The Ryu Matchup Thread - Good Ol' Fundamentals

8 months into the game and I still have no idea how to beat bison. just keeps max range poking me and then doing hard scissor kicks which puts him at a distance out of reach from all of ryu’s normals so he can steal turns repeatedly and go back into max range pokes. ryu’s jump short gets beat clean by any neutral jump button from bison(or any other character for that matter) regardless of how early or late I input the short on my jump.

Am I just suppose to spam vreversals all day? I don’t understand this match up at all.

Bison I find is a match were you turtle until you can get him knocked down, then you assault him.

Think about Bisons key weaknesses -

He can’t move without a special move or a dash thus he has a poor shimmy game
He has no reversal
He has no overhead
He can’t really dish out damage unless you eat a crush counter or a jump in

Things you should challenge -

All of his infernos are punishable on block - sweep is your best bet if your in doubt. Ex inferno is safe.

Take the odd neutral jump - it’ll keep scissors honest.

He wants to random head press - DP his ass or jump away from it. Even try to air to air it jumping back.

He wants to dash - prep buttons in advance of the flash, especially lows.

He will use a lot of V-reversal - so tic throw him with jabs not mediums and shimmy his ass on wake up.

Generally you don’t want to play footsies -at all - with Bison , he rules the buttons. What you need to do is watch what happens after you block two normals - maybe say a Mp and then an axe punch ( might even be two axe punches)

After that series right there ( or whatever combination) he will do something like -

A dash
Scissors
Head stomp

That’s the only things he can do from there. So how I play is I’ll back dash one time ( to try and sweep punish a whiffed scissors) , I’ll neutral jump one time, I’ll fireball one time - mix it up. If you remain stationary you will get put back in the same combination.

The important thing is when your in his little party time of blocking normals - do not try and challenge him back. That’s where he beats us.

Again I think it’s more of a “counter” match, turtle him out, take your free AA damage, save your super and wait til you get him on his ass.

Tough match, you need a lot of patience.

One more thing, avoid trying to jump forward out of his stuff or go for a random cross up, I find the head stomp will just beat you clean in the air every time and Bison players seem to have some 6th sense when to use that shit.

Sadly, I think all the higher level Bison players have stopped trying to head press or dash forward.
I can beat the Bisons that do those 2 things but recently I’ve been running into some that absolutely refuses to do it. Just stays at that perfect distance and builds white life on me and chip a bit with safe scissor kicks and then BACKS OFF… I dash forward, he dashes back, if I jump forward… he also back dashes and just stalls or cr.hp to anti air me and build up more of a lead just to back dash again.

I get tempted to try for a random parry or dp, both of which has high risk as they can get crush countered on recovery.

That’s where you’re going to have to just introduce your fireball. I get what you’re saying though - too close you get counter hit out the start up, too far and he will v skill the fireball.

He does have angles where he’s free to jumps. I find against those types of bison you gotta take a gamble on sweeps or dash up cr.MK xx fireball. Low damage but at least it breaks momentum.

Not many bison players will protect their toes at the mid range.

Unfortunately the way Bisons buttons work and the way Ryus buttons work we’ve not got many options.

I find match ups much more difficult to break down in 5 and a lot of it comes down to playing the man and not the character.

Best to post your CFN so people can see the matches you are having trouble with. Any time someone says “higher level” player… Anything could be happening because higher level is more about nuance than out and out counters barring terrible matchups.

Against Bison i just v-reversal every scissor kick/axe punch and kill him with okizeme.
Axe Punch is also a free parry after you block one, very easy to react and punish, just don’t use it every time.

What can I do against karins? Are her moves that are overhead punishable?

You’ll find most things in here -

https://youtu.be/bqSXfYPQ6FU

Karin is about 11.40

yea the video would be the replay of your loss, then you can record the setup in training mode yourself and practice

come on my dude

@Oyamoo parry OS is really helpful in the bison matchup since most bison players will want to use v-reversal as a defensive mechanic. parry os is really easy to do. just do stand strong then immediately parry afterwards. its a little slower than a plink. if i can do it anyone can do it.

you can parry almost any block string bison has except if he leads into a light. makes it easy to knock him down.

after bison scissor kicks you can usually use st.mk which generally reaches to push him back on block, or crouch strong to go for a counter poke, or raw parry. you can also backdash off it, or jump, or…lots of options after that scissor kick on block, just learn his tendencies.

tbh i try to use parry a lot myself by default so maybe my advice sucks. but a lot of his shit is free to parry. head stomp…especially that teleport v-trigger head stomp. the only real trouble i have with the bison matchup is that fucking v-trigger dash shenanigans. you hardly see it and when you do youre not ready for it.

I have another question now… what do I do if I don’t seem to have the reactions to deal with dash grabs?
I can’t react jab against Bison’s dash, and if I focus on Bison’s dash I can’t react to his instant devil reverse.

@Oyamoo you should practice delay teching normally is great against bison and nash

You can try movement too. As Ryu, we have a tendency to sit and try and counter, but being unpredictable is a large part of this game.

Learn the range of Bisons dash. Go into training and look at what it looks like on screen. Now when in a match with bison at that range be unpredictable. Neutral jump, fireball, sweep, st.HK, cr.mp xx special, back dash, jump forward.

Bisons basic mix up involves his dash and then either pressing his CC knee or throw. It’s just a basic 50/50 he wants to run on players with poor reactions. Just try a remove yourself from that spacing, or pre-empt the dash with a longer start up move like sweep.

Also use your V-reversal a lot on Bison, as much as you can. He’s always hitting you with mediums or heavys so it gives ample time to get him the fuck off and start again.

Bison’s dash was purposely made to be reactable so the idea is just to practice reacting to it. It’s way slower and easier to see than like Nash or Ryu forward dashes.

I can react to it pretty easily myself. I know some dudes though just don’t have great reactions so there are some alternatives.

Online play is a little different also, faster moves like say Cammys EX dive kick can be DPd, but depending the environment it might be better to just block it.

Which buttons will they slow down?

I can’t imagine a world where st.mp and cr.mp are 6 frames startup, hopefully only cr.hp gets nerfed.

I can live with cr.mk being 7 frames if they increase the range.

I’m think two are prime candidates - cr.hp and back HK.

Removes two big hit confirm combos and his meaty with axe kick. Everyone bitches about Ryus damage and it seems they are listening to the bitches.

Simply getting these back in V-trigger doesn’t seem like a buff - unless they get better than they are now.

Where do you get information about balancing patch? Is what you say just speculation or is it based on some info? Also when will balancing patch come out? I hate balancing patches. In MKX they were hell. @Highlandfireball @Arthuro_Ray

Pro players on twitter, based on later build that has Akuma, patch will come december 20.

Testers at the site. Also there seems to be a lot of general game mechanic rules being mentioned across the board - like No invincible Dp’s without meter, Worse throws etc.

Yeah. I’ve heard about ‘No invincible Dp’s without meter’ in Karin forums. Have it ever been like that in SF games? Seems a pretty radical change. But on the other side meter builds quite fast, also Ryu doesn’t need meter much if they gona keep his meterless damage. Always having a super available did feel a little bit like a chit. So i’m not shure that it is as bad as it sounds. At least when i play Karin i most always have meter to reversal. If they give DP good priority as antiair i believe i would be able to live with that.