertight and be ready to confirm a hit, if they just try to avoid the situation with backflips and the like stagger them a but more and use mediums or heavies so it will catch them. If they just sit there and take it go for grab. Althought rolento has good outpoking buttons he doesn’t have any SAFE abusable approaches, alot of rolento players rely on gimmicky approaches, once you get a read on which approach they like to use just be ready to punish.
And with any matchups know whats punishable on block, whats a frame trap and whats a blockstring (50-50 dp/block mixup on your behalf).