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

With good Akumas they’re going to know exactly when and where to throw air fbs so it become situational.

Jumping back, it’s just too unsafe, don’t ever chase him when he’s in the air. Make his low defense ass land on a super if you have it, fairly easy once you understand the timing leniency where he lands on it whether he fbs or not. One you understand that timing it’s actually easier once he does go into that hop animation, you can treat it like hit confirmation.

Jumping straight up, same advice, don’t chase him. Build meter, make him land on one, if he’s a good distance away. The three hits it will juggle him for are like landing it cleanly on a normal character. Say he’s directly above you take the pixel worth of chip damage since he can’t really follow it up like he can jumping forward.

Jumping forward is terribly tricky because of how he can do it early or late, adding in the hop, that he can use the tiger knee motion, and he can cross up with it, and if he has meter GG. If the player is absolute crap and does it full screen where the fb isn’t actually threatening to land directly on you, just catch him after the bounce with your juggling air strong and let him rethink that bad strategy. If he does it too early I just like to take the pixel of chip blocking low since it seems really hard to tick throw after and he has no overhead, if he has super here, you pretty much have to try to force a trade with your srk unless you’re very confident he can’t perform it under duress. For most late timed forward jumping in fbs, though they have the best combo ability, they’re typically just aching to trade or be flatly beaten out with your srk which pays off very greatly in your favor. You’ll have to be quick and time it late enough, but once you do it’s no more terrifying than being jumped in on by a blanka roundhouse, vega fierce, or some high priority splash.

Past that general advice, if they start trying them a little too early you can then employ the strong and fierce srks, just learn the arcs and the air fb paths. This is actually where the hop hinders Akuma since the fierce srk arc and the air fb path can match up well enough that you can very safely knock him out of the sky with ease, comfort, and style. The points where it then becomes annoying are on wake up when they have super, when they’re running away with it and you have no meter, and when you can’t make them land on your own fb or sweep like you can the rest of the cast.

question: I have always mained ken but I want to expand my horizons a bit and I’ve taken a liking to ryu. Are there any tips for a person accustomed to ken to keep in mind switching to ryu?

Also, it seems my biggest issue is that ryu doesn’t have near the GTFO power of ken’s dp’s when being pressured unless you can time a reversal perfectly (pad here so no piano), any advice on this would be much help.

Two things that may be pretty obvious right off the bat…

His Hadouken, Fake Hadouken, and Shinkuu Hadouken are much better than Ken’s. :slight_smile:

Don’t spam Jab DP. :slight_smile:

Other than that, remember that Short HK has invincibility frames, remember that Ryu’s Hadouken can combo from fairly longer range than Ken’s, and remember that if they just about twitch and you have meter, a Shinkuu Hadouken gets you a whole lot of damage.

That’s the beginner stuff, of course.

lol, thx OJ, I’m starting to wonder why i don’t just pm you with my questions instead of posting :stuck_out_tongue:

All HKs have 4f startup inv. Not entirely useful except in escaping ticks since HKs have 11f startup. (It does cover the 4 frames that Ryu is considered grounded though)

Yep. That and Hadoken speed and recovery are the biggest advantages Ryu has over Ken (eg. Ryu can escape meaty Sonic Booms with reversal Tatsu, but Ken can’t with his Tatsu, and that REALLY helps in the Guile matchup).

question. just got my(ryu) ass handed to me by an unbelieveable dictator. de maverick. a few of the problems i had with the match…

one, his jumping medium kick seeming like it was gonna cross up and seeming like it wasnt going to cross up, and getting hit by it either way. it almost was as if it was hitting so deep that it hit from both sides and was unblockable?!?

two…i was gettting meaty cr.mk kicks all day by this guy and not once did i land a wakeup reversal throw. as far as i know, i get the last frame of wakeup and block stun to throw dont i??? he was definitly in my throw range. after 25 losses or so i even (gasp!) turned on the turbo buttons to see if it was just me, and even then, i wasnt getting the reversal throw. in fact, during the first few matches i got a few after scissor kicks and whatnot, but then i couldnt get another and started thinking he turned his turbo on thinking that i was cheating perhaps.

so, is the jumping medium kick on my wakeup possibly unblockable??? it seems like it is…he lands behind me even when i am blocking the opposite way, and i still get hit!!!

and on wakeup, can i reversal throw when dic sticks out his cr. mk??

^^

Dictator’s j.:mk: has always been known as one of the easier ambiguous crossups to perform. That being said, there is a way to block it, but it’s something you have to learn. Practice mode displays hit boxes now. You can go there and learn it. Of course, watch out for when they switch between j.:mk: and j.:hk:. Then you’ll really have to out-think them.

As for the reversal window, you should never be given an easy advantage for getting hit or getting knocked down. Ever. SF2:WW to ST has had it right. All of the other games that give you more than a one frame window have messed it up. It’s all about that timing. Gotta learn it. Otherwise, you eat moves you can avoid.

And, seriously, it’s really not that hard. If you can do one-frame links, you can do reversals. It’s the same exact principle.

So, in the words of Dee Jay, “Your problem is you don’t have any rhythm, mon.” Learn the timing of hit stun, block stun, and your getting up animation and you’ll reversal with the best of them.

Out of curiosity, why didn’t you try reversal shoryu?

i did land an occasional srk reversal…but he was baiting reversals by throwing an early cr.mk and then would block my reversal and punish. i felt the reversal throw would be a better option since it wouldnt matter if he was baiting or not since he was in my throw range(right up against me). but like i said…i would just eat the cr.mk. and not once did i land the throw.

OJ, reversals are obviously meant to be difficult for a reason…i understand that. my reversal timing is pretty good. i would say i land them more than 75% of the time i am going for them…except in this match. is dics meaty crouching mk unthrowable? reversal frame on wakeup? like i said…just to test…i put on the turbo function and even then couldnt get it.

Don’t get knocked down. Easier said than done, but if you’re playing the match “right”, most of the damage a Dic should be hitting you with are headstomps and st. mks

ok…im really frigging sick of deejay and vega matches against better players. first of all, i think its absolute bullshit that a DP trades with his jumping roundhouse. i will predict a jump, fake firball, slide in with a forward fierce lunge, nail the dp, then TRADE hits??? fuck that! that chain is like art and i deserve the hit. and when he gets me in the corner, and stays that perfect distance away and just waits for you to fuck up…it drives me nuts. i think i need a better normals game when this crap happens…what normals or pokes can i use that will beat deejays? and vega is the same thing…stays the perfect distance and then just waits and pokes. throw a psychic jab DP and whiff? POKE. get lucky and hit? unlikely…is there a normal move that will beat vegas pokes?

Dee Jay

  • crouching medium kick beats the slide
  • I believe sweeps also win?

Vega

  • keep your distance and never throw 2 FB’s in sequence
  • use fake FB and then SRK
  • not sure about this but try jumping medium punch on wall dive, and then link that into super

As for the pokes? No idea, you saw how much hell Sharizord gave us both with that crouching MP.

yes…that match with sharizord is ridiculous. he does the wall dive so fast you cant react to it…if you do react, your DP will go the wrong way. i dont know how many times hes done his dive throw to me when i was in the air with a fierce dp cause he was on the other side of me. who ever the counter pick is to vega is who im gonna learn to use next cause i HATE vega. i fucking HATE HIM!!!

and if i may bitch while im at it…his flip kick is too good. it should have lower priority. if i get a knockdown, i should be able to take advantage of it…and if i suspect he will reverse…i think a DP should win. when i get knockdowns, i like to get close and mixup overheadfs, tickthrows, etc…the only thing i can do if i suspect a reverse, is wait…and if he does flip kick, block it then throw. all too often i get throw reversed instead. i dont know how they do it…but id rather have the safety of a blocked jb DP. vega has SOOO much going for him, does his flip really need to have that high a priority???

Honda is good against Vega.

Edit: Oh and flipkick was nerfed for HDR.

If this was st i could do it while walking backwards and pokeing.
Or while doing s.mk pressure in the corner.

the nerf it should have gotten was lower priority. vega has sooo many things going for him, thats its absurd his kick should beat a DP. long reach, speed, an unbeliveable anti air, barely a wrong move thats punishable. my entire game against you is a psychic dp guessing game, and if im lucky, youll reversal flip kick on wakeup and ill block and throw. other than that…theres no other good strategy that i can think of. randomly jumping in case you go for the opposite wall…which you caught onto instantly. but once your poking…its over. tick tick…wait for a dp…tick on the way down. jump in? flip kicked…wait…tick tick tick tick. crossup off the wall. super…which at one point you did within 10 seconds of the match…how the hell did you build the meter that fast?! not to mention the safe slide if i reverse DP on wakeup…thats BS too.

Take a look at the frame data on Ryu’s DPs.

http://nki.combovideos.com/flame.html

@4@4@2@8@21@5
@4@4@2@12@28@5
@4@4@2@16@35@5

On all of the DPs, you get 8 frames of invincibility…which means that 4 hitting frames of the DP are invincible. So…basically…to avoid the possibility of trading hits…you must DP later.

All those blocked pokes and clawrolls.

I don’t know what you mean with safe slide but the clawroll has a weird hitbox that can be safe even on reversal if you do it late enough if that’s what you mean.

[media=youtube]kQkAv1KQjtY[/media]

Watch this.
Notice how effective j.mp is at stopping walldives.

And see if you can pick anything else up.

This Honda needs to Ryu practice before Evo. Anyone sick with zoning, on XBL, and not laggy want to help out? (I’ll be hitting you up for sure Raakam.)

^ You might wanna add DGV, and mikeidge. I’m not good with Ryu but I can play Dee-Jay, who has some similar advantages over Honda and is a bad matchup. Tag is Norieaga, feel free to add me. I also wanna try my Cammy against you :slight_smile: