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

ahhh, I didn’t understand that notation. j.rh xup >fp made me think just s.fp after j.rh. Yea, j.rh xup, fwd+fp, only combo’s vs crouchers.

Bdizzle, that input looks right. The supers don’t combo like they would like in 3s or cvs2. To perform that exact one, you have to be pretty close and be quick on that cancel.

can someone confirm the statement in bold?

and if thats the case, whats up with all of ryu’s other combo’s into super inputs? do they all have some element of random in it?

The Crossup Rh - > F.FP only works on crouching opponents.

You can combo a medium kick into super after the F.FP, but I think you all know that already.

got my ass whooped by claw today, wish i’d read this sooner xD

I thought in this game all jumping normals give the same amount of block and hit stun? Or was it just block stun?

im sorta new to the game so im not sure if my execution is off or something but im having trouble against kens that do the j.lk into knee bash loop… any suggestions?

Hi, Im a noob, but how the heck do you play with Ryu against DeeJay? I cant touch Deejay, everything he does, beats everything I do. Any suggestions, help?

Search for Dee Jay vs Ryu matchups on YouTube.

[media=youtube]UH3dw_rPntw[/media]

There’s one to start you out maybe copy what he does in this matchup.

Shoryuken

Hadouken

seems like the hadoken can be easily overcome somwhow… maybe its just me. Seems Deejay can slide tackle that or quick jump over the hadoken… I’ll have to try again.

I can beat anyone on the PSN who uses Ryu, Ken or Akuma with Ryu, but when someone picks Deejay or Vega, and know how to play with those guys, I usually have a very very difficult time winning

I know what you mean I have trouble with a well played Dee Jay, Blanka, E. Honda, Balrog but, in the end it’s probably someone who is at or above your skill level. Be thankful for that cause it’s what makes you better. It may be tedious and a sucky long match but it makes you think and play more skillfully with tight precise execution.

Blanka, Honda, Balrog I can beat (or manage anyway) because I can hit them… Deejay theres nothing.
For example, if I jump onto deejay there is nothing that will beat his flying kick (d,u) special, nor if Deejay jumps with the medium kick.

I get what youre saying about sucky long matches… youre right, they will make me better, so in the end thats good. I just wish there was a way to play just against the DeeJays out there.

The thing with Ryu is, you need to know how and when to throw your fireballs. Obviously, if the opponent keeps jumping over them, you’re being too predictable. Ryu was given Fake Fireball too so try to use that every now and then to bait jump ins. And you have to delay your Shoryu to get the invincibility startup so his jump in kicks don’t trade hits with you.

You should rarely jump in against opponents anyways.

thats pretty spot on advice. DJ can’t do much against ryu when FB’s are timed properly.

The footsie in this fight is really crucial though just in case DJ sneaks in. @ DJ’s dominant range, I don’t like to stuff him early on his normals. His priority is too good to fuck with him. You basically have to counter hit DJ for footsie. C.mp from ryu beats dj’s c.strong. use ryu’s c.rh to beat DJ’s c.mk and c.rh.

Basically, you’re putting so many safe FB’s in his way that he simply can’t deal with them all. He’ll trade projectiles to minimize the chip as well as use that to work a yomi game. Usually, you can just stack FB chip damage on him and force him to jump. If he decides to play smart, just keep adding that chip damage up with safe FB’s.

jump tatsu can beat DJ’s AA if you get on the backside of him but you shouldn’t really be jumping @ him to begin with.

everyone and their mama can throw a FB but how many of us actually use it properly.


gief notes.

So I got schooled up by jinrai gief today. I can’t reversal to save my life but I would like to point out some minor changes that make this fight somewhat tricker.

Gief does have that low hit box on his lariat now so don’t hit him way early on that move. Wait for it to animate, then counter it.

His little head butt hop move is a low crush now. I think it got better recovery time so its actually a low crush, 360 setup now. Becareful using that c.mk\c.rh footsie range. The move itself has trip guard on it so you can wait for him to land and then hit him for free. Don’t wait too long though. I can’t recall if that was a setup in regular ST. as I remember, I didn’t see it being used much.

Certain KD’s from gief will give him green hand to close range, jupfwd tick, 360. It seems like this will get popular as time goes on since gief basically closes the distance after every spd now. Its not free since you can DP that jump tick on wake up but it does make for lethal zangief setups. As with the original game, try not to let gief knock you down.

hey, I really appreciate the comments!
Quick question tho-
is there somewhere I can break down the jargon y’all are using? Is there a sticky somewhere?

things like footsies, DJs AA, c.rh… thanks!

I suggest these:[list][]SRK Wiki: ST page[]SRK Wiki: Glossary[*]T.Akiba’s Street Fighter 2 Frame Data[/list]For some reason, they have not included a definition for “footsies” yet…

Combofiend’s definition of footsies: staying just outside of range of your opponent’s longest range poke, and pressing your highest priority button when they press a button and stuffing their attack.

Basically walking back and forth to try to stay at a sweet spot range, and trying to hit your opponent and also countering anything your opponent tries.

anyone have some good rushdown combos/tactics for ryu? i want to be able to completely destroy someone’s self esteem while playing with him.

thanks

xup j.rh, land, c.mp, c.mk, FP FB will almost always dizzy. If they’re not dizzy, one more big hit should dizzy them. I get a lot of perfects like this. If you got the eyes for it, hit confirm off the xup j.rh. If they block it, you can try a fwd+mp seeing how you can use the block stun to transfer into a mixup. Adding onto that, xup j.rh, land, fwd+mp actually combo’s. So you have a hi\lo block string that combo’s on hit vs crouchers.

fwd+fp is a real good +frame move that can lead to a lot of things. Mixup, throw, zone etc…

overhead hits on a crouching character, c.rh, fake FB or lk tatsu. Good mixup tool to have. Any ryu player has to master this.

xup j.rh vs a croucher on hit, land, fwd+fp, c.fp, FP FB. Big ass combo that can do hella life.

jumpsuit jesse did a lot of close s.rh. It left him in perfect ranges to do what ever he wants.

Anyone got hints VS Bison/Dictator?

This might help some more advanced players the combo

j.fp, cr.fp xx fp hadouken <-- Doesn’t knock down

j.fp, cr.fp xx fp fire hadouken <-- Does knock down

Also if you can time it right during the game slowdown after a few hit combos you can do the rainbow arc’d air hurricane kick easier. At least it feels that way to me anyways. But it’s like right at the end of the slowdown after like a 3 or 5 hit combo start inputting it.