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

Doesn’t make me go back to neutral…I 90% of the time get a straight out of crouch shoryu by: blocking down back, df, df, p

Hello everyone, my name is Sean, I’m new here, so I like to meet and to talk to ppl. I’m getting street fighter 4 on the 360, these threads for the charcters are great for me to learn, I may not get as good as anyone, even the ones who go to Evo, but I will do my best. If I posted at the wrong place, I apologize.

Mystic Overhead AKA Game Changing -> SP

:confused: I’m been incorporating my overhead a lot more when I play and I’ve run into some questions…WHAT EXACTLY can you link after -> strong? I could be wrong but I believe yesterday I got a meaty overhead into ultra…i’ve been pretty successful with -> sp with SA followed up as a pressure…just kinda wondering if its as overlooked as I think it is.

can you cancel the super from c. mk like in super turbo?

yes u can

[media=youtube]5FU1A-T2RnY&feature=PlayList&p=A7CD6CAC8D9E4BEE&index=0[/media]

From 1:45 he does it

What are all the differences between the light medium and hard variations of all Ryu’s specials and his super?

And also what are all the extra notations in frame data stand for? Ex: ex srk damage is 8060, ultra damage is 30x755, hp srk recovery is 28+18, hp srk super gain is 30/40, hp srk damage is 160[70], and close HK active is 8(2)4. I don’t get what all the symbols/operators/brackets mean. As for cancels I assume S means super cancellable and SpS means super or special but what does CSpS and S*- mean? I also noted that the block for the throws is listed as 0.9, everything else is H, L, or HL (high/low) and I’m pretty sure you can’t block throws so what 0.9 for? And doesn’t everyone have a neutral throw? I don’t see this on the frame data.

No one? lol

Also, what are ryu’s cross ups in sfiv (just j.mk and j.hp?)? What are the advantages/disadvantages to each?

play the game to know…
those questions will be answered from experience in game.

Some, yes. Not frame data though. Someone’s gotta be able to tell me what all the symbols stand for (I think I’m starting to figure some out). I mean, its supposed to be a universal language for people like SRK’ers.

Anyone got any hints for fighting against a solid boxer?
I find it really hard against boxer lately. they seem to read my SAs and do 43k.
Biggest problem I have is boxers push me into the corner, and I find it really hard to get out.
They will just position me in the corner and kneel down, bait jump and retaliate with 2HP.

Any suggestions?

Also, keep facing a blanka that does SA lv3 on me on wakeup. Any way to counter that? SRK seems to fail to break that… Or I can only backdash out of it?

Facing Boxer:
This will be a waiting game in some ways, don’t let them control teh field. Use ur fireball wisely keep ur distance charge up ur EX bar while ur at a distance with hurican in the air.
Once you manage to get him down, do cross ups mix with throws etc, but be aware of his AA head butt linking ultra. It usually not a rpoblem if you can lure him a bit but this comes to experience. Using crouch mid kick hadouken to push back is great. If your stuck in a corner jump forward and hurican your way out, at most you will get 1 hit from them but better than getting cornered. else if you can handle fighting in corner then do what you can to push him back blah blah.

Facing Blanka:
This match is a problem, its even worst than Boxer… to break teh lv 3 focus, jsut wake up hurican or EX hurican should break it… most better player dont use focus atk on wake up expecially a lv 3… rarely done.
you won’t want to jump in on this battler unless he don’t have ultra/EX.
crouch mid kick hadouken works wonders, sa dash cancel push in works great.
Blanka is overall hard for Ryu.

Also storing up a super and throwing it when boxer charges a punch in or blanka rolls :slight_smile:
works beautifully :slight_smile:

Low forward into fireball isn’t a safe blockstring. When I’m Boxer and see any shoto try that on me, I reversal headbutt between the low forward and the fireball. Then I ultra.

^^ that all depends on distance.

Why doesn’t c.mp xx hado replace c.mk xx hado? c.mp does the same damage but starts up 1 frame quicker and has a +2 on block +5 on hit if the cancel doesn’t work out or comes out late.

Can I punish with super upon blocking a punch? I know that I can do that with a roll.

I can’t reliably swing hurricane out of the corner… I’m doing it with 963214K, any better ways of doing it?

Also, I find that 2HP for anti-air trades heaps with boxer… and I end up worse off… do I need to work on my reactions so I can pull out a SRK from crouch in time for AA?

Could it be that 2mk has a better reach?

yes c.mk hadouken is better range.

When i play against boxer they hardly jump in… but if they do i usually H srk.
trades ill throw a EX or super/ultra.
patients is teh key.

But of course this all comes to experience.

Is there such a thing as range data? Like how far you will get pushed from hitting and how far your moves reach? If so it would be easy to setup a program that would scan the frame and range data of a character and calculate most of the combo’s plus how much they hit for, sorting them by most damage and or lowest startup. There would be a few things it might miss, but it would be a great way to find some of the hardest hitting combos.