"The answer lies in the heart of battle." Ryu Video Thread

Damn Allen, I had no idea you money matched Daigo!

I dont really see the point of this combo. If your able to land a jumping FP/HK, then you can go straight into your Ultra II for max damage rather then risk missing a link in that long combo and being subjected to damage scaling.

What we really wanted was to be able to c.mk xx fireball xx fadc U2 anywhere on the screen, but this does not seem possible due to how easy it would be to fadc the fireball after hit confirming the c.mk.

Some more Poongko stuff: [media=youtube]2av3P6t4mc0[/media]

I still don’t have my hands on the copy so never knew about the improved music. It kinda makes the video awesome.

j. HP/HK arent that great to use as hit confirmer for a move with such slow startup like U2.

Anyway if he was looking for the max possible damage with hit confirmation he should have followed the jump-in with 2x c.MP, c.MK xx qcf LP FADC U2, or c.MP, c.HP xx qcf LP FADC U2, depending on the opponent´s char.

Well after playing Akuma a lot since SSF4 came out I decided to give Ryu a go for some.

[media=youtube]NMkjcsOFQvc[/media]

I haven’t sat down and played him too much so don’t expect anything flashy. Open to criticism.

From my own experience, when fighting a Bison use more nuetral jumps. You also did good using the backward jumpkick toward the end. I usually stick with these against stomps but have found myself just going straight in the air with RK now a days. Nice cross up tatsus but that guy playing bison didnt do much to combat it either. Good players are going to make you work for that cross up remember that.

lol guile beat him out of u2 with u1. haha

MWC Grand Finals - Valle(Ryu) vs. Floe(Juri)

Just watched your matchup v gouken and you played really well. I thought that since you usually main akuma you’d fine ryu tricky due to not being able teleport out of bad situations. You didn’t do anything unnecessary and flashy, but you were very effective. Good play.

The thing most people don’t realize is even Akuma players need to learn how to block their way out of a bad situation because there are match ups where teleports just don’t work most of the time. I can’t tell you how many Ultra Demons, Hadokens, Flying Giga busters, Illusion sparks, etc I have eaten from a bad teleport. lol.

I need tips against grapplers, been playing Ryu since vanilla and I play like a scrub against grapplers. Vid quality is bad, but fair enough I think.

First a fight where I feel confident:

[media=youtube]yTulfYPQUuE[/media]

Then the scrubby time due to lack of knowledge :frowning:

[media=youtube]XZY5z5PRayU[/media] (I know, he lost lots of “SPD” opportunities on my blockstrings… I lose badly against good grapplers)

I appreciate any extra tips.

It appears Dudley is my Achilles’ heel. Last night I was playing some live (=not online) matches with a buddy and I was having serious problems dealing with Machine Gun Blow. It just seems like he is so safe on block and you have to guess if he’ll throw, or do another one, or super/ultra, or backdash. I posted the vids on youtube so hopefully I can get some constructive criticism/tips.

Part 1: [media=youtube]tSsfF6Wzv2M[/media]
Part 2: [media=youtube]SutoWxrGTT8[/media]

Honestly, you need loads and loads of training.
The matchup is not the problem, your basics are all wrong to begin with.
You are letting the other guy jump on you for free, you are not punishing any of his whiffs, random shoryus everywhere, you jump to much, no combo consistency at all, not enough fireball game or any kind of zoning…

You have a long long road ahead. :wonder:

Fireball game is pretty different in SFIV compared to SF2 with the focus system as well as so many moves that go under/through them. Jumpins for free= slow reactions, always been an issue, not going to improve now. And I was using my recently-modded-with-LS-56 TE stick, so I’m not totally used to the feel of it compared to JLF. I might be bad at SFIV but my basics are fine in other versions (ST, A2).

Besides, which, I was looking for more specific examples in that match vs Dudley. What beats what, what to use as a counter, etc. Not some vague nebulous “advice.”

Couldn’t get the video to load, but you should be able to punish most machine gun blows by mashing out dp or super.

Correct. All machine gun blows can be punished by mashing srk during block EXCEPT the EX machine gun which is only -2 on block. However since you’re at a frame advantage, your poke will beat Dudley’s next move.

To counter dudley, you need strong footsies. Keep poking with fast pokes like cr.mp, cr.mk and cr.lp to keep him away. He doesn’t have a lot of ways to get in. Fireball from a safe distance else you’ll take a duck-punch. Dudley can also attack via the air with his elbow learnt from Sagat, that is why you must antiair EVERY jump in. Block a lot when pressured. Look out for his overhead punch which can be comboed into anything. When in doubt, SRK. Yes it is scrubby but remember, Dudley can only poke and try to get in, so reversal some of it and block most of it. Keep him guessing.

His antiair is also weak. Meaty jump in attacks beats all his antiair moves except the EX-srk i think. So pressure him from the air on wake up. Also dudley needs to constantly walk towards you. A random tatsu here or there works wonders.

Watching your replay, one thing is obvious is that you need to practice your combos. I see a lot of punishes and connected jump ins ended with just 2 or 3 cr.lps. He is practically walking away scot free! A single cr.lp or cr.lk can be linked to many things for Ryu. Like a link to cr.mp, fireball, FADC, more combos. Or cr.lp x 3, then a sweep. Or cr.mp, cr.mp, sweep/combos. Or even a cr.lp xx srk fadc ultra/more combos. Make him suffer for every connected hit. Practice also cr.mk xx fireball FADC cr.mkxxtatsu/cr.hpxxsrk/cr.hpxxtatsu or any other variations.

Thanks man, this is what I was looking for. The odd thing is, I was trying to DP after blocked MGB and he was able to block or backdash to make it whiff, so I guess I was just too slow.

I edited the post for a last part :slight_smile: Hope it helps.

I was missing a lot of basic stuff like cr. LP x 3 > DP, or DP > FADC > Ultra. A lot of those out of place Focus Attacks were actually me trying to do the DP > FADC but getting ahead of myself with the inputs, i.e. doing the FA before even doing the DP. Odd thing is, last year when SF4 first came out I was better at hitting those combos. It’s like my execution has gotten worse. Being tired and slightly buzzed probably wasn’t helping things either.

Based on your videos, here is my advice:

  1. your match should revolve around c.mk, use it to poke all oncoming traffic, use it on reaction and also sometimes when you anticipate an attack.
  2. DP evertime he jumps on you, use the shortcut input if you find yourself in the crouching position more often then usual (due to using advice no 1)
  3. Dont sweep him unless you know your going to land it as its got huge recovery, I think its -14 on block which gives Dudley ample time to attack you. Wherever you can land one of those ‘predictive’ sweeps, use a c.mk instead
  4. Dont focus attack jump-ins as the Dudley was just landing and then throwing out jabs to break your focus. If you’ve got time to FA a jumpin, you definately have time to AA SRK!
  5. If your cross up mk whiffs, then try throw tech as soon as you land, whats the worst that can happen! you currently do nothing and get thrown, this way you might tech a throw or get thrown.
  6. None of Dudleys moves cross up, so whenever he jumps at you, it will always be infront of you, otherwise his attack will just whiff.
  7. Play him like you would play against Boxer, except Dudley doesnt have nearly as good pokes.
  8. All his machine gun blows can be blocked and srk’ed except his lp punch (per frame data). They are -2(lp), -4(mp), -5(hp), -8(ex) on block and since all your dp’s become active on frame 3, you should be able to dp on block.
  9. None of his jet upper cuts including his ex version have a 3 frame startup so they can all be safe jumped. As per frame data, they become active on the following frame: 6(lp), 6(mp), 4(hp), 4(ex).
  10. You can use c.mp to stop oncoming traffic as well as c.mk. If you land a c.mp you can go straight into a sweep or a DP if your quick enough.
  11. One of Dudley’s Ultra’s goes through fireballs (both might, but I’m not sure) so when he has it, be wary of throwing an unsafe fireball as it does quite a bit of damage.

Hope this helps.

P.s. I was having trouble against Dudley up until recently and practiced against him in vs mode (cp) just to see how good my c.mk was and the played as Dudley for a few hours to get a better understanding and my game has improved. I still have trouble against him, but not as much as before.

I’ve taken the frame data from srk wiki.