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

you dont have to do it exactly as he said. after SADC you can see your distance and know what should connect from where you are. i wouldnt try c+fierce after a SADC, its better to with c+jab and depending on how close you are, you can either add c+mk, c+mp, or c+hp into whatever finisher.

a easy SADC combo that can be your b&b is jumping HK, standing fierce, fierce hadoken, SADC, c+mk, srk.

Well, I’ve been messing around with it for the past few weeks, and I’ve concluded that the best super in the game is Ryu’s. You can land it full screen, mid screen, combo into it from ground jab DP in the corner, from anti air jab DP, and it takes a good amount of damage.

The reason I say it’s the best super in the game though is partly because of the above, but mostly because it breaks conventional Street Fighter. He can have 2 fireballs on the screen because of how the system works. So if you throw a slow fireball and they either jump over it from full screen, jump straight up, or try to FA the fireball, you can Fierce Super Fireball and hit them mid-jump or mid dash. I’ve tried it on many people here in NY, and it’s worked, even in tournaments against some really good players like Arturo.

When I first tried this, I thought it was a neat gimmick. But then I thought about it more today, and realized it’s one of the things that makes Ryu top. Essentially, it breaks some match ups. Look at the Guile v. Ryu match up now. If Ryu has super from full screen away, Guile can’t do anything but take the super.

that hadoken, super trick is from SF EX. still dont understand why they allowed that in SF4. its not even that he got the best super in the game, i dont think anyone else would change their position on the tier list if they didnt have a super at all.

Who would you say has the best super? Ryu’s is pretty damn good…

yea he got the best super i guess since no one else really needs to use their super to make a difference except for maybe sim.

I’m not sure what you mean by this? Do you explaining to me, as I have trouble with this match.
Seems guile can sonic boom match ryu’s fireballs decently, and his sonic booms recover fast enough to block the super from full screen?

Guile can’t compete if you keep throwing fireballs. He either keeps on blocking your fireballs from time to time, or jumps to eat the super. If you have a life lead in this situation, Guile is screwed.

Ryu super can pressure a lot.

normal character can t jump over a fireball anymore from more than mid screen( except rufus viper ryu and dhalsim that can escape the trap)
( ryu you need one ex meter ou jump the fire ball and when opponment make super you just do air ex tatsu it will avoid the trap)

let s try what you can punish.

it can punish blanka rolling ball on guard
dictator flying technics( especially the punch one)
i think you can punish dhalsim fierce punch back jump ( the one that break down guard )
same chun lee trap ( back kick jump .but have to confirm )
gouki air fireball (super really hurt him)
viper fare aire fire kick,
zanghief fare lariat(normal hado if zanghief lariat then super) but it s kind of difficult as you have kick and punch lariat timing( or only punch lariat can avoid fireball?)
abel rekka first hit on guard( but you can shoryuken after first hit so, you can shoryu super for even more damage)
el fuerte splash stomach attak( not sure this one )

other situation against boxer, after ultra you do a lp hado and if boxer want to avoid it by doing head butt( down up punch attack) or 3 punch release attack then free super in reaction from the other side of the screen^^

honda like to jump straight with FP to avoid hado here again free super.
( plus the freezing super screen will make honda be hit by the hado often)

dhalsim fireball( that so important in this fight as it s often a time out match just as gouki)

any character fireball sonic or tiger shoot but have to be done really asap

so very usefull .

there is another thing when you jump just befire riching the top point of the jump if you do air huricane kick it will change the jump trajectory.
You can you this to make a cross up instead of a front attack. that work very well after ryu throw , just go a little back then jumps hurricane kick just before the top and it will make a cross up.

very usefull because if opponment wana AA with shoryu He normally wiff and you can punish after and if it just protect, He might be hit by the cross up has he have to change the guard.
te fact is that if the huricane kick touch you can super ^^ and you will be surprise by the domage that are may be just as Shoryu uper domage( basically 40% of life barre ^^)

any way latelly my strategy is to use ex for fadc hado combo( same or more domag than ultra) try to AA with lp shory for ultra ( late lp AA shoryu will create a double contact often and you can lend ultra without usin ex meter) or try to ultra against fare Down mk fireball
between the mk and the fireball you can ultra fireball will pass without touching you, usually you can do it in differents situations,
against ken player , generally they do forward fierce Kick( annoying front kick, then down MK hado, here after MK and before hado touch u, u can ultra)
gouki player that do front FK( the double kick) then down MK hado( same punishment as ken ^^
sagat far MK tiger shoot ( but you have to be really really far)
ryu far MK hado.
all the string that push you very far before opponment do a fireball then you can try

that all for today^^

can someone help me calculate some combo damage
dowm FP, FP shoryu FADC, ultra domage?
down mk hado, fadc down FP, FP shoryuken domage?

thanks

Yesterday I saw Ryu combo into ultra on a counterhit. The opponent pressed some attack, Ryu pressed standing fierce, the moves traded and it said counter on Ryu’s side, the Ryu player mashed ultra, and it actually connected.

are there different versions of the shinkuu? i ask because i see alot of people posting about jab super or fierce super… i’m assuming if theres a difference it’s a speed difference? what about damage??

No damage difference, but speed difference is IMMENSE. Fierce Super Fireball goes full screen in under a second. It’s about twice as fast as Guile’s EX fireball.

On another note, I played a really good Guile today and yesterday, and I tried to punish a straight up jump. I did the super fireball to late, but I know you can do it. So you have to be really quick.

gs on the info. i use jab for the super and it always seemed a split second too late.

So lately, I’ve been having problems with the Dhalsim match-up lately, and I saw this video from Nohoho’s favorite batch of Japanese SF4 videos.

[media=youtube]n3-xtmXKBws&feature=PlayList&p=50CC4D2A26894126&index=0[/media]

This guy is considered the best player in Japan, and Nohoho has told me that even Daigo can only beat this guy in casuals, not in a tournament. So to see him just really rush this guy down every second he can just tells you that Ryu has to do the same. Notice that even when it’s painfully obvious he’s going to jump, he still jumps and attempts to get in. Eventually it payed off for him and he hit a jump in roundhouse into lo forward xx uppercut. He isn’t scared of taking 5 hits from Dhalsim because one combo of his does more that than those 5 hits. Of course Ryu’s combos aren’t as painful as Sagat’s, it seems this is the way the match has to be played.

I’ll post a a description of the Guile match-up soon. = ]

can you guys even think of a good reason to have different speed shinkuu’s?? i mean the difference between hadoken speeds is for zoning/recovery but when you throw a super dont you want it to punish or eat an opponents projectile and demolish them in the process?? i mean maybe do the slower shinkuu to get dhalsim for jumping since he’s up in the air forever but other than that i can’t think of much uses (i haven’t spent much time thinking about it though)

what do you guys think was the reason for that?

I don’t know, but it is definitely useful. You have to use different speeds depending on the situation.

early anti air jab DP >> jab/strong shinkuu
grounded jab DP in corner >> fierce shinkuu
ground combo into hadouken xx super >> fierce shinkuu
2 fireballs on screen to punish jump >> strong/fierce shinkuu (you have to use your judgment sometimes because different characters have different hitboxes, air time, etc. for example zangief, you would always use fierce shinkuu for the trick)

Jw… Ryu can punish Fuerte’s slam right? Wouldn’t hurricane kick always hit?

Also some help with Abel. I dont get this guy… his mixups give me a headache, and im not talking about that qcf+p, f+p or k mixups…

I know this is pretty general/basic – but what should you do after you get a knockdown? How do you make use of your positional advantage and keep the momentum going as they get up?

Depends on the knockdown you scored. Off a throw you get that free crossup… Feel free to make it as ambiguous as you want. In fact you will usually just want to go for crossup because it is incredibly safe in SF4, very few things can hit a perfectly timed crossup

If you got a sweep at max range then crossing up is gonna be too late and you can get anti-aired or they can dash out of the crossup… So just walk up to them and do something (Or dont if you think they will reversal) or throw a fireball that they have to block on wakeup

i noticed if you hit a dp and the opponent techs… walking up then trying to cross up doesn’t work. But from my experience 1 dash as soon as you hit the dp, into jump over cross up works, but they can still squeeze in a move. Stuff like blanka electric will still hit you, I think if you time it right you hit chun’s pussy’s on ex bird kick, but dp will completely whiff.

Jw, to anyone that might know. Why is it that when i jump in with mk or hk, then do a c.lk_c.lp they can mash out a dp inbetween? Is there anyway that I can jump in then do a block string without having that opening for a dp?

I have that happen to me before too. Jump in mk gets reverse dp more often. I think it’s because we press mk too early so the time it takes to land but the startup of c.lk or c.lp is more than the block stun of the mk so you can get dp. when i do jump in with hk i don’t get dp reversal that often i think because of the longer block stun. just try to land hk as late in the jump as possible i guess. but then again, sometime you need to hit hk early to beat out anti air dp attempts. so it’s a trade off.

hope this helps.