You were angry. It is evident from your post. Get some help, bro.
lol… My advice for Ryu is:
You should always empty jump ryu while he has meter.
ok, now stop posting about stuff you clearly don’t know shit about.
Thanks.
Why empty jump? Take advantage of spaced DF dive kick and command dive kick.
I’d be happy to beat you down with my scrub Akuma any day, you fanook.
Its difficult to summarise the match-up as it has a lot of dynamics. Both characters have many options and the tempo changes significantly once Ryu gains Ultra and a couple of stocks.
I can’t give a point-by-point summary personally, but I will say that its important that you respect Ryu. While his combos are (generally) quite modest to high in damage output, against Akuma they hurt. Staple punishes from Ryu typically net close to 1/4 damage which means you have to err on caution throughout the entire match.
His SRK’s dominance means that a lot of our vortex options can be snuffed so don’t apply it all of the time. Sometimes a knockdown on Ryu (particularly if he has meter) is best left unmolested and instead use the knockdown to position yourself favourably as a sizeable amount of your strategy in this match should be invested in ideal spacing and positioning. Where possible move him towards the corner and try to minimise his movement or cage him in and try to wear him down. Capitalise on his need to get out which can make him get a bit antsy.
Ensure you punish everything as hard as possible - everything. Every piece of damage counts. Be careful with your teleport use, especially if he has super/ultra. Likewise if you plan to coward copter out of bad situations. A coward copter is ripe for a full screen super or Ultra if used poorly.
Make it a habit to buffer your Ultra once you start engaging in footsies as he has a tendency to focus as a means to advance on you. Ryu’s focus differs from ours in the footsies game as he retains his position and can focus absorb forward quickly, whereas Akuma takes a step backwards. If you manage to retain spacing outside of his c.mk reach, try to catch some wiffs with c.hk. If he balls, focus through and then c.mk/c.lk into a tatsu to net some damage. Alternatively you can try grabbing.
Try to bait out button presses during strings with c.mp and delayed c.mp so you can score a counterhit. From here you can cut into fs.hk (into c.lk, lk tatsu hp srk) though I tend to keep it simple (and guaranteed) by simply sweeping from a counter-hit as the fs.hk is spacing dependent.
As mentioned earlier, watch out for his hk tatsu through your fireballs. If possible, punish it with a crouched hp srk, or simply c.hp. Alternatively, you can c.lp x3 > lk tatsu hp srk his tatsu on its recovery if he lands in front of you. If he has two stocks be weary as he may opt to mp srk > fadc on land.
Keep in mind that he wants to counterhit you as much as you want to counterhit him. Don’t press buttons during string. Try to avoid the need to tech sometimes, as a grab will only cost you 130 damage as opposed to a ch c.mpx2 into c.mk xx ball.
Exercise patience in the corner. I use Dhalsim from time to time and I find that when Ryu has me in the corner, I cast my mind back to how I handle this pressure with Sim and try to maintain my cool. Ryu wants you to try and escape so he can attempt a punish. He knows you want out so don’t play into his plan. Keep in mind that a simple teleport will easily get you out, but it will go punished and IS expected. Don’t choose this route predictably.
Use demon flip palm whiffs to assist in spacing and closing ground. Its fast and recovers instantly. Also try using it to bait out his attempts to punish it by falling short of travelling far.
I find in this match that despite Akuma’s wealth of tools, the match boils down to standard shoto play. You just plain have to be the better shoto player. It should be played patiently. Akuma’s air balls can yield an interesting dynamic to the match provided you can throw them correctly. By this I mean spacing them so they don’t leave you open to punishment (Ryu can ex ball a bad air ball for example) and also learn how to correctly throw one (usuallly lp or mp version) so they nullify his from the air. That is, learn the hitbox size of your airball so it can be used to deflect his. If you can do this, it allows you to retain momentum so you don’t need to pause and wait to see if your airball is actually going to snuff out his. This way you can continuing playing rather than waiting to see if your airball actually did its job.
Avoid poorly spaced fs.hk to poke as it will fast become a liability and a good Ryu will ruin your day for being sloppy.
I feel that experience counts in this match. Matchups I believe boil down to how comfortable you are against a particular character no matter the matchup stats. Focus on playing a lot of Ryu’s so you feel at home in the match and can develop a strategy or gameplan against him, no matter the player’s style.
Lastly, I find that d+mk is very helpful in this match. Its no damage opener under most circumstances but it is enough to rattle Ryu’s sense of rhythm and spacing due to how quickly it travels. I also find it useful on a downed Ryu as it will make him apprehensive about attempting to anti-air as again, it screws up people’s timing due to how quickly it changes your advancing jump trajectory and usually results in a meaty attack if placed correctly which often forces them to block. As I mentioned in another thread too, if it trades should he srk, we’re even although we are reset.
I argue the effectiveness of U2 in this match personally, but many disagree and I can see the reasons why. U1 is great to AA and also to fish focus absorbs and catch stray air escape tatsus from Ryu. However, if you’re able to consistently combo into U2, it adds a nice chunk of damage that would otherwise be your usual BnB. Its also nice punishing a bad fireball from Ryu via an EX flip dive kick, s.hp xx tele xx U2. You can also smash out an option selecting Ryu by baiting his expected OS against your tele: teleport backwards (baiting his OS hk tatsu) and then U2 the bastard. This is largely an opponent specific exploit but you might net some mileage from it.
Again, experience counts. Play patiently and smartly. Punish everything. Watch those counterhits and apply your own. Don’t throw bad fireballs (ground or air). Exercise patience in the corner and try to push him into his. Respect his options and if you ever doubt a situation, just block. Bad SRKs and bad fireballs are often where Ryu gets a leg up on Akuma so don’t offer him these situations where possible.
add me then crybaby and let’s hope the connection will be good
This is a great summary and even with all this it still doesn’t encompass the all things you need to know to win against Ryu. You just need to fight Ryu and gain the experience needed to understand where to implement all the aspects of the match addressed by Gamago.
I was being sarcastic…
You should never Empty jump Ryu unless it’s an early safe jump in an attempt tobait out a reversal SRK… This is especially true if he has Ultra, for obvious reasons.
The first time i read this part it didnt make any sense because i didn’t understand that it was d.mk in the air (his regular dive kick). You might want to change that to avoid confusion.
This is all you need to know about fighting Ryu. There truly is no strategy here. plain and simple you have to be the better shoto.
All that stuff gamogo posted is general and you could substitute ryu with a few other characters. Not saying it’s bad stuff, just i’m getting tired of people coming on here every so often trying to find a strategy for fighting ryu. There is none. The matchup isn’t in our favor for a reason. The better shoto player wins. that’s about it.
its true that better shoto wins. but really its just one part of the equation. there’s a lot more to consider.
back then command dive kick is a true safe jump against ryu. now that we’ve lost that in super(ryu goes floaty when dive kick hits) things have changed.
maybe i should ask some question instead.
before having U1, ryu focus attack is a big problem. how do you guys deal with that?
when your normal cmp and cmk have lower active frames, i feel in footsie situation ryu have a little edge, though akuma walk speed is faster i find alot of the time it gets nullified or backfired when ryu throws out his 12-13frame exfb/fb and it really demoralising. focusing in his fb seems to require almost precise timing to get a good damage which varies from a combo or just a grab.
i don’t know how people manage to sweep those ryu c.mk most of the time i don’t think its footsie its just random guess that they will poke it out. because at that range ryu will dare to fb/cmk.
damage wise. ryu will still be able to do 200-400 damage easily imo. while akuma get lesser damage.
advantages in vanilla during ryu being knocked down:
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exploding heart dash*2 df kick will beat certain dp.
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sweep command divekick works true safejump
3.demonflip grab dash ex df kick doesn’t work anymore.
so with this 3 tricks/gimmick or whatever gone. i find it extremely hard to mix ryu up.
x-tatsu is going to either work or get autocorrected by dp or get avoided by c.mk
as far as all of my opponent goes ryu is the only one i can’t really safejump o/s which really makes my game into basic fb dp game.
i guess its one reason why the match up is a 6-4 in ryu favour now instead of 5-5.
- After the match starts absorb a few fireballs to build ultra…that way his focus won’t bother you for most part of the match.
- sweep command dive kick IS NOT a true safe jump vs. ryu
- f.throw dashx2 mk flip kick is not a good idea most of the times. more on that later
Anyways, you gotta consider that any decent ryu won’t srk on wakeup all the time. After sweeping him a properly spaced df kick will beat all of his shoryuken options clean, except for the ex one, but he risks whiffing it if he’s not carefull.
After a f.throw all i do vs ryu in super is either xup tatsu or a straight deep j.hk…this way if he’s c.mk happy on wakeup he’ll eat a fat combo and he also has to think twice before going for the srk because the xup tatsu will beat it. if the j.hk is meaty it’ll always trade (in your favour) with lp and hp srk, it’ll trade most of the times with mp srk and it can be beaten clean 100% of the times only with EX srk. This means that ryu need 3 bars to ex srk fadc ultra you on wakeup, which means that you won’t have to worry about it most of the times. if i see that he’s REALLY conditioned i’ll go for dash x2 mk flip throw or dash x1 hk demon flip hand into an immediate c.mk xx hado FADC s.hp bla bla bla combo.
The only thing that REALLY bothers me with ryu is his super since it can punish blocked sweeps and he can juggle it after a trade. Once a good ryu has his super loaded you gotta hope to make him waste 2 bars or a baited srk FADC or eat those 300 damage and then start playing. A good ryu that decides to tag you with his super will manage to do it 80% of the times. There’s just too many ways for him to do that.
The same obviously applies to you since akuma’s super is also one of the best in the game. You can kara it with f.mp, do a “tick super” with c.mp or c.lp (itabashi or whatever), you can empty flip into super from like 2000 mixups. Too bad you won’t have it as often as ryu because ex air fb is of vital importance in this match.
It’s true that you can’t really do a lot of mixups on his wakeup, but there IS stuff you can do on a conditioned opponent that’s fully aware of akuma’s options.
Of course if you’re playing against your “normal” ryu who doesn’t know the risks of srking on wakeup every time then just abuse the fact that he’s reversal happy and bait him with empty palms or df kicks that’ll make him whiff.
If both players are of high level, the better shoto usually wins. Both akuma and ryu can play good footsies (ryu has a slight edge) but you still got the edge on his wakeup and you’ll never win by just playing footsies if your opponent is as good as you.
This is clearly a matchup that needs a lot of experience and that can’t be “written down” for someone to lean, unlike other matchups where you can abuse all of akuma’s options.
i’ve said that its only true safejump in vanilla not in super.
a properly spaced df kick will only net you a floaty ryu…am i right about this please clarify this as this is very critical. it does beat their srk clean but without much of a reward. i am reviewing this match against good ryu players not those that will srk on wakeup with out 2ex bar.
ryu will mp srk hardly lp or hp srk…and with x-tatsu they can auto-correct with crouching dp. its probably the mindset of opponent if they can punish x-tatsu by reaction with crouch dp then mixup of deep jump hk and x-tatsu won’t really work and most likely backfire. though it still work sometimes.
the game flow changes after akuma have an ultra ryu loses his focus game while when ryu gains super we loses a few option as well thats fine with me.
those itabashi and whatever i consider most of them gimmicks and won’t work in tourney level…heck i’ve never seen tournament where akuma have done those itabashi. at most c.mp into super. empty flip into super is like a gamble if they dp that you lost the whole ex meter just don’t find it feasible.
i guess its my problem that i can’t really condition ryu to be aware of akuma’s option or maybe i will just have to deal with the ground footsie even though ryu has the advantage.
Of course if you’re playing against your “normal” ryu who doesn’t know the risks of srking on wakeup every time then just abuse the fact that he’s reversal happy and bait him with empty palms or df kicks that’ll make him whiff.
If both players are of high level, the better shoto usually wins. Both akuma and ryu can play good footsies (ryu has a slight edge) but you still got the edge on his wakeup and you’ll never win by just playing footsies if your opponent is as good as you.
This is clearly a matchup that needs a lot of experience and that can’t be “written down” for someone to lean, unlike other matchups where you can abuse all of akuma’s options.
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a correctly spaced crossup tatsu can’t be hit by an auto corrected shoryuken. And when you stuff his srk with your df kick it’s still some free damage PLUS you are back close on him. Besides, it’s also very easy for ryu to completely whiff his srk if for example you do an hk flip after a sweep and that means a free 300-400 damage combo depending on your meter. Or hell, even a free ultra.
This match is heavily footsie dependant, but akuma is NOT gonna win without molesting a bit ryu on his wakeup. I don’t know why tier lists say it’s 6-4 ryu, I think it’s one of the most balanced matchups in the game.
I guess it’s only because of their health disparity.
x-up tatsu be beaten by late (non-reversal) SRK, right? I feel so nooby asking all these questions…
if it’s perfectly spaced it cannot be beaten by late srk (not by ryu anyways in my experience). anyways if they have to do it so late that it isn’t a reversal any more then they would get caught by a deep jump hk so it wouldn’t be a smart idea anyways. Of course you cannot expect a good ryu to just sit and try to block every time, they’ll throw a srk every now and then but it’s very risky on their side because if they whiff they eat 400 damage, if they hit you they won’t do shit unless they got 2 bars and an ultra.
Thanks a lot for the Ryu matchup info Gamogo & superlollo.
About C.Viper, she’s probably my worst matchup at the moment because I barely have any experience in it and her huge stun output is very hard to deal with. Any tips on how to deal with these 2 moves:
1- Chained seismos, where she keeps on super jump canceling one into another, shall I just block and eat the chip damage (which isn’t in Akuma’s favor) or is there anything else I can do?
2- Mashed out burn kicks when trying to fish for counter hits or tick throw her, I think I’ve read somewhere about Tokido option selecting a Shoryuken so if his normal whiffed she’ll eat the SRK, but I have no clue about how to execute that (if it’s even possible), because I’m aware how to buffer a special into a normal so the special would only come out when the normal hits or gets blocked, but not the other way around (where the special would come out on whiffed normals, only way I know how to do that is with jump in attacks).
I thought of charging a focus attack when expecting the mashed out burn kick, but the idea of eating a safe on block counter hit mp thunder knuckle doesn’t sound so good lol