The Ryu Matchup Thread - Good Ol' Fundamentals

First off, yes the Guile match up sucks. No other match up makes me feel as helpless as this one. Now I know how Bison and T.Hawk felt whey they have to fight Guile and Blanka from the SF4 series. If I was a Super/Ultra Diamond Ryu I would legit consider plug pulling(at the beginning anyways) if I run into a Platinum Guile because even though you might legitimately be the superior player, the match up will negate that lol.

But anyways, I have a quick question. Any advice on dealing with Ibuki’s air kunai? Specifically the EX version. I hate how Ibuki players can use it as a get in tool. Many times I’ll try to DP her jump only to get hit by it or even when I just block it and it allow her to get in for a mix up. Things have snowballed from that situation many times. What are my best options when she has at least two kunai’s and the threat is there? Stay in certain ranges where it’s not much of a threat? Parry? Save meter for EX DP(because HP DP isn’t going to work)? Deal with it because we really can’t do much about it?

I honestly just try to deal with it and respect the option when she has meter. I feel like it’s a win if I get her to burn the meter and I block her followup.

You can forward jump air to air her which results anywhere from a AA to a full combo or you can V-reversal her after you block the Kunai. You’ll never AA it, it’s too quick.

Basically I have certain rules in match ups that involve meter. An example would be when Rashid has no meter - challenge his whirlwinds, we he has meter don’t.

Ibuki falls into that catagorie with EX kunai. Just remove your twitch reactions and either decide to not DP if she jumps with meter or use one of those other two options.

The jump forward is relatively low risk but high reward. Worst case you get AAd, best case you jump at such an angle that you actually cross up her EX kunai as she lands on the ground and you get a full combo.

I saw people jumping with Ibuki to deal with EX Kunai. Before she gets meter we can treat her normally with AA SRK. With meters jump.

Pay attention to her meter. Try to air to air when she has it. Vreversal if you block it.

Just don’t try to DP anti air in this match. It’ll get you hit for more damage than you get for reading the jump correctly. You want crouch hp or crouch mp. That way if she threw a kunai instead of a normal jump in, you’ll already be in a position to block.

Figured out a thing against Cammy. Get good at the 321(df, d, db) auto correct DP motion. Play her from your crouch mp range. Bulldog her with it. If she dive kicks from here its always unsafe. Ex included. Exception being vtrigger dives. Regular jump should get hit by auto correct. If you block stand mk, press hk or hp right after to counter her second stand mk. Hk has the added bonus of anti airing her on the way up but will get you hit by crouch mk if she does that instead.

Neutral jumping or forward jumping is the best option vs Air EX kunai. Doesn’t really have any great hit box vs airborne opponents and can’t really convert off of it. Plus her heavy recovery as she’s coming down can be jumped on into a full combo. People spend too much time trying to respect it when all of its power is lost just by being airborne. If a Guile player starts neutral jumping in front of me I don’t even bother throwing the ex kunai because it’s asking to get jump in comboed if you try.

I tend to go on tilt sometimes and have to take a break. It’s just frustrating when outplaying someone consistently still results in a loss due to V trigger. It actually kills my mind state even for my next match sometimes. I usually do pretty well with not letting shit get to me but sometimes the shit I end up losing to is extremely frustrating. Urien is the king of insane comebacks with his v trigger. I usually just try to save my v reversal but sometimes I still get my shit pushed in.

It’s almost hard to use the word “comeback” anymore because they are so frequent.

I need some good advice vs guile. I’m sweeping v skill when I can during footsies. I spend the game trying to land a good jump and push him to the corner, not jumping too much. If I can’t get a good jump I end up losing usually. I try to stay in range to CC sonic booms with st rh. I try to play extra patient and make good reads on booms but it’s really tough.

It’s his hardest match. How I approach it is similar but you need to be closer than st.rh and you need low pokes to go under back fist. So basically get as close as you can ( about one character length) and use cr.mk to poke and prod him back. They key is just block ( a lot) and bull dozing him back. You must AA everything and because of that I’d recommend not using any raw fireballs at all - none. The only fireballs should be cancelled out of normals like cr.mp or cr.mk.

Use your V-reversal as an offensive weapon, so if you managed to wrestle back some screen and get put in block stun, v-reversal him back into the corner.

The corner is tough, 90% of Guile players will just try to jump out then you have to start that whole process again. So I’d recommend not going full ham mode and just sitting off him such reduces his options and protects against the jump.

Also sweep is ok even without V-trigger, even if he blocks you’re most likely only going to eat a sweep back, it’s worth the gamble.

Also don’t Parry the booms, spacing is more important.

Very very tough match.

How does Ryu even approach Dhalsim?

I never have a solid strategy in this matchup. Season 1 I didn’t find it difficult at all but with Season 2 I’m always kind of lost.

Tough again. Its quite hard to describe the Sim match, it’s like Guile in a way except jumping on Sim is usually a bad idea. I like to throw some slow fireballs to see what they do and use them as slight shields to advance.

Really though the sim match I think you need higher level tricks if you want to beat good ones, like parrying the drills and Parry/DP the limbs ( not all the time but once or twice to show that you’re prepared to gamble)

One big thing I’m aware of in the Sim match and this is both from playing and watching other matches, is that they rely a lot on you getting impatient with meatys then reversing the momentum with sims wake up jab combo.

Basically don’t get greedy, if you knock him down and he back rolls just slowley advance again. I know for me there’s a real tendency to just dash after everything but you end up eating too much damage.

I feel like the only reason Sim vs Ryu was even or not that bad in S1 was because of how good J. LK was. Now that that’s gone, we’re back to SF4 Ryu vs Sim. Except Sim’s fireball isn’t as good for controlling space and his pressure game is much better when Ryu is knocked down.

@Highlandfireball The other day I was watching some matches that had Rashid and Guile, both could combo into their sweeps. It made me think about what you said from before about how they’d never speed up Ryu’s sweep because it would give him a sweep combo. In its current form they’d never let him have it. The only way I see it them speeding up his sweep is if they made his st. MP negative on block. I know that would hurt a lot but in the end I think it would be worth it. It would solve a couple big issues that he has and give him that whiff punishing ability that he could really use.

I could see some backlash with Ryu having such an easy confirm. But really, why not? So many characters have a medium, medium, special combo that hits crouchers and allows for good follow up pressure. Why can’t Ryu play SFV like most characters can? Besides, his st. MP would probably get nerfed to -2 to get a faster sweep. So we would have to give up our turn to fish for that combo. In turn that would force Ryu players to use his jab and cr. MP more in meaty and frame trap situations. I think it’s a fair trade off.

Forgive me for the off topic thoughts but I spend so much time thinking of ways to buff Ryu because of the constant struggle playing him in his current form lol.

I think you could to that for sure, negative on st.mp would blow though. I’m not sure if Ryu will receive any significant buffs from here on in. It’s clear they just want him to be the meh “it’s Ryu” version of Ryu.

Basically there’s no need to play Roo over Akuma other than health which is a shitty balancer. Akuma has better everything.

I just have no time to pour into other characters.

The reality is that Ryu is literally designed for a different a game OR the design of Ryu doesn’t fit into the style of game SFV is. Quite frankly, Karin / Guile / Laura / Necalli / Cammy seem like the characters that actually fit into the systems of SFV and probably would be the characters I recommend to beginners.

If s.MP were negative, Ryu would literally be unplayable. That’s literally one of his only 2 standing normals that you can use frequently enough to do anything resembling “footsies” or “space control.” s.LP’s range is way too short to really be anything other than a situational tool, and s.HP, while solid, forces you to give up your turn on block. s.MK is great, but can easily be blown up if you try to abuse and only really leads to decent damage if you blow VT to cancel it. His crouching normals are pretty stubby and I’d say cr.MP is really his only standout. However, since it can be blocked high, it’s easy for people to not get caught by it (thankfully leads into a xxFP for a true blockstring)

Ryu’s biggest problem is he doesn’t really dominate any phase of the game well-enough to make a cohesive game plan. His offense is terrible so you have to rely on really hard reads and commitments to open up people, which is not how you win at FGs. His defensive options are okay-ish, but in a game where a basic combo is like 35% of your health (and in some cases, other characters can use VT to basically knock of 50% of your health easy) you have to have such a ridiculous tight defense that it’s not a strong strategy to play turtle with Ryu either. At best, you just have to play solid and take what the opponent gives you, but that’s literally the weakest strategy across all fighting games. The characters that allow you to not give a rat’s ass about what your opponent is trying to do because you can suffocate their options are almost always top tier because if I can impose my will on you, and shut off your options entirely in the process, you literally can’t play the game, which is exactly how you want to play a FG if your intention is winning.

I believe that Capcom took away Ryu’s okizeme so that we would play him in a more defensive and analytic way. That’s why his v-skill is a parry. Recently, I’m really trying to use it by reading my opponents the best I can. So far, the risk reward is balanced since it has the benefit of putting doubt in people’s mind, thus giving me opportunities to counter attack. Regarding possible buffs, I’d like his parry to be 1f faster (for 2f gap frametraps). The long recovery is alright (for balance purpose). And GOD, capcom, Ryu IS the hadoken. How come is fireball is one of the worst ?? I’d like a faster start-up, like 11f (it’s 14f right now, 11f for EX). It would at least make his cancels true blockstring and cr.mk xx hado would never fail to connect. If it can’t be, then faster recovery. Because right now, using hadoken in footsies is asking to get “SFV-style” killed : jump-in combo to reset to stun to GG.
BUFF parry and hadoken !

Laura? The only thing that punishes her stMK is his taunt.
I’ve been using Necalli and Kolin but thought Ryu might help me learn basic spacing but it seems they weakened him ridiculously.
I’ve set up Ryu in the corner with her just continuously doing stMK.

IMO, only two nerfs really mattered. The minor stun/damage nerfs don’t mean shit to me. Axe kick being -2 and a handful of his normals being 1f slower don’t really bother me either. What hurt the most going from S1 to S2 is the nerf to his j. LK and his throw. Both allowed him to be played more aggressively. So Ryu players were jumping forward with a higher success rate in S1 and people had to respect our throw because it lead to something. So it was easier to blow people up for pressing buttons where as now it’s “go ahead and throw me, like I care?”.

Like others have said, apparently Capcom doesn’t want Ryu to be played this way. I have no problem with that, I like playing a slower paced fireball zoning Ryu. But they should have made a concerted effort to buff him in the area he has to play in. If Ryu isn’t about 1 knockdown into 2 or 3 correct guesses than I think he really needs a buff to his normal ranges and his fireball. Stuff like axe kick being cancelable barely helps. Now I don’t think he should have a super slow fireball that he can follow. But he should at least have less recovery so he can be a stronger zoner, kind of like Sagat or Gouken from SF4. He’s not going to be this knockdown monster, I get that. Just let him be a better wall than that seems to be their intention for him in S2.

EDIT: As for the parry. I’d like that but I don’t see it happening. I think there are so many 2f gaps in this game so that people don’t have to worry about losing or trading to a 3 framer. And I don’t think they want anybody breaking those rules.

Kolin’s counter is 2f and deals guaranted 180. EX is 1f and deals guaranted 240. Both gives hard knockdown too.

Damn, I had no idea. No wonder it always works when people counter poke or mistime punishing her -4 hands.