The Ryu Matchup Thread - Good Ol' Fundamentals

Guile is a tough match-up, but one that I always loved. My trick is to play a good ground game, trying to walk him to the corner. Walk, block. My key button is max range st.fierce (spacing guile is usually easier than other characters because he wants to have his flash kick ready). Super easy to CC hit confirm into TC and put fear in the guile player’s head. So that now, he won’t be pressing as much buttons, thus enabling us to get closer. When I’m close, I usually bait more than I commit. Punishing a flash kick with 300+ dmg or a wiffed throw on reaction with TC for 200dmg is worth the wait. Once I have Guile in the corner, I don’t play it aggressive. I make it clear that I’m ready to play it lame by keeping him there, make him work. I’ve noted 3 kinds of response. The jump, the moving/dashing forward (praying for a backthrow), or the booms to get some air. 1- cr.fierce, 2-cr.jab into st.strong (if I spot “counter hit”, it’s combo time), 3- block (like in neutral). In this MU, jumping is very risky BUT can get you good dmg…if you are lucky. And it’s still a must do to show that you might jump and guile has to respect that. But more often than not, keeping it to the ground seems to disturb guile players. Blocked booms deal 10dmg, succesful CC fierce TC is almost 180. I think it plays in their mind and make them play a game they are not used to. Well, that’s my 2 cents for the guile MU. It works for most guile players but I’ve never played a crazy good guile like Du’s or Daigo’s.

Doesn’t it already blow up 2-frame gaps?
I thought it’s active on frame 3, and since it’s a parry, it wins outright instead of trading.
I’m bad, though, so it wouldn’t be surprising if I were wrong.
But I think a 2 frame start up would make it blow through 1-gappers and beyond, which might be a bit powerful (if you get the reversal timing. Not sure if there’s a buffer for parries).

edit: messed up the quote function

I believe I expressed myself poorly indeed. I meant, I’d like it to parry moves that are out 2f after the blockstun. For instance, taking Laura as an exemple, right now, we can parry st.lk (+3)- (6f)st.mp but can’t parry st.lk (+3)- (5f)cr.mp.

Does anyone have any good tips vs Abigail so far? Ex Hadoken and b.HK work okay and his Giant Flip seems to be vulnerable to c.HP, well timed throws, sweeps, and even s.HK crush counters (the end frames seem to be on the ground just before it becomes active). I’m having trouble stopping his armored moves and charges, though.

I’m probably around 90% win rate against Abigails. I just stick to zoning, baiting jumps. Most of his get-in moves are so slow you can punish with DP on reaction.

I hate Abi matches now because they just take so long. But the strategy generally works.

Don’t be afraid to jump straight up after a knockdown to let them know you’ll punish their command throws.

Armor is a real pain. VTriggered Abigails are tough. Back off and helicopter over them a bunch and try to frustrate seems to work.

Just wanted to mention to those struggling against Akuma. Most of Akuma’s game is knockdown pressure.

It was a really tough match for me too until I realized Akuma’s don’t want to throw on knockdown as it can kill their pressure options.

If you block 90% of the time they’ll get a few throws on you but also get frustrated.

They’ll start going for their can-opener move… that jumping punch that hits downwards. Yeah watch for that on every wakeup and parry + punish.

Abigail can’t use his armor breaking charged fierce (max charge) against Ryu thanks to parry. Just get used to the timing of the max charge and only train to parry that. You will block the not fully charged versions and parry the armor breaking ones.This is huge ! Other characters struggle mightily against vt abi but not Ryu. You can punish every parried fierce with solar plexus. Even better : if abi use the double back fierce, you can interrup the second fierce with CC st.hk (if you parried the first hit of course). Ryu can parry a lot of Abigail’s moves.
I don’t recommend using srk to aa him. His jump is very deceptive. Most of the time, he will land and block even though it looked like it should have hit.
Against vroom vroom (armored run mix-up), I had a lot of success with a simple trick. If abi use it at close to mid range, I just jump over him, especially if I’m near the corner. Otherwise (here’s the trick), I just stay crouched until he is near cr.mk range and only then I stand and walk back. The throw whiff and I punish. You must be wondering what about the punch and the kick variations ? I’m just ready to parry as soon as abi does anything, on reaction. If it’s the punch, my parry won’t come out, I’ve blocked and I’m ready to punish if he is in range (can’t punish max range except with super). If it’s the kick, I parry both hits and punish hard (solar plexus combo). Of course, abi players can decide to run further to grab you but believe me, it’s pretty rare when they see you sitting there !

I think Abagail is a tough match. If they kill themselves its easy. If they play patient its much more difficult. You can parry the flippy punch thing. But you have to parry twice and it leaves you at plus 4.

I say its tough because ideally you want to fireball from the edge of your opponents poke range. Thats like over half screen and the fireball is very reactable from that far. He can just walk you to the corner and his jabs will stuff everything while still leaving him plenty of time to AA.

I think as the more serious Abagail mains develop his playstyle more we will eventually hate this match

I agree, I don’t think Ryu’s fireball zoning is good enough to keep Abigail off him. Eventually he’ll get you to the corner and your at his mercy. I think I have a winning record against him, but I’m not winning solely off fireball zoning. So many times I had to turn my brain off and start jumping like an idiot just because he’s weak to that. But it takes so many jump ins because without a tatsu ender Ryu can’t maintain pressure. Once Abigail players become more comfortable with the character and jump ins aren’t so free anymore we could be in for some trouble.

I gotta test this but i parried the flip smash and the Abagail cancelled to super. I might have flubbed the input but i couldn’t parry the last hit. Might be something to look out for.

Also if you have super you can bait the reflect absorb move. When he absorbs you super

How do you guys approach the Chun Li match up?

Zone/turtle, try to bait slides (whiff punish with sweep) and jumps. Fireball is actually good in the Chun match. So is jumping since her AA is not that flash, at least not super powerful.

Most Chuns I’ve met online still make good use of the s.lk AA mixup so be careful if/when you decide a jump-in is best. Most also like to follow their slow fireballs and poke to see if you know how to deal with it. On wake-up, jab mashing to combos is popular if they know your meaty timings are not on point. Fireballs work well at the right ranges, but don’t end a block string with them if she has bar since and ex.legs will punish you. If you see that she has super, you need to basically not use fireball since she can CA through it at almost full screen on reaction. Don’t let her bully you with unchecked offense. Use v-reversal if things get rough and turn the pressure around. Finally, her ex.sbk reversal is a bit tricky to CC. with our s.HK after it’s blocked, so practice your timing. It’s a fun match, though, with not a lot of gimmicks from either side.

In addition to what everyone else has said, I like to use st.short as a great way to keep Chun’s slide in check. Throw a few fast “poke” fireballs, then buffer st.short into ex tatsu. That can be a good way to frustrate a chun.

The most trouble I’ve had so far is against Menat. I don’t know how to deal with her far normals outside of doing desperate jumpins. When I get far to zone, she can neutralize that with reflect. Does the answer lie in the heart of battle?

I have trouble with her too sometimes because her range in everything is so much better than ours and her hitbox vs hurtbox ratio is great. Generally, I try to be patient long enough to get in close and exert pressure. If you have to, force a v-reversal situation just to knock her down and move in. Always go for knockdowns over damage so you can avoid playing her keep-away game since she’ll always be in control of that scenario.

You can Parry the reflect to build meter. I think you’re better off zoning her with close fireballs and baiting her into a dive kick or a slide - both punishable. Also don’t be afraid to stick out normals when she has her V-trigger activated. It’s not a shield and she’s unlikely to capitalise if you make it harder for her to get her BS started.

If you see the Abigail flip punch just Stand Roundhouse it, it’s a free crush counter combo.

Does anyone have a matchup list for Ryu?

Mostly all 4-6 and 5-5.

I don’t think he has a winning match up. Not by a full point.

Maybe Chun Li, but just because she’s ass, not because he’s good.