The Ryu Thread

How to deal with Rolento’s? Seems hard to open him up, I am getting my damage most of air-to-air stopping his pogo gimmicks, but his long range pokes don’t have any hurtbox to them.

Against Rolento you have to stay real patient, realise that it is very hard to play footsies against him and obviously don’t jump unless it is a cross up Tatsu. What I find most effective is to get damage off punishing his gimmicks, getting damage off air to airs, figuring out his frame traps (Cl.Hk, Cl.Mk, Cl.Lp, Cr.Mk, Cr.Lp, Cr.Mp, Cr.Hp can all frame trap, so when you’re in distance to poke him it’s a big risk, as those moves are better than Ryu’s main pokes ). I feel this is a match where you have to punish everything that isn’t safe, anti air everything, punishing those sweeps (as Rolento’s love to throw them out online) and just stay patient. And he reminds me of Seth against fireballs, in that he can avoid them at will. And always ALWAYS ALWAYS, punish him with your best combo after the 2nd Rekka!

how do you counter when your opponent does a cross up hurricane ? I’ve seen laugh and i do cr.fp but the timing seems rather strict and i just get hit more times then not so i usually have to just block.

Autocorrect uppercut.

ty sir

Just in case anybody was wondering Ryu can still do crmp crmp crmk EXdk st.hp MDK into crhp tatsu in the corner
Anybody have any new approaches for adding pressure in the middle of the screen instead of using DK now?

footsies

but u can still throw out the HDK frame trap pressure but only if the opponent blocks or if you throw out a dp immediately after.

Yeah footsies is a must now, more zoning as well.
HDK frame trap… hmm. Well I found out using Cr.MK into LK.DK gives a push back to Ryu on block and add some type of blockstring pressure.
So I am using this for now. I am still trying to piece him back anew. His Tatsu nerf isn’t that bad but I have been punished for not adjusting to how active it is now.

have the properties of CLST.mp been changed ?

Possibly, the patch notes stated that there were more changes made, but were very minute to not warrant being written out. Cl st mp isn’t a good normal to use anyway. It has its uses but cr mp is such a better option.

the reason i ask is the guide says it’s 0 frames on hit yet i have found several things that i can chain off of it. Since you can link it off of clst.hp it could possible lead to some bigger combos for ryu. Actually landing clst.hp in a match isn’t easy though.

How do you beat Gief with Ryu now lol? This matchup is definately not in Ryu’s favor because of Zangief’s st. lk retardness.

Honestly, you told me about Gief’s footsies months ago, I then played Ws4ll (I think that’s his name, he’s a really strong Gief player). And, it’s just my opinion, but Ryu has it really rough in this match, as Gief’s buttons are so much better. I few things I always aim for, don’t ever be TOO close, don’t turtle, MOVE and respect his Green Hand, as it’s very powerful. Make sure your anti air game is TIGHT, as all it takes is one jump in and the match will be in his favour, try to punish whiffed Green Hands with Cr.Hk, whilst at max distance. And, if he spams Lariat to build meter take up the ground that he’s sacrificing. Also, fake fireball and backdash works a real treat – if you have the correct spacing.

how do you guys deal with rolls? I actually thought i found a way to counter them but it was just a training dummy glitch. Also has anybody found any unblockable set ups for ryu?

I’m sure there are setups you can use but I’ve been doing essentially the same thing since day 1. Stand in between roll and quick rise position and do a cr. Mp, cr. Mp meaty frame trap. You can turn this into a guessing game where you block and bait a reversal.

I’ve been doing the exact same thing, that and jump back roundhouse or forward. You’d be amazed at how solid this actually is.

yeah i do that as well, although very rarely. most people don’t really roll often (in my experience) so I may add in a quickrise safe jump instead of jumping back or do a meaty cr.lk or cr.mp into throw which works very well since people aren’t expecting to be thrown in sfxt.

well it’s not that hard to counter a roll with a jump back rh on reaction . Some people say you have to guess but that isn’t true. At least i’ve put the dummy on random and i can see the roll and get my jump back kick off in time almost every time Anyway i’m gonna try option selecting a roll. I mean do a jump back kick and do a srk/ block string/combo option select. As long as i’m able to land a safe jump against the roll it should work the same as an option select on a villain that just stands up. This is all theory though so i’ll try it out later tonight

ok i’m finding that option selecting a roll is easier said then done. So many factors come into play. Say you knock them down with a DP well depending the distance from which you do the dp they can sometimes roll and simply hold back to make your kick whiff. At which point the option select dp comes out and your screwed…Even if you get everything set up correctly your opponents only option is to block or eat the kick. As the timing on the kick is such that if they try to do anything besides block your kick will hit them. The dp doesn’t get a chance to come out. Yes i did the option select correctly, Because if i let the recorded dummy attack me and did nothing he would do a jumping back kick followed by a DP. If i rolled and forced the kick to hit me he would combo from the kick into a cr.mp. If i attempted to roll into a move i would eat a kick before anything could come out. I tried to delay the timing on the kick to give the dp a chance to come out. Problem was that it not only came out it beat the dummy’s DP every time. No matter how i timed things either no DP would come out or it would come out and beat the recorded option select… I’m sure their is a timing where it would all come together. I’m not sure it’s worth the trouble though. Almost seems like it’s better to just do a safe jump against a roll and mix up between lows and OHs.

I just realized now that Ryu’s cl.HK hits twice, which would mean that it can be pretty useful when doing switch cancels and I can use this to give Juri a reset option. Is there a good combo which can be ended with cl.HK other than chaining it with MP/MK? The answer might have been already posted here, but the TL;DR syndrome hit me. :frowning: