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

yeah that’s a link.

you actually should be able to hit confirm from the jump-in itself. it’s not that hard at all.

i usually do crossup, c.foward, srk (if it hits), and c.forward, then options if it’s blocked.

maybe overheard, maybe fireball, maybe ex fireball, maybe dash, maybe FA. maybe throw. depends on the mood.

when you do too many normals, it gives the opponent too much time to think too, so it’s always better to be slightly ahead in terms of where you are going. once you already did c.short, c.jab, the options are more apparent to the opponent…

it’s just me though. i wonder if that made sense whatsoever.

For “options” wouldnt using c.forward just limit you heavily? It has quite a bit of recovery and puts you further out than “jab, short xx whatever” does which i would presume makes the throw mixup much less effective.

Just seems like when i use c.forward there is enough frame advantage that most moves will hit me if i try to throw something else out after it(aside from like a fireball or psychic dp)

Hey everyone,

The Ryu guide on EventHubs.com has been heavily revised.

http://www.eventhubs.com/guides/2008/jul/06/ryu-street-fighter-4-character-guide/

I’ve given credit to the forum members on here who helped with new information.

If I missed anything you guys think should be on there, just let me know and I’ll add it in.

Not to sound mean or anything…

  • jab DP doesnt have to be early to juggle into ultra/super/ex fireball
  • EX DP is as strong as strong DP, it just have MUCH more invincibility frames than even all SRKs put together
  • overhead can link into crouching jab, standing forward (close), and any SRK, the same with forward fierce
  • you don’t hold the buttons to dash cancel into ultra. even though it makes sense, it doesn’t work for some reason xP you should just tap them
    -super does more damage than ultra, which i think is interesting
  • his most damaging combo is cross up(with forward), standing fierce, fierce DP, super (half life)

thanks for the info, super takes more than ultra???

thats very… strange? no?

Whaa?? I’m assuming your saying link to a combo right? If it isn’t, why would that be the case, I’m curious now?

Good shit Mike!

I lol when u beat Gief’s green palm with low jab haha.

Counter poke everything!

did u have a full ultra guage? As well did u have more life than the other guy? Thats the only way I see that happening.

well, multi-hit super that’s pretty impossible to hit on CH as well as on it’s own = shitty damage overall.

i don’t really think comboing into super is a smart use of meter for ryu unless you know it’s to win a round.

Zangief Matchup Version 1.1

I was inspired to write this up shortly after watching Valle’s Ryu beat up on UltraDavid’s Gief’ster.

I used to be pretty concerned when playing against Zangief, felt as if he could just take all my options of doing damage away from me. But after playing a very patient and fairly skilled Zangief, I think I’ve finally perfected the matchup (until I find out new shit i suppose like last time :rofl:). In my opinion, Ryu does win this matchup 6-4 in Ryu’s favor.

**Quick notes: **Like all other matchups, hadoken’s are only thrown from full to 3/4th screen distance. At this distance, everything is safe…no worries about ex green hand, jump over ultra, jumping hp, etc. Like before, you still need to be looking for those jumps so you can anti air all the time. Be cautious of a Zangief empty crossover, it’s gonna be Ultra for sure. At full screen, USE your hurricane kicks to build meter via: jump back spin kicks whiff, land hadoken. Fireball trap Gief too, he has VERY limited tools of getting out, especially in the distance where ex green hand whiff. Push Gief back with some Ex Hadoken’s. Punish those greenhands (specifically those ex ones)!

**From afar: ** Ryu isn’t going to be getting damage in this way obviously (as stated before). However this is where you analyze your opponent. Throw your hadoken’s for a reason, watch how he reacts…does he green hand? Lariat? Jump? Learning what your opponent does is key in determining his patience. The more patient player is the victor of this match, straight up (look at Valle vs David down below). After throwing a hadoken, build that meter by whiffing spin kicks while jumping back. Test his patience, keep away from him, make him get frustrated so he loses composure and does something stupid.

Up Close: Once again, depends on who gets the knockdown. If Gief gets you, choose wether to jump away or block, most the time this is very situational and can be read by what he does after his knockdown. If hovering over your body, he’s got 2 options, cross over, or spd on your wake up. If he is trying to green hand to your body, most times it’ll be another spd…once again reading the opponents intentions is very essential. Remember to save that meter for SRK, sadc back.

On YOUR knockdown, feel free to wreak havoc on him. But feel him out once more, most giefs like to try and spd you through your strings…a way to do this is do: crossover mk, land, jump straight up (neutral) mk, land…if he tried to SPD you out of your attempt, he’s gonna get hit by that neutral jump mk into a combo. Simply put, condition him to be afraid of SPD’ing through your strings. And remember, when a person is being pressured, they are going to get desperate to get out (wake up ultra/invincible move/throw, etc.). Realize when your opponent is trying that, and prepare for it so you can punish.

Poking tools (half screen distance): s.mp, d.mp, s.hk, c.mk (sparingly), ex hadoken (sparingly), c.hk (Very sparingly). Quick explanation of these, s.mp is quick and will beat out greenhands (not sure of ex tho), d.mp will stuff shit and can also be linked to a d.hk, s.hk is far and stops gief from advancing via jumps or dashes, c.mk to push him off (i like to ex hado here to push him back), ex hadoken is a way to push gief back…use this when walking back and forward at half distance…it’s too hard to read at this range so Gief shouldn’t be ex green handing thru it. C.hk should be used very rarely, at max distance, careful for a jump…i mainly use in punish whiff situations.

The Key to winning this match: Zangief is not threatening until he has meter. Remember, he is slow and cannot get around easily without looking predictable. Knowing this, feel free to run away from Gief as much as you want. Feel in a tight situation? Jump over him and spin kick to the other side. I have never been punished by Gief when doing this, because Ryu lands on the other side of the corner. Unlike Gief, Ryu can fight from afar via hadoken’s, use this to your advantage by running away if you feel too pressured. If Gief is advancing too far by just walking, feel free to ex hadoken to push him back a bit. Play that keep away game, I cannot stress that more.

To see the “run away” tool being used, you can look at my video against korean frank. A clear example is the last half of the 2nd round starting at 1.33 (after srk sadc back). I am fairly above life on Frank, and don’t feel the need to put myself in more danger by getting more damage in on him. After dashing back, I run into the corner, afterwards I do a pretty lousy runaway spin kick out of the corner…i say it’s lousy (as I’m sure you’ll all agree) because there was no need for me to do this, Gief was already full screen away. Once again, I continue to runaway to the other corner antagonizing him to chase me. And then, I strike…he could have anti aired, but I figured that he thought I was running, so it would have been the last thing on his mind…and what happens? Exactly what I apprehended, he gets impatient and tries to go for a SPD in the middle of my strings, which he then eats a combo…begin runaway once more.

However most importantly, doing this is not only good for testing patience but another thing…it forces Gief to second guess himself. As soon as Gief thinks he has you when you are in the corner, he has to think now “is Ryu gonna try to spin kick backwards?” This makes him want to advance on you MUCH less then usual. He is afraid of you getting out of his grasp…which is a great advantage to you (example shown in Mickey vs Frank 2.23 - 2.28 watch Gief thinking to advance or stay back for the spin kick out).

**Conclusion: ** The easiest and winningest way for Ryu to come out on top is by playing that run away game. Although, there’s no need to run away at all times. Remember to do things for a purpose…you run away for 2 things: learning your opponents tendencies and thoughts, as well as to wear his patience, and secondarily you run away when put in a tight situation. Play keep away with Gief, he can’t do anything. Remember, the more patient player here wins hands down.


And real quick, for anyone who has to get on me about me not complimenting on Valle’s video and only mine, you can just hold your breath, because I already know that someone is gonna read this shit and say that…Valle is an amazing player and by watching his video, he does the same stuff that’s mentioned in this thread…the reason why I choose my videos over him is because I know what I’m thinking in my matches 100%, with Valle I can only make an educated guess. So please, no hate, I’m just trying to help out here, no need to get crucified for it right?

Mickey D’ vs KrazyKoreanFrank Zangahhf!: [media=youtube]uasauJ2EMfU[/media]
Valle Ryu vs Ultra David Zangief:http://www.getyourtournament.com/multimedia/2008/10/street-fighter-iv-at-family-fun-arcade_4184.html

Fucking great post on Ryu vs Gief match up…my only beef with these tactics is that I don’t know when I’ll be able to try to do them myself because I haven’t been able to play SF:IV since my run to Japan awhile ago, and no SF:IV arcade by me ='s :sad:.

All I can at this moment is watch, and read what people has to say with the current mathc ups thus far, but great post though Mickey.

i couldn’t land this one tonight. is there a specific timing with the cr.jab>cr.f, then into srk?

Yeah, its a link. You could opt to not do the forward at the end, and just DP after the jab.

ah i see, appreciate that. =D

You have to teach me Ryu (well how to play him in SF4) next time I’m at CF pleze

someone has to give me some tips vs guile… i can never seem to get in on that dude…

seems like the only way i might win is turtle more than he does… X(

hurricane kicks pwn sonic booms all day so if you see one coming you know what to do, jump ins are risky on wakeup and in general cause the good players will always try and give you a flash kick, remember that you can throw hadokens faster than he can throw sonic booms so dont be afraid to bombard him with fireballs to confuse him, shoryu all jump ins and try and stay solid with the footsies

DO NOT fireball his sonic booms from near footsie range because then he’ll walk up and beat you down while you’re still recovering from the hadoken, hope that was helpful

Well, I know this:

-never throw a fireball in the beginning of a match. if both your fireballs collide, you’ll get smacked by his forward fierce
-if at full screen, throw fireballs until he comes to you, he can’t compete
-if he uses low roundhouse a lot, jump over the second sweep
-when getting hit a lot by his pokes, just block. make him start grabbing you so he won’t keep that mid range boom, overhead/low forward pressure going on forever(jab boom leaves him on plus 6 on block…yeah…)
-when in the corner or approaching the corner, just jump and hurricane kick out. he can’t punish it, and being in the corner with him on you is what he wants

thanks guys will keep that in mind

Is there any reason why people do c.lk > c.lp in combos rather than c.lp x2? Other than the fact that c.lk hits low, I don’t see a reason to do that esp after say a jump in connects. Isn’t it easier to link 2 c.lps?