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

Blanka - match up difficulty 4/10

This match is again in Ryu’s favor. I prefer not to play an overly aggressive Ryu against Blanka, as you can easily get shut down. If you jump at Blanka, you will most likely eat a st:mp: for your trouble and be sent back to where you came from. Instead, playing smart defense has often been the key to success against Jimmy, the Brazilian Green Monster. Your goal is to pressure Blanka with fireballs and punish jump in attempts with proper normals and the occasional dragon punch.

Let’s take a look at the normals we need here:

  • cr:mp: : If you don’t use it yet, you will learn to love this move. Very good general utility. It stuffs Blanka balls, the annoying Blanka slide and any hop attempts. Be careful, however, as it loses to a properly spaced cr:hp: and cr:hk: from Blanka.

  • cr:hk: : Handy in punishing Blankas that jump from a poor distance. Your sweep will knock him down, or if you mistime it and he blocks, it’s not hard to cancel into fireball. If you manage to hit confirm it, I sometimes cancel it into a short hurricane kick to build some meter before juice kicking backwards.

  • st:mp: and st:hp: : Make sure you are not using the overhead or dash punch by mistake! Those moves are surprisingly handy in beating a lot of Blanka’s jump-ins. Practice the distance, and you can often punish jump ins that would be out of your Dragon punch reach.

  • st:mk: or :lk: : same use as the standing punches, but tends to trade more. They also work off a slightly different distance than the punches. Use with caution, but can be handy!

  • fireball: your primary tool in keeping Blanka away. Mix in fake fireballs and the occasional crouch/standup/crouch thing to get Blanka to commit to an ill advised jump in.

  • dragon punch: Ryu has a weak dragon punch, and this is one of the matches where this can be brutally apparent. If you do not know how to time it, you will learn against a solid Blanka. Blanka’s jump:hk: is beastly and will often trade or beat a dragon punch that is timed too early. Don’t be afraid and learn to time the DP deep into Blanka’s jump. Fierce is often times necessary as Blanka loves to mix in his j:hk: with j:mp: and j:lp: that do not extend his hitbox nearly as much.

Overall, Blanka has to come to you and has a limited number of ways of doing so - learn all of those methods of approach and you will have the advantage. You must be fast enough to punish a Blanka ball on reaction, as it is safe on block for him. You can either fireball it if he is from full screen, or dragon punch/cr:mp: it without much trouble. Blankas will abuse the jab roll to get in close to you and start his mix up shenanigans. Do not be nervous. Be aware of what distance you can safely throw a fireball from. He can slide under them, so don’t be predictable. If you end up being cornered, it is not really too bad. Blankas will usually alternate cr:hp:, cr:hk: or the slide.

Blanka should never get a free jump in on you. Assuming he does, because we all sometimes suffer from Bad-Executionitis, they will do one of the following:

1 Jumping attack directly into bite
2 Jumping :lk: st:lp: bite
3 Jumping:lk: st:lp: bait the reversal and punish your face

It’s a bit of a guessing game at that point. If Blanka does a jump in, I usually mash the throw attempt in case he goes with 1. If he does, he’s up close and you have the advantage and should get your throw off. If he goes with 2, you have enough time to recognize the tick attempt.

Important! Blanka’s throw range is bigger than yours! If you attempt a reversal throw, you will be out of range and will most likely get a st:mp: or whatever! Unfortunately, because Blanka is in his throw range, your attack will be stuffed by his bite!

As such, you have one of two options: dragon punch reversal, hurricane kick reversal. Hurricane kick does not always get you out, but if the Blanka player isn’t ready for it, it can get you out of dodge and back to mid screen. Most of the time, I go for dragon punch and it will generally give me some breathing room. Unfortunately, if Blanka went with option 3, he baited me and I then eat cr:mk: xx Blanka Ball for some serious damage, or even a simple cr:hp: or slide for knock down.

The biggest learning hurdle in this match is this: You spend most of the match crouching, and learning to dragon punch 100% of the time off a crouching position makes this match very manageable!

http://www.streetfighterdojo.com/superturbo/ryu/ryumatches.html#Blanka

I’d love to get some feedback from the better Blanka players and have them give us their perspective on what makes it difficult for them. The best Blanka I’ve come across is BlueTall, though Empirion is definitely solid as well.

Any thoughts or input? Again, this is based solely off my personal experience and opinion and represents nothing but my own thoughts, so take it with a grain of salt. Cheers.

While your last question makes sense if you’re connecting from further away, wouldn’t you rather do more damage and stun if you’re up close? If you look at some of the other FAQs out there (like my HDR Crossup, Link, and Combo FAQ on GameFAQs.com), you’ll see that Ryu has very deadly combo possibilities that involve j.:hk:, cl./cr.:hp:. He can’t do those things with j.:hk:, cr.:mk:…though he may be able to dizzy someone if he hits them within the first 10 seconds of the round (not a reliable strategy).

So, to recap, if you land a jumping attack deep and close to your opponent, your ground attack should be close or crouching fierce. If you’re further away, crouching forward. Yes, it’s all about range.

If the sweep hits, it knocks down, so you won’t be able to hit your opponent. Plus, throwing a Hadouken at that point will make it much harder for you to set up any crossup or meaty attempts. If your combo is being blocked, however, cancelling that sweep into a Hadouken will deal the opponent block damage and push your opponent out into that ideal range where the FB/DP trap becomes effective.

I would simply knock my dummy opponent down and practice doing meaty attacks on them. That’s how I wrote the FAQ I mentioned. If you want to practice reversals, however, unless you can program your opponent to knock you down, you’ll need a second person for that…or be able to switch from one controller to the other really quickly.

It seems pretty accurate for me, but following your description the match would be 7-3, but I think it is 6-4 like you said, cause one KD puts Ryu in big trouble. Blanka has tons of options for wake up pressure against Ryu.

Some other details are that I use s. mp to tick into bite, cause it pushes back farther, and I’m sure I’m out of Ryu’s throws range AND s.mp I can link in dozens of things, the simplest being c.mk, that setup more shenanigans.

And the j. mp as anti-air works pretty well against blanka’s jumping kicks (not that good against punches), and its so damn annoying to be caught by it… I think its worth using it for the psycological damage it does,besides the actual damage.

Edit: Oh, you said the better Blanka players…I thought you have asked the opinion of the “half decent Blanka players”, lol.

Practicing meaty attacks…

Just in case I wasn’t clear enough…

The best way to practice meaty attacks with any character is (usually) to knock them down with the last hitting frame of the one move you have that has the least amount of recovery.

In Ryu’s case…a Jab Shoryuken at maximum range on a standing opponent will work. (Also works well for setting up cross-ups and meaty Hadoukens. Of course…hitting an airborne opponent at the last possible instant will all but guarantee setting up whatever you want.) Crouching roundhouse can set up a meaty attack, but will usually only work best in the corner.

Anyone’s opinion is more than welcome, and you are absolutely correct in your analysis as well. Ryu’s j:mp: can be pretty darn good, but it’s very situational, like you said. We don’t have to be top tier to understand the match up. I’m pretty average, but that doesn’t mean I don’t understand what my goal is in the match. You may have the right ideas, but your execution or nerves may sometimes get in the way :slight_smile:

I have a question about supers. what are the properties of a super during the startup? it seems to me that it makes my character freeze for like a frame or two where i can’t do anything. for instance…i will be inputting a fireball or DP motion, and when i hit the button at the same time the opponents super is activated…i will just stand there, not get my move, and eat the super. am i right that supers leave a frame or so of “freeze”?

also, ive been practicing ryus combos, and trying to figure out whats possible and whats not, etc. theres a ryu combo video on you tube but it was done with the slowest speed setting. does anyone know if those combos are possible at the normal speed? heres the link…

[media=youtube]S5G5Awzp6zU[/media]

Did you read my FAQ, too? :slight_smile: I have 30 combos for you to try. Go to GameFAQs.com and check them out.

AFAIK, the only practical links that Ryu has trouble doing outside of speeds 0 and 1 are going from cr.:mp: to cr./cl.:hp: and going from f+:mp: to cr.:hk:. He has plenty of alternatives in those situations.

Supers eat inputs. I’m not positive on how it exactly works, and I can’t find a post anywhere describing it, but this is how I generally experience it:

If I do a motion and finish it just before my opponent executes his super, my move will still come out.

If I start or finish a motion while the super activates, those inputs do not seem to count and get eaten up. I’ve tried again and again and this seems to be true. I’ve also tried doing say :dp: opponent super and then :lp: and I think it just erases the :dp: input or the delay is too long and nothing happens other than I eat a super to the face. This is what makes it difficult for people to reversal through Ryu’s super on wake up.

If I do the full motion as the super is coming out, I find that it will also eat the input. It’s got the same feel as when you get a knockdown with a red fireball and then you try to immediately do a short hurricane kick. Half the time, nothing happens, or you might get a st:lk:. You have to wait a tiny bit and then the motion comes out. So, if I play a Boxer that is predictable and know when he will do his Super, half the time, the dragon punch doesn’t come out because I did the motion too soon or during the super freeze animation.

I’m not sure that this all factual, but mostly my experience in dealing with supers and their “eating” properties. Maybe someone has a more detailed frame by frame scenario as to what actually happens and what is possible in terms of reacting to supers.

Yes, during the super flash you wont be able to do a special move.

They are actually disabled

What’s the best punisher to do off a dizzy character with no super meter?

If you can cross-up I would assume…

Crossup :hk:, cr.:mp:, cr.:mk: XX :hp: Fireball

If you cant cross up probably…

cl.:hp: xx :hp: SRK

Also, you can check out FreshOJ’s extensive ST/HDR combo and link FAQ located here.

http://www.gamefaqs.com/console/3do/file/563230/56217

I just want to add to this.

You have to be as close as possible (or at least pretty darn close) for cl. fierce, srk to work.

The combo I use is j. roundhouse, cl. fierce, red fireball. It’s a little hard at first, but when you learn it it’s simple, it does a lot of damage, and it knocks down. : )

Alright guys, thanks. I’ve been using crossup (if I have time) j.hk, cr.mk, xx fireball.
Not too far off, I will try and add the extra hit in if I think it’s tight enough.

The knockdown combo is pretty brutal too, I will try and put that into my gameplay and I’ll check the link out now.
Thanks again!

Without a doubt, the above combo is the one you want to use if you don’t have a full super meter. A slightly easier alternative is…

Crossup :hk:, cr.:mp:, cr.:mk: XX :hp: Hadouken.

The combo megamanpb listed has been Ryu’s most powerful combo since…well…does it work in World Warrior? If not, definitely since Champion Edition. It easily does more than 50% damage and is a dizzy combo in itself. The combo I listed, however, does a little less than 50%, but it is also a dizzy combo.

But, yeah…get at my FAQ. I have…like…30 combos for you to try with Ryu. :slight_smile:

I’m having a problem with ryu’s low short x2 into super

I can do low short x 1 into super fairly easily by:
:qcf::d::lk::df::r::lp:

For short x 2 into super (using a kara cancel standing short), I’m thinking it should be

:d::lk::df::r::d::lk::df::r::lk::lp:

Is this correct? I feel like I can’t press the button fast enough between the second and third shorts. Any tips?

Correct me if I’m wrong, but I don’t think it’s possible to do low shortx2 into super. I’ve always thought the only way was 3xshort -> super, with the middle short being a crouching one. At least that’s from what I’ve seen and heard over the years. Perhaps someone who can actually do the combo in question can fill us in?

It is possible. It’s just not that easy. :slight_smile: Zass has the right idea. I think the key is that you have to make sure that the last :lk: input is done right before the :P: input to get that Renda-Kara Cancel right.

I just stick to cancelling into Shinkuu Hadouken from the ol’ cr.:mp:, cr.:mk: link myself. :slight_smile: I know it doesn’t make for the best throw setup if they block, but the combo flows like butter for sure. :slight_smile:

I don’t know how much start up Shinku has, but it’s enough to make short short super difficult to perform. I know I’ve renda canceled into Shinku before, but it’s never comboed. I guess I have to renda cancel even faster. Which is annoying because I’m bad enough at renda cancels as it it.

:wasted:I’m never going to be able to play Ryu at high levels.:wasted: I either cancel the cr. mk too quickly and get kara super, or I just get low foward, maybe fireball. And I can’t even link cr. strong into cr. forward most of the time anyway.:sad:

Can ken cancel into super off his cr.mediums? I’ve never been able to, was I just doing it wrong?

I’ve cancelled into it once off of both cl.:hp: and cr.:hp:. (In a game situation? HAH! Yeah right!! Negative edging into supers is not easy.) :slight_smile: That lets me know that it’s at least possible.

You can do the Shoryureppa without having to input :r: at the beginning, though, right? If so, it ends up being a Shinkuu Hadouken motion without the final :r: at the end. If you can do that and you can cancel Ryu’s crouching normals into a Shinkuu Hadouken, cancelling Ken’s crouching normals into a Shoryureppa should be a little easier…

…in theory, of course. I need to actually do that more.