The Official RYU thread (because being generic never hurt anyone)

All info compiled so far

Anti-air: Fierce dp is strong enough to be used on all jump ins and it’s good enough so that it shouldn’t trade. The best thing about this dragon punch is that it can be FADC’d into Ultra (more on that later). When someone DOES trade with you’re Shoryuken anti air, Ryu can ex hadoken, Ultra or Super once he recovers.

Zoning: Ryu’s hadokens are going to be you’re best zoning tool. The recovery from these things is almost instant. With that, compile well thrown hadoken’s with c.mk’s, s.mp’s, and well timed anti airs and SA’s.

Combo’ing Ryu’s Normals: Ryu can link a lot of his normals with a lot of ease, such as c.lp, c.mp/c.hp. His c.mp can be followed up with a c.mk or a c.hp. His F+hp also links into c.lp. It’s also said that f+mp (overhead) can be followed up with a c.lp link, I’d like confirmation please. In other words, Ryu can link a fierce off of everything except his kicks. Just know that he can combo well with his normals. It’s up to you to choose what fits for you.

Combos: Since there are so many ways to link things, I’m not gonna list every one of the possibilities. This library can get pretty extensive. All in all, here are the strings you should know. NOTE: If no other ender is listed, all combos end with you’re choice of hurricane kick or dragon punch (ex versions or not). If you end it with a dragon punch, you can always SADC into Ultra.

  • c.lpx3, c.mk xx Hadoken/hk hurricane kick
  • c.lp, c.hp xx ______
  • f+hp, c.lp, c.hp xx ______
  • lp shoryuken, land, Shinku hadoken (super)
  • jump in hp/hk, c.lp, c.mk, hadoken, SADC, s.hp xx ______
  • In corner, SA lvl 2, dash forward, f+hp, c.lp, c.hp, EX hurricane kick, EX fireball, EX hirricane kick.
  • *SA lvl 1, dash forward, c.lp, c.hp, ______
  • SA lvl 1, dash forward, SA lvl 2, dash forward…**
  • *SA lvl 1, dash forward, SA lvl 1, dash forward, Ex hurricane kick
  • SA lvl 2/3, dash forward, SA lvl 2, dash forward…***

Ending a combo with an EX fireball can lead into an Ultra (you have to be pretty quick). its very risky mid screen, especially against heavier characters who fall quicker. In corner is best.

SA Combo Notes: There are a few things you need to know first. First regarding the “***”. This indicates that after you’re lvl 2 SA hits, you’re opponent is put in the air. Therefore, followups to this are limited. A special and quick normal is probably the only route to go. I’ll experiment more on this later.

Regarding the “*” combo’s, keep in mind that these will only work when you’re SA hits as a counter (IE, you charge you’re SA, you get hit, you release). When a lvl 1 SA hits after you take a hit, you’re lvl 1 SA crumples you’re opponent.

When doing combo’s that involve 2 SA’s, you have to wait for you’re opponent to fall to their knees, after the first SA, then do the 2nd SA. Example: SA lvl 1, dash forward (wait until opponent is on knees), SA lvl 2. If you end your combo with a 2nd SA at lvl 2, you can follow up with a normal or special. If you end the combo with a 2nd SA at lvl 1, only an ex special or a Super will connect.

**Side Notes: ** Hurricane kick will stop you’re opponents SA’s. A RH/HK Hurricane kick also goes through fireballs. The EX Hurricane kick is pretty good as wake-up, but can be beaten by a neutral throw. When you end a combo in the corner with a ex hurricane kick if the opponent gets set spinning in the air, you can do an Ultra and it will connect but ONLY if the opponent gets sent spinning in the corner.

Shoryuken > SADC > Ultra

Well here it is, I tried to compile everything that’s been said about the famous cancel. Hopefully this will get rid of a lot of people’s questions, here it goes.

…Dragon punch, SADC, Ultra: This is the combo everyone is trying to do. The “…” signifies anything that links into the dragon punch afterwards. Some things to know before trying this out…dont bother doing the anti air DP, SA cancel unless you have an Ultra stored. There’s nothing special to it just relax and do it…practice makes perfect, etc.

The Input: Shoryuken, mp+mk, hold mp+mk, forward, forward, release mp+mk, Ultra

The best way to practice this is to get used to doing a dash afterwards you’re SA on hit AND canceling it to parry. A more detailed explanation and inputs for both are:

  • To parry: mp+mk (hold), forward, forward.
  • When hitting: mp+mk (hold if you want to increase the level), release (hits opponent), forward, forward,

As you can see, the dash cancel is a compilation of both to some extent. You can also do a slight variation of the inputs to cut time down by inputing: shoryuken, mp+mk**+forward,** forward, release mp+mk, Ultra

Combo’ing into Ultra: By adding in normals, you scale the damage of the Ultra. By going into a huge strings into the Ultra, the damage gets scaled heavily. A way to combo into it without huge scaling is c.mp, shoryuken, SADC, Ultra. The c.mp into shoryuken is actually a link (think 3s Ken c.mp, SA3), so therefore this combo’s pretty hit comfirmable. All in all, the way you’re most likely going to hit this combo is through a shoryuken anti air.

dont know about that, after hit i always end up at a distance where only a c+mk is possible. then again i rarely use overhead, too slow and risky. someone else in here said they pulled off attacks after an overhead on a standing sagat or something so i dont know…

only on crumple stun counter

for combo of choice, remember that the op will be in the air after the second SA dash forward so youre kinda limited what you can do…if the second SA is level 2 you can connect with any special move/normal that will come out quick enough. if its a level 1 ,only ex and super will connect, never tried ultra.

works only if the op gets stunned from the first SA.

with any combo that involves two SA, you must wait until the op is the fall to the ground frames you usually get if you dont hit the op early enough when theyre stunned

Also, from what I’m understanding, after a 2 SA combo, if you end you’re 2nd SA with a lvl 2 SA, then you can combo with anything that’ll come out fast enough…so I’m guessing an actual combo might not work then…probably just one normal attack, or one special attack, does that sound about right? On the other hand, if you end you’re 2nd SA with a lvl 1 SA, you will only be able to do an Ex special attack, or a Super.

And lastly, when you do combo’s that deal with 2 SA’s, you have to hit the opponent when they’re on their knees…instead of just dashing in right after you’re SA…in other words, a very short pause…when you see you’re opponent on their knees, release the SA. For example: SA lvl 1, dash forward, (wait for opponent to fall to knees), SA lvl 2

That about right C?

EDIT: I edited the post and didn’t understand what Cfay meant about “crumple stun on counter” now I do

yea, youre right about both. with the second SA being level 2, as soon as you dash in from the first SA you being to charge to level 2, just dont let it go too early or too late. youll get a level 1 or miss completely. its really not that hard though

i’m pretty nub at SF. But explain links? is it like a 2-in-1. Or do i have to press MP, as soon as it hits press HP. Or is MP~HP?

try my hands on ryu today. i’m having the hardest time trying to do c.short, c. jab, srk… i’m trying to do as fast as possible but the srk never comes out… anyone has any tips on the timing of that…

thanks

To DucksSeason and time_attack:

You have to space a little time before the SRK so it’s not exactly c.lk, c.lp xx shoryuken. It’s more of a link…I have the same problem with Ken, where I don’t get the shoryuken out because I did it too quickly.

As far as the whole question about links goes…it just means that there’s a little bit of time spread between normals. So like you said, you have to hit c.lp, then watch after it’s done animating, then c.hp or whatever you like.

so does ryu still have the 3s f-strong kara throw or something to that nature?

thanks

I’m not sure if it’s been mentioned already in this thread but it’s definetly news to me and a bunch of peeps that were playing. I was able to land an ultra off of a regular jab dp with ryu without trading or using fadc. You just have to hit them while they’re at the top of their jump with the dp and you’re good.

Edit

Just seen the vid in the beginning of the thread. Didnt know you can juggle into super off of a deep strong dp. Good shit

Does anyone think ryu’s super and ultra moves does a little bit less damage compare to other fighters?

what’s the point of having all characters do similar damage

I don’t mean that what i mean is his super and ultra seems abit too weak…thats from my point of view i just want to hear what other thinks. :slight_smile:

Fireball supers always deal less damage.

For you Ryu guys who didn’t see it in the video thread, watch this Ryu beast on people like they owed him money! o_O

that was fucking ridiculous. So much rape in 1 single vid

Thanks a bunch for this. It seemed almost wrong that a Ryu destroyed a Dhalsim that way. BTW, I hope I can dash cancel the announcer lines.

A side note:

Ryu can cancel his normal moves with a SA…not just his close s.mp. Just thought i’d put it…i’ll write more later.

C, try it out with c.mk, or a c.hp.

That Ryu is Poongko the famous player IIRC.

He is the Korean RDG <3

god damn is he better than daigo?