The Ryu Thread

I’m not sure if this has been noted yet or how useful this really is but the charged ex fireball moves at the speed of the fireball you used to charge it unlike regular ex fireball which I think only has one speed no matter what buttons you use.

Did anyone see the combo PR rog (I think it was him) was using at NCR when ryu was tagged in?
cr. Hp xx fireball dash cancel (are these being called CADCs now?), cr. mp, st. mp xx tatsu/super
good damage and looks stylish

no didnt see that, got a link?

[media=youtube]iuYv40VzIzM[/media]

Combo right after 1:00 mark.

I imagine it’s good for building meter, but after a launch, that combo has never done more damage for me than a simple cl.HP xx HP DP.

My guess is that he used it to push him into the corner and keep the pressure and pace going.

for me that combo does more dmg. and yea, wall crry.

also cr.hp or st.hp fireball dash cancel srk allows you to switch cancel the srk back into your other character. something that’s not normally possible with just hp xx srk.

What’s Ryu’s best move for cross cancel tag outs?

So why is ryu extremely great in this game? I think I’m not exposing his strengths.

Best thing to do against other Ryu’s who stagger their Cr MPs? when mixed in with throws its really damn effective and annoying and probably something I should use more honestly. Unsure what to do against it tho, backdash maybe? I tried to catch onto the rhythm and do a raw launcher but it was staggered enough to make that whiff, same with DPs.

I’ve found a couple setups for meaty cr.hk: after a cr.:hk:, from which you can cancel into :hcf:+:hk: which creates a solid frame trap and +1 if blocked. Of course this string is still liable to mashed dp, super, but it’s insanely good for mounting up pressure. Besides, you can just rinse and repeat with st.:lp:, cr.:hk: xx :hcf:+:hk: if the opponent decides to just block.

After these setups, do reversal cr.:hk: xx :hcf:+:hk:. This requires a little more testing with the rest of the cast though.

cr.:hk: xx :qcb:+:mk: (on some characters, follow up st.:lp: does not reach after cr.:hk: xx :hcf:+:hk: depending on hits before initial cr.:hk:)

cr.:hk: xx :qcb:+:lk:, backdash (on some characters, follow up st.:lp: does not reach after cr.:hk: xx :hcf:+:hk: depending on hits before initial cr.:hk:, also, :qcb:+:lk: may or may not cross up depending on character)

cr.:hk: xx :hcf:+:hk:, backdash

Even if the opponent rolls or not, the cr.:hk: will hit. Keeping you in their face. As with all meaty setups though, they get blown up by invincible reversals.

If you end an EX donkey kick combo with a mk tatsu. Just hold up forward to do a crossup tatsu, cr.mk x tatsu/hadoken/super. This setup only works if the opponent does not roll.

This isn’t really important (in a game full of rolls) but Ryu can O-S his super against characters that teleport back or have a really slow backdash.

cr.:lk:, :qcf:+:p::p::p:

To land this, this requires that you guess right and that you do a fairly meaty cr.:lk: (personally, I don’t know of any meaty cr.:lk: setups). If they roll, you just get a standing jab. If they stay in place you get cr.:lk:, st.:lp:. If they normal wakeup and teleport back or backdash, you get cr.:lk: (whiff), super. This is much like Fei Long’s O-S Ultra in SF4, but proves to be less effective because of rolls in this game.

just a quick question. Is the following corner combo possible with ryu? Lk tatsu,Cr.Mp,Cr.mp,HP srk Cause is cr.mpx2,hp srk is easy and lk tatsu,2xmp is easy but i’m having a hard time putting it all together.I get the srk off before the training dummy hits the ground but it just passes right through him.

Finish it with a tatsu instead of SRK.

The lk tatsu puts the opponent into a juggle state which makes the srk whiff. End the combo with a hoduken instead of a tatsu so that the opponent remains in the corner. It’s a little less damage but puts u in a better position on wakeup.

if you hit a lk tatsu in the corner go for cr.hp xx HK donkey kick, cr.hp xx lk tatsu. huge damage

I can’t seem to find the quote button but ty to ramma and theblackhombre for helping me out. Anyway after just a little messing around i found that the following short combo is possible. Lk tatsu, Cr.mpx2,cr.hp,hadoken. So i wonder if ending combos with Lk tatsu, Cr.mpx2,cr.hp,hadoken.would do more damage then ending them with tatsu,cr.hp, hp srk. Oh and how the heck do i link standing sp to standing mk?

Why can this dude trade dp > super mid screen again…

is there a trick to getting the second cr.hp to land in the following combo? Lk tatsu,cr.hp xx HK donkey kick, cr.hp xx lk tatsu Cause it’s super easy up to the donkey kick but i swear the cr.hp following the DK just passes through them harmlessly every time or at least it when i try it.

I don’t know if this was stated before but ending block strings with a hk donkey kick creates a frame trap. I’m unsure how many frames of advantage you have but I go immediately into a cr.mp which usually gets me a counter.

Example: cr.mp, cr.mp, cr.mk x hk donkey kick, cr.mp, cr.mp (hit confirm)