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

I see that the cancel properties of the fake fireball has been mentioned, but to clarify for the less experienced players: Ryu can super cancel his fake fireball with a 2-in-1 ala’ 3rd Strike.

Gief’s that like to glove fireballs love to fall for this.

Fullscreen fireball fights will result in your loss; dictator can almost always do a full screen headstomp for free.
If you get dic in the corner, the game is almost over for him.

Don’t get predictable in fireballs, as mentioned above, a good counter that dic will use for a full screen fireball is a headstomp. If you bait with a fake fireball then you can recover and AA him.

Learn his s hk range and stay outside of it…if he sees you do a fireball and decides to stuff with s hk then he will either hit you clean or trade in his favor.

Personally, I would suggest pressuring him through other means rather than using a fireball tactic, but that’s just my opinion and I have no hard strategy logic to back that up.

Question: Now that sirlin and co has looked trough the engine is there any definite knowledge of the difference between blue and red fireball ?

although I’m not Sirlin and can’t answer this I just like to add I always thought the red fireball did a few pixel ticks more of damage but after testing it 20+ times in training mode I can honestly say they do the same amount of damage, same with Akuma fireballs too ( even though their multihit ). The startup time on Akumas red fireballs are significantly longer then his blue ones though, dunno about Ryus since I wasn’t paying attention ( my guess is they have the same startup time ). Of course Akuma blue fireballs do knockback at close range while Ryus do not.

Does anybody know exactly when Ryu’s Shoryuken is vulnerable? I always thought he was invincible until the last 2 frames before he leaves the ground. Akiba’s site says he is vulnerable to being hit on the 5th and 6th frames. When exactly is that?

-before he leaves the ground or after?
-before the 1st hitting frame or after?
-before the 2nd hitting frame or after?

I always thought it was after the 2nd hitting frame and before he left the ground, but now I’m not so sure. I just wanna make sure he is invincible at startup until at least the 1st hitting frame.

More training going on and found out if it’s just,

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

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

I find it way harder to do short short shinkuu hadoken in this game…everytime I try I get a fake hadoken.

Take a look at the training mode, and turn on “Show Hitboxes.”

Apparently, Ryu is enitrely invicible while the SRK is still on the ground (it still can hit then). So say you do it as a reversal VS a meaty jump-in, or face to face, you’re SRK is going to beat out whatever they’re doing.

While Ryu’s SRK is rising, it’s hitable, but has very high priority because the red hitboxes cover his entire front.

So Ryu’s SRK being invicible during the first 5 frames (or while still on the ground) sounds pretty accurate. You’re right and the Akiba’s site pretty much agrees with you.

^^^Thanks. I figured I was right but I’ve been thrown out of the Shoryuken and SPD’d too, so I was starting to rethink it’s invincibility. I guess he can be thrown out of those last 2 frames while he’s still on the ground, same as being hit out of it. That makes sense.

Your best bet would be to hold down the short to make sure the negative edge doesn’t come out to connect it to the fake fireball. Might want to take a look at this as well this is just my theory on that combo. And whoever I’ve seen do it on 2dfighter, DGV, either has practiced that 1000000000000 times or is using a macro to connect it. Well now that I look at it you said 2 shorts not 3 but below I’m describing 3 shorts into the super which is much harder timing imo.

Well you know what even with negative edge it might not be possible I don’t have the game playing to test this out, but that probably won’t work. Maybe hold down the first short longer before pressing it again then the second time hold it down then hit a punch.

yeah…its just the timing is really difficult …either i get a fake fire or a shoryuken.
But short short super is not too practical anyways…it just looks cooler. forward-> is more practical.

The first short make it standing is the way to go with 2 shorts xx super. A crouching one is more difficult with timing since you have to input the motions before the beginning of the 2nd short as well as hold the first short for alittle longer to prevent the fake from coming out. The first way I described is super easy the 2nd way is pretty much impossible if you try what I described in my previous post with 3 shorts in classic arcade mode.

is there some secret i don’t know about to do either cr fp>super or cr mp, cr mk>super?

I can do it once out every 20 times it seems like. I can do cr fp>super with ken a whole lot easier for some reason

any advice on Deejay?

Just go into training mode and practice it. Make sure to add in the first quarter circle motion before going through with the down+mk, df, f+any punch.

Find some matches on YouTube and never crossup a well played DeeJay.

Oh ya and pray to the SF Gods for the win and rhythm cause if you ain’t got rhythm then you’re gonna lose! :pray:

The only thing to note is that DJ can now machine gun punch projectiles and @ certain ranges, he can neutralize FB wars with early machine gun punch, sonic boom.

The zoning patterns do change once DJ starts doing stuff like that. You have to mixup the timings to stop that machine gun punch from taking out a FB.

as with any character that also throws projectiles, obtaining ryu’s super and only using it when they throw their projectile is a very dominant strategy. The only way for the opponent to be safe is to try them meaty after KD. Any midscreen FB war, you potentially win if your timing is good.

One thing Ive found (Im a noob tho) is to fireball the day away… make sure to distance yourself enough so that when he jumps, you shoryuken (as late as possible so as to take the most energy away).

I still struggle with deejay… he’s my lowest win percentage

i have a question about the ryu sagat match up. when ryu is dealing with sagats tiger shots at full screen i see alot of ryu players throw out fireballs untill they fall too far behind then resort to hurricanes and uppercuts to build the rest of thier meter. once they have their shinku hadouken, the tiger shots stop, so that said, does anyone just hold onto their super for the purpose of keeping sagat from ever using his fireballs again? or is it always better to just punish on the first chance (assuming that the shinku wont do enough to kill sagat)

^^ Yeah, that’s a viable strategy I’d say. Do what it takes. There’s no one way.

Man, my biggest obstacles now are good Blanka players. If I fireball, they jump it, if I wait for the jump, they just keep Blanka Balling. So then it becomes a guessing game and I don’t come out ontop often. Fake fireball doesn’t always work, and it sucks when you get Blanka Balled doing it.

Any other ways to go about this?

Vs Dhalsim, is it better to rush him down, or zone him out?

How do you kara jab cancel hadoukens?

EDIT: While i’m at it…how do I beat Zangief? It seems once he gets through my hadoukens I can’t escape his throws and i’m trapped in the corner.