It’s a pain to get XSF competition here lately. I go up to boston for a few cades, but it isn’t enough. I used to play a lot online(Yeah, I have the emulator software, etc), but my PC and, more importantly, the servers, are shit now.
I play some other games… Lately, I’ve been playing a lot of Halo 2, admittedly… I play GGXX#R on the side, and I’ve got some old school time logged on MSH and MvC…
But, let’s keep this thread about XvsSF, chief… This is like… The only XvsSF thread… Anywhere. 
Random Ryu tips and tricks -
Lockdown - Shoto Jabs are ridiculously good. Insane frame advantage. If they keep pushblocking, dashing jabs are enough to keep you in their face, and frustrate them, enough for them to mess up, or for you to mix it up with a throw. Ryu throw = ggpo. If they’re ‘not’ pushblocking, you can lock them down with [ c.strong -> Hopkick ], over and over again… Mix it up with c.shorts and throws, and you’re gold.
c.short followups -
c.fierce -> air combo
c.strong -> hopkick, s.jab -> c.fierce /\ air combo
c.roundhouse(Wait for them to land) xx Shinkuu TatsuMakiSenpuuKyaku
c.roundhouse, s.short(OTG) -> Hopkick /\ Air Throw / c.fierce /\ air combo
Personally, I chain all my hits into c.strong and go into hopkick links. It’s unrollable, untechable, and as long as you can do it reliably, makes Ryu a beast.
Ryu midscreen combo -
c.fierce(Delay) /\ sj.jab(Delay) -> sj.short(Delay) -> sj.forward(Delay) xx Air Forward TatsuMakiSenpuuKyaku(FS) / s.short(OTG) -> Hopkick /\ Air throw, Shinkuu HaDouKen
Combo Mixups -
Just for shits and giggles… There are a lot of ways he can alter and reset his combos on the fly. Things like
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Fierce Throw, /(Jump towards them) j.roundhouse(Crossup) / c.strong -> Hopkick -> Hopkick Madness. Alternatively, after the crossup j.roundhouse, just walk up and throw them. Hit or Block, it makes for a damn good tick throw setup, unless they pushblock. Which they won’t. The first time.
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s.short(OTG) -> Hopkick, Crouch(When you crouch after hopkick, midweights and heavies will bounce over you), c.fierce(Crossup). Alternatively, crouch, and don’t wait as long, and c.fierce them before they cross over you. Or, after the hopkick, just do s.jab -> s.strong xx Hurricane Super. Blockable, of course, but, it’s part of the mixup.
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Because of the ridiculous +Advantage on Shoto Jabs, They make a great pestering tool. Get close, and jab, and take a step forward, and jab again, etc etc. Because of the rapid pace, you can just walk up and throw them practically whenever. I suggest using hopkick strings to get in close. Just avoid the nooby move of doing multiple hopkicks in a row. Always follow up a hopkick with some kind of quick pressure move, like s.jab or c.strong, or a throw. Also, with this jabs, because they’re easy to link, any lucky jab can turn into two or three jabs, plenty of time to recognize the hit and move on to hopkick strings.
Optimal Hopkick Reps -
The basic Ryu Hopkick Inf is [ s.jab -> c.strong -> s.twd.forward(AKA, Hopkick) ], rinse and repeat. I wouldn’t suggest doing this. I almost always do [ s.jab, s.jab, s.jab -> c.strong -> s.twd.forward ] when in the corner, and [ s.jab, s.jab -> c.strong -> s.twd.forward ] when midscreen. The idea is that, the farther away you are when the hopkick comes out(As long as the hopkick hits), the easier the Hopkick, s.jab link is. This combo, IMO, also looks better. Shoto jabs kick ass.
Shinkuu TatsuMakiSenpuuKyaku setup -
The only time the hurricane super is really useful, in any kind of serious match, is after a sweep. Which means, there’s always an amount of risk involved. But oh well… Here’s the best corner setup.
- s.jab, s.jab, s.jab, s.jab -> c.short -> c.roundhouse(Wait for them to land) xx Shinkuu TatsuMakiSenpuuKyaku. The idea here, like with the hopkick setup, is that you want to be as far away as possible, for two reasons. One, the super ussually gets more hits when it starts farther away(It hits more often as it’s pulling them in, then it does once it’s pulled them in and starts bouncing them back and forth), but more importantly, in this corner setup, a corner-bounce is almost guaranteed. 95% of the time, they get rebounded into the corner, and you can dash in to followup.