SSF4 AE Ryu Match-up Thread

Daigo clearly thought he was outmatched in the footsie department, and was in dire need for meter for EX fireball. Overall, his playstyle for most of the set was very similar to Infiltration vs. Xian in terms of pacing - run away, build meter, frustrate, occasionally dart forward to build space and try to fish for a bit of damage. Hold your own in footsies for a while, especially with the help of momentum, but generally avoid longer conflict.

Which of gens normals can you punish on block in the corner and what do you use to punish?

Sorry my bad. I don’t meant you literally can block and punish the normal directly. I meant that after you blocked, you would be knocked back less and still within your effective footsie range with frame advantage. Effective means that you r a threat. gen have to be careful whether you will poke, walk fwd poke, fb, dash fwd etc.If you counter poke after a block, you might be able to hit gen’s start up frame of 2nd normal. This is unlike middle of screen where you are knock back so much, that if you attempt to walk forward immediately after blocking, you encounter the sweet distance and timing for gen’s 2nd poke. You can’t footsie gen in middle of screen. He have longer normal and push you back to disadv, if you walk forward after block he could hit you again, having recovered. You can also switch gen to the corner and trap him once you knock him down, which is possible once you r able to get him on footsie range in corner.

Which crouch tech do I use against Ken’s kara throw? I was using both the cr.mp and the cr.lk tech and I still got grabbed a lot which is better to use? Any other helpful tips against Ken?

Use standing tech against long range kara throw. Wait a while then tech.

What do you use to punish Bisons that mash the cr.lk? I tried my own cr.lk, cr.mk, cr. mp, ex tatsu and sometimes his cr.lk still beats me. Is there like a setup that will punish that cr.lk every time? I have a bison that I encounter online frequently that just mashes the crap out of it and its sooo annoying.

Firstly, you cannot walk forward to throw any charc that have a 3 frame cr.lk. So don’t do that. Most frame trap beat it. 1. Cr.lp, st.hp, fb. 2. Cr.lp, cr.hp (you may wanna to delay pressing this to just before he press cr.lk), fb (if cr.hp trade, you can combo into ultra1/super). 3. Cr.lp, cr.mp xx combo. 4. Cr.lp cancel into ex tatsu. 5. Cr.lp, st.mk, fb hit confirm into fadc cr.hp, any special move. If you notice bison is teching not by mashing, but rather by noticing break in your block string, try to throw immediately after a cr.lk instead of cr.lp. Reason is that cr.lp give you +2 frame advantage, forcing you to wait a while before throwing and this give opponent time to notice. Cr.lk is -1 to you and allow you to throw immediately without waiting. So he would be forced to guess between frame trap and throw, or ex headstomp which you could punish on reaction (practice to punish ex headstomp escape). Those move you mentioned are not frame traps, very unsafe and not combo-able.

Why was Valle using close st.hp against Viper on wake up? Doesn’t close st.hk beat all her wake up options? I don’t think the same can be said for close st.hp do you think valle simply doesn’t know about close st.hk?

Valle knows. Cl.hk doesn’t beat all her options, either. It’ll trade if she switches up her timing. I’m pretty sure he was using s.hp to frame trap so he could cancel to fireball. He was focusing on beating anti-throw burn kicks. So he’d tick with c.mp, then walk up and do cl.hp xx fireball. See, viper uses the burn kick to avoid having to tech throws. She’s in the air, so you can’t throw her. At first, wolfkrone was mashing on burn kick, so the walk up cl.hp beat it. Then when krone started to try and crouch tech to avoid the throw, the frame trap blew him up.

What is the best jump attack to punish blanka balls, psycho crushers and headbutts? Like for instance I knock Bison or Honda down and then I jump backwards anticipating an ex headbutt or ex psycho crusher should I jump back and do j.mk or j.hk? Because I do hk and sometimes it trades or loses. Same thing with Blanka ball I’ll try to predict a blanka ball and do jumpback hk and it will trade. How do I beat it out? Should I use j.hp?

Hey peepz. Is Adon’s ex dp impossible to stuff with a crossup mk? I’ve always either wiffed it or it hits me. I have no problems with normal dps but the increased hitbox of Adon’s ex dp makes it different. Any ideas?

I think with that one you just want it to whiff and then punish with sweep. Otherwise i think you can cause a reset if you just use light kick… Just thinking, not tested. Dont quote me, test it out!

Why not just block. If you’re at the right distance you can stick out a meaty poke that will stuff the majority of that stuff. CR.MP. But like if you’re close and you block say psycho-crusher, you can get a full punish after. Or on blanka you can sweep. I dont think you do anything for headbutt, so if you did bait that then i would assume you would wanna use J.HP.

Hmmm i’ll try light kick. What I’ve tried doing is predicting it and hitting him out of it with a tatsu, however it wont hit him if you’re timing a crossup tatsu :confused: oh well

You can safe jump OS psycho crusher and headbutt with mp dp. You can OS blanka ball, too, but they’re not using blanka ball. They’re using the up ball, which is 4 frames and will beat an option select. Option selects will work on reversals that are 5 frames or greater in startup. Up ball doesn’t throw him as far backward, so just safe jump it and punish.

It’s impossible to stuff with any crossup. It’s invincible until the eighth frame. Just let it whiff and punish with raw ultra 1/super/sweep.

I don’t like to OS on Blanka because I’ve lost so many rounds from getting ultra’d. So don’t try to jump in on Blanka when they have their ultra! Technically it can be the same with Bison ultra 2 i think? But i think Honda, you dont need to worry.

^You can technically just empty, But you need to remember that Adon rises the fasest out of the cast so you need to change your timing! Same idea as if you’re trying to jump in on ryu. Then the mind games can follow. Your options can include grab, cr.lk into combo, a frame trap with Hp, or block baiting out the DP. And then if you start to condition grabs, you can empty jump DP into FADC ultra 1. There is sort of an example of that in the ricky ortiz vs daigo at ceo2012. He walks towards ricky baiting a grab then just dp’s right in his face. This can be done with an empty jump to dp if you’ve conditioned a grab. Especially if you’re down on the round, otherwise, if its blocked you can just backdash or go in for pressure if you go forward after.

^.^ good luck. Test it in training room for some cool jump in ideas. For the record with the empty jump use mpxxDP. It has the most invincibility friends.

I said to safe jump Blanka…His reversal is 4 frames and you can’t OS it.

Pretty sure bisons U2 whiffs if you dp. If you’re worried about options other than psycho crusher, OS with mk tatsu. It still beats crusher(less dmg tho), and it avoids everything else except devil’s reverse. If bison did revesal devil’s reverse, he can travel toward your tatsu and punish you…but that’s it…and the OS dp will beat the devil’s reverse. If you guess right, OS dp and OS mk tatsu will beat or avoid everything bison has.

How should I be approaching the Deejay mu? I feel that he is my hardest mu D:

Why do you mk tatsu? On one of Air’s videos he said its best to use lk tatsu.

Against Rufus, I can beat his cr.MP anti-air punch sometimes with a J. HP. But what determines whether j.HP is going to beat it clean ?
Is it the spacing or how early I press the button ?

http://s24.postimg.org/ebxvy3yzl/hitboxes_rufus_cr_MP.jpg Vs

http://s14.postimg.org/qu6g657el/hitboxes_ryu_JFHP.jpg