Alright, so I’m here to do my due diligence. I’m trying to play Ryu right now and I’m seriously sucking it up right now, badly. I’d like to say that the highest I’ve ever gotten was Silver, and that’s where I’m stuck. From all my experience, I’d like to lend a helping hand to the community, because I think that, collectively, we can start figuring some stuff out and bring Ryu back to the glory that he deserves. I’m going to start by giving out as much information about match-ups as I can and then give some general tips that have helped me to defeat some of the noobier players on CFN. Please note that I’m not not an expert Ryu player and a lot of the things that I might be mentioning may be incorrect/outdated. If so, please correct me, because that’s really all the hope that I (we) have right now.
Bison:
- His CR.HK (slide) is punishable by THROW.
- The HEADSTOMP can be evaded with a DASH (both forward and backward). I’m not sure at what point during the execution of the head stomp this holds true, but it works. Afterwards, it’s very punishable.
- The non-EX PSYCHO INFERNO (purple flames coming from the ground) can be punished with a CR.HK (sweep). To my knowledge, this is the only thing that I’ve been able to punish it with.
A very common thing that I’ve had a good amount of success with, is walking/dashing up to throw after a blocked DOUBLE KNEE PRESS. A gimicky thing that you can do, is to throw a fireball, and then execute a tatsu, and hit Bison right after he reflects your fireball and sends it back; though, watch your range.
Birdie:
- His “DIVE” can be punished with HP -> HK (target combo).
Cammy:
- Her V-SKILL is very safe; do not try to attack upon block.
- Whiffed CANNON SPIKES (her DP) can be easily punished by HK (crush counter) -> TARGET COMBO.
DP is incredibly effective in this match-up due to the fact that the nature of her air-moveset will net you a successful counter.
Chun-Li:
- Her SPINNING BIRD KICK (helicopter legs) is extremely punishable; it can be punished with Ryu’s TARGET COMBO.
There’s nothing more frustrating than Chun-Li’s wake-up EX SPINNING BIRD KICK, which can be baited out by blocking and then punishing with a CR.HK (sweep).
Once you start fighting gold-ranked players, you can pretty much kiss your chances of winning goodbye. The one strategy that I’ve found to be effective is staying right outside of her footsy range while throwing fireballs (I’ll cover more on throwing fireballs later). Every now and then when Chun-Li uses her fireball to buffer her footsy, try to parry both; it works, sometimes.
Dhalsim:
Just remember that your fireball game will beat his fireball game. Don’t let his lobbing fireballs frustrate you. Always be waiting for the TELEPORT. Just watch out for his SLIDE -> THROW game; be ready to tech. If you jump, just remember that he’ll slide under it the majority of the time.
F.A.N.G:
I haven’t really played this character too many times, but just know that it it comes down to poison vs. fireballs, fireballs have the edge. If you’re poisoned, the most important thing to do is just not to panic. Just be mindful that a lot of his moves may look/seem punishable when, in fact, they’re completely safe.
Karin:
- RESSENHA. Always PARRY this attack. Always. I usually just follow-up with a THROW. Believe it or not, this is one of the easiest attacks in the game to parry. Once you see her leaping animation go off, just hit your PARRY and you’ll get it 95% of the time.
I’m not sure what move is called, but there’s a move where she does her “double-kick”, you can block both hits and then interrupt her next stringed attack.
Ken:
- Using neutral jump to evade a fireball will most likely cause the opponent to whiff their follow-up fireball, allowing you to gain advantage when you land and launch your own fireball.
I don’t really have enough data to make any comments about this match-up, but I feel that every Ryu player out there has some kind of idea how to play against a Ken.
Laura:
I haven’t found any specific strategies to use against her, but just know that her projectile disappears if you manage to hit her. Also, keep in mind that her footsy range/speed is deceptively powerful… Play it safe. She’s one of the few characters in the game that you can successful zone out with fireballs.
Nash:
- SONIC SCYTHE (MK version) can be punished with CR.HK (sweep)? Can someone confirm this?
Don’t throw fireballs; the one exception is that you may catch him when he does his jump-away kick. Learn to parry Nash’s moves. Have a box of tissues handy to wipe the constant flood of tears raining down onto your controller/fight pad. Nash is just one of those match-ups where he’s better than Ryu in almost every single way.
Necalli:
This is another one of those matches where you shouldn’t throw fireballs from a full screen away, because his charging attack will go straight through it and hit you. There’s really not much to be said of this match-up; I haven’t really played against too many Necalli players.
Rashid:
- EAGLE SPIKE (his dashing kick special) can be punished with DASH -> THROW upon block?
Whenever you see noob Rashid players constantly using F.MP (the “double chop” spinning backhand-like attack), you need to block and then interrupt their next attack.
I’ll be honest, any player that’s gold or above has completely wiped the floor with me; I’ll be lucky if I can deal even 15% damage to their heatlh bars. The divide between good Rashid players and bad Rashid players is huge; for this reason, it’s difficult for me to gather data.
R. Mika:
- The “drop-kick” move is not punishable.
This is one of those match-ups where you can (to a certain degree) utilize fireballs to zone her out. There’s not really much in terms of specifics that I can give, but just know that her damage comes mostly from her set-ups from the PASSION ROPE THROW (F.MP); this move is simply blockable. When I play against R. Mika, I play defensively knowing that if I spend most of the match blocking, I won’t get “thrown against the ropes.” This opens you up to being command grabbed and thrown, but I’ll take that over the other scenario any day. If you’re playing against a nooby R. Mika, and you get command grabbed/thrown… Most likely, they’re going to try and catch you with a neutral-jumping attack upon wake-up, in which you just throw out a wake-up LP SHORYUKEN, and there ya go, things are almost back to equilibrium. I honestly don’t have any good tips/strategies against R. Mika, but at the very least, we can “ease the pain.”
Ryu:
This is a discussion for another time. It’s funny, because the Ryu/Ryu match-up is a completely different animal than fighting against any other character, because, let’s be honest, most of Ryu’s moves are useless/ineffective against other characters, but now they actually have use XD
Vega:
I’ve probably played against Vega about 10 times. The only thing I can say is that the “less aware” players love his CR.HK (slide); block and punish it. I honestly know close to nothing about Vega.
Zangief:
I suck at this match-up. I usually employ a fireball trap against this character. I mix-up the fireballs with jab, strong, and fierce to change up the velocities in hopes that Zangief gets frustrated/impatient and jumps at me; I always lie in wait to Fierce DP. Some opponents would rather use the V-SKILL to absorb fireballs than using the Lariat. If this is the case, you can time it so that your fireball hits him right as he exits his V-SKILL and you can effectively take away his “gray-life.” Your goal is to get Zangief on the defensive so that he starts blocking. Once that happens, you can dash-in to do your low-forward -> fireball combo, or do your grab. There were times where a CR.MP was sufficient to interrupt the F.MP -> SPD set-up.
General things to keep in mind when playing as Ryu:
Footsies:
Ryu’s footsies are just plain garbage. They’re slow and they lack range. The only success I’ve ever really had were the dash-in CR.MK -> HADOKEN and the retreating CR.HK (sweep) whiff punish. I haven’t done too much frame data study, but CR.MP seems to be the safest option for creating space after blocking an opponent’s combo. CR.MP should really only be followed up with a HADOKEN. Anything else, will most likely come up short, whiffing, and getting punished; if the opponent is close, then you may be in luck, but most good players will stay out of Ryu’s footsy range. A notable poke that can be used sparingly (when the opponent is super-duper close), is the standing MP, which can be linked into some nice combos, but the opportunity seems to be somewhat rare for me. Footsies are pretty much Ryu’s biggest weakness in SF5, and I feel that they’re seriously keeping Ryu out of some high-level play; he just can’t compete with other characters in this respect.
Fireballs:
Now that we’ve established that Ryu’s footsies are trash, we can now resort to zoning with fireballs. Nope, projectiles are vastly overrated in this game. Almost every character has some kind of anti-projectile mechanic. Hell, someone at Capcom decided that Bison should have no weaknesses, so they gave him a move that can reflect projectiles We’ve been brought up being taught that Ryu is a zoning character, but that doesn’t seem to be true in SF5 anymore; the fireball trap makes a come back, only now, the victim is no longer the opponent, it’s YOU (the one throwing the fireballs) The troubling thing is that every other character’s projectiles (Nash, Dhalsim, F.A.N.G, Chun-Li, Bison’s EX, even Laura, and etc.) seem to be more useful since they occupy a niche role.
Does this mean that fireballs should never be thrown anymore? Probably. The reason I say this is because fireballs aren’t just “ineffective,” they’re often just straight up detrimental with all the anti-fireball mechanics that other characters have; they just leave you to get punished most of the time.
If that’s the case, then what are fireballs for? The answer is that I really don’t know. BUT, I do have a theory… and that theory is that fireballs can still be used in the footsy game. This is where I think Ryu has potential, but I haven’t really done much testing. The theory is that you initiate footsies with your opponent, and you throw fireballs just outside of the opponent’s footsy range. When they get too close, you can push them out with CR.MP (after blocking their combo), and in some cases, you can halt their advance with the MK (standing version). The problem arises when the opponent decides to jump over your fireball (at this god-forsaken range) and punish the hell out of you. This means 2 things:
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DON’T THROW MORE THAN 2 FIREBALLS IN A ROW. This is a little rule that I have for myself that I always follow. Period. Given the fact that I’m not an expert SF player or a pro by any means, I’m a certified dummy and this rule has helped me out a lot. Also, I don’t throw more than two in a row at any range. More often than not, you’ll probably only be throwing one at a time…
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Your anti-air must be on point. In order for this to be the case, you’ll most likely have to abide by the above rule. If you’re stuck recovering from a fireball that your opponent jumps over at the “just-outside-of-footsy-range,” you can’t anti-air and you will be punished. And when you anti-air at this range, just be mindful that the Fierce DP may end up going past the opponent.
Lastly, let me stress the fact that this whole fireball-countering-footsy game is high risk/low reward. This is SF5 where attacks do boatloads of damage. At the higher levels of gameplay, if you let yourself get punished twice from doing this, you’re either dizzied or dead. The biggest problem is that this strategy requies a lot of patience and goes against the whole flow of SF5, where combos do 30-50% of your health and games are won/lost on a whim. You can hit the opponent with 4-5 fireballs (Which is more difficult than it sounds, and it also means that your fireball game is on point) and then the opponent will punish you once, and trade-off will work drastically in their favor.
That being said, I’ve beaten a few skilled Chun-Li players with this; only to end up being completely curb-stomped when they figure it out for the run-back.
Parries:
I haven’t found much use for parries. However, there is one thing that I’ve found them useful for: mix-up jump attacks. Parry the mix-up jumper and punish (though, it doesn’t work on wake-up) Unfortunately, the only reliable way that I’ve been able to punish parried attacks is with a grab.
Closing:
Ryu’s DP is most effective when executed from a crouching position; this is accomplished by holding the stick at the down-forward position (4/5 o’clock), and then just finishing it through with the fireball motion. Ryu’s play-style is frustrating; a unique approach has to be taken against every other character. I’m SF5 noob; I’m a silver player and I can’t get any further. The most frustrating thing for me is that there’s a divide at this stage in the rankings. This is the stage that sort of divides people who know what they’re doing, and those who don’t. As such, it’s maddening, because things that once worked on opponents, no longer work; those very tactics are the ONLY thing that have allowed me to get this far, and I may have to accept the fact that 90% of what I use is no longer viable. Ryu is just a frustrating character. He’s slow. His attacks have no range. The fireball seems to be useless in most situations. He just simply doesn’t have any strengths to take advantage of. It seems like Capcom modeled every character around being able to beat Ryu. Good players have made it very far using Ryu, so at least we know it’s possible. This post is a desperate reach-out to the community for some help and involvement.