Ryu :karate:
Ryu is basically Rushdown. The keys are using the right moves(A lot of his moves have very good frame advantage[You recover from hit animation before they recover from blockstun]), being good with FB Zoning, Throws, and his combos.
Rushdown Moves - Jabs, c.short, c.strong, hopkick[s.twd.forward], c.roundhouse, j.roundhouse, Air Hurricane
Jabs - All shoto jabs(And Charlie) have good frame advantage. This means it’s a good pressure move. This move basically has two purposes. 1.) Psych Setup for his throw. Threaten them with a jab, two, three, then throw. Or, threaten them with it, then sweep xx Safe Special Move(Or if the sweep lands, Hurricane Super) 2.) Good priority, high speed start to his combos.
c.short - Key to the rushdown, often following his jabs. It’s basically your mixup tool, and it’s what you should use to keep them grounded. This threat is what keeps them from jumping away(That, and the fact that they keep having to block d.s/c.jabs)
c.strong - Longer range, so it’s useful if you’re too far away for a jab. Also, this is what you want to setup your hopkick with.
Hopkick - This is the most important part of his rushdown. It pulls you forward, ‘and’ it has frame advantage. It REALLY helps to learn the timing for a s.jab after this hopkick(As in, to make the s.jab combo), but it’s not 100% neccessary. Follow up the hopkick with Jabs, generally, back into the pressure/mixup game.(A lot of new Ryu Players do Hopkick -> Hopkick -> Hopkick, ect ect. Not a very good idea. Sure, it has frame advantage, but not ‘that’ much.)
c.roundhouse - Useful to tag on the end of a blocked chain and cancel it into a FB/Short Hurricane Kick. Also a useful tool combo wise, once you know yet another tricky Ryu link. c.roundhouse, s.short(OTG) works, and it’s match worthy, so it helps to know that, too. You can do a lot with a s.short OTG with Ryu, but check Combos for that. Another option is to follow it up with the Hurricane Super. However, don’t cancel into the super ASAP(They’ll have time to roll in response to you activating the super). Pause for a second, then cancel into it.(They should already be laid out on the ground) This way, they have to roll before the super, and can’t roll in response.
j.roundhouse - Ryu’s j.roundhouse has good air vs ground priority, and it’s best used Shallow(This is because you can cancel it into Hurricane Kick, which carries him forward anyway) However, don’t abuse it, because most good Anti Air can beat it out. It’s a decent crossup however(Much like his j.forward), so it makes for a good followup to a Sweep, into his pressure/rushdown.
Air Hurricane Kick(HK) - You’ve got two versions worthy of note. Roundhouse, and Forward. His Forward HK sends them straight down. If used vs a Grounded Opponent, it bounces them up in the air, so you can do Forward HK / /\ Air Throw. However, use it sparingly, because it’s very counterable. His Roundhouse HK sends them flying away. This is a free combo in the corner, and away from the corner, it’s a free ticket to Dash Jump at them, and now you’re both in the corner. There ‘is’ something else you can do, but it requires tight timing… You can do Air Roundhouse HK / SJ /\ Beam Super. With a sharp Tiger Knee Beam, you can catch Mid - Light opponents(Anyone as light as ~Cyc)
Zoning Moves - Air Hadouken, Jab DP, j.fierce
Air Hadouken - This is basically Ryu’s Sonic Boom. It’s also what you’ll need to keep them on the ground. The ‘basic’ series is SJ, Jab Hadouken close to the ground, land, Dash jump, Rush down. Of course, you don’t want to be predictable. Multiple Air Hadoukens, mixing in Ground Jab Hadoukens in place of the air ones, and Wave Dashing instead of dash jumping, ect ect, are all ways to mix it up.
Jab DP - Another tool to keep them out of the air. Best used sparingly, as unlike Ken, Ryu’s rushdown game isn’t helped very much by his Jab DP. However, if they’re trying to avoid you by taking to the air, Air FBs + Jab DP is the best way bring them down. If a Jab DP connects, dash in and start up the pressure/rushdown.
j.fierce - Yet ‘another’ Vs Air move. Ryu is loaded with them. His j.fierce has very strong air vs air priority, and beats out most air vs air. If they jump, j.fierce xx Roundhouse Hurricane Kick is a ‘very’ solid option. Either it connects, and you both go flying into the corner(Possible combo, if you’re close enough to the corner), or they block it, you get serious frame advantage, and either land and Launch/Air Throw/Ground Throw/Rushdown/Do it again, ect ect.
Techniques
Rushdown -
d.c.jab is your best friend. The basic idea is d.c.jab -> c.strong -> hopkick, d.c.jab -> c.short -> c.strong -> hopkick, s.jab -> c.short -> c.roundhouse, ect ect. The hopkick is basically what ties together the pressure strings, and the d.c.jab is what gets you in, and gets it started. If you’ve got the timing down, once a hit lands, you can combo into a launch with the hopkick, s.jab link. If you don’t have the timing down, then you can combo into a sweep, into the s.short(OTG) link. If you don’t have ‘that’ timing down, you can pray for a deep jab to connect, and go right into launch, or, you can mix them up with throws. After a hopkick, you can throw. After a jab, you can throw. You can give them a little space, wait for them to jump, then jump and air throw them… Or, jump and j.fierce -> Roundhouse HK. If it connects, free corner combo. If it doesn’t, they land, Throw. Ect, ect, ect. Ryu is ‘big’ on Throws in XvsSF.
Air Control -
Ryu’s whole rushdown game depends on them being on the ground. To aid in that, you can use his Air Jab Hadouken, his powerful Air vs Air j.fierce, or his Jab DPs. He has a bit of a tough time with SJ Keepaway, though(I.E., Cyclops doing SJ -> Double Jump -> j.roundhouse all day), and Storm keepaway, but he owns the Normal Jump zone for free. j.fierce xx Roundhouse HK all day if they try to question that. This is one reason that, IMO, Ryu dominates Sabretooth, with ease.(Seems to be one of the most lopsided matchups in the game)
Tiger Knee Shinkuu Hadouken -
Ryu’s Beam Super comes out much faster in the air(Case in point, you can’t link a standing super after a s.strong. But, you have time to cancel it into SJ, do it in the air, and ‘still’ combo it.) I’d suggest getting the timing for it down, and being able to do it as low as possible(Optimally, you want it to hit them even if they’re crouching. But being able to hit a standing opponent is ussually good enough.) This is almost neccessary for fighting Dhalsim, as it’s Ryu’s best counter to a Drill. It’s also the best FB/Hypergrav/Hail Storm/Anything Else counter he has.
Combos!
Ryu has a billion combos. 5 infinites, which I’ll list…
In corner, as a juggle -
[ /\ j.jab -> j.up.forward -> j.up.roundhouse / ]
In corner, as a juggle -
[ s.jab -> s.strong xx Short Hurricane Kick(One hit) ]
Anywhere, vs Grounded Opponent -
[ s.jab -> c.strong -> s.twd.forward(hopkick) ]
In corner, as a juggle, during FS -
[ s.jab -> c.strong ]
In corner, as a juggle, during FS -
[ s.jab -> s.strong -> s.forward(One hit) -> s.fierce -> s.roundhouse ]
Shorter version of Inf above -
[ s.jab -> s.strong -> s.roundhouse ]
But, blah on Infinites. Here’s the fun stuff…
B&B Combos(Basic, good stuff)
This is your basic, midscreen launch combo -
c.fierce /\ sj.up.roundhouse xx Beam Super
This one is the basic, midscreen painful Ryu combo. As usual, chock full of throws.
Punch throw, s.short(OTG) -> Hopkick, /\ Air throw, Shinkuu Hadouken
This one is a combo that can take them into the corner from ‘really’ far away.
c.fierce /(SJ Towards them, and hold towards them) sj.jab -> sj.short(Slight pause) -> sj.strong(One hit) xx Roundhouse Hurricane Kick(One hit) / s.short(OTG) -> Hopkick, /\ Air Throw -> More Combo.
This, is the basic Corner Combo -
c.fierce /\ sj.jab -> sj.short -> sj.up.forward -> sj.up.roundhouse(FS), sj.fierce -> sj.up.roundhouse / FS Ground Combo
Advanced Combos
Another option midscreen, after a launch, goes like this… The Forward Hurricane Kick is the one that sends them straight down… The key to this combo is to space it out ‘very’ slowly, so that you’ve already started falling a bit before you do the sj.forward(Not sj.up.forward, just sj.forward, the normal air move which knocks them down a little) xx HK, land, and OTG.
c.fierce /\ sj.jab -> sj.short -> sj.forward xx Forward Hurricane Kick / s.short(OTG) -> Hopkick /\ Air Throw
Ryu has ‘insane’ options in the corner… One of them involves his glitchy Air Throw. After his air throw, if you hold Up, Ryu DSJs(Double Super Jump). Ryu’s air throw naturally throws them up. So, you can actually continue the combo this way… I’ll list some options
c.fierce /\ sj.jab -> sj.short -> sj.up.forward, Air Throw, DSJ /\ sj.jab -> sj.strong(One hit) -> sj.up.forward, Air Throw, DSJ /\ sj.jab -> sj.short -> sj.up.forward -> sj.up.roundhouse, sj.forward -> sj.fierce(Slight pause) -> sj.roundhouse
(Yes, the above combo goes very far Off the Screen. You have to memorize the timing.)
c.fierce /\ sj.jab -> sj.short -> sj.up.forward, Air Throw, DSJ /\ sj.jab -> sj.short -> sj.up.forward -> sj.up.roundhouse, sj.forward, Air Throw(You air throw them on the way down) out of corner, Beam Super
(The above combo goes off the screen, but not far)
c.fierce /\ sj.jab -> sj.short -> sj.up.forward, Air Throw, DSJ /\ Air Throw(DSJ Up/Towards them, and air throw them again on the way by), DSJ /\ Air combo
Ryu also has a strong FS Juggle game, with lots of ways to reset into his throws/airthrows. Some options…
c.fierce /\ sj.jab -> sj.short -> sj.up.forward -> sj.up.roundhouse, sj.fierce -> sj.up.roundhouse / s.jab -> c.strong, Air throw
c.fierce /\ sj.jab -> sj.short -> sj.up.forward -> sj.up.roundhouse, sj.fierce -> sj.up.roundhouse / s.jab -> s.strong -> s.roundhouse, Air throw
c.fierce /\ sj.jab -> sj.short -> sj.up.forward -> sj.up.roundhouse, sj.fierce -> sj.up.roundhouse / s.jab, Throw
Also, there’s a rule in XvsSF, where you can only do 2 throws in one ‘Combo’(It doesn’t matter if it adds to the Hit Count, the game is very liberal with what it calls a combo. They have to recover for a decent amount of time). There’s a way around this with Ryu. You make them block a jab. It goes like…
c.fierce /\ sj.jab -> sj.short -> sj.up.forward -> sj.up.roundhouse, sj.fierce -> sj.up.roundhouse / s.jab -> s.strong -> s.roundhouse, s.jab, Throw
In the above combo, you ‘are’ able to combo a s.jab after the s.roundhouse, but you don’t want to. If they block it, and you throw them when they land, the game counts it as a whole new combo. It resets the One OTG Per Combo rule, the 2 Throws Per Combo rule, ect ect.
Overall, with such powerful combo basics(Air Throw/sj.up.roundhouse -> Beam Super ; His sj.up.roundhouse juggles ; DSJ Combos), and throw resets, Ryu combos are practically limitless.