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

Ya, I play with DGV now but it’s very infrequent. I’m looking to add some more. I’ll add you and Mikeidge. Any practice with fireballs no matter the outcome will really help me out.

Thanks dude!

you can add me if youd like, but im nowhere near the level of DGV. i appreciate the comments norieaga but im convinced i suck after the past couple days ive had.

Can someone give me some advice against boxer?

Mostly at the start of the round they’ll move in with a charged punch. If I jump they’ll hit me with the upper cut, if i dont then it’ll be the chest or low punch. I tend to block at the start of the match. Hurricane loses out, jumping up/back or forwards gets me whacked.

Should I be starting with crouch and sweep as he comes in? Should it be hk or mk sweeps?

If/when he gets me under pressure and torwards a corner what is my best get out of jail? lp srk? anything else? arching hurricane over him sounds good but i’m likely to get a headbutt no?

I will fireball and mix them up when i’m on the offense, and most of the time i am quite a rush down player but how do i recover when he’s continually battering me in the corner? :frowning:

i like to start by sticking out cr.mp & mk pokes. i do it pretty much throughout the whole match just to make him think twice. do it fast and dont leave any gaps in your pokes though. i do the same thing in the corner and will eventually follow with a fireball or SRK. when hes far away ill start putting in more fireballs and then play the match. but at that point its up to you what you what happens when hes far away

CR.MP is a pretty solid way to start off against Balrog.

people say that about blanka as well but usually i’ll throw out c.mp and then as i whiff it, they ball me and i block. Meh. How strict is the timing on the c.mp and will it stuff all of his charge punches?

Cr.mp against blanka and rog are more of a predictive thing than a reactive one. You pretty much hit it if you think blanka is gonna slide.

Good boxers are a pain in the ass for Ryu. The biggest challenge of the fight is to avoid a knock down, followed by being stuck in the corner. You can basically lose the fight in the first second of the match. Playing smart and safe is key to have a chance.

Let’s try and break down some key moments of the fight.

Round 1, Fight:

Boxers usually will do one of those 4 things: Dash Punch (the knockdown variety usually), St.:fp:, Buffalo Headbutt or do cr.:lp:/Wait.

Dash punch: Dragon Punch cleanly beats every type of dash he can do, including a TAP if it is immediately at the beginning of the round. Depending on the type he uses, you can trade or beat it with cr.:mp: or cr.:mk:. The trades aren’t guaranteed, so it’s iffy. Dragon Punch is the only thing that beats it cleanly.

ST:fp: : This move will allow Boxer to poke out from far without fearing the cr.:mp: or cr:mk: - it still loses to dragon punch, and it trades as I recall with Fireballs. A red fireball will knock him down, so it’s not necessarily a bad trade.

Buffalo HB: this move basically nails Ryu if he throws a Fireball. It knocks your ass down and you’re now in a world of pain. It will usually also beat DP, because by the time you’re done with your invuln frames, Boxer is still rising and will nail you netting him a knockdown.

Cr.:lp: or wait: If Boxer waits, he’s waiting for you to do something. He might just wait a split second, expecting the cr.:mp:/:mk: and then he will dash punch or whatever. If you’re fast enough, you can try a Red FB.

In most cases, I like to start by being careful vs Balrog. Walk backwards, or hold d/b. Remember he can keep pressure for a string of 3 or 4 hits right from the get go. Give yourself the time to position yourself right, get your spacing, and punish him with fireballs.

Once you manage to establish yourself and fall into the fireball/buffalo hb routine, you have the advantage. Boxer is a threat, but not yet scary. Most of them will try and build up a super at this point to give themselves more options.

You can stay at full screen, but you don’t have to. I try and pressure Balrog into the corner, which then makes the match much much more manageable. You Fireball, he headbutts through, you punish with a variety of moves on reaction depending on your range. Hurricane kick, cr.:hk:, st:fp:, cr.:mk: xx fireball, whatever. You want to push him back into that corner.

If he has built his super, be careful. He will wait for you to fall into a predictable FBing pattern. He can then dash punch xx super, or headbutt xx super, or dash - headbutt xx super, or tap - dash xx super. You get the idea. He can cover a lot of ground and the headbutts and super going through fireball give him almost full screen potential.

If he starts trying to jump at you, remember that Ryu has the fake fireball. Bait him and punish. You should know that routine pretty well by now. Be careful that a Boxer walking up to you may not just be looking to jump. Keep him away, because he can also just pull out a nasty old “Final” and make you eat your own ass.

All in all, it’s a hard match. If you get corner or knocked down, get ready for a really bad time.

http://www.streetfighterdojo.com/superturbo/ryu/ryumatches.html#Balrog has some really good matches. Observe how ShootingD, Daigo and Gotoh start their rounds. What are they doing, and what are they NOT doing. How do they get out of the corner? How do they push their advantage when they knock Balrog down?

It’s tough, and I rate this match at a 6-4 in Balrog’s advantage. While you have the fireball pressure game, he only needs to knock you down once after which you’re likely to get in real trouble as most of his pokes/footsies out-reach and out-prioritize yours.

Good luck!

How about cr. LK with Ryu? When I play as Cammy I keep poking cr. lk, then cannon spike on reaction when they jump in. If you keep a distance the headbutt won’t reach you, and you can punish its reaction? Yes? No?

You’ll likely end up trading with a Ground Dashing Straight…which means you do a light attack’s worth of damage while they get a knockdown. Like the others mentioned above, cr.:mp: and cr.:mk: (especially cr.:mp: because, IIRC from much earlier posts in this thread, it actually beats Rushing Punches more frequently than cr.:mk:) are your best anti-Dashing Punch normal moves.

my game has plateaued with ryu and my biggest problem is getting baited, and not being able to bait. can anyone give me a few character specific baits that work well, and how i should look to punish them? and also what to look out for? ive noticed t hawks will jump around trying to get a DP from me, and once i throw it, they land and fierce kick me. against better players, i will try to jump in late to bait a reversal attempt, or i will attempt safe jumps, and i ALWAYS get thrown as soon as i land. RAAKAM, you seen like the guy who would have a pretty good post for this. anyone else, all help is appreciated as usual.

Maybe try this: when you notice opponents trying to bait a move out of you, throw the fake FB but have your DP or Hurricane Kick ready. It has instant recovery so there is a chance you will bait the baiter. Just move around back-and-forth, and throw the fakes. Don’t know if its a good idea…

I can try and give you some specific baits players will try on you:

T Hawk

The most common Hawk bait I see is the empty jump. They will empty jump, meaning not execute any attack in the air, from proper distance. It does a couple of things for them. You will most often wait for that “tick” from them from your block, and when it doesn’t come and you react, it’s too late, you’re eating a 360.
If they did it from the right distance, you might try a jab dp, and that will whiff, because their hit-box did not extend from them using a move. You just do a small dragon punch, they land, you’re looking at a free 30/40% st:mk: xx fierce dp combo to the dome piece. If they’re even better spaced, they’ll be just out of :mk: reach as well, forcing you to use :hk: or :hp: which are a little odd. Watch people like DGV. You will learn to use fierce DP. Throughout our Ryu apprenticeship, we learn to avoid the fierce DP because it’s so easily punishable. In this case, it has just enough more arc to usually hit those empty jumps, so bear that in mind.

To bait Hawk, fake FBs are good. The old crouch/stand/crouch routine is decent, since they might think you’re going for a jump. After a knockdown, doing a juice kick backwards will beat their DP, but it’s hard to time. I use it rarely due to execution errors online, but it’s handy. Your usual wake up game isn’t very effective against Hawk, since he can just block anything you do, he doesn’t have much to fear. Bad Hawks will always go for the DP, which is super easy to punish. If you have super, get semi close to one and do the crouch, crouch motion to make them believe you’ll super. Bad Hawks will DP to try and get out of it rather than just block, meaning you get to punish for free. Remember to be far enough to be out of reversal 360 range.

It’s hard to give you a character by character bait scenario. There are too many situations and too many options. I’ll try and write a little primer or something on mix ups for Ryu if there is enough interest in it.

Hope this little bit helps.

Cheers!

thanks. i wasnt looking for every bait possible, just the common ones. thanks for the hawk advince. i fall all the time for the empty jump.

I’ve started picking up Ryu and dropping Ken. I’ve read through this thread and a lot of talk seems to be dedicated towards doing fancy combos into super. How many of you actually pull this off with a decent success rate in an online match? I’ve played a lot of Ryus and I can only think of 2-3 that can pull off the more complex combos such as meaty cr.mk, cr.mk into Red Fireball (in a match situation).

Also Ryus dragon punch seems like a big downgrade from Ken’s. At the moment I whiff a lot of DPs because of the lack of range and it also seems to trade with a lot. Guess I need to work on my spacing and timing which comes with practice.

Saying this I’m not much of a combo guy and I’m enjoying the zoning game, although I have a lot of trouble vs chars that can close space fast such as Claw, Blanka and Dictator.

Anyway I’ll be happy to play against some good Ryus for advice.

:qcf::d:+:mk::df::r:+:p: is all you need. It’s easy once you get the timing.

Read my FAQ on GameFAQs.com and you’ll have plenty of combos to try.

But, for real…you might want to get his zoning game down first. :slight_smile:

No!! Don’t listen to him!! Whenever Hawk jumps at you do the smart thing and stand there.

It’s so not easy. :sad: I’ve tried for like a half an hour straight in training mode with no luck. Do I drum the buttons? When I do the piano tap on the punch buttons I get fierce dp. When I don’t I get fireball. I just don’t understand super canceling in this game. I used to be able to do j.hp, c.hp, super with ryu in training mode in regular ST and I’ve yet to do a single super cancel in this game. Maybe I just suck, but super combos are so awkward in this game.

Recently picked up Ryu for shits and giggles. Finding uses for almost all his normals, but I was wondering, do you guys use j.hp for anything? Looking at the hitbox it looks like it has some sort of use, but I haven’t figured it out.

When should you use j.mk and j.hk respectively? Or is it just j.hk all day? Obviously j.hk crossup when you get the chance…

Any cool uses for f.hp that one might not think of right away? Obviously I’ll do meaty fireball/super, f.hp, then either another fireball or wait/fake fb and then dp if they jump. Sometimes I use it in blockstrings when I’ve got them scared and they’re not Ken - j.lp, c.lk, f.hp, c.mp, c.hk xx fireball, shit like that. That move is really fun, sometimes I’ve rushed people’s shit down with blockstrings in it. Even though it’s probably not that safe (I get thrown when I whiff which is easier to whiff than it seems)… I know you can do it after a deep crossup but I can’t really get the timing and just stick to hp xx red fireball.

I feel at a loss when people are at that range just outside of sweep/any poke - should I just be patient? If I’m not in the corner sometimes I jump back tatsu/try to juice kick backwards to make space.

Slightly early j. hp beats out Guiles who use cr. hp as anti-air when they don’t have a charge and you’re too close for cr. mk