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

Does anyone have a tip on hitting c.mk_c.hp, into dp more consistently?

any shortcuts you guys use?

I’ve been mostly doing it f, d+mk/hp, df+punch

but that requires a ‘f’ buffer. I tried doing it from d+mk/hp, then wiggle df,d,df but i get a hadouken like 50% of the time. Any tip would be great.

Definitely go straight to forward after your c.mk/hp…try not to wiggle to down forward as that will get you the hadoken’s.

I suppose the way I do it is: down hp, forward, down, down forward, forward punch

Double post real quick here:

I wanted to say thanks to Mcromes for the upball info (on how you can FA it). For some reason I didn’t think of doing that…however most blanka players I play try to reversal with it, so just wanted to say good find and thanks for posting it.

Ranix, I’ve had a lot of thoughts concerning what to use my meter for now a days…I feel that it’s very important to know exactly WHAT to use it for since for Ryu it is SO precious and vital to have. I notice also that it varies based off of matchups…for example, I look at it like this:

“Yes Ryu’s ex moves are good, however I feel that my meter shouldn’t be used unless certain situations warrant it. For example, I shouldn’t be always combo’ing into EX tatsu when I can instead sit on it, so that I can save for an SADC or possibly build for super.”

Basically, I value my meter in 3 ways: SADC, ex fireball, and super. I don’t use ex Tatsu unless I’m playing a person who techs my throws a lot. But going back to what I said about how I use my meter based off of matchups…I’ll give an example like this.

Blanka: Depending on the player, I should save for SADC’s…EX fireball and tatsu is not needed very much…however Super is very vital as it’ll put the idea in his head that he can’t be Blanka balling ever. Therefore I would rate my meter like this: 1 super, 2 sadc, 3 ex tatsu…1 being most important 2 being fairly important, and 3 being least important.

Sagat: 1 SADC, 2 ex fireball, 3 super. In this matchup, I don’t feel as if super is AS needed because…yes it does great damage, however the opportunity to do it is NOT as important for me to use ex fireball to gain ground on Sagat. Obviously SADC’s are needed the most because of getting out of sticky rush down situations that Sagat can put you in.

So all in all, this is how recently I’ve been looking at my meter like…

My question to YOU Ranix is…you said you like to hold super against Dhalsim matchups…May I ask why and what your thought process is on that? I’m very interested to understand why it’s important to have super against Dhalsim.

I find it much more important to be using my meter to do ex fire balls to gain ground (against limbs and yoga fires)…SADC’s aren’t as important…so I can see why supers would be important…but not AS important to me to be using ex moves.

thanks man
sorry to bother you again, just one more clarification…

so it’d be d+hp, then neutral right? let go of the stick then forward? or go from down to forward by going through down forward?

Yes sir thats it my man! The only problem with doing it how you WERE doing it, is because by doing f, THEN d.hp, sliding it do that df, f, df, motion like you said you were doing before the registration is essentially a double hadouken motion…

But yeah definitely try doing c.hp, neutral, shoryu motion.

i dunno how if a lot of people know this, but there’s actually a ton of ways to get SRK out:

:dp:
:df::df:
:df::r::df:
:df::d::df:
:df::db::df:
:df::l::df:

and those aren’t counting the anti-crossup ones. so experimenting with all the different possibilities might yield something new and good.

extra note about EX’s for teh newbz:

it was only recently that i realized that, despite how awesome they look and how many hits they do, EX does not always do more damage :sweat:

EX’s have very different properties depending on char/move. ken’s EX srk does the most damage out of his specials, while ryu’s EX srk does only mp srk damage. ken’s EX hurricane does less damage than hk version, while ryu’s EX hurricane does the most damage out of his specials. and i think the current verdict on gief’s EX spd is that it’s not really worth it…? (not sure on that one)

but if an EX does less damage than some of its normal versions, it usually means it has other extra properties like better invincibility/speed/recovery/frame advantage/extra hits… you just gotta learn them.

also, ryu’s EX shoryu is great for chipping your opponent to death when he’s getting up. it usually beats other SRK’s clean.

VS GIEF:

  1. i’m having a lot of trouble against a very tight gief player. i know jumping in isn’t a great idea in sf4, but can i get some tips on how to beat his lariat (at least sometimes)? can any of ryu’s jump-ins beat gief’s crouching lariat? i saw some other dude beat it with jump-in hk, and verticle mk, but it only works for him :confused:. i think they have to be performed earlier…?

i hate that such a good move can be performed by one single mashing move of the hand. :annoy: imagine if ryu could SRK by just pressing 3 buttons? while crouching!

  1. is there anyway to not get raped by his c.lp/c.lk to either spd or 949672 more c.lp/c.lk mix up? (other than not putting myself in that position in the first place…?). i hate hate hate that gief is so mash friendly!

  2. lastly, any tips on not looking like a complete tool when you keep losing to someone like 10 times in a row in front of hot chicks? like maybe i could challenge the other dude to a b-boy battle or something? can someone get confirmation on if this idea works or not?

-Yeah Gief is very gay, you can’t fight him how you want to. But Ryu has a easier time then Ken cause of his s.rh imo. Just low forward his walk in attempts, low.forward shoryu/throw his blocked greenhands, and s.rh or shoryu his jumps. Maybe the guy you saw who beat it, the Gief was doing KKK lariat? If their is something to beat the lariat let me know!!:coffee:

-Tell the Girls that the guy beating you can’t see you in DDR!

you know… instead of losing the 10 times, you could just lose once and then go check out one of the girls, tell her that you were distracted by her beauty so you just had to come say hi :wink:

So about Dhalsim.

I m ok with you, Ex fireball are very useful against him, you have to swich from keeping till super and using ex fireball. the thing is that after ex fireball you can t press dhalsim in the wake up game you can just close some distance.
But in a battle of cheap dmage ex fireball a great.
Generally at first I use meter to do some ex fireball and some cheap damage, then once I have build 2 meter, I try to keep till super.

Why super? because it make a lot of damage and you can punish yoga flame or jumping back F.punch. Generally if I touch with my super the round is for me.
against dhalsim, use a lot of FA from mid distance and change your FA cancel dash timing from very fast to last moment.
Goal is to punish some Dhalsim Standing HP or close the distance by dashing.

From max range don t hadouken first, wait for him to yoga flame and directly hadouken. you will avoid cheap damage, avoid jumping F. punch that touch you and avoid telport combo.

from mid range FA a lot, if yoga flame just back dash before it touch you,or accept cheap damage. if dhalsim go forward just back dash or jump back if he go back then FA to avoid cheap damage or jump back. IF he spam yoga flame from mid screen, just keep the ame strategy accept cheap damage, and once you have is rythm try one or 2 tatsuif you touch him you will have made him more damage than his last 10 yoga flame in guard and you can pressure him on wake up game, if he touch you, He will keep in mind that you have tatsu and be more carefull aboub spaming yoga flame.

If you FA and punish for very fare, dash cancel ultra directly, that hurt dhalsim a lot if you haven t ultra double dash shoryuken or sweep.

If in wake up game dhalsim spam back teleport you can punish with sweep and start again a wake up game.

Dhalsim is really for me the worst match up, you have to be really really patient, accept to have only 10 second of play by round, the other second will be defensing second or anti cheap damage second.

except wake up game don t jump on him, it s useless, the only jump usefull is from very far, you jump and try to have the distance that F.K will touch with the end of the feet. like this if he want to AA you Dhalsim have to take the risk that if you don t press F.K and do an empty jump you can punish him as soon as you touch the ground.

If Dhalsim player don t tech throw, then abuse throw, and try to tech throw a lot especially after his slide.

that all the strategy I use , may be some other litle stuff(mid screen ex fireball is usefull too, some lp shoryu to make him remember spaming F.punch can be dangeouse) the other thing are general okyzem or general strategy.

but this match up is reall hard and win come often from a little dhalsim mistake( if you can punish him with D.FP,Shoryu cancel super, he will remember…)

that all

i hate ryu… too many ppl use him he gets stale.

no offense to you, but you’re 18 and joined the forum what, 10 days ago?
there are people around in this forum who have been using ryu about your whole life… coming to the official ryu thread to vent your frustrations is the wrong place

There is already some anti zanghief strategy somewhere in the thread I think.

down Mp counter standing Mk
sweep punish zanghief down forward F.k if you have 3 meter and ultra you can punish with down MK exhadou fa cancel dash ultra
down mp shoryu punish ex green hand on guard
when zanghief wake up jumping back F.P will counter lariat and spd attempt

you can use ex shoryu to punish zanghief jump and avoid double contact(because he make more damage than you) or use last second crouching shoryu if you are able.
if you have ultra punish jump with lp shoryu, if there is double contact you will stay on the ground and you can lend ultra without using ex, if there is no double contact, you can still use ultra after lp shoryu.

keep your ex for wake up shoryu FA cancel . generally against zanghief at one moment you are in the ground then you have to deal with cross up down HP or Down mk folowed by lariat , ultra , down lk , or spd. protect from the cross up and shoryu as soon as he touch te grand Fa back dash. it will reset the guessing situation and the distance will be your advantage.

Don t spam hadouken once he have 1 ex.

very fare jump F.K can beat lariat

you can punish lariat with down MK Tatsu.

if zanghief spam down lp then don t forget to bak dash. it will avoid the other down Lp or LK and avoid SPD. Then don forget to punish the spd.

If it s a spd spameur when you combo him or pressure him on guard, just back dash or jump straight and punish him.

It s a 5-5 match for me, ryu have the tool to win, zanghief too, the better one win, some time it s look guessing game as some zanghief will lariat you when you wake up or spd or worst ultra, but you just have to work on avoiding this situation.

Ranix, your tips are GOLD.

Any tips against M.Bison (Boxer) and Vega (Dictator)?

yeah ryu’s HK is definitely his most important tool in this matchup :wink:. it’s quite satisfying to see it hit from halfway across the screen.

also, gief’s fastest green hand recovery is -7, so you can even HP xx special :looney:

haha excellent plan. too bad i’m the kind of guy that absolutely HAS to overcome a difficult adversary before i can do anything else :confused: damn this one track mind of mine… i’ll keep this in mind next time, though =)

chances are that the all the boring ryus that you’re playing against don’t really know how to use him to his full potential. seeing a REALLY good ryu is downright awe-inspiring. so it’s probably less of a problem having to do with there being a lot ryu users than there being just a lot of beginners. every character has its own intricacies and draws – i wouldn’t dismiss anyone one of them just because a lot of casual players/beginners clutch to them for their familiarity. most people coming to a new street fighter game are going to pick the shotos. it’s a good way to learn a new game. this makes even more sense when you consider how expensive it is…

tl;dr: save your judgment until after you’ve learned more about him! :wink:

cool. thanks ranix. i knew most of this matchup, i just wanted to know how to beat his lariat with a jumping move. so a far jumping HK should work? i see how that would work – my foot would hit the tip of his fists, leaving the rest of my body protected from his red cyclone of fury. :lovin: can’t wait to test it out.

as for back dash. when are you suggesting i backdash? after the jump in? before the jump in? i don’t believe i can dash during his flury of jabs, so that’s probably not it. the problem with jumping up (which i know i’m supposed to do against him) is that he often ends up spamming lp/lk (or even lariating…).

but i guess that’s exactly why it’s called a mix up. c’est la vie~ i’ll just have to try to yomi him :rofl:

man i can’t wait to see the reaction on all the girls’ faces when they see me block a string of c.jabs one moment, then yomi jump out of a tick spd the next. in unison, they’ll all say, “zomg did you see that? he totally yomi-ed that spd! and then he totally came down with a vertical jump roundhouse, close fierce xx fierce shoryu xx fadc, ultra for some monster damage! so toasty! he can kara throw me into bed and double-tap me any day~”

I wrote up a huge article on Zangief, however you can think nothing of it as going as analytically as I did back then isn’t what it’s all cracked up to be.

All in all, j.hp and neutral j.mp beat out Zangief’s lariat very cleanly…I’d say about 9 to 10 (through my experiences). Everyone here should start using j.hp more as it is an AMAZING jump in move that people aren’t using.

As for as not getting shenanigan’ed and 50/50’ed all the time…thats why you need to save your meter, because once you see Gief hitting a couple c.lk’s, go STRAIGHT into your shoryu interupt SADC. This is what I personally do and it has netted me great returns, other then that, I think you know the rest, jump away when you think SPD, block when you thing lariat/combo.

agreed on the jumping HP. i starting xcopying that shit after i saw Super-MashScrub-***-ShitFace (aka “daigo,” to some) (…haha jk) use it in those arcadia matches. too scared to try it against gief so far, though. guess i’ll have to give it as shot =). thanks.

everyone tell your moms to use more jumping HP!

as for SRK, yeah i’ve learned always try to SRK during a lot of people’s block strings. but this one particular guy somehow always manages to see it coming… i guess this is more a problem of reading your opponent than strategy.

but at least i know that even if i can’t beat him consistently, i’ll be very strong against other gief players.

edit: oh cool. i forgot i can’t say *** on srk. *** *** *** *** *** *** *** *** ***

This is a very important thing I want to chip in on real quick…It’s good to shoryu during people’s block strings, however it’s BETTER to have one REALLY good shoryu, SADC, ultra instead. In other words, by shoryuken’ing people’s block strings you begin to condition them to think a certain way…Personally, I like to let them THINK that they can bully me until I get a heavy Revenge bar, and unload on them that ONE time, where it’s clutch and NEEDED.

mickey is right, dont have them fear the shoryu… until it’s too late :wink:

how do you when to do this? Is this something character specific that you need to know?

I wouldn’t say that it’s character specific more then it is player specific. I don’t feel that it’s very smart to constantly dp through an opponent’s strings because they feel that what they are doing is right…If I make them scared of that, and do it more then twice or so…they get the impression what they are doing is wrong. By holding off and making them feel the pain of several shoryuken’s (through Shoryu, SADC, ultra)…I feel that it’s much more rewarding…to me as a player…at the same time, it’s very disadvantageous for my opponent.

I suppose you can say it’s character specific in that…some characters don’t try to pressure you as much as others…say Dhalsim Vs Zangief for example.

I know when to shoryu them when I NEED IT. I condition them to think that they can bully me with strings, but I am a player who can read strings and read openings in their strings…therefore when I see this, I keep it in mind…and when I NEED to clutch damage for the win or advantage, thats when I use it…

I see so many people using shoryu sadc ultra right when they get it…or i see people still combo’ing into it, however people need to start using it as a DEFENSIVE maneuver instead of offensive all the time.