"They like me, they really really like me!" (The Ryu Thread)

Good stuff as usual, blitzfu. Thanks. :slight_smile: I’ll make a note of that in the FAQ.

  1. Jump roundhouse, crouch short (x2)-close short (KC) XX Shinkuu Hadouken SC
  2. Jump roundhouse, crouch short-close short-crouch short (RC/MP) XX Shinkuu Hadouken SC

These two have like very low chances of succeeding, probably 1 out of 100 times !! and more than 1 short into shinkuu needs crouching characters.

Doesn’t he mean crossup? Cause you can also do a cross up on that one I’ve done it opponent can also be standing.

25 doesn’t seem as easy as 26 which is indeed possible with a cross up don’t know about beginning it with a jumping in roundhouse though. Videos of those 2 please or they never happened.

Your right those two also need a crossup they won’t work as jumpins.

This is embarassing to ask, but here goes! I’ve been using Ken much more often than Ryu in this game, but when it comes to unleashing the super of Ryu, I can’t seem to do it effectively, whereas with Ken I can make it come out like water it seems. Why is that?

Is it because of the fireball move it seems to not “flow” with the gameplay and how it’s released? The double motion seems to get me every time. It’s difficult for me to block then double motion so it doesn’t seem obvious. What seems to work better for me is being mid-air then landing double motion for the release; but the issue with that is it’s almost totally ineffective that way.

I’m thinking I’m doing the double motion too quickly and the move doesn’t register. How quickly do you guys do the release? Do you have to slow yourself down for it to come out correctly? I know this question is a bit abstract, and for you guys it probably comes out quite easily.

WHAT AM I DOING WRONG!!!

In practice mode, I still can’t seem to get it to come out right 100% of the time, and when in real combat it might work for me standing only 25% of the time and the other 75% I just wiff the move.

If you’re going to do it this way might as well buffer that super from a crossup or jump in combo.

I’ll have to consider the cross-up method you mentioned… I’ve found one of the rare ways mid-air landing is effective is being in the corner… jumping straight up then landing with super release.

Hey, FreshOJ, I was aware of crouching characters taking more time to recover from attacks. I also did not know about how exactly it would work, but searching SRK archives with Google gave me this result:

If this is correct, a combo with Ryu’s rush punch should not work after a jumping jab or short, even on a crouching char. I am at work so I can not test. Perhaps some knowledgeable forum member could clarify such things.

It definitely does not have anything to do with (correctly) doing it too fast, as you would need to be faster then the game could register, which is not likely to happen. Also, it would not make sense that the game would miss inputs for Ryu’s super but register them all for Ken’s.

Anyway, most likely the difficulty when trying to get Ryu’s super is due to its (slightly) longer input motion: You need :qcf::qcf:+:p: for Ryu’s and just :qcf::d::df:+:p: for Ken’s. I would suppose years of Ken use with his shorter motion have given you “muscle memory” that is, by now, hard to “muscle forget”.

Thanks for the input, guys. I’ll edit the FAQ accordingly. :slight_smile:

Strange, I thought in HDr the motions were exactly the same. It all makes more sense now; thanks for pointing that out.

Yeah…that was one of the things that I was hoping to test this past weekend. I wouldn’t be surprised if you were right, though, given the 11 frames of startup Ryu’s Rushing Gut Punch has. Yeah…T.Akiba and NKI come through once again. I need to make a note of that.

IIRC j.Short and Jab will not combo into Rushing Fierce as hit stun is too short and RF startup is too slow. J.Forward will combo but you only get 1 hit due to pushback. Same with j.Fierce and Roundhouse, but sometimes RF will completely whiff due to pushback. This is talking about jumpins and not crossups.

Does Ryu have any disadvantageous matchups yet? Or rather, which matchups would be considered his worst?

Blanka is pretty tough for me.

Sagat is traditionally a difficult match-up for Ryu… 'Gief can give Ryu some trouble if the Ryu player isn’t aware that Ryu’s basic moves can keep 'Gief out of range. I think overall the obvious choice is Dhalism in ST and seems to be in HDr too.

My vote is for Claw and Boxer…judging from the videos of top players that I’ve seen. Anybody with a quick jump…especially if it has some height on it, will automatically be very hard for Ryu to FB/DP trap and zone. From there, you add people that have at least one good move that goes through the Hadouken, and you have those two. Claw’s weakness in this matchup, however, is being able to deal as much damage for one mistake as Ryu can. That’s where Boxer shines thanks to his super still being one of the best in the game.

Actually…okay…I think I’m going to say Boxer, for the win. :slight_smile: That man can even trade Rushing Punches with Ryu’s Hadouken attempts all day and still be on top. And we know what happens once Ryu gets knocked down…the “bait the DP so I can headbutt you again and again” shenanigans begin. Boxer’s super can even go through Ryu’s very excellent super. Yeah…definitely Boxer.

Double post…I know.

I forgot about someone who deserves an honorable mention for being Ryu’s worst matchup…Guile.

I just flashed back to that GameSpot tourney with Paul Eath’s Guile cancelling John Choi’s Ryu’s Hadoukens with Sonic Booms and backfisting him to no end it seemed…well…until their cheap little camera overheated and couldn’t capture what was probably one of the best matches of the tournament. The fact that the whole match wasn’t captured on video is, as the song says, a low down dirty shame.

Do you have a full written document of every characters combos? If so would you email it to me? PM me for my email I would really appreciate it!

Ummmm…yeah…I do. You gonna test 'em for me? :slight_smile: It’s still kinda raw, as some combos need to be tested for their “character-specificness”, if you will, but my FAQ is just about done.

I think the wild-card in Ryu VS Claw is Ryu’s hurricane kick. Most effective from the ground, but still highly useful in the air as well. A good counter for Claw’s extremely quick walk-up suplex. The thing you must be careful of about doing it in the air is coming down. If your Claw opponent is expecting it he’ll simply follow you until you fall and slam you. Fireballs are almost nothing more than deploys against Claw, and I only use them mid-range or unless I have him crouching in the corner (hopefully super filled so I can mix things up to bait Vega into a jump or 2x fireball then walk-up strong kick throw).

Also against Claw Ryu’s crouching strong kick is a good weapon to keep away the walk-up suplex and usually has priority over his fierce kick sweep. Well timed straight-jump fierce kick is a good strategy if you’re pushed into the corner by Claw. It can be effective mid-air or on the way down. Really just one of those risk VS reward tactics but usually safe IMO. I try to never use fierce or strong DPs with Ryu unless I KNOW the claw-dive is coming, IDK why but the wall-throw almost always beats my DP … and I’ve found only the jab DP is useful and even then it’s just a 50/50 shot.


I agree totally with you on 'Rog. Again, the hurricane kick is another useful tactic, but if used too often a good 'Rog player will punish it. Like you said, once you’re being backed into the corner and the rush-down begins before you know it the super is filled and blocking is only going to leave you taking even more chip-damage and the rush-down will continue even after the super so when you expect the super is coming try and get the hell out of there! If you’re feeling froggy, try and jump backwards and hang-time long enough to come down with a firece kick followed by sweep.


I still feel Sagat and 'Sim are Ryu’s two worst match-ups in this game. Ryu’s fake fireball will help him evade 'Sim’s air attacks, but still not enough to really make a considerable difference from ST to HDr. Sagat’s fireball game is nerfed, but still very much effective against Ryu.