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

if you save your bar vs sagat, to make him stop throwing projectiles, who knows how long it’ll work for. Some people understand that strategy and tend to throw risky FB’s @ a range where it is very hard to react to. Only way to counter that is to block it or guess super in which case they can easily block and that strategy is gone now. However, it can work the way you said and you will gain FB advantage. Most players tend to throw less FB’s once ryu has that bar. Personally, if someone is still being FB happy while I have a super, I dump it in a situation where I can react to it. Its so much life.

vs blanka, c.mp stops everything he has except a far distance c.rh iirc. I read this a few pages back and its a life saver against his footsie because of the range on his normals. There’s a certain range where you can stuff him with c.mp, FB becomes effective due to distancing and if he jumps, you can DP him. Against the blanka ball, you can periodically throw a few jabs if you think he’ll do it. You can be countered right there though so do it safely.

vs gief, it can be pretty tricky. First of all, if he’s @ a range when he can react to a FB, don’t throw it. He’ll lariat threw it on reaction and you’ll be KD. @ this range, you want to use c.mk and c.rh late. Throw safe FB’s and force him to lariat. Once you get him to do that, c.mk and c.rh can be used to counter the lariat. Personally, if I see the lariat and I get a chance to counter, I usually do c.rh, fake FB cancel, lp FB, fp FB and just repeat ranges. s.mk and s.rh can be used as AA vs a lot of his jump ins but not all. Since you will be using c. attack a lot, you need to be able to DP from a crouching position. Read the gief players SPD setups if you’re put into that position but avoid that. Use red FB’s to knock him down to counter his footsie game. Personally vs gief, when I get a knock down, i never cross or mix him up. I just stay away from him and pepper him with FB’s. Now if time is running out and I need the life, you almost have to but my main strategy is to keep him away from me and that also means not moving into his SPD range.

I always try to work my super in on any matchup. If they’re being safe with footsie, i’ll use it to counter a footsie layer. If they want to have FB wars, I’ll pacman it with my super and get some life off it.

my 2 cents on the matchups but I’m not the best ryu player here by any means.

I need help vs fei. been losing to some crafty fei players that keep rushing me down. tips?

Good tips on Zangief that match gives me trouble sometimes. As for fei long I have found that being at a distance where he cant go through your FB with his short flying kick safely is the best range. If he is to far you can hit him with fireballs as he attempts to get in. If he is in his range try to bait him with a fake FB so you can dragon punch him out of his short flying kick if your in his range. Dont jump at him on a knockdown if its a good fei player they will just reversal flaming kick. If you can zone to the corner you can try to fireball trap him and use your mixups to rush him down.

But however, for me Vega seems to give me the most trouble. He can jump fireballs anytime he wants it seems because he is so fat. Then you have turtle Vegas who use his flip kick as if it were guiles flash kick. Add the wall dive to suplex or claw and it gets really confusing because you never know when is a good time to throw Fireballs against him.

I also use to have a hard time with Chun too her match is similar to the Vega match in that she can jump your fireballs pretty much whenever she feels like it. But im starting to do better.

how do you do cr.mk to super? i cant never get the super out. I had no problems pulling this combo with the alpha series but only sf2 remix. What am i doing wrong? please help

:qcf: :d::mk::df::r::p:

Comboing to supers is a lot harder in ST. timing’s a bitch, I can rarely ever get it to connect. even hard to link a :mp: b4 the :mk:

:d::mp::df::r: link :d::mk::df::r::p:

vs claw, i’ve been trying to use nju.mk to stop his wall dive. Don’t know if thats actually a viable counter so I would like to know if that works in any way consistently. I see it winning but I don’t know if my opponents are timing their air attack after the dive right.

I would also like to know how to use the fwd+fp better. I know its a “dash” and I also use it to escape from crossups if I remember to. What I would to really know is how players use it during footsie strings. Do you slide someone out side ryu’s footsie range, then used fwd+fp to slide back into his footsie game? and what are some practical fwd+fp setups?

I always had a problem with ryu’s piano reversal. Its not that its hard to do but rather that mp\fp DP’s have horrible recovery on them and I don’t like to be that open if a lp dp can potentially be safe. So I had this idea a few days ago. Instead of doing the piano on lp,mp,fp, why not just piano the LP button? Its much harder to drum that single button but you will get 6 inputs and they will all be LP.

Don’t see many ryu players online try this but this simple double option is very good. C.lk, throw. The basic tick throw. Eventually, that gets countered, and pretty quickly against good players. Once the counter starts to happen, I then implement c.lk, delay, c.mk, super. They’ll be so damn scared to tech throws eventually because they don’t want to eat a super mixup. Pretty useful towards the end of matches when 1 or 2 throws could kill someone and usually, you’ll have a bar built up to exploit that particular double option.

I double tap the lp for reversal dp’s since I use a pad. Works well.

This way.

You must use renda cancel. The input for this combo - that may not combo, as said before in this thread (SRK Wiki quote) - is cr.short, cr.short, cr.short, qcf x2, punch + short. For 2 short kicks, just ignore the first cr.short input.

You are right. And same recovery, also. In ssf2, the red fireball has an extra recovery frame. I do not know if O.Ryu also does.

I love Ryu’s fake fireball.

jump back jab beats wall dive, but doesn’t beat his sky high claw (the down, up+punch move). if you jump back jab as soon as he hits the wall, you should be safe from sky high claw anyway, usually just goes under me. neutral jump jab is good too.

So umm… Can I not wake-up DP Fei Long’s crouching Fierce or what?

I tried it a ton of times with pianoing.

from my bare understanding of fei long, he’s supposed to have some really good meaties (fierce) to try and discourage all reversals

afaik it’s reversal and reversal only (one frame).

Any tips against balrog and dictator?

rog just rush me down and head butt me all day.

you have any tips for comboing ryu’s super? i just can’t get it to come out consistently no matter how many hours i practice.

EDIT: what’s the best way to deal with chuns jumping mk? if i dragon punch i trade. do i have wait until she 's really close to me b4 i srk her?

The only motion I could use to get it with some consistency was :qcf:,:d:+:mk:,:df::r:+:p:. If the opponent is very close, you can change the cr.fw for a cr.fierce, so you get a fierce into a shoryuken if you mess up the motion, which is not that bad. Note that I am nowhere near professional level, so others may be able to give you better input.

Yes, it gotta be deep so you hit her while still invulnerable. It will also deal more damage this way. You may check [media=youtube]qL1nqpbSjK0"[/media], at 1:20, for a real time example.

BTW, in the same match, you find another way of comboing Ryu’s super at 0:16. It works if the enemy is airborne.

There’s no tip really for comboing Ryu’s super just practice and get the timing right

Im able to do it constantly during offline matches. Online is a diffrent story, due to frame skip or input drop you will either see a :d::mk: then shoryuken or you wont see the :d::mk: and just see you super come out. I’m able to combo into a super about 80 percent of the time online while I can combo to super 95 percent of the time offline.

also are you using a stick or a pad?

If you have STHD on PSN play me online and I’ll show you. Im usually on around 6pm pacif

The above is, by far, the easiest method. You can even try crossing up with j.:hk:, :d:+:mp:, immediately start the first :qcf:, :d:+:mk:, :df::r:+:p: and give yourself a little more time to think about how you’re buffering in the super motion.

I’m still a semi-rookie when it comes to comboing into supers in ST. I know the combos, but doing them is the issue. This method has certainly helped me.

Does anyone know if I’m doing kara cancel hadoukens correctly?

Basically I see the cr.jab for a split second and then I see then hadouken motion.

I can’t really notice a difference in delay.

you will hear the jab, but (probably) won’t see the animation. Just use your ears, rather than your eyes.

That’s funny cause whenever I’m using Balrog I can never headbutt Ryu. I’d say stick to mp DP’s as much as possible.

Also, s. HK beats like every jump in, in the game, it seems- atleast for Rog.

You probably don’t wanna throw too many FB’s either, that’s when you’re gonna get rushed.