SSF4 AE Ryu Match-up Thread

Cuz I’m not Air? lol I dunno. I’ll try lk. If it works, it will be better than mk. Recovers a lot faster.

I don’t mean to be rude, but this thread is terrible compared to other match-up threads on these forums. The OP is a mess. Some of the character guides aren’t even in spoilers, and several characters are missing. Also some of the links are broke. Also the match-up data hasn’t been collated in the most efficient way possible.

I wish people who start these kinds of threads would take better care of them.

Here’s some of my personal notes against fighting DeeJays, after a bit of thought, practice and research I was able to turn my win percentage against him pretty dramatically here goes:

The DJay fight. 5/5
-Safe Jump = Yes
-Focus games = Minimum

General Knowldedge:

     -Defensive characters’ greatest strengths are nullified if you take away the life lead, because if you don’t have to go in to win a lot of their tools are worthless. do that when he has no meter 

    -Footsies can be fairly dangerous since lk & ex sobot blow up his cr fwd.

     - In the beginning of the round when nobody has meter the match is like a 6.5 -5.5 you’re your favor. Him without meter makes your fire ball terrifying to him anywhere on screen, take the opportunity, build meter, maintain the life lead, frustrate, what ever.  The only option he has in this situation is jump, or focus dash and his dash sucks; so he’s as easy as Honda to zone now.  

-Never Jump if you can then the DJay sucks. Safe jumps needs to be perfect if he has meter. Ex Jacknife is 4 frames.  The regular ones are 6 or more.

 -All versions of the rolling sobot are punishable on block with sweep and give you a free safe jump opportunity. 

      -A meaty hit confirmable cr. jab/ short on wake up works really well if he doesn't have super or ultra.  All the jackknifes whiffs crouchers, EX machine gun upper is 12 frames so you’ll be able to block after your meaty whiffs.

       -This fight is split in to two categories Deejay with meter, and without meter. With two sub categories for each; life lead or no life lead

Deejay with no meter:
Life lead
-Zone and build on your life lead
and meter, Now he’s fairly free

No life lead
-Use safe fire balls to push him in the corner
-Go in with low fwd & cr mp ON THE GROUND,
jump sparingly! Getting knocked down or thrown
will help him build a bar

Deejay with meter:
Life lead
Stay on the ground and try to bait
ex Sobots while keeping up with your
fire ball pressure. Here footsies risk
the life lead because of ex Sobot, keep
him on the tip of cr mk if you have to
press the button, and only do so if he
doesn’t have a back charge

No life Lead
Life sucks right now. All you got here is to
walk him to the corner as he lames you out.
Try not to take to much damage in the
process and don’t focus too much, ex sobot
will easily punish that and send you to the to
other side of the screen.

Here’s info I have on Seth that helps me a good deal in the fight:

The Seth fight: 6/4
Safe Jump = Yes, careful of SPD
Focus = Medium, out of lighting leg range because it can be punished on reaction.
General knowledge:
-This is a bad match 6/5 but not bad at all considering he’s ranked the best character.
-He has low health a quick fight is in his favor at ”round one fight” your at enough of an advantage to zone from the start.
–All characters with low life are weak to a battle of attrition. Because of his horrendous walk speed and average dash the only way he can get in is by:
-Teleport (quickest),
Dive kick, and
Wall jump
Because of this his approaches are predictable. Outside of these he can only score knock downs into vortex defensively, wich looses its effectiveness once you have the life lead.
stay out of his face (range 1), off your back and be ready to react to these three; this is how you win.

  • All his normal dps have 7 invul frames, ex has 22 (5frame start up on all) Best Ryu’s got is 6 invul for EX. With that and ex SPD its worthless to challenge him up close its a true 50/50 (back dash/dp or block) in his favor. Avoid at all cost. If there; BLOCK STRING NOT FRAME TRAP out of his face for distance.

-Staying between 2 and 4 character lengths is optimum for ryu to preasure Seth ONLY IF HE HAS A SOLID LIFE LEAD AND TIME IS RUNNING DOWN. Don’t go in if don’t have to, his defense is what he’s strongest at in neutral. If you can read the player enough to rush down his Seth (then he sucks) fine but the risk reward is always in his favor.
-Here random naked max range cr.mk & fire balls ONLY SWEEP TO WHIFF PUNISH
-His footie normals are great (s mk s hk s hp) but he has horrible walk speed so his buttons can be spaced. Camp out of range of the kicks and be ready to focus dash punish the st hp and sonic booms.

-If the seth is stupid enough to throw out a sonic boom from here one jump in can win you the round; giving you a life lead that will let you turtle the rest of the round fairly easy, since Seths approaches are predictable. Make the jump in count by saving two meters for a focus cancel combo.

-If you feel lucky then you can play the whole bait out the lighting legs (which can be punished by fwd fierce into combo on block) by being focus happy. You catch him half his life is gone and you can turtle on to victory. He catches you your in the vortex, so play at your own risk. Only really worth it as desperation play.

-If the Seth player decides to turtle with a huge life lead and a lot of time left it actually plays in your favor. A tempered slow paced game is the last thing Seth wants. If you stay relaxed & pick up on his defensive go to patterns your always a combo or two a way from being back in it.

Did anyone watch john choi vs arturo? Choi kept focusing through dhalsims sniper and hk tatsu to punish. Never seen other Ryus do this is this actually a viable tactic or was Arturo fucking up or something.

Yea it was pretty impressive I got to incorporate that into my game.

Seth isn’t the best character in this game, 100% certainty. Cammy or Akuma is. If Seth is even Top5 is debatable.

@Choi-Arturo match, one other thing to take home are those fireballs timed so Sim has to jump again immediately. Limits his options a ton.

Oh god did I see Sim’s limbs hit twice in that USF4 preview. Sim Ryu is gonna be even more of a nightmare.

this is sort of general and sort of specific, but what is everyone here’s thought process/approach to applying pressure with ryu on knockdown? i know the mix-ups are supposed to be in the aggressor’s favor after a hard knockdown, but i’m not sure how? especially against characters with three-frame reversals, like akuma, who seem to be able to counter any particular offensive move.

so with akuma, for example. i pretty much feel that since his shoryu basically beats everything i can do on the ground (throws, my own shoryu, option-selecting low jab with sweep, meaties), i have to bait it out with an empty jump or walk-up crouch-guard, but that puts me in a defensive position, surrendering any advantage i might’ve had as the aggressor. and he can wake-up throw me. so the whole scenario seems to devolve into a rock-paper-scissors-type affair, where i’m free to attack akuma on his wake-up, but his reversal shoryu beats all of my attacks, but i can guard against akuma’s reversal shoryu, but he can throw me out of guard, but i can walk back to make his throw whiff, but he can reversal sweep me, but i can walk back to crouch-guard, but then he gets out for free.

at which point in this rabbit hole is the guessing game in ryu’s favor?

the only sensible option seems to do a cross-up forward while option-selecting roundhouse tatsu, such that it can’t be auto-correct-dp’ed by akuma successfully, and since he has to block, i can tick-throw, frame-trap, or bait out a reversal dp.

what am i missing? why do players like air say that applying offensive pressure after knocking down the opponent is in ryu’s favor?

definitely appreciate any feedback you guys are willing to give, kind or harsh. lack of ability to capitalize on knockdown is definitely one of my biggest weaknesses as a player as i feel i’m forfeiting a lot of potential damage, which is what wins rounds :stuck_out_tongue:

Ryu’s mixup game IS relatively poor, which is probably a godsend because he can tag folks with sweep even easier than Akuma can. At least against Akuma, the advantage comes from payoffs - you have a lot more more health, and your throws deal more raw damage than his do. There are probably setups for making DPs whiff but I’m not familiar with any. (Development of Ryu setplay is sadly rather poor overall)

right?? thanks for the feedback man.

edit: also, what’s your approach/mind-set when applying wake-up pressure?

[quote=“Komatik, post:307, topic:129797”]

Seth isn’t the best character in this game, 100% certainty. Cammy or Akuma is. If Seth is even Top5 is debatable.

http://www.eventhubs.com/guides/2008/oct/17/street-fighter-4-tiers-character-rankings/

Not my opinion, don’t claim to be an expert, I just reference them.

Well there is your problem. To elaborate:

  • That’s a matchup chart, not a tier list. A 7-3 on Dan is valued the same as a 7-3 on Ryu or Cammy, for example, which makes no sense. You could lose to everyone relevant and murder everyone irrelevant and end up ranked high and still be pure crap as far as tournament viability goes.
  • A tier list is a subjective opinion on characters’ tournament viability (basing a tier list on a matchup chart is a good idea).
  • The matchup ratings in Eventhubs’ chart are complete horseshit, never ever trust them.

So I’m playing an incredibly deadly Chun Li named N DRU. All of Chunners’ normals outpoke mine, so I can’t go in. Meanwhile, all of her moves are safe on block, so I can’t punish. This player has NO qualms burning up all their meter just to keep me at bay (EX tornado kick or hyakuretsuken).

Worst of all, I can’t throw Hadokens to keep spacing forever. AE Ultra I apparently allows her to go full-screen and punish fireballs. What do I do?

hey durango, i’m very much a novice myself, but i’d like to share what’s worked for me in case it can be of some help to you.

would seem that ryu has the advantage in the beginning… as ryu wins the fireball war, chun is forced to take risks to close the gap or else she takes chip and loses at time-out. so she will be looking to get past your zoning with a jump-in, a hazanshu, or a focus forward-dash, all of which are punishable. dp the jump-in, focus the hazanshu (she really has no answer to this without meter), and ex fireball or solar plexus or low forward xx short tatsu her focus.

you should be able to gain about a 30% life-lead before she gets one good read on your zoning patterns.

if you can out-footsie her and score a hard knockdown with a good sweep, she is a sitting duck to ryu’s wake-up pressure because safe-jump timing will beat out all of her reversals. if you’re not confident in your safe-jump timing, empty jumps work really well in baiting out reversal ex spinning birds, which can easily be punished with anything you want even if your reaction time isn’t the best (super, sweep into another safe-jump/empty-jump, or ultra all work well).

sounds like you’ve tested his ability to react to your zoning pressure with ultra 1 and he’s capable. then you should stop throwing fireballs once chun has ultra! i feel like most chuns wouldn’t burn their ultra until they’re low on life so they can maximize its damage, and chuns love to focus ryus’ fireballs, so don’t let chun’s getting ultra early on cripple your zoning too much. if you have a feeling he’s fishing for an opportunity to punish your fireball with ultra, fireball fakes work wonders!

almost as much as they like focusing fireballs, chuns will often reversal backdash after they block ryu’s level 2 focus. you can counter this by following up your focus attack with a dash and option-selecting low jabs with sweep (the input would be low jab, then plinking low roundhouse with low jab. the timing is the same as with any other low jab block-string).

you also want to erase her fireballs with your own as much as possible, because she can follow her jab kikoukens into pretty nasty mix-ups (frame-traps, lucky sweeps, hazanshus, or tick-throws). you can also punish an eager chun by roundhouse tatsu’ing through the jab kikouken.

if you’re at a life-deficit, by the nature of the game you have to start taking risks. this means playing footsies with her, utilizing your focus to the best of your ability, getting good reads on her, and capitalizing on your knockdowns.

played that n dru person before but he or she was using dhalsim and was ridiculous with him anyone know if n dru is a pro or something?

So I busting a friend’s balls about how I could beat his Vega (his main) with Ryu (one of many casual alts), and he challenged me to a ft10…so, I am by no means a master of Ryu and his Vega is pretty good. Tips for the Vega match-up? lolz

Don’t play the matchup a lot but I played a few competitve ones when i was serious and beat him. They like to poke a lot and that mid range for them seems advantagous. So staying back and zoning is good, (watchout for ultra 2). The close range is also good so maybe wait for an oppertunity and you can usually punish a lot of his wall moves with a sweep. At which point you can start setting up safe jumps/option select pressure. Anyways, I just found a good article for you to use from non other than Air. Who knows what hes doing a lot better than i do :smiley:

http://www.airryu.com/?page_id=1103

Dealing with wall dives can be tricky. You can focus certain dives but if he lands directly on top of you, you can’t. Also if they decide to throw you’re in trouble. That’s why if you’re fast enough j.MP is probably a good solution.

You can jump at him a lot as he has crap AAs. But you need to learn how to punish his flip escape, which can be a real PITA.

How was Daigo able to land so many jump ins on Xian’s Gen? At evo Xian was anti airing the crap out of everyone.