The Ryu Matchup Thread - Good Ol' Fundamentals

Any tips with Balrog?

She blocks on her wake up or yours?
If she’s blocking on your wakeup (i.e. afraid of a dragon punch), that allows you to wake up safely or even wake up with jab, putting you at frame advantage. If you don’t know what frame advantage is, I suggest looking on youtube for a video. There’s lots of good stuff out there.

If she’s blocking on her wake up and still teching all your throw attempts, she’s probably doing a late/delayed throw tech.
The window for a throw tech input is kind of large in this game (I think), so you can block for the first few frames of wake up and then input a throw tech. If you put out a proper meaty attack (one that hovers over their wakeup and interrupts any non-invincible move), then they block. If you go for the throw, they can tech.

To beat the delayed tech, you can either:
go for a slower frame trap (like st. fierce for a crush counter) or manually delay your own st.strong
or
go for the ā€œshimmyā€, which is when you walk back for a touch and then hit a button (like st.fierce, cr.forward, etc).

The slow frame trap will lose to wake up jab, but block quick reversals (like other wake up dragon punches). It can also lose to a quick throw, depending on your timing.

The shimmy can block reversals and wake up jabs, and should be out of range of the throw tech (the point is to make their throw whiff, allowing you to punish the recovery of the throw). The shimmy loses to wake up lows (like Ryu’s own cr.forward) as you’re walking back and not blocking low.

Give those a try.
You can always try recording different wake up options in training mode, too, to see what beats what.

edit
the shimmy is a bit safer, as you’ll be out of range of throws and possibly jabs.
That said, the shimmy has less pay off as you’ll be farther away. Unless you land a crush counter fierce/roundhouse, or are good at confirming into super, the shimmy doesn’t get you too much.

The delayed meaty can be done from point blank, giving you full combo potential (e.g. st.strong into cr.fierce xx dp xx super), but is riskier as it loses to more of their options. The delayed meaty is there specifically to beat their own delayed buttons/tech.

Good stuff from you again Jordy. You explain things very well sir! Any Ryu (or just general) OS’s you can explain? It would be much appreciated mang.

Thanks!
I don’t know many OS’s for sfv. There are a few good ones, but I haven’t implemented them into my game. I find that I get much more mileage from working on my fundamentals. Sick OS’s and big damage combos don’t do much if you can’t AA reliably (which I can’t…).

The super basic, super useful OS that’s been around since SF2 is the ā€œempty cancelā€ or ā€œspecial move bufferā€.
It’s where you throw out a normal that can be cancelled into a special move, and then you quickly input the special move before the animation of the normal completes.
For ryu, his basic one is cr.forward xx fireball. Normals can only cancel into specials on hit or block, not on whiff (in this game, same goes for v-trigger cancels).
You can throw out cr.forward xx fireball anywhere on screen. If the opponent makes contact with the cr.forward (by either getting hit or by blocking it), the fireball comes out.

Since fb is fairly safe, this OS can be used in most situations
You can be punished if:
-the opponent is point blank (I think non-ex fb is -7 on block)
-the opponent is in the corner (since there’s no pushback on the opponent. I think mirror match Ryu can sweep any blocked non-ex FB when he’s in the corner)
-some supers can punish cr.forward xx non-ex fb on block at any range,
-and many people can go through the fb with an anti-fb move if they have the read, as cr.forward xx fb isn’t a true blockstring at most ranges (ryu DP, parry, chun super, etc).
If the normal whiffs, no fireball. This is super useful in case they jump over your poke. If you whiff the cr.forward, you should have time to DP. If you threw the fireball and they jumped, you’re more likely to eat the jump in. This OS will fail if you input the special after the normal recovers, as you’re essentially doing the special move from a neutral stance.

While cr.forward xx fb is pretty standard, ryu has two other great empty cancels in sfv (and more, I’m sure).
One great OS is st.short xx ex.tatsu. I really like it for closing out the round when I have the life lead.
Stand short is a great button for checking the opponents normals. I have a lot of success with it when I’m trying to stop ryu’s cr.forward, chun’s cr.strong slide, and other similar low profile moves (st.short is actually a huge part of my chun match up. taking away her slide opens up your fireball game in a big way). Since st.short is such a quick normal to start and recover, there’s very little risk to it. It’s hard to whiff punish, and you have plenty of time to DP or cr.fierce if they jump in on you. That said, st.short doesn’t give you much damage. A low risk normal should have low reward.
But when you buffer an ex.tatsu, you turn a quick 30 damage poke into a 156 damage knock down. Ex tatsu is a good choice for the empty cancel because it hits crouching opponents, unlike lk.tatsu (and mk/hk tatsu, which don’t combo). DP tends to whiff, and non ex-fb doesn’t combo. Ex fb should combo, and it also gives you the knockdown, but for less damage.
While ex.fb is safe on block, the point of this OS isn’t to do it on their block. I wrote about this in another thread about st.short xx ex tatsu.
When using this OS, you want to hit the st.short at a range where it whiffs. This way, the only time it will connect (and cancel into ex tatsu) is if the opponent walks into it or pokes into it, ā€œguaranteeingā€ that it will never be blocked. One bar for 156 dmg seems pretty costly, but it’s so safe. Again, the meter usage is worth it if it takes the round.
One caveat to this OS is that since st.short is so quick, you have less time to input the ex.tatsu before the animation for st.short completes. If you’re getting ex.tatsu on the whiffed st.short, try holding down the kk for the ex.tatsu for just a split. This makes it less likely to get the ex.tatsu from a negative edge input.

The other empty cancel OS I like with ryu is st.forward xx v-trigger into super. It’s super costly, but it can save your ass when you need to mount a comeback or steal a round.
Like the st.short xx ex.tatsu, I try to do this at a range where the st.forward will whiff. It’s not for safety, but rather to avoid blowing my v-trigger.
If the opponent walks or pokes into the st.forward, v-trigger automatically pops and you can confirm the hit into super. On whiff, you get nothing.
This isn’t as effective as the st.short, however, as the longer startup of st.forward makes it easier for the opponent to both walk forward and block or straight up whiff punish.

There are a few OS’s that I don’t yet use.
One is the jump back/throw tech OS. It’s a defensive OS that you use on your wake up or air reset scenarios.
It’s very similar to the delayed throw tech (where you block the meaty and tech the throw), but instead of whiffing a throw if they shimmy, you get a jump back short.
You basically block down back for a split second on your wake up, then you hit up-back + throw. The benefit to this OS is that you never whiff a throw that’ll get you punished.
The downside is that you jump back and lose positioning (closer to corner, or let the opponent out of corner). This OS also loses to delayed meaties if you get hit in your pre-jump frames or the beginning of your jump. I don’t recommend using it every time, but it’s still a good option.

The other OS is the v-reversal parry OS. This one I’m less familiar with, but there’s a few good videos explaining it on youtube.
You basically input a simple string like st.strong, st.strong, but then you hide a parry input after the second st.strong.
I think it works because the opponent’s v-reversal flash eats up your second st.strong input, giving you the parry.
I could very well be wrong. I also don’t know the downsides to using this OS.

Hope that helps.
Please correct me, anyone, if I’m wrong.

Just fought a Ultra Platinum Mika that disrespected me in every possible way with jumps, wake up jab, etc, dude also had good execution overall, interrupting my dash attempts and anti airing. She is much harder to keep away than the others grapplers and is much more scary upclose, no wonder Daigo thinks it’s one of the hardest matchup.

The fireball game is so interesting. I noticed that as I’m playing, there are key moments where I get the ā€œurgeā€ to throw a fireball, and I’d throw it and get hit each time. It took me a while but it hit me that at those same moments I get the urge to throw a fireball, the opponent also has the ā€œurgeā€ to jump a fireball at the same time. Something about the spacing or some other conditions just makes that a ripe spot to throw a fireball, so at those times, I force myself not to throw the fireball, and I’ll often get an antiair opportunity instead.

This sounds very insightful and sounds like great advice! Thanks will try all this tonight!!!

Just be random man… there is no such thing as perfect defence and you know what? Laura is all about making you guess so just make her guess instead…

Do dps, wake up grabs, wake up st.lp and walking back… who cares man you are essentially stuck in her vortex anyway so might aswell fight your way out.

If you wanna be super aggressive I have tips for you… as my style is generally patient but with huge outburts of aggression lol.

Lauras anti air is not really strong… even though she has st.mp and hp bolt charge she does need to predict the jump unlike a dp which can be done on reaction with no fear of trading… I’m not saying mindlessly jump what I’m saying is abuse this so it makes it easier to approach on the floor. So for e.g do like half a round of jumping and make her block… I guarantee the Laura player would start readjusting themselves looking for an anti air opportunity and thats when you can start dashing in and attacking her on the floor.

And besides… Laura has no reversals so once you’re in don’t ever stop attacking lol.

As a laura player, that’s kind what we want you to do… if you go random and do a dp the punish we’ll get on you is very tasty and can lead to resets and mixups/set ups afterwards.

However it is true that if your defense is struggling under the pressure of a good offense then a good offense can become a better idea, at least to force your opponent to respect you if they are good/smart. But don’t go random lol

A random win is not your own victory but a victory to chaos, play street fighter not to win but to win well.

I really don’t like the karin MU. Almost every stray hit in neutral whether it’s cr mk or cc st hk can do a lot of damage. Even when I’m doing fake fireballs it’s still mentally exhausting

Nope, Ryu loses this 8-2 or 7-3. Reasoning is simple, Ryu is the only character in game that has to commit. Balrog is safe with every button, every special(spacing). Ryu cannot open up balrog. You can try to get a read and do a DP on a dash straight, but the most you get out of that is maybe 160 damage but if you whiff, you lose 300. You can’t fireball, can’t DP, can’t jump. Let’s say Balrog messes up his spacing by a bit and you manage to do a standing short as punish, what’s the best you can get after? light tatsu if no meter? ex tatsu with meter? No matter what, the damage output in this match up is not in Ryu’s favor, ever. There’s nothing you can do as Ryu to make this any easier to beat Balrog. Oh, you thought you can dash in? Guess what? Balrog jab jab light straight or raw ex straight. Ryu needs some mad buffs with his hitbox ranges because fireball is trash in this game against 90% of the cast and the second people decide to go into footsies mode, it’s an uphill battle for Ryu.

Actually, here’s a tip. Spend meter with every confirm you get to get a knockdown on Boxer or never get another chance.

Not sure if serious…

I’d say at worst Balrog is even. You dictate the spacing of his rush punishes by movement. Why would you dp a dash straight? Neutral jump kills dashes and keeps them honest like it did in every other game. He has almost zero wake up options bar V-trigger and can eat a lot of shimmys through fear of throws.

Every ender he has is a punish if blocked, resets are not scary since you can just hit buttons in between. The only time Rog seems decent is if he dumps 2-3 bars of meter on you if he gets a high low right.

Personally not had any problems against Rog, I wouldn’t put it in a bad match categorie. There’s not even an 8-2 in the game, scratching my head trying to even think of a 7-3. Maybe Mika vs Dhalsim or some shit.

Depends on the level of Balrog you play. I’ve got matched with some that I failed to get a single knockdown on in 4 rounds straight. Balrog can outpoke Ryu for days, longer jabs, longer cr jab, longer cr medium punch, his standing fierce has decent range. In fact, I feel any and every character is an uphill climb with Ryu if they start utilizing footsies because Ryu can’t do anything to poke back. Jumping is not an option against Balrog either, without the ability to safely change jump trajectory, you’re just going to eat st mp repeatedly. You try to dash in to get into a good range for yourself and he spams cr jab. You try to shoot fireballs he goes through it like nothing. It’s a ridiculous match up. You’ll be stuck blocking his cr jabs and medium punches until he’s at the perfect range to do an unpunishable dash straight on block and then Ryu does nothing… you dash in you get punched, you try to counter poke, you either whiff or he blocks, you jump and he does st mp. It’s a complete wall that forces you to mash DP while blocking, if it works you try to go for a meaty and he v-reversals and you’re knocked down and forced to play the entire wake up game again. You try to shimmy but their reaction is so good they’ll just do cr mk vtrigger cancel and then you’re dead. There is absolutely no right thing to do in this match, it’s either pure luck on the DPs or pure luck on the shimmy, all of which is heavily not in favor of Ryu. The same thing applies with Fang, Karin, Chun Li, Nash, Birdie, Alex. As long as they’re willing to poke Ryu, he’ll never get in and is forced to make dumb moves like DP which has a risk of crush counter, or raw tatsu in hopes of going over poison wall or fireballs and if it’s blocked you go -10.

Objectively speaking, the matchup is definitely in Balrog’s favor. He has the better foot speed, throw range, and pokes to keep Ryu away. His V-skill is a habitual problem not only as a reaction punish to projectiles but to also setup his hi/low mixups so building meter through projectiles isn’t a great option.

Balrog’s weakness is his wakeup game and it’s an area that Ryu excels so the overall strategy is to land a KD and pressure him up close. Trying to land a KD from neutral isn’t an easy proposition for Ryu because whiffing c.HK for space control is something Balrog can adjust to with rush punches and can punish from max range. When he has VT available it becomes even more risky.

The equalizer in neutral is Ryu’s V-skill to parry rush punches but until that tech is refined and input delay lowered:

Balrog playing patiently with the life lead is around a 7-3 , from even it’s about 6-4, and from behind 4-6.

Ryu gets out classed at the mid range button wise from almost every character and most characters have a fireball beater… Which on paper gives Ryu two handfuls of bad matches which is clearly not the case.

  • Balrog is a charge character, are you walking him back or are you walking back? No need to state what the correct choice is here
  • There’s no need to spend meter in this match which means you’ve got a full stick to dump on him
  • He can’t avoid unblockable V-trigger set ups
  • His dash is on the slower side game wise
  • His rushes can generally be poked out of if you apply the correct pressure strings
  • I disagree about his AA it still has holes , j.lk is simply too good
  • V-reversal his rush pressure
  • he’s slightly weaker to low checks than other characters
  • He has almost zero options on wake up - an area where our character can be aggressive.
  • He generally uses his meter for damage in neutral or extenders which means he doesn’t have super ( the opposite to us)

There’s no match where Ryu is 7-3 at the first round. That’s just a bit silly. He has a handful of tough matches but nothing worse than 6-4 and even then they could be argued.

Everytime I feel I comment on this MU my opinion changes… just goes to show that this game evolves constantly when new things are tried out.

I agree entirely… this MU is very exhausting because of how easy it is for her to hit Ryu… her pokes are too long and safe and net too much damage so in neutral the risk/reward is completely in her favour… this is what I started doing because my friends Karin is getting better everyday and we always been equal in skill:

  1. Karins st.mk is very troublesome but at least its only 1 poke… its whiff punishable with sweep but its susceptible (did I spell this right lmao?) to counterpokes so do st.hp at the right distance and you’ll get a nice juicy counterhit.

  2. A good Karin will space her st.hk to the extent where its safe… recognise the distance because if you whiff st.lk(which is a legit punish if she does it too close) she can tag you with another st.hk and VT into huge damage…

  3. I usually whiff punish her st.hk with sweep but its dangerous sometimes because she can bait the sweep and then st.hk you for damage… so I started using ex fb and fb to whiff punish it… plus if you get ex fb you get instant meaty setup.

  4. also I’m sure you noticed that CCing her ex ressenha is annoying because it whiffs due to her crouching… lmao if you block the ex ressenha point blank just walk forward and st.hk her ass… if you block far away just walk back and st.hk her ass… all about spacing.

  5. cr.mk is whiff punishable by sweep and its negative on block… so start pressing jab the second she presses st.mk… its fake pressure dont let her get away with it.

  6. Also only shoot fireballs just when she whiffs something or if she moves forward… this is how you keep her out

  7. st.lp AA is fkn hektik on her… setups always work because Karin player doesnt wanna use ex meter to get you off her… remember to dash to xup and just walk forwars to stay infront.

Hopefully I helped mate

Any tip against Vega?
just got reckt by one, i feel like i know more about Fang than him, very few Vega players around here

…

Is it fair to say that Ryu’s hardest matches seem to be Chun, Nash and Birdie? These are the characters that give me the most trouble consistently.

Definitely birdie, i f**ing hate this matchup. Beats you in the footsies due to his long range. Crazy good AA and he moves too fast for his physical size. How is he considered low tier, jesus christ.

Nerf his speed please (cough cough dolphin dive)