The New Condensed Ryu Matchup Thread

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I’m having problems vs Chun li. Good chun li’s the ones that know how to get around thru and over fireballs. Ones that know how to poke and punish. Ones that love standing mp.

Pretty much touney winning chun li’s or top 8 placing. And ones who feel like the match up is so bad they would beat daigo in tourney.

How is Chun getting around your fireballs? Are you being super predictable and she’s jumping over them? Or are you fireballing while she has ultra?

Chun probably has the best pokes in the game. Do not try to outpoke her or footsies her, you’re just going to lose. Instead, try to punish any mistakenly whiffed pokes of hers with like cr.HK or something. Also, Chun has an over-reliance on pokes. Use this to your advantage and make heavy use of FA. She doesn’t have many multi hitting normals, and her only armor break are her ex moves (most Chuns will use EX kicks to armor break). Also I’m not 100% sure but cr.MK or cr.HK might go under her kicks.

Once you land a knockdown, go to town. Her only options are EX SBK (baitable, punishable) and backdash (option select against this). What I like to do is do a block string to push her to like max cr.MK range, and then FA. If she throws a poke, I release and get a free crumple. If she sits there, I release anyways to put her in block stun, dash up and keep up the pressure. If she backdashes, eventually she will put herself in the corner which is the best place for your opponent to be.

For the most part, you’ll be playing a zoning game until she has ultra. Then you’ll be looking to bait/punish any focus absorbed or whiffed pokes. Once you get a knockdown, you go to town. Try not to let any sort of poke (especially jabs/shorts) hit you, since she can combo them into like EX kicks into ultra or whatever.

Side notes: be wary of her overhead kick and crossup kick. If your reflexes are good enough though, you can dp her or FA it.

When ryu FA’s and the opp on block, ryu does not have to much advantage right? So when you dash forward what can you do other then dp or throw because I think chun snuff it with c. Short OS and that leads into all types of chun win or block then punish. Or do you just play a very risky 50/50?

You can’t even dash back if she has ultra.

Also what do you do about her fireball game. Mainly when she follows it. And also when she has u1 and maybe follows it.

Hmm I never thought about that but usually I throw.

About her fireball game, it’s okay to shoot your own to get rid of hers on the screen. You have a much better startup/recovery for your fireball. If she’s walking behind it, you may have to

  1. walk/dash back, giving up your screen space until the fireball goes away, FA it, or jump over it (somewhat risky).
    If you shoot your own fireball and she’s walking behind hers close enough, then she may cr.HK on your recovery.

You play Chuns that can follow an ultra? What?

Ryu is at -2 on lvl 1 focus and +4 on lvl 2.

As for chun’s fireballs, remember that if she just threw one, she can’t ultra. She used her charge. Get her fireballs off the screen as soon as possible.

is there anything for ryu vs cody?

I think he meant that the Chun was following a fireball and had the U1 meter. You don’t need to worry about that Top because you can’t charge while walking forward so she wouldn’t even have the ultra charged up.

handling blanka

Jab the roll
punish the slide move hard with the the c mk ex tatsu
tatsu over him and punish him if he tries to electric on crossup, then you could mix it up with a jump kick cross up.
still it not easy beating blanka

Tatsu crossup does not work against Blanka when he can just vertical ball you.

I find its kind of hard match up againt Blanka because you have to deal with all his differents options. But I feel with a lot of experience with the match up it
should be at least 5-5 for Ryu.

-His jump are harder to anti-air then most of the cast. I find C.hp to be good ressource in that match up because of his shallow jump. Also lp srk can come in handy.

-Its better not to throw any fireball at all than too much vs Blanka

-Blanka slide is best punish by c.mk xx tatsu. I am not sure its worth spending an Ex there in Super since Extatsu has been nerf. Also with regular Tatsu you push
him in the corner.

-I think using combo with a c.mp is very useful because of Blanka hitbox

-Of course rainbow ball has to be punish hard everytime and should be looking to block on the right side when its done as a crossup

-You have to be ready to react when Blanka goes for a short ball follow by a throw. If you have 2 bar an ultra you can Dp , fadc

-I think its good to close the distance and fight at c.mk range.

-Ryu has to turtle more and in this match up than nomal. But its should be an active turtling changing range and spacing a lot.

-Its hard to put pressure on Blanka on his wake up since he can Ex vertical ball everything. Unless you have super or he is close to corner you cant punish his reversal

-Haven try using ultra 2, but it could be useful and make Blanka scare of attacking relentlessy

-vs his ultra 1, block low than high and punish at the end. Ex Srk can prevent you from getting chip if your low on life after blocking low first. If he does his ultra from
to far you can simply activate ultra 1 or 2 to beat it clean.

-Dont focus when Blanka has charge but otherwise its an interesting option when he is walking. Be careful of Blanka focus since it has very good range and his body retract when he does it

How to do the Punish

Okay this might be a foolish question. But how do you punish Sim’s U2. I feel like every time I advance toward him he always tele’s and catches me with it. I’ve tried baiting and throwing out a shoryuken but to no avail, U2 always beats me out. What do you guys do to avoid/counter it?

Also with El fuerte same thing. Every time I advance on him, he hits me with his U2. People tell me to simply jump but he still gets me all the fricken time

C.Viper - Can I punish her fire kick?? This move pisses me off so much. It seems like she has block advantage or something. She always seems to be able to grab me before I can cr.lp,lk or cr.mp/mk wth? And also I don’t want to throw out an unsafe DP to counter it. I could always tech the throw but I feel like there’s a punishable time frame for that move

Did his slide hitbox change? I could always seem to focus crumple his slide when done correctly in vanilla but now it seems like the focus attack goes directly above his body, giving him the ability to punish me…

so times the dont vertical roll or it misses

for the blanka ex rainbow reversal, if you are pushed into his frame as much as possible on wake up, you can punish it with ultra so long as you can make the ultra a reversal.

I don’t know if this was previously known.

punishing blanka

for the blanka ex rainbow reversal, if you are pushed into his frame as much as possible on wake up, you can punish it with ultra so long as you can make the ultra a reversal.

I don’t know if this was previously known.

Excellent sum ups so far. A few things I’ve found and will list.

Another invaluable tool is using Ryu’s sWK and learning every match and free punish based on its use in them. It is a great anti air. I can’t count how many matches I’ve played completely on core fundamentals, only to have a opponent with a small fraction of life jump at me and get sWK’d and lose. Even on trade its worth doing to win a game. Same goes with fighting Adon. sWK is invaluable to cripple his range Jag Kick spam. He also can’t do a distance sHK if you are spaced properly… if you just are using sWK to make sure he doesnt jag you, you have zero to lose. Its better then ever doing a projectile and getting hit for free. I don’t recommend medium distance projectiles vs him. Also his other ultra is like chuns ultra. No more projectiles or you die.

Another combo I like and am starting to use is a cWK cWP sWP, plink cMK. If you follow off of this it works pretty good. Its actually like one of Ken’s bnb’s, and it works here also. I would prefer to do it with a super if I am not going for raw damage and don’t mind some scale down. It serves as a super long winded hit confirm and it starts with the godlike cWK.

Also vs chun. You get one knock down and you can get in close, jump straight up. A lot of the time someone will EX spinning bird, fall right down with a neutral normal and combo her with something beefy. Do this once or more. Depends on how adaptive the opponent is. If its consistently working, then you can just put that person in a archetype. sWK can be useful in this match if you want to cripple options from certain distances.

Vs Dhalsim, far max distance sMP to fish out his sFP. It’ll make him think before he does it and toss him off his rhythm. I also suggest using a standing jab when he teleports above other things since its a lagless guarantee. At least on reset he is close, and he’ll immediately do a slide and try and throw. You can bait him.

Is it possible to safe jump OS honda when he has EX meter? Without?

yh you can make sure you input the mp shoryuken. timings strict!!!

Yes you can .