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

my ryu is trash and i aint got no vids but anyone in japan who want a challenge, let me know.

your Ryu is not that bad, you seem to be a very patient player.

Your right :rofl:

:rofl: yea links to the vids of any ryu i’ve posted…i get enough fan service when i hit the arcade, i’m good.

There’s more than enough time to anti air shoryuken in this game.

Those new floaty jumps are fun to shoryu…

Thank you very much sir. Everytime I go out to the arcade I try and learn something new and focus on a weakness of mine. I have combos pretty well down, however I was noticing that my fundamentals (zoning, anti air’ing all the time, not falling into patterns, etc.) was lacking. So this session that was recorded, I was focusing on being patient and getting my footsies down.

Hopefully in the near future, I can give you guys some “omg combos!!!” videos mixed in with patient strong fundamental play.

So, I’ve been playing a lot of Ryu lately and I’ve found that he has a pretty decent matchup against most characters (or at least a feasible gameplan).
One character in particular I have trouble with though is Guile. It might be because I didn’t play much super turbo, so I don’t know the oldschool strats, but I’ve played plentyplentyplenty of 3S and CvS2, so I’m not totally novice to the game.
Can anyone help with some general strats versus Guile? What should I be using to get around his jab sonic boom? What’s the best thing to do against the EX one–just block? Also, what do you do when you have to wake up into the sonic boom and Guile ready to follow-up poke?
Also, how do I close the distance versus this guy? Guile’s got some pretty good zoning pokes and it seems my limbs just don’t quite reach past. His command overhead, that fierce backfist, and his little kicks seem to shut me down a lot.
What are some good strats to try and score a knockdown? Once I can close the distance, I can stay on top and apply enough pressure to not let him start the range game, but that’s the general problem. SA-dash forward through a heavier poke can get me in sometimes, but he generally recovers fast enough to treat me to a somersault kick. Does he have something comparable to Ken’s twd+m.kick poke?

Also, I’m having trouble incorporating SA mixups into my close-up pressure game. If I want to go c.short c.short SA-dash cancel [repeat, mixup, blabla], am I trying to cancel a short into the SA? is it a link? is it better to go c.short, c.jab SA? (and if so, is the timing like the timing for c.short c.jab SRK?)

Also, if I throw a crouching m.kick from around sweep distance and cancel it into EX fireball, can I dash cancel the fireball and continue on with anything (like a fierce SRK)? And if that crouching m.kick xx EX fireball is blocked, can I still dash cancel and charge up a SA2~3?

For Guile, patience is key. Being overly aggressive will generally work against you.

-To deal with pokes or jab boom, use FA.

-Never ever jump in on a Guile to counter his s.boom unless it’s a crossup. His recovery is pretty much instant. Only the startup of s.boom is slow, where u can cr.mk him

not 100% on the rest. A side note tho, you can combo c.short, c.jab, shoryu into SA w/o dash cancel

I wanted to know what you Ryu players think about this crazy combo.
crouching medium kick + ex hadouken + ex hadouken + shinku hadouken
It’s at about 2:10


The players are kinda suckish which is why I am wondering how did he pull this off? Maybe an accident? If you actually tried to go to the motions in that little time…

That was cr.mkxx ex FBxx fadc ultra

The combo itself is fairly flashy, however I don’t feel as if it’s very practical. It’s a little bit of a waist of meter too. It’s something that I would do in casual play, but definitely not something I would rely on in tournament play.

Just kinda fun…meh

was wondering if anyone had a list of combos for Ryu that work from both 3rd Strike and Super Turbo.

Page 8 = combos

It’s not the ENTIRE list, as I’m sure new combos are going to be figured out…but all in all, those are going to be the “practical” combos right now.

Damn, I put all that work into making that post, and it seems like no one gives a shit.

lol, I do if that makes you feel any better. Should be edited into the 1st though imo.

Thank you very much sir, it does make me feel better! I’ll try to get it edited in the first post.

I’m not sure if this has been discussed (probably not), but ex shoryu connects after short tatsu at the corner?

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yea it does and has been mentioned before. also a waste of EX bar because the SRK barely takes more than chip damage

Ah I see.

I don’t know if this has been discussed, but do the Shotos in this game have sort of their own unique play-style like in 3s? Like in 3s Ryu relies a lot on EX fireballs and stuff while Ken is all about linking that SA3 and Akuma is all mix-up and damaging combos. Or is it going to be like “If you’re playing Ryu, why not just play Akuma? He has air fireball, and an easier super to connect.”?

I know they already have unique supers in SF4, so that is a start, but I was still wondering.

Finally gonna get down to play SF4 again. Interested in trying out Ryu. Aside from f+hp, c.lp, c.hp xx ______, what are some bread and butter? How about some general strats?