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

I don t Know,?I haven t ps3. And I can t really play at home …

If the version is completly diferent from arcade I will stay with Arcade.
I really hope they will had new character on Arcade.

And you?

Are you going to sportland for the freeplay on thursday?

i dont have a ps3 either and i dont really play online games. i feel the same say though, i dont think the good players will leave the arcade for the console. maybe i’m the only one but i dont want the new characters in the arcade lol at least not yet.

yea i plan to be at sportsland, you going?

Yhea I think I will go on thursday.

That sure that there is still a lot to learn in the actal version, but some update for minor balancing more than new character couldld have been nice.

in another hand, I don t wana face seth or gouken a playable character on arcade…

you got a new ryu card yet?

i think even if they decide to put the new characters in the arcade version, they will wait and see how they turn out on console first.

I thought Ryu’s kara throw was only off close mk…

Does f+mp kara throw still work?

i used to have the same prob. my personal intuitive solution was to do the fireball as half circle forward. this extra step hasn’t slowed me down at all personally, but i dunno if it will work for others.

secondly, i’m pretty sure you always have to tap forward twice to FADC regardless of what the last directional command was.

RANDOM NOTES VS BLANKA:

blanka is a bitch to play against. there’s a cocky old dude who rapes everyone at the place i play at. i don’t have any real solutions, but here’s a couple (maybe too obvious?) things to keep in mind:

  1. spaz c.jab beats blanka ball
  2. if you yomi his slide and decide to FA, make sure you don’t release the FA until he gets up. otherwise it’ll whiff and you’ll look like an idiot (and prolly take damage). also, blocking his slide will put him in standing state. duno what use there is for this bit of info tho.
  3. stop throwing fireballs after his blanka ball, you idiot (talking to myself). he’ll recover before it ever hits him, and he’ll prolly just ex ball right through it (you idiot!)
  4. blanka can’t cancel any of his normals into themselves. mash SRK thru during his block strings (until they learn their lesson and bait you).
  5. i haven’t really tried hard enough to do this yet, but i’m thinking of just focusing most of my energy on building up a super as fast as possible. drag out those block strings! fierce super ftw.
  6. if you’re being fancy with those frame traps, keep in mind that close mk will whiff when he’s crouching (which is pretty often!). use close mp instead.
  7. blanka’s wake up is slower than others. stop whiffing those cross ups, dumbass (talking to myself). OR… you can intentionally whiff it and go into c.short…? maybe?
  8. i think you can fierce SRK after the initial hit of blanka’s ultra (when he’s about to come down on you). i forget also if you can use your own ultra at this same point. you can avoid chip damage this way. but in any case, you can always ultra (or super) after his ultra ends.
  9. blanka can use ultra on wake up to pretty good effect (4 frames…). but attempting a cross up is relatively safe when he has an ultra stocked. you’ll just whiff and he’ll speed off in the other direction like a loser. but he recovers fast so get out that EX fireball asap. dunno if hurricane is safe to use yet…
  10. some of his vertical balls recover really fast. try to be as quick as possible with your punish. or just lp SRK -> ultra while he’s still airborne if you’re close enough.

that’s about all i remember for now. i welcome any corrections, and of course additions.

i know this is a ryu thread, but i really think it’d be much better to use another char against him haha. mirror match his ass, or maybe honda might be good.

Very good points made.

Just wanted to point out:

If you throw a fireball after a blocked Blanka ball, it’s a free slide for Blanka. Some Blanka players don’t know this, and you should test if they don’t because being able to throw the fireball puts you in a good position.

Waiting until they get up to counter a slide with FA is VERY important. Wait until they are not totally on the ground. You should know if your doing it to early.

If they try to punish a fireball with EX Ball from more than 3/4’s screen away, don’t block it like an idiot. It’s a free SRK. You either get punished, or they eat your uppercut. Any other option should be snuffed.

A little secret I found lately…you can FA Up Ball, EX or not. Normally EX Up Ball would mean safe wake up for him, but from what I’ve seen people didn’t notice this. So if they like doing it for wake up, just FA in his face, dash, punish (Unless he has Ultra, or you think they’ll purposefully do normal ball to punish your FA).

Make sure you don’t cross him up directly over his head on wake up, you’ll eat the EX Up Ball. Make sure your cross up barely hits. They’ll whiff the EX Up Ball and end up on the other side of the screen, and you can punish with EX Fireball, Ultra, or Super (Strong or Fierce).

Down fierce is good against repeated Blanka cross ups, but it totally loses to jumping roundhouse. Very good air move. Even snuffs SRKs on occasions, since you have to do the SRK really early to punish his long hit box, so it’s easy to mistime. Like Vega.

To punish blocked Ultra, you can dash, fierce xx fierce SRK. You can also wait a small bit for them to reel back from it and just raw Ultra. If you do it too early it whiffs under them.

What do you mean Strong or Fierce for the Super? Does Ryu have 2 different speeds?

i think this may have been covered somewhere in this thread. or maybe it was diff ryu thread.

ryu’s super changes speed depending on which strength you push. his fierce goes REALLLLLLLLLLY fast.

some characters have different properties on their super depending on strength, while others do not.

Ryu’s Super has 3 different speeds.

Jab - Jab or Strong Normal Fireball
Strong - EX Fireball/ Ultra (they’re around the same speed)
Fierce - Faster than both EX Tiger Shot and EX Sonic Boom

Strong Super fireball is used if you use the super while he’s still going up with his EX Up Ball. Fierce is for when he is already recovering and heading down to the ground. It depends on how fast you react. Jab Super fireball is just too slow to catch anything really.

oh yeah, and i keep hearing that you can fierce super after a lp SRK on a GROUNDED opponent.

i’ve yet to see this in person.

Yes, it’s possible, and VERY effective.

Works quite well. Depending on the person, you sometimes have to change up the speed of the super. I don’t know why but I think I was using the jab super and it still works on someone or maybe I just forgot what button I press.

For more kicks, try doing an ultra right after the super. It’ll connect but only for a few hits. Only really useful if a couple of more hits will KO him.

Quick noob question, I’m pretty new to sf and even newer to ryu/shotos. I know the different punches and kicks give different specials (and in this case supers): faster hadoukens, higher/furher shoryukens (?), further tatsu, etc. But do these variations change the strength of the moves? Example: Is ryu’s jab hadouken (or super) any weaker than his fierce hadouken? If not would it make more sense to use the jab hado (slower, but fastery recovery) when up close and comboing out of a c.mk?

Thanks for the Blanka tips eoneo.

I find this match-up very challenging for Ryu. According to the latest Japanese tier-charts this match is 5-5 but I have no idea how this can be the case.

All hadoukens do 70 dmg
EX hadouken does 100 dmg (50,50 dmg a piece)

Shoryuken lp 130 dmg
Shoryuken mp 140 dmg
Shoryuken hp 160 dmg
Shoryuken ex 140 dmg (80, 60 dmg)
I think I’m reading it right but all AA srks do 70 dmg.

Tatsu lk 100 dmg
Tatsu mk/hk 110 dmg
Tatsu ex 40x5 dmg (200 total)

All versions of his super does the same damage.

You can check it out here
http://www.shoryuken.com/wiki/index.php/Ryu_(SFIV)

Ex moves in general seem to lack insentive for losing meter, or is it just understood that they have faster startup time and that’s all you’re getting.

ex move are really good with ryu

ex fireball is really fast and good recorvery plus break focus attack and can combo with ultra in the corner

ex tatsu great damage, some start up invicible frame , 0 frame on guard , ultra in corner possible , break tech throw spam

ex shoryu, godly AA, perfct to finish very close round where double contact could happen, or just to aoid double contact( perfect against zanghief to make him not jump once you have 1 ex meter

ryu ex are really good the only problen his that is super is even better…so you have to choose( depend of the opponment, i will keep super against akuma, blanka, dhalsim)

Speaking of akuma, what happens if you ex shoryu an aerial fireball at mid jump?

Hmmm… I’m asking this question about Ryu, but it can be for all chars too. Are there any hit confirms in SF4? Other than knowing that if your chain connects, you can super.

Also, can you like short short XX super?