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

Try Down Fierce Punch tatsu, it should work as Down FP is a force Stand on hit.

I found something interesting against honda with ryu.( this mach up start to be really really bad for honda ) when you knock down honda, if you dash just when he wake up you will pass to the other side.
it s quiet confusing for the guard and even more in the corner.
after dash you can sweep or down MK hado or super.

you might even be able to shoryuken him cancel to ultra but distance is quiet important so not sure about this one.

I m starting t use jump mp not only as AA but also as jumping attack. the second hit is really comfusing and often breac the guard if the opponment guard down to fast.

It s a must use jumping attack

^^^

Totally agree about jumping in mp. So good. Tricky to time to get both hits though.

Do we have any sort of answer to Sagat’s c.fwd xx tiger knee? Do we just have to block?

For instance, a friend of mine who plays Sagat does one of three things,

  1. c.fwd xx tiger knee, c.fwd xx tiger knee

  2. c.fwd xx tiger knee, c.fwd xx low tiger shot

  3. c.fwd xx tiger knee, wait to bait shoryu

Is my best play here just to wait it out or what? If I try to cr.jab after the tiger knee I lose or trade w/ the next c.fwd.

Try down mk just after C.fw and before tiger knee.

the tiger knee will not touch you and you will be able to punish him.

so you better punish him badly if it work( down Fierce punch , shoryu fa cancel ultra) and then go out of the corner.

if you were not in the corner back dash after tiger knee. it should reset the pressing.

Thanks. I would’ve never thought to try to whiff under a tiger knee, I’ll try that next time I play him.

Having some execution issues with doing a cr. foward to fireball. If I was walking SRK comes out, and sometimes even after I hesitate by crouching or push back first. Is there anything I can do to improve this?

well if you are walking then doing low forward fireball try to walk put your stick in neutral then do low forward fireball. i mean its your execution that is getting fuzzy there. just gotta practice, i have the same problem when i mess around with shotos.

It’s cause officially :df::d::df: is the shortcut for Shoryu.

edit: nevermind.

link to a video?

Whoa! Thanks for this tip! Never knew that would work.

Ranix, what do you find are your hardest match-ups with Ryu?

Defenetly Dhalsim, especially if the Dhalsim player is good with tech throw.

First I don t play so many Dhalsim and second this match up is really hard as it s hard to close the distance and ten teleport will reset pressing.

For avoiding C.mk hado to become C.mk shoryu after walking forward what I do is that imstead of doing down mk ,down forward ,forward Punch I do down mk ,down forward ,forward, FORWARD UP Punch.

don t finih with forward but with forward up. For me it work and no more shoryu.also instead of fierce hadou, do lp hadou, if you miss at least it will be a lp shoryu. harder to punish…

If dhalsimis for me the worst match up, homda is for me the easier one.

Got the walking cr. meds to fireball situation semi-resolved. Forgot that DP has to have :df: in it, so I’ve tried making sure I have the stick nowhere touching the down contact when I push for the fireball. It works when my timing isn’t off.

EDIT: Was wondering about doing EX fireball FADC. Can it be done
:qcf::2p::mp::mk::r:
or does it have to be
:qcf::2p::mp::mk::r::r:?

just realized the alternative shoryuken command is really good. you could be ducking and just wiggle :df: :db: :df:+:P: and the DP comes out, no sweat. thing i like is how the motion is really similar to a dash.

Does Ryu have an effective kara throw cause I’m watching some Japanese vids and seeing the Ryu’s scoot forward when whiffing a throw. I’ve always been using fwd+Strong out of habit, lol.

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I don’t think he has a considerably effective one. Maybe he just kara’d a regular non-moving normal so the ‘step’ looks like an increase in range?

I think they’ve drastically decreased the range and speed of f. mp so the kara range on that is little if any [atleas for me, although i may not be doin it properly]

Rather, and weirdly enough, his s.roundhouse gives you decent [not great but decent] kara range.

Either way this is relevant to my interests, if any of the more experienced ryu players can give a lil more information on this it would be much appreciated.

That was a walk up throw

f. MP seems faster, to me anyways. What say the guys that have been playing.

for me animation is kara throw and not walk throw.

I already try f.mp I will try the s.roundhouse.

even if it s just a small kara throw it s still good as it ight change tech throw timing.

More I play ryu more i feel he really is upper tier.

hey ranix, you getting the PS3 version?