vs. Zangief, I was having trouble keeping him away with Ryu. Then I started making Gief block crouch roundhouse into fierce fireball. It pushes back a lot and it kept me out of the corner pretty well. But I’m worried about using this technique on wake up. If I do the sweep at max range, is that far enough away from Gief to avoid a wake up reversal attack SPD? Should I use crouch forward kick into fierce fireball instead or something else entirely? I’m a n00b at Street Fighter. I’m a Tekken player.
Unless you’re standing in Spinning Pile Driver range, he can’t grab a meaty Hadouken. He can reversal Lariat through it, so you’ll just have to react to that accordingly. A meaty jab Hadouken opens up a ton of options. If he blocks it or (somehow) gets hit by it, you can immediately pound him with a fierce Hadouken for a 2-hit combo…after which I would suggest throwing a jab Hadouken to make him react to it. If he Lariats through it, you can punish him either during it or on recovery. (I hope you can tell the difference between the two Lariats. The punch one turns more slowly and is vulnerable low and the kick one turns quickly and is vulnerable high.)
Surprisingly, Ryu doesn’t keep out Zangief well, so you have to get better at playing offensively. If you find that the Zangief you’re fighting doesn’t reversal Lariat through those Hadoukens, try crossing him up with jumping roundhouse. Get that to hit and you should end up with nothing short of a dizzy Zangief. How, you ask? Crossup :hk:, f+:hp:, cr.:mk: XX :hp: Hadouken, of course.
While this fight is in your favor, it does take a little craftiness to carve out a win. The FB/DP trap isn’t going to work here because Zangief has at least two tools to handily negate your FBs and SPD you. Go with meaty Hadoukens and heavily mix up your pokes. Zangief wants to trade with you if he can knock you down, so he’ll try to crouch :hk: you. Another neat trick that works well against the CPU that may apply here is to occasionally throw a fierce Hadouken from just outside his crouch roundhouse range. Get predictable with that and you’ll eat a Green Hand, so only do it occasionally. That way, you can actually bait the Green Hand and respond with a cr.:mk: XX :hp: Hadouken combo.
Oh…baiting and retaliating with a super is pretty easy with Ryu, too.
Wow, thanks a lot man. This is a lot of anti Gief for me to take in and I will definitely try to implement all of this.
My first question still reminds though. But that combo you posted is pretty awesome. I’m going to go practice it right now!
But still I’d still like to know, if I do the sweep at max range, is that far enough away from Gief to avoid a wake up reversal attack SPD. Because if it is, making him block crouching :hk: into :qcf::hp: is very good against him I think. It pushes him back at least a quarter of the stage away I’d say.
As both a Ryu and Zangief player, I can’t say for sure the answer to max range sweep being out of SPD range. I’m thinking yes, Ryu is safe, but I’m definitely gonna test that.
i’m somewhat a nobody but here are my points as a ryu player.
Hardest Matchups are Blanka (its all very well to say cr mp but he jumps in with mk and its not easy to input dp when cr mp) and Guile - scubs who play the pressure game, same as normal st.
I agree with whats been said so far about fw mp (double hit)… Any decent player will reverse it, if it doesn’t work the 1st time then do it EARLY for the second single hit to combo into. Has anyone tried getting both hits on the mp then cr mk twice? Dizzy’s some characters :O) yeah baby yeah!
I play a heavy rush down game, using fw fp all the time. With the lag… you can repeat fw fp and either get to the two hits or if you just delay your timing you get the throw, even as they land you can rinse it over and over and look at your super gauge… holy cow… its rising fast! I dont think anyone has really touched on this in this thread. Ok… in a tournament it wouldn’t be so effective but online it really is. Hardly any Ryu’s use it till i beat them two rounds using it
Fake fb… I dont use it that often as i’m still remembering it exists but its very helpful for playing mindgames and also for super set-ups.
Gief is now a beast… that jumping in thing makes him scary, as said before, keep your distance from him, thawk and honda - totally agree.
I tested the max range sweep vs Zangief’s SPD, and Ryu is NOT safe!!
I did it in training mode with the dummy set to human control. I put Ryu at the max range where the cr.Roundhouse will hit, and then SPD’d him with Zangief by jumping straight up and landing with SPD.
I then put Ryu just a pixel away from max range, where sweep will whiff, and SPD misses at that range. It’s like the SPD’s range is set to just outside Ryu’s sweep range. I didn’t test with Ken or Akuma, but they’re prolly the same.
Hmm…that’s good to know as a Zangief AND Ryu player. If Ryu can sweep me, that means I can SPD him. LOL jk
blanka can be tricky but it basically boils down to this. C.mp his footsie game, once he gets poked enough times, he’ll jump. Trick is, you have to be able to DP from a crouching position. Learn to DP from that position and I guarantee you that you’ll have an easier time
fwd+mp can be used many ways. If they reversal a basic KD, overhead, try these things.
xup, fwd+mp
fwd+mp 2nd hit is the only hit
fwd+mp 2nd hit wiffs, c.rh, fake FB.
the last 2 are a good mixup to exploit.
against gief, I don’t agree with everything fresh OJ is saying. You can FB trap him, it just takes a little thinking and it actually stops him effectively. Don’t cross him up. If he blocks the xup and you don’t chain out far enough, you’re still in SPD range. Just keep throwing FB’s @ him on knock down.
I just throw FB’s @ his fat ass with some methodical process behind it. FB him just outside of his furthers poke and keep working that range. He’ll jump eventually and if so, DP. OR, he’ll take the option to lariat through something in which case, c.rh, fake FB will counter that. @ this distance, its to hard for gief to read due to the FB speed. He’ll eventually guess on a counter and if you’re looking for it, you can take advantage of it.
Only downside in that game plan is that a FB can be anticipated and then jumped over and now you’re in a tough spot. Be methodical with the FB’s and only use them to create pressure rather than banking off it for life.
What’s the best version of Ryu’s DP to use as an AA? Do they have the same vulnerability, damage, startup frames, etc?
Can someone comment on this please?
Also, can someone share some tips on how to use DP to do reversal on wake up? Timings, pianoing, etc.
Thanks guys. I’ve been playing SF series since the SF2 CE on the Sega Genesis/Megadrive but never really got the chance to play ST nor against humans so I’m still learning and trying to get used to the Hori Fighting Stick.
One of my good friends uses Gief as one of his mains and I’ve had some experience against good Giefs…heres my two cents if anyone cares…:
If your playing a “good” Gief, then chances are that if you get in “throw” range then you WILL get tossed. So I keep my distance…for the most part. I use the fireball game mostly (and no it’s not CHEAP). Mix in the different speeds if they’re using Lariat to get through them…and don’t forget that fake fireball, a lot of the times it will trigger a Lariat and that’s when you punish them for it, with either a nicely timed fireball or if your close enough…sweep. Learn the spacing for Ryus c.forward and c.roundhouse. That c.forward cancel into fireball will be your friend…BUT…be careful if your up against a “jumper”. If your fireball game is causing “jump-ins” pay attention. What are they jumping in with? Ryu has a great arsenal of air attacks. A few to speak of?..His normals like c.fierce, s.forward and s.roundhouse…oh and don’t forget the Shoryuken (I’d stick with the Jab Shoryuken for this matchup others can be greatly punished if whiffed). Sometimes you can notice a pattern when they jump-in…this is where I LOVE the jumping strong juggle. And if your good enough you can tack on a few more hits from a combo’d super. If you can time their jump-ins you can easily put them in their place…they might be surprised by your sudden offensive surge so use it to your advantage. One strategy I use to bait Lariats is to use the “rushdown” (forward+firece). If your in the middle of a fireball frenzy and they’re just too good with Lariat timing…rushdown! With my experience using the rushdown, it often triggers a Lariat and thats when you get close enough for a sweep or c.forward/fireball combo. Works like a charm for me.
I just saw an awesome match with these guys 03 ARG (Claw) & Gotoh (Ryu) vs. Aniken (Ken) & Tasaka (Cammy)
ANiken (Ken) was playing against ARG (Claw) and Aniken jumps in with a fr.p and connected with Hurricane Kick and then with with a cr.rh. very awesome stuff lol
That’s one of the reasons why I want to start learning Ken…but I have a hard time remembering which shoto I’m playing with when I’m in battle. If I’m using Ken I’ll try and use Ryus overhead…HAHAHA.
at 2:52, Aniken performs “Jump High punch?stand high punch?shinku hadouken”.This combo is very difficult.
“Crouch high punch?shinku hadouken” is not difficult but in the case of “stand high punch”…
What’s the correct input for this combo? Break it down step by step, and please don’t say it’s neutral cause I won’t believe you! I might believe you if it’s something with a negative edge though.
Hi guys! I’m looking for some good advice against Blanka and Boxer’s tick throwing headbite/headbutts. How should I approach these set ups with Ryu? Oh yeah, add Ken’s kneebash to the list.
don’t think its neutral because you can do dwn, dwnfwd, fwd, neutral, P to still throw a FB.
I think its jump in deep with j.fp, then before you land qcf, land, slight delay, bck+fp, hcf+p’s.
The delay and the bck+fp should be enough to get rid of the FB input window. Just my 2 cents on how I think it works, don’t even know if thats the right way to do it
I have a question. On that same round where ryu does s.fp, super, there’s a corner setup where he does c.lk, c.lk shoryuken. Does that only work in the corner? is it character specific?
^^ So this works only when you have like 99% Super meter, and then the st.Fierce gives you 100% Super meter? Also, I was under the impression that st.Fierce > Super only works consistently on speed 0. It can work on speed 3, but due to frame dropping, is very inconsistent. That’s how it was in classic ST. Has this changed?
On Speed 0 you can’t cancel a standing move into super even if you used a programmable joystick or macros with emulator, the only exception is Ken but the input is kinda weird (23+neutral standing punch+623+P). Ryu has 6 directions to input a super while Ken has 5, so with Ken it’s easier to do standing fierce into super and without the %99 meter trick.
99% Super cancel works in all speeds, you can use negative edge to increase the success rate, for example with Fielong (standing strong (hold strong)-QCFx2-n.standing fierce(100% charge)-release strong-Super, using 2 buttons as the punch input to get a better chance to cancel.