SSF4 AE Ryu Match-up Thread

This might seem weird but any tips for mirror matches?

Not weird at all. For footsies, you’re going to want to be hovering around cr.mk/cr.hk range. Sweep has more range than cr.mk but cr.mk xx hadoken is a very useful tool to pressure your opponent.
Recognise that you can’t safejump ryu’s 3f shoryu’s but if you train your opponent not to SRK after a few empty jump into punishes, you’ll be able to get away with a few jump ins. Play the fireball game.
Anti air. Have good frametrap/throw game. Nothing too weird. If you jump over a fireball, make sure to go for j.hk, cr.mk xx tatsu to push the opp into the corner, where you’ll have the advantage.
Honestly, there isn’t too much to be said about Ryu mirror matches specifically because this is one of the rare matches where the better player will win most of the time.

Whats the best frame trap to use on Ryus

i used ultra 2 against a few balrogs today, and it went well actually…

my reasoning is that the red fireball controls the midrange so well that its actually more valuable than u1.

If he jumps, you can nail him with u2 which is good damage, otherwise the neutral game is controlled by Ryu.

I think u2 is really good against characters that can get around his zoning since it frees up his meter.

Thanks I’ll try this next time. How exactly are you using the red fireball? I struggle really bad in this match up when the Balrog player just turtles I get super frustrated.

when he doesnt have meter, I throw fireballs. When he does, when we’re at midrange I use red fireballs because theyre too fast to react to and it stops EX moves. Many balrog players are looking for a fireball to go through

Basically im stopping his rush punch, im the one turtling. I think the combination of red fireball + anti air ultra allows Ryu players to play the match more like SF2.

Ive been using it with Dudley and Hawk as well. Dudley can negate red fireball sometimes but its nice knowing he cant jump in at you, so all of his approaches must be grounded, and a lot of his moves lose to low hitting moves.

With Hawk, you can stop dives with u2, and much of his forward progress.
Ive been using u2 a lot as of late, because of the games mechanics, jumping in on Ryu isnt all that scary because of the low damage. So anyone who negates Ryus zoning, U2 + red fireball is a good option. U2 is good if you want to turtle and zone

The new Bison buffs make him really hard for Ryu now. Particularly his EX Scissor Kicks buff.

Anyone else find this matchup a lot harder now?

which of the posts on page 1 are not outdated?

Is there something I can do to deal with Decapre shenanigans besides guessing where to block or mashing dp?

How the fuck do you beat Fuerte and Viper?

I could give my girlfriend who has never played a fighting game in her life, a joystick, tell her to pick Fuerte and lose badly to her.
Seriously the worst players ever beat my ass with Fuerte and Viper.
I can force a neutral game on almost everyone even Yun’s and Yang’s, no problem but these 2 fucking characters drive me crazy and I don’t want to lose to them anymore.

Focus beats everything but ex teleport attacks. Also, in neutral, don’t forget to challenge those teleports. If you challenge a teleport with a light attack and decapre floats to escape, free dp everytime.

You should never be scared to wake up pressure her. There is a ryu specific arc that avoids her stinger. Its right before you touch her body when she is knocked down. If you jump late and she gets up regular, she can’t hit you with stinger at all and if she delay wake ups than you cross up her stinger. Its free brainless pressure. Her only options that I found were to either escape with dash/focus dash or there is one maybe two frames where you can hit with close mp without it getting crossed up or getting stuffed on start up.

Fuerte was covered here I think: http://shoryuken.com/2014/12/18/bifuspabrog-details-how-to-fight-el-fuerte-in-ultra-street-fighter-iv/

Yun and yang want to neutral jump you, be careful about that…

Stance animations to block and properly punish Jab Hands from Decapre at certain unsafe ranges with reversal special moves:

Ryu:
Any block stance should be acceptable from Jab Hands.
Jab/Strong/Fierce/EX DP will work as well as Super.
Punish examples:

Meterless
Jab DP
Fierce DP

2 Bars
Jab DP xx FADC, Ultra 1

3 Bars
EX DP (on 1st hit) xx FADC, (dash [total of 2 dashes] Fierce DP)/(Roundhouse Tatsu)/(Jump Strong xx Air Roundhouse Tatsu)
EX DP (on 2nd hit) xx FADC, Ultra 1

4 Bars
Jab DP xx Super

I have trouble Facing Blanka, Dhalsim, Deejay, Cammy, Poison and Dudley anyone knows how to beat those matchups ?

Blanka has a great write up on the first page. There are a few good paragraphs about Dhalsim, Dee Jay, and Dudley sprinkled in pages 2, 3, and 4 and a few good Dee Jay paragraphs on page 7 and 8 and a little info on Poison on page 8 too. Unless I missed it, there is nothing about Cammy, but I can tell you how to beat bad Cammy’s. Zone out, wait for her to do Spiral Arrow (because they’re just dying to throw it out) or her spinning knuckle.

Can we throw Ibuki onto that list? I got double perfected yesterday (something I thought would never happen to me). I could not find a gap to do anything. I couldn’t move. Bad Ibuki’s aren’t a problem, but good ones who keep their foot on the pedal are extremely difficult. Is there a general gap in Ibuki’s BnBs I can attack? Do I need to keep my eyes out and snuff her overhead? Do I need to wait till I see a certain move before I think about pressing a button?

Any advice would be greatly appreciated.

I am having trouble with it too. We have a good Ibuki in our scene who’s back from studying and playing in Japan. Not just against Ryu either. I have mostly been playing Elena. Ibuki is very, very good. I spent 10 seconds stints of nothing but blocking pressure and the gaps, if she has any, are tight and hard to see. Her dash is punishable but it’s so fast you can whiff wrong direction trying to poke it.

He told me it’s not a good MU for Ryu as she still has unblockables on him. I would definitely say if you can SRK her overhead, do it! Breaking her momentum is paramount. I know I will be in the lab practicing. Wish I had more advice beyond blocking. Only other thing that comes to mind is rush her down when she is out of meter.

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?

Is there a way to stop Chun from doing wake up flip kick after I knock them down besides dp of course? Shit gets me everytime.

I assume you mean Spinning bird kick? Learn safejump OS DP, for example everytime you sweep a chun always go for j.HK OS dp it beats it clean. Off other knockdowns that require manual timing it may be a bit unsafe to try OS DP just incase of mistiming, just attempt a safejump, block and punish

No not spinning bird kick Im talking about Hazanshu. It hits overhead and then she can combo into cr.lk so annoying. I hardly even do OS safejumps anymore because everyone just does delayed wake now.

focus or do a jab os with either cr.hp or st.hp.

cr.jab then cr.jab + cr.hp probably works. do chuns really do this a lot now? its OK to catch someone off guard like once