Vs Rufus
Get a hard knockdown
Abuse the “Daigo OS”.
Jabs are your friend.
Keep your defense amazing.
[media=youtube]W1wcLYXMIoI[/media]
Vs Rufus
Get a hard knockdown
Abuse the “Daigo OS”.
Jabs are your friend.
Keep your defense amazing.
[media=youtube]W1wcLYXMIoI[/media]
Rufus is a fun character to fight.
Apparently Rufus target combo now hits Ryu while he is crouching. That’s a pretty big change for this match up.
This happened to me at Evo that shit sucked. I had to switch characters
Also I have run into a problem in the Ken match up, this started in AE
In prior versions of SF4 I would zone Ken and try to keep him out. This doesn’t seem to work anymore. Every single one I have played Focus parries me and dashes forward and stuffs me with a combo that ends with an ex tatsu or jumps over me to back throw me into a corner. Is it even viable to try zoning him?
If I throw him into a corner he escape tatsus, putting me in a bad position -.-
Yh I’m having problems in th ken match up. Any tips
Test your opponent by doing cr.mk buffered into DP just outside the range it will hit. Ken’s FA makes his standing hitbox slightly bigger, so if they focus dash they’ll run straight into a DP. It’s still a risk because at max range they can hold the FA and lp DP will whiff, but most players either try to dash through, or release to punish a buffered Hadouken.
Is Zombieguts ever going to update the matchups on the front page?
Ken
If he’s spamming DPs like crazy then the match-up should be extremely easy . You probably need to improve your reaction time. If he’s spamming reversal DPs, there are three main things you can do:
On knockdown, bait DPs by standing next to him (but outside of his throw range).
Time your cross-ups so Ken’s DP’s whiff if he attempts a reversal. It results in a free grab or combo every time.
Hold d/b or back, and time your attacks so if he does decide to reversal, you’ll be blocking, and if he doesn’t your attack will come out.
Gasp said:
ken is a really easy match
all that you should be worried about is his kara throw mixups
but outside of his jab range your winning this match
Yeah the best option is to just zone with hadouken and force him to jump into a Shoryuken.
Poke him with the Cr.Mid kick into Ex hadouken…
Then when you have him set to jump Lp.Shoryuken him in the air and break into a Ultra.
Don’t be afraid to block. Most kens know that the fierce shoryuken is a monster and will want to land it. Quite often they’ll try to do reversal fierce SRKs on wakeup or while you’re comboing them (in case you slip on the combo)
First, you need a combo to punish the srk each and every time. Just pick a combo you like well and can do consistently and make that your “whiffed SRK punishment combo.” I like j.rh > c.mk xx mk hurricane kick; it does decent damage and hitting them with the hurricane kick pushes them back. (If you have godly timing you can do some ridiculous linking shit like j.rh > c.mp > c.mp > c.mk xx hp hadouken. I am not good enough to get off that crazy 2 frame link shit consistently. Failure to link when you meant to often means you will eat a random DP reversal, so it’s important to be CONSISTENT!)
A lot of kens seem to have trouble with safe jumping… a lot of the time if you safe jump them on their wakeup they will take the bait and reversal fierce srk. (or even ultra!) Bait it, block it, punish it, repeat.
I don’t suggest using meaty attacks against them, except for maybe fireballs, as they’ll almost always make you eat some part of a fierce srk for trying it.
If they’re a good Ken they’ll be mixing in kara throws and not taking the bait and fierce srking every 10 seconds… then it gets interesting. Ken’s game is up-close so make sure you keep him at bay by using your fireballs well. Try to predict when his throws are coming and either tech, or if you’re feeling really sure (or really cocky) make him eat a DP.
Copied and Pasted from the first page of the Thread
One thing of Note.
You guys need to update your match ups. Especially the Gen matchup, because anyone that follows the advice for Gen will be raped by a decent Gen.
I get raped by Gens constantly well not constantly every time I run into one which is like once every few months. Would you mind sharing some tips against Gen?
This forum has literally the worst match up thread I’ve seen after browsing around at the other character forums. I wish someone would make a thread and model it after the one the have in the Rose forums.
Ryu vs Gen
Gen
This matchup is rare to see simply because nobody plays Gen. But the matchup is slightly in Gen’s favor, making it even harder since the Gen player will usually have more Ryu matchup experience than the Ryu player has the Gen experience. This is most likely a 5-5 or 6-4 matchup in Gen’s favor, especially when he gets Ultra 2. This matchup is difficult, as keeping Gen out is rather hard with his 2 jump ranges and insane amount of normals thanks to his two stances.
Ground Game:
Far Range: Gen has nothing at this range unless he has Ultra 2 stocked. Just keep him out while building meter with fireballs. The only thing he can do at this range is a wall dive to try to go over fireballs, but unless you throw a fireball AFTER he wall dives, Ryu will always recover in time to block or uppercut.
Mid Range: This is the range that Gen players will usually sit when they’re getting close to filling up their Super meter. Gen’s normals are superior to majority of the game’s cast, including characters like Chun Li. So without a doubt, Gen’s control at this range is insane. The range of his normals are extremely long, fast and recover very quickly as well. Gen’s sweep outranges Ryu’s by a mile and Ryu’s sweep is punishable by Gen’s sweep on block. Once Gen gains Super meter, any poke at this range will definitely lead into Super.
Close Range: When you realize Gen has such a great mid range, you wouldn’t think his close range is that good, but his close range is probably even better than his mid range thanks to the new Target Combos that were added in to Arcade Edition. Gen has all sorts of frame traps and block strings, along with a pretty far-ranged kara throw. But this is also the range Ryu wants to get into, because with Gen’s low Health and Stun, a few good guesses will win Ryu the round.
Counters:
Gen doesn’t have a lot of Special moves but he has a good number of ultras. Although Ultra 2 is the favorable ultra for Gen for this match up, Gen players still tend to use Ultra 1 for it’s high damage combo potential after a Super.
Mantis Stance
Hyakuretsuko (Hands): Generally used after a long-ranged poke to confirm into super, or for the minor chip damage. (CANNOT be punished unless he randomly uses it, which can be punished by almost anything fast.)
EX Hyakuretsuko: Comes out faster, recovers faster, more hit and pushes opponent farther, but thats it. Won’t really be used outside of combos, so not much to say
Gekiro (Upkicks): SRK will beat it since the HK version comes out in 7 frames, though LK version is 5 frame start up. This move is tricky even when blocked, as Gen enters a very slow floating state that he can kick up one more time. Instead of trying to wait for a full punish, since he can just bait it out and kick you again, just SRK him after blocking the first hit. The normal versions and EX version all have 4 frames of invulnerability, but since the move doesn’t hit until 7 frames, thats a 3 frame window to punish. If you beat out a normal version after the 4 frames, Gen is punished GROUNDED.
EX Gekiro: 7F start up and has more invulnerability than normal as well.
Zan’ei (Super): This move can be used to punish Ryu’s sweep on block. Gen players won’t use this outside of combos or punishes, but if Gen does it randomly, it’ll put Gen at a far distance away, making it hard to give a full punish. Ryu has a few options. Walk towards and sweep, HK Tatsu, Super or Ultra 1 punish.
Zetsuei (Ultra 1): This move can also punish Ryu’s sweep on block. Similarly to his Super, this move won’t be used often outside of combos or punishes. On block, this move can easily be punished with Forward+Fierce combo or Ultras.
Shitenketsu (Ultra 2): Like all the previous moves, can be used to punish Ryu’s sweep (close-mid range, safe at full range for this one). This Ultra comes out extremely quick, and is a decent anti-air, however it can no longer be comboed into, outside of a 1 frame link on certain characters. This Ultra is unique, in that it does GREY damage instead of normal damage. It’s bad. Just run away from Gen until the damage is recovered, and Gen will have just wasted his ultra. Punish with sweep or Super.
Crane Stance
Jyasen (Roll): This move isn’t that good. Gen rolls quite slowly, so it’s easy to react to and punish from a distance, but if Gen does the Light version to poke at mid range, it’s difficult to react to. This move is -3 on block, so a SRK or Super will punish it. SRK will only punish it if Ryu blocks the entire roll, if Gen only hits with the tip of the last hit, it’s not punishable with SRK
Oga (Wall dives): This move and all of it’s variations are quite bad. All of them are quite punishable on block, but a well timed SRK will beat them before they even hit Ryu. The straight down drop from above looks tricky, but Ryu can just block it EITHER direction. The move takes too long and lets Ryu walk under and just block it. If he tries to do it MEATY on Ryu’s wakeup, just SRK him, however if you’re not sure and you just want to block it, block towards the side that he flew to before he went above Ryu’s head. IE If he clings to LEFT wall then goes top to drop down, you hold Left to block.
Jyakoha (Super): Hands down the best anti-air in the game. This move comes out at 1+1 frame, however it cannot catch a 4f safe jump like Ryu’s sweep > jump in roundhouse. ANY form of jump ins are pretty much no longer an option when Gen has a super meter ready to burn.
Ryukoha (Ultra 1): After seeing his Super, you’d think his Ultra would be a better version of it, but no it’s actually FAR worse than his Super version. This Ultra comes out in 11 frames, and unless used near the beginning of an opponent’s jump, will WHIFF as an anti-air. Be wary about trying to chip Gen to death with SRK if he hits this Ultra stocked up, as it WILL beat SRK.
Teiga (Ultra 2): Similar to Chun or Abel’s ultras this one allows Gen to go through fireballs to hit Ryu. However Gen has to be in the air in Crane stance in order to use it. This Ultra travels extremely fast and covers a LOT of horizontal space, so FADCing a fireball will still get you hit by it. Once Gen gets Ultra 2, it’s extremely hard to play a fireball game against him, especially if the Gen player knows how to tiger knee it, making it come out faster.
On Ryu’s Wake Up:
One of the scariest things about waking up against a good Gen player is his Crane stance Jump Medium Kick that has an extremely ambiguous crossup hitbox. This move is very difficult to uppercut on wakeup, because the move is generally pretty safe, which forces Ryu to guess which side to block on most of his wake ups. Gen also has this cross up meaty Ultra 1/Super after a he lands a back throw and here is an image example:
Mind games and Option Selects:
Gen is unique, as he wakes up slightly slower than the rest of the cast with 1frame invincibility if he stays neutral (not press anything) like Yang and SSF4 Ibuki’s glitch. As a result, Ryu’s safejump after a sweep doesn’t work anymore. Ryu has to delay the jump a TINY bit in order for the jumpin attack to connect. Ryu has to guess on which Option Select to do against Gen on every jump in. But jump in OS hurricane kick and sweep are the best choices. OS SRK will LOSE to Gen’s EX Gekiro, stuff normal Gekiro and WHIFF backdash, as Gen’s backdash is one of, if not the best backdashes in the game. OS Hurricane and sweep will catch his backdash but lose to EX Gekiro and trade with normal Gekiro. For the most part, the matchup plays similarly to the vs Chun Li matchup, except he doesn’t have a fireball, so the BEGINNING of the round is where Ryu should shine. However Gen’s Super and Ultras bring so much utility to the match that just having them stocked stops Ryu from doing many things.
Gen’s Super can be OSed onto any poke he throws out, ensuring that if he catches Ryu’s limbs, the Super will come out instantly and guarantee a combo around 50% of Ryu’s life. Gen’s anti-air super comes out so quickly that not even safe jumps are safe anymore. Gen’s Ultra 2 immediately puts a stop to any fireballs, and anti-airing Gen with normals are no longer safe. Ultra 2 WILL lose to a SRK though (or trade, completely in Ryu’s favor).
Things to be aware of:
Once Gen obtains his Super/Ultras, the game is pretty much completely in Gen’s hands and revolves around how he uses his Super/Ultras. Sometimes it’s in Ryu’s favor to try to make Gen blow his Super if it’s only Round 2 where Ryu won the first round. Playing footsies against Gen with full Super is extremely deadly, as one mistake will pretty much lose you the round. Basically, Gen with Super+Ultra is extremely hard to zone, either you get in and wreck him at close range, or you try to make him waste his Super.
Copied and Pasted from Air guide @ http://www.airryu.com/?page_id=693
PS. Gen has a TON of unblockable setups using the oga against Ryu, so watch out for that as well (although very few Gens use it)
I was studying Umehara sensei’s old matches against Dhalsim because I was having trouble with that match up. I noticed when he would knock them down he would charge a focus attack and if they teleported or backdashed he would dash forward and punish and when they blocked he would hit them with the level 3. Now in his last matches against that clown Filipino chump Daigo never tried this. Why is that? Is there a counter for this?
Dudley: keep him out…Max range Cr.mk is your main poke. He can counter cr.mk with standing mp, cr.mp and cr.mk. Just walk in and out of max range cr.mk, if he whiffs= punish, if he does nothing poke with cr.mk and wait what he does next. If he FA after your cr.mk, you can have his pattern.
If you get kd, do backdash until he does OS. Most dudley go for their hi lo first…
If he is really close, his weapon is his frame traps. So be careful and dont mash tech,counter poke or dp. You can actually empty jump over him when he is really close as long as u block when u land. It sometimes work
When you score a kd, safe jump him OS sweep… He has a good AA normal. But you can bait it out by an empty jump.
Random Empty jump at the right distance into a low normal can do wonders for you.
Ryu usually loses this match if ryu cant keep him out . Hope thisis helpful
This matchup is really good for ryu IF you can work with your cr.mk
Addidtional gen tips: gens strongest range is mid range…ryus strongest strength is versatility… My tip is, stay in and out at gens strongest range and beat him out with your strongest poke against all his pokes. Your hadoken. If you will make him eat hados, he will try to react on your fb and jump in. So do smart fbs and mix it up with fakes. Even at this range, it will be hard for gen to react and do U2. Once he has u2 and will try to land it, you will notice him walking back away from mid range. So move forward. Win gen from his strongest range gives you the upper hand.
Wall kick: block away from the wall he bounces from. Reversal dp after block.
If you happen to block his up kick, punish with immediate lp.dp (you can u1 after).
I think daigo lost in CEO coz he tried using yun first.
Hope this helps
*great guide by ugo_2 against gen.
Addtl for ken: like what they said… Keep him out due to his kara mix ups and crazy combos. Once he is in, its difficult for ryu… So knowing how does ken get in on ryu is the key in winning. If ken cant get in, ryu has a higher chance of winning.
Ken comes closer by: - a jump in, if he jumps from far range, he can empty jump or attck with his long rang hk. Use your normals as AA.
A jump in from mid range from ken is usually a tatsu to bait your dp… So better use cr.hp or a perfectly timed dp. If he sees you whiffing your dp… He will do the same set up again! Adjust accordingly. . A jump in at close range is a crossup, auto correct dp is your friend.
Ken could come closer by his f.mk… Ken does this at its max range. If he is already in max range, do random cr.mk to beat it early. Use cr.mp and mix it up with hado.
He could FA and go in… His FA is his last option in the ground for it is more risky for him than his f.mk… Just do what pieton said, cr.mk xx lp.dp or you can xx tatsu…or simply ex hado. I usually spend my ex bars just to keep him out. Just save 2 bars if your not on life lead
Sometimes at mid range you can do cr.mp then sps after, it can give you wonders.
Oh, and dont quick stand from his techable knockdowns. I think its better that way to avoid a must block situation.
Hope this helps
Has anyone found a decent use for far st.mp in any matchups? I tried throwing it out against Zangief and found i had more success than with low.mk, maybe that was just chance but i saw that because the st.mp xx hadouken blockstring is shaky it’s actually a nice gimmick when they don’t have meter, mixing up the fireballs after the st.mp can be good for cheap damage when they try and jump out and over your blockstrings, catching them as they leave the ground.
I dunno if you guys knew this already, but I was watching the Daigo vs Seth match from CEO 2012, and noticed that Daigo was delaying his back dash to make Seth’s DP whiff. I’ve been practising it in training mode and the timing is really strict. You have to delay it by 1 or 2 frames and I haven’t got much consistency with it yet.
I’ve never seen anyone do this before and it seems to make the matchup a hell of a lot easier since Seth can’t DP Ryu for free on his wakeup any more. You have enough time to do SP into cr.hp DP as a punish but he’s usually too far away to get the cr.mp cr.hp hurricane kick follow up - thought it might be useful in the Seth write up.
Some additional ryu vs akuma info.
went to a local tourny the other day and lost in grandfinals to an akuma player. i feel for alot of frame traps and what not but its all good i picked up some knowledge in the mean time.
If you get knocked down prepare to be vortexed. If you get thrown by akuma and its a foward throw you may see him dash twice and then jump. If he does this make sure you that he will either A) cross up tatsumaki which you cannot dp because dps dont auto correct on wakeup or B) bait a fake safe jump and block low.
To counter the tatsumaki you can just crouch and do cr mk at the right time since it moves ryu’s hittable box. go into training mode and practice the hell outta this so you give him less ground to keep attacking you every second. As for option B just take a guess but dont rely on trying to DP because he will punish you for alot of damage.
The same method to dodge air tatsumaki is pretty much the same way to get out of his demon game but be careful because if he catches on that it doesnt work he may just option select you if he does demon flip into punch ( mind you this move has NO delay so option select is very much possible using this move).
Overall akuma is fierce but DONT give him ground and make things easier for him by making obviously stupid choices. Fireball when your distance is good and make sure you whiff punish every chance you get. Sometimes the best thing to do is to disrespect him when he starts moving in via air fireballs and such by DP’ing him but dont abuse this.
You can use it as a situational anti-air, and in combos. This works vs Sagat: cr.mp, cr.mp, st.mp xx hk tatsu
use it against t hawks condore spire. also used really well to anti air people who use certain jump in attacks from a further distance. to be honest i have been also looking up ways to stop vega from jumping around with his special moves and so far i have noticed standing mp stuffs his barcelona claw move ( the one you get if you dont get izuna drop) but your have to watch your spacing though. hope this helps!