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Counterhit
04-18-2007, 09:45 AM
can some one tell how to combo Ryu's super?
thanks.

Ketsuban
04-18-2007, 10:14 AM
In ST I think the timing is tighter and you have to buffer the motion of the super unlike in later games like 3S. To do c. MK xx super with Ryu for example you have to do d,df,f,d+mk,df,f+P. Or to do close standing HP xx super the command is d,df,f,HP,d,df,f+P (so it's like doing an empty QCF first and then immediately doing standing HP into fireball).

Counterhit
04-18-2007, 10:59 AM
Damn, that means hours in training mode again

King Of Bums
04-18-2007, 07:12 PM
I was trying to figure out the combination to do the cr.forward xx super. Btw, do you know if this works on the anniversary collection version of st, do you have to hold start when you do it, or does it not work at all on that version.

jchensor
04-19-2007, 01:28 PM
It works on that version. Just do it the way Ketsuban said. Do one fireball motion and, on the second fireball motion, hit Forward while at D or DF and then complete the motion and press punch. You cannot hit Forward on the first Fireball motion, though.

- James
http://jchensor.blogspot.com

dialupsucky
04-19-2007, 04:47 PM
Its just not the same with out ryuROCKst, and kalok.......

Kuprin
04-19-2007, 06:42 PM
That sounds really, really hard to hit confirm. Is it even hit-confirmable?

King Of Bums
04-19-2007, 07:18 PM
Ya, I just did that combo today and it works like a charm... If you have a super, this is a fun combo on a crouching opponent (works on Ryu, Ken, Dee Jay, and Cammy)

(Crossup) j. rh \/ towards st.fierce -> cr.forward ->QCF + fierce *stun* cr.forward xx super... opponent dead.

This works on most characters, and the cr.forward xx super is described earlier in this thread. I haven't tried this on all Characters, but i know that sim gets stunned to early, and on Zangeif, instead of the cr.forward after the double punch, do cr.strong x2 to QCF fierce.
Enjoy your death move, a gift of the Bum King!:rofl:

Counterhit
04-19-2007, 10:52 PM
This is a good combo while the enemy is dizzy,
up, and then when landing :qcf::hk:(in the air):hp::qcf::hp:

Digitalbooty
06-07-2007, 07:51 PM
Put em all in here. hope this isn't a stupid idea. I'm hoping to exchange some character specific knowledge.
edit: I know the format is pretty dumb, but I just thought it might be an easy way for random people with random knowledge to drop it here.

VS. BOXER

DO keep your distance and spam c.mks and c.mps to stuff and punish dashes.
DO stuff supers with dp.
DO f.fierce, c.roundhouse xx hadouken to pressure his face.

DON'T do hadouken's close enough to get rising head butt in face.

VS. SIM

DO throw hadoukens, build meter and go over fireballs with HKs and unleash super in face.

VS Blanka

DO stuff rolling balls with s.jabs and stuff ground slides with c.shorts

NoAffinity
06-08-2007, 02:07 PM
VS. Boxer

s.jab stuffs super, from 2/3 to 3/4 screen minimum distance. Can bate with a fireball, if timed right...but can get stuffed by super, as well, if timed wrong.

VS. Blanka

Triple (1-hit per) juggle w/ j.strong, if initiated close enough to ground, followed by super juggle.

Jason12345
06-09-2007, 03:59 PM
anyone know good character specific game plans?

What's Ryu's best general game plan.

For example, Guile players throw projectiles and respond to how their opponent reacts.

Fir
06-09-2007, 08:35 PM
Lure with hadokens, measure the distance of that with the opponent to counterattack with a lp shoryuken.

This helps prevent damaging throws and whatnot, since the lp shoryuken has a quick start-up with better recovery. Try to catch the opponents reaction timing to land a successful super, also try to remain as close as possible if you're going to do so. Then there's the usual combo's and whatnot...

Really comes down to execution with Ryu.

Goryus
06-15-2007, 10:38 AM
anyone know good character specific game plans?

What's Ryu's best general game plan.

For example, Guile players throw projectiles and respond to how their opponent reacts.

For general game plan stuff, check the Ryu wiki:

http://www.shoryuken.com/wiki/index.php/Ryu_%28ST%29

In regards to the specific match-up vs. Guile...

This is a very interesting match. Ryu has to be careful with his fireballs, because of the omni-present danger of eating a backfist after a boom neutralizes one. Ryu basically has two options:

1) Back up and pressure with fireballs from a safe distance. Guile has to charge, so he will eventually be forced to jump or block a fireball. It is important not to just throw out FBs mindlessly, because Guile may try to jump one and stick out an early roundhouse/mk to keep ahead of the block damage.

2) Crazy rushdown. Ryu's mixup game is strong, and it's easy to abuse safe jumps and cross-ups against Guile. This option works well if you can get in, but first requires you to score a knockdown, which requires a bit of luck. You can predict a boom and hurricane kick over it for the throw, but beware of using any strength but short for this sort of thing, unless the Guile player is being very predictable with his boom pattern. Jumping forward over a boom is dangerous, but straight jumping a jab one from mid-screen can buy you a lot of time to play footsies\probe for that knockdown.

Whichever plan you choose, a big event in the match is when Ryu finally gets his super charged. This makes it very dangerous for Guile to chain out rapid-fire booms when Ryu is at mid-range, because if you predict one and super through it, he loses nearly half his health. With the pressure from the booms lessened, Guile's defence opens up a lot.

Pablo_the_Mex
06-18-2007, 12:07 PM
Is old Ryu good, or do people just stick with new Ryu?

UltraDavid
06-18-2007, 12:24 PM
Old Ryu is good. He has a faster fireball that he recovers from more quickly and I think there's something fancier about his jumping up roundhouse or whatever. Most people stick with New Ryu, though, partly because of his overhead and juggling but mostly because his super is really good and extremely useful in a lot of matchups.

shoultzula
06-25-2007, 12:15 AM
got some q's

when old ryu is mentioned, which version on AE is that?

need a little help with ryu vs claw? even general tips seeing how all my normals are neutralized by vegas and my fireball gets countered by his jump. I'm completely lost except for trying to make him jump and dping his ass or trying to make vega zone into my dp range. trying to out footsie him seems impossible.

whats the best method to reversal against command tick throws? i was messing around today with constant qcf's and looking for my chance to hit p for an srk. Its weird that you can qcf x 3 + p and get a shoryuken but i'm not sure if this is the exact method to use. Since its taking an odd # input, I can just spam the motions and hit P when I see the tick happen right? Trying to reversal giefs spd when he can change his tick throw timing is tricky and probably would need some funky input trick like that I suppose.

best way to learn low fwd, super? i've just been doing it really slow so I can build up my speed for the input. I can't input that thing to save my life. Should the timing for it be the same timing as a super by itself? is low fwd super hit confirmable? will any combo that combos into low fwd super always connect? for instance, xup, c.mp, c.mk, super?

what about short short being hit confirmable as well?

whats up lp dp hitting twice? double active hitbox? does it leave me safe?

should I take j+mp, super?

when i watch the japs play, I hear them piano for reversal. If you fucked up and the lp version didn't come out, your dead right? I know if they're bating it out, your done anyway but the lp version forces them to combo faster. The other 2 srks give them time to plan a big combo.

how many frames do you get a chance to reversal? how many inputs a frame does the game allow?

Warrior's Dreams
06-27-2007, 09:14 PM
For general game plan stuff, check the Ryu wiki:

http://www.shoryuken.com/wiki/index.php/Ryu_%28ST%29

In regards to the specific match-up vs. Guile...

This is a very interesting match. Ryu has to be careful with his fireballs, because of the omni-present danger of eating a backfist after a boom neutralizes one. Ryu basically has two options:

1) Back up and pressure with fireballs from a safe distance. Guile has to charge, so he will eventually be forced to jump or block a fireball. It is important not to just throw out FBs mindlessly, because Guile may try to jump one and stick out an early roundhouse/mk to keep ahead of the block damage.

2) Crazy rushdown. Ryu's mixup game is strong, and it's easy to abuse safe jumps and cross-ups against Guile. This option works well if you can get in, but first requires you to score a knockdown, which requires a bit of luck. You can predict a boom and hurricane kick over it for the throw, but beware of using any strength but short for this sort of thing, unless the Guile player is being very predictable with his boom pattern. Jumping forward over a boom is dangerous, but straight jumping a jab one from mid-screen can buy you a lot of time to play footsies\probe for that knockdown.

Whichever plan you choose, a big event in the match is when Ryu finally gets his super charged. This makes it very dangerous for Guile to chain out rapid-fire booms when Ryu is at mid-range, because if you predict one and super through it, he loses nearly half his health. With the pressure from the booms lessened, Guile's defence opens up a lot.

Wow, this was really useful. Could you do something like this for Boxer and Claw? I realize that some ideas vs Boxer were previously mentioned, but if you (or anyone else reading htis) could add your 2 cents in, that would be helpful.

Goryus
06-28-2007, 11:02 AM
Wow, this was really useful. Could you do something like this for Boxer and Claw? I realize that some ideas vs Boxer were previously mentioned, but if you (or anyone else reading htis) could add your 2 cents in, that would be helpful.

Both of these are pretty tough matches to play.

vs. Boxer, your optimal distance is just outside of fierce headbutt range. From this range, it seems like he (Boxer) has a lot of options versus the fireball, but none of them are really safe. Keep throwing fireballs, and reacting to how he reacts to them:

- Jab/strong headbutt: doesn't matter, throw another fireball. He'll be forced to block it, and it will push him back. He can slowly advance when doing this, so if he makes it into fierce headbutt range, step back a step and repeat.
- Fierce headbutt: walk up sweep xx fp fireball as he lands. He can block the sweep, but he can't headbutt through the FB since he just used his charge.
- Jump forward: depending on distance, either throw another fireball (which he's forced to block), walk forward sweep xx FB as above, or uppercut.
- Straight jump ~ float with fierce: wait patiently until the fireball is off the screen, and use with random mp and mk to prevent random dash punches.

The boxer player may also try to trade st. fierce, high rush punches, and TAPs with fireballs. This is ok, accept the trade and continue making him block FBs inbetween to stay ahead in the damage race. If you score a knockdown (probably off of a burning fireball), Boxer's headbutt is really slow, so it's easy to abuse safe jumps against him. However, do not try to cross him up except with hurricane kicks, as it doesn't work.

When done correctly, the match should go something like this:

http://www.youtube.com/watch?v=c0ie3EEZJZQ

However, unlike most of Ryu's other matchups, the big turning point here is when Boxer gets super. His super can go through an FB from almost full screen for full damage, which severely cramps Ryu's style and turns the game into a match of footsies. Thankfully, most of Ryu's common pokes will stuff random dashes, but they lose badly to Boxer's cr.mk/st.fp.


vs Claw...FBs are not safe from close up thanks to his fast jump. His long reach is rough, and many of his pokes stuff yours. I've always had the most success rushing him down and staying on top of him, because he will completely rule the match if you let him run it at his pace.

Warrior's Dreams
06-28-2007, 06:08 PM
So if staying on top of claw is the thing to do, whats a good way to advance in on him?

dogberry
06-28-2007, 07:05 PM
low short. What you want is to let the vega player know that he can't completely control the ground game with his pokes and slide. Ryu's low short will snuff the slide and low strong, but you must use it smartly and not just jam on it because Vega can counter this tactic with standing fierce and standing forward(?). Your goal really is to get a knockdown here which either means landing a sweep or uppercutting Vega whenever he jumps. So to win this match you need to know how and when to use low short to stop most of Vega's ground game and you need to be able to DP vega whenever he jumps. Once you get that knockdown, use crossup hurricane kick to stay on top of him, then mix it up with sweeps, throws etc. to keep him on the defense.

Warrior's Dreams
06-28-2007, 11:42 PM
l So to win this match you need to know how and when to use low short to stop most of Vega's ground game and you need to be able to DP vega whenever he jumps.

Ok, so using low short wisely is important. Could you elaborate further on how and when to use low short?

dogberry
07-12-2007, 06:33 PM
Good places to tap on low short would be if you're in the max range of vega's slide (so he can't pressure you at max distance and cuz max distance slide is pretty safe when blocked) and just out of his low strong range. As for when you should tap, the best way I could describe it is use it like a parry in 3s. When you KNOW a poke is coming because either vega needs to keep the pressure on you or is looking to knock you down.

What I try to look for is the vega player adjusting position. This is usually a good time to hit a low short. It's good because even a whiff will cause a block animation in ST (you stop vega from walking back) and sometimes vegas will like to surprise you with a random slide when they are adjusting position since it's safer than a jump.

What makes this hard for Ryu/Ken is because even though low short can take away some of his ground game, it gets countered by stand fierce and you still have to watch for well-setup jumpins. So being able to DP on reaction to a jump helps, but watch out for stand fierce. Especially when vega is advancing towards you from outside stand fierce range. There he can pick to either stand fierce, jump or slide and you have to guess, so the best thing to do in this case is block.

It's a hard match but if you learn how to use low short it makes it a bit easier. I hope that helps.

Triplejjj
07-13-2007, 07:24 AM
That's a nice tip about cr. short versus Vega slide and cr. strong, but what options does Ryu have to stuff st.forward from him on anticipation, outside of srks of course?

Warrior's Dreams
10-11-2007, 05:11 PM
Ok, I realize that this is a super scrubby question, but can someone go into more detail about Ryu's Hadoken/Shoryuken trap game. I mean in theory I understand the basic concept, which has been briefly touched upon here

Lure with hadokens, measure the distance of that with the opponent to counterattack with a lp shoryuken.

This helps prevent damaging throws and whatnot, since the lp shoryuken has a quick start-up with better recovery. Try to catch the opponents reaction timing to land a successful super, also try to remain as close as possible if you're going to do so. Then there's the usual combo's and whatnot...

Really comes down to execution with Ryu.


and in the Wiki

================================================== =====
"If a character jumps over a Hadouken from a distance, out of the range of Ryu's Shoryuken, he can still walk forward and force them to land on a cr.hk. They cannot block this when timed correctly, and it will knock them down.
[edit (http://shoryuken.com/wiki/index.php?title=Ryu_%28ST%29&action=edit&section=30)]
Zoning

Ryu's ideal positioning against most characters is at the very end of their jump arc - this gives him the maximum amount of time to recover from a Hadouken, while still being in range to hit them with a Shoryuken if they try to jump."
================================================== ====


But I believe this to be more complex than simply measuring their jump arc. For instance:



1) How do Jab/Medium/Fierce fireball recovery times factor into timing and distance? Which takes the greatest/shortest recovery?


2) How do people's jump arcs factor into this? (i.o.w., some people have floaty jump arcs like Chun and Claw, others have lower jump arcs (i.e. Boxer maybe? I'm not sure on this), could someone talk about people's different jump arcs regarding this fireball/DP game?


3) Taking # 2 into account, could someone talk about the distance where Ryu can walk up after a person jumps over a fireball and sweep them, while also considering the different type of air attacks a person could do to counter such an attempt (e.g. maybe Guile's j. mk, though I dont know if this will actually beat out Ryu's c. RH at the right distance?).



4) any other advise regarding this FB/DP game would be appreciated

BoggleMinds
10-12-2007, 02:20 AM
1) I don't have the exact frame data with me. But jab fireball has least recovery, through to fierce fireball with the most.

2) Jump arcs do factor into your spacing, but at the same time, having a nice and high jump arc (Chun, for example), is somewhat mitigated by her j+forward kick, which has awesome priority and can stuff or trade with AA's. Same deal with Blanka with his j+short.

3) Learning your fireball spacing for each matchup is of paramount importance for Ryu. After all, aside from random rushdown/mixup tactics (and footsies), his entire game is based around fireballing at the correct distance(s). You might want to keep strong and fierce fireballs to a minimum against, say, Ken; as you want to keep fairly close. OTOH, minimise jab fireballs and stick to strong and fierce against Honda. Key part of the fireballing game is, obviously, to anticipate a jump-in. Most lower level players will feel a strong urge to jump-in after blocking two fireballs (e.g., jab->fierce, or strong->fierce). That's where the sweep comes in. But better players will be much less predictable than that, and only jump at the optimum (close) distance after correctly anticipating a fireball.

//EDIT: I forgot to mention there's two sides to Ryu's fireballing game, the corner fireball trap, and the normal fireballing, and you need to master both. Definitely watch Daigo for the corner fireball trapping. Basically just study and copy his hadouken technique. Versus Guile, Deejay, Dictator and a bunch of other mainly charge characters, you can do jab->jab->jab->fierce, wait to see what they do (split second), resume with jab->strong or jab->fierce. There are many variations to this... you can try jab->jab->jab, pause (they might jump), then jab fireball as they land, which resets the trap. Or if they jump, try walking forward and locking them down with sweep->fireball (a technique Daigo uses alot). Another possibility is jab->fierce->jab->fierce (not as good, IMO).

General tips: Watch Daigo's Ryu. He plays all the major (i.e., common) matchups almost perfectly. He has, probably, the best fireball trap game -- once you're in the corner, chances of survival diminish rapidly. Watch ShootingD's Ryu for more of the uncommon matchups. There are many examples of these guys and other good Ryu players on YouTube. Maybe we can do like a play-by-play breakdown of a few Daigo Ryu matches. It's quite useful to be able to see all the techniques used in practice (and you do miss a lot if you watch a vid just once, and purely for enjoyment at that).

Warrior's Dreams
10-12-2007, 08:44 AM
That sounds good. Anything and everything you recommend/comment on will be appreciated

CapMaster
10-12-2007, 10:32 AM
Can someone confirm that O. Ryu's fireballs are faster, and he has a quicker release and recovery then new Ryu?

fatboy
10-12-2007, 10:42 AM
Can someone confirm that O. Ryu's fireballs are faster, and he has a quicker release and recovery then new Ryu?
In the AE hyper thread there is a big discussion on that (frames & etc). Check it out.

orochizoolander
10-13-2007, 06:45 AM
^^^ So in ST i assume n.ryu is better cuz he has overhead n super right? Does o.ryu have any advantages over n.ryu?

Corner-Trap
10-13-2007, 08:33 AM
^^^ So in ST i assume n.ryu is better cuz he has overhead n super right? Does o.ryu have any advantages over n.ryu?

N.Ryu just basically does better in every match-up than O.Ryu does. So even if O.Ryu has some kind of advantages N.Ryu just has more overall.

R-Jive
10-19-2007, 05:25 AM
^^^ So in ST i assume n.ryu is better cuz he has overhead n super right? Does o.ryu have any advantages over n.ryu?

Yea n.ryu also has a stronger mixup game.

Airthrow
11-06-2007, 07:44 PM
What's the proper use of J. MP x2?

I saw someone do j. mp x2 and then short air hurricane, land short hurricane, and it built meter, but I can't seem to get the air hurricane to come out after j. mp... (I know it isn't supposed to hit, just build meter).

SweetJohnnyV
11-06-2007, 08:11 PM
What's the proper use of J. MP x2?

I saw someone do j. mp x2 and then short air hurricane, land short hurricane, and it built meter, but I can't seem to get the air hurricane to come out after j. mp... (I know it isn't supposed to hit, just build meter).

Were you cancelling the jump MP into the air hurricane? Or were you trying to do them as two separate moves?

Airthrow
11-06-2007, 08:16 PM
I didn't know it was a cancel? I just saw someone do it at someone's house and assumed it was two moves.

CapMaster
11-06-2007, 09:23 PM
I didn't know it was a cancel? I just saw someone do it at someone's house and assumed it was two moves.

You can cancel into the air hurricane off the first hit of the jump strong.

Mizuki
11-07-2007, 12:29 PM
IIRC O.Ryu is kind of like O.Ken. Faster fireball recovery, full invinc DP, different normals.

SweetJohnnyV
11-07-2007, 02:53 PM
I didn't know it was a cancel? I just saw someone do it at someone's house and assumed it was two moves.

Yeah, you gotta cancel it. You can only do one attack while you're in the air. Cancelling gets around that.

Mizuki
11-08-2007, 02:59 PM
What's the proper use of J. MP x2?

I saw someone do j. mp x2 and then short air hurricane, land short hurricane, and it built meter, but I can't seem to get the air hurricane to come out after j. mp... (I know it isn't supposed to hit, just build meter).

You can also do the mp air juggle into super.

shoultzula
11-08-2007, 08:48 PM
are there any solid reversal timing tricks to counter tick 360 characters?

My DP input speed is pretty damn fast but I find it quite tricky to do a quick srk input based on variable, multiple tick 360 attempts so I've been trying to cheat the game with dumb shit. If you ask me to whip out an srk as fast as possible, thats not a problem. My problem is visually reacting quick enough to all the variable tick 360 attempts, then inputting my DP asap.

I want to know what old school vets use to reversal a tick 360.

I know about the piano but I don't like the fact that mp\fp DP's have horrible recovery. I've tried doing srk, lp, lp, lp to cause the same affect but I'm not sure thats even working properly can anyone confirm that method?

I've also tried the empty srk inputs repeatedly. Just sitting there when I'm in a tick position and doing the joystick inputs. When I see a break in the timing, I'll try to reversal it like that.

can a properly timed throw beat 360's based on the proper ranges?

Spirited_Away
11-09-2007, 12:26 AM
are there any solid reversal timing tricks to counter tick 360 characters?



Do a shoryuken with three buttons to increase your chances of revesal, piano the punch buttons. Also you can reverse 360's using short hurricane kick and it's alot easier than DP's :).

jabhadouken
11-12-2007, 11:14 AM
'Gief vs Ryu...

Oh... good grief.

shoultzula
11-29-2007, 07:02 AM
how would go about doing c.mp, c.mk, super?

since you have to have empty buffer the first qcf after the c.mp, it seems like its possible to negative edge a fireball on accident because of the link timing. I'm thinking that you would probably have to do something like:

c.mp and hold, qcf, d+mk, dfwd, fwd+ release p for negative edge version?

I read on the ST wiki that ryu's c.lk, c.lk, super even when perfectly time doesn't work 100% of the time. Is it even worth trying w\ those circumstances?

is close s.lk, c.lk, super a more consistent method for doing his short short super?

wakeupsweep
11-29-2007, 08:57 AM
is close s.lk, c.lk, super a more consistent method for doing his short short super?
No, it isn't.

R-Jive
02-12-2008, 03:08 PM
Can anyone tell me how you s.HP xx Super ? I've seen it done but I've no idea on how it's done.

ShinVega
02-12-2008, 03:56 PM
:tup:I posted it somewhere else in this forum, but I can't remember where so I'll just explain it again. In order to cancel a s.Fierce into Ryu's super you have to have failry quick input. The motion is dn, dn/twd, twd, (pause), s.Fierce, dn, dn/twd, twd+P. This does work (you have to do it this way with ken in order to score a 7 hit instead of 6 hit combo b/c a c.fierce won't be confirmed). Anyways the hardest thing is the pause. You need to pause for just a few frames so that a hadouken doesn't come out. It gets easier with a lot of practice, just like most everything in life. Post again if that's not clear enough.

R-Jive
02-12-2008, 09:15 PM
Thanks ! can't seem to pull it off yet though, I get a s.HP into FB or into DP, seems I'm doing it too slow or missing the timing.

It's way easier to cancel from c.MK into super or from c.HP into super. IMO

wakeupsweep
02-13-2008, 11:08 AM
No, it isn't.
I just noticed what I wrote time ago (probably at 4 am or something). While it's still possible for the super to miss, st.short, cr.short xx super is pretty reliable, and I've had it done to me before, if anyone's wondering.

BaSiK_TeKniK
03-02-2008, 07:53 PM
question which color Ryu is good for a beginner?

SweetJohnnyV
03-02-2008, 08:48 PM
question which color Ryu is good for a beginner?

Smart players, beginners and pros alike, choose Sherbert (Orange) :tup:

Lonestar
03-06-2008, 06:28 PM
question which color Ryu is good for a beginner?

No, most newbs should harness the Turtle Power lime green Ryu for best results.

COUM
03-06-2008, 08:37 PM
I know about the piano but I don't like the fact that mp\fp DP's have horrible recovery.

What does it matter? If Gief blocks your DP you're getting tossed no matter which strength you did.

On the topic of close st.Fierce xx Super; I've never managed to do it, but I've had it landed on me off a crossup in a match...:confused: it's not fun.

OmegaDL50
03-13-2008, 05:01 PM
I've been trying to improve my ground game lately (some really damn good players on Kaillera are telling me not to jump)

So I'm trying to learn myself out of jumping on instinct to chain bread and butter jump-ins which I go for alot of Jump in HK, crouching MK two into one into Shakunetsu Hadouken for knockdown.

This only seems to be effective when the opponents dizzy.

So someones been teaching me a low-high mix up

That utilizes to use F+MK overhead into crouching HK for an easy 3-hit knockdown combo, then do cross up HK into standing MP two in one LP shoryuken.

Most of the time during my cross up attempt the opponent backs away leaving me wide open for an anti-air.

So I'm think of brushing up on my long distance game, Is it possible to link overhead F+MP into crouching MK canceled into Shakunetsu / Shinkuu Hadouken to push opponents away to get optimal distance to start a Hadouken trap?

I'm trying to get better with Ryu and he is my main, I've learned the F+MP overhead into HK sweep from the Wiki, I figure if anyone has any more extensive strategies for me to try, Any and all help would be greatly appreciated.

Murderbydeath
03-15-2008, 02:36 PM
I've been trying to improve my ground game lately (some really damn good players on Kaillera are telling me not to jump)

So I'm trying to learn myself out of jumping on instinct to chain bread and butter jump-ins which I go for alot of Jump in HK, crouching MK two into one into Shakunetsu Hadouken for knockdown.

This only seems to be effective when the opponents dizzy.

So someones been teaching me a low-high mix up

That utilizes to use F+MK overhead into crouching HK for an easy 3-hit knockdown combo, then do cross up HK into standing MP two in one LP shoryuken.

Most of the time during my cross up attempt the opponent backs away leaving me wide open for an anti-air.

So I'm think of brushing up on my long distance game, Is it possible to link overhead F+MP into crouching MK canceled into Shakunetsu / Shinkuu Hadouken to push opponents away to get optimal distance to start a Hadouken trap?

I'm trying to get better with Ryu and he is my main, I've learned the F+MP overhead into HK sweep from the Wiki, I figure if anyone has any more extensive strategies for me to try, Any and all help would be greatly appreciated.

A couple of my favorite bread and butter combos are late j.fierce, st.fierce xx hadoken

j.jab, st.fierce xx hadoken
j.fwd, cr.fwd xx hurricane kick

Also, you shouldn't be crossing up if you have to cover that much ground to your opponent, especially if they're standing. If they're getting back up, I like to short hurricane kick towards them then j.hurricane crossup...You have to be just the perfect distance away from them in my experience though.

But I'm a scrub, so I dunno.

killajules
03-22-2008, 05:06 AM
Hey guys. I hope this is the right place to post this. I've recently started playing after being away from the game for quite a while. I've spent the last week in training mode practicing Ryu's moves, and am comfortable with everything except the Shoryuken. I cannot do this move, my completion rate is about 3%.
Anyone else have trouble with this when they started out? I've spent hours practicing this, and don't seem to be improving. Is it a matter of persistence?

Any tips would be mostly appreciated. BTW, I'm using a shitty ps2 controller.

CapMaster
03-22-2008, 08:51 AM
Hey guys. I hope this is the right place to post this. I've recently started playing after being away from the game for quite a while. I've spent the last week in training mode practicing Ryu's moves, and am comfortable with everything except the Shoryuken. I cannot do this move, my completion rate is about 3%.
Anyone else have trouble with this when they started out? I've spent hours practicing this, and don't seem to be improving. Is it a matter of persistence?

Any tips would be mostly appreciated. BTW, I'm using a shitty ps2 controller.

Shitty PS2 controller? Nonsense. I play with the PS2 controller.

Just practice it. Make sure you're hitting all 3 points (forward, down, down-forward) and make sure you're hitting the punch button as you come to down-forward. When you're inputting the commands think of it..Kind of like the letter Z as to how you should move your thumb/hands.

dramatics
03-22-2008, 01:26 PM
i'm mostly a ryu player, and here are some tricks i use:

upon a knockdown: crossup j.roundhouse, lk hurricane kick over them, and throw. most of the time people block low so you can hurricane kick over them. just something different to do. let's you keep a little distance for more hadokens, whether they tech it or not

meaty c.forward to either c.stong/c.forward + hadoken: good to use to challenge someone's reversal dp: if they don't time it well, they will get stuffed. if you know they are going to dp, it might be better to just back up when they wake up and let them whiff(this is more for shoto vs shoto)

vs. guile: if i play a guile, and he likes to jump, use s.roundhouse as much as you can: it beats or trades with his jumping attacks and keeps him away. it's a lot more convenient than using a dp. i have way more trouble with guiles that don't jump, and out do my hadokens w/ toward+fierce(his superior s.boom recovery time). if you're going to jump-in as guile, don't kick if you are in ryu's dp range unless you're sure he can't dp you. just empty jump-in and stay close and pressure.

vs. gief: make sure you take advantage of c.short, so you don't let him own you in footsies all day. use your dp's wisely or get spded and killed.

and sometimes, walk-up throw wins matches for me. that's probably my fav way to win when its a close match.

yates
03-29-2008, 12:55 PM
Killajules: You want to be a dp master?

When you're practicing, never do the same thing more than twice. eg - don't just dp over and over.

You'll want to incorporate this shit:

advancing dp - dp while walking forward
retreating dp - dp while walking backwards
crouching dp - dp from crouch
footsie dp - dp while moving around, no matter what situation you're in

Just start mixing it up. At first, you'll probably want to He-Man it (put a little bit of force; not tension, into the motion). After a while of doing it like that, without thinking about your input, it will "break in" so to speak.

Practicing your dp like this will make it easier to dp out of tick throws, dp through fireball traps, dp through cr.rh fireball, dp jumps on reaction, reversal dp on reaction...etc.

-randomdps

scaryice
03-29-2008, 07:07 PM
I use a ps2 controller and I have a harder time doing DP's from the right side. I figured out it's because of the way I hold my thumb on the d-pad. I don't have it straight on there, but rather pointed up-right. Trying to correct myself but it's hard to change.

killajules
03-29-2008, 08:08 PM
... snip...



... snip...


Thanks for the tips guys. I've been practicing quite a bit, and am getting the hang of it. It seems I need to do the input a lot faster than other special moves.
Yates; I will practice all these things. I was just dping over and over, and it gets a bit boring (after like 600 dps :rofl:).
Thanks again :smile:

Another question... I am currently unable to play against any human players. Will I be able to learn and use some basic strategies playing against the PS2? Or would it be preferable to set up some sort of multiplayer so i can fight other beginners.

djfrijoles
03-30-2008, 08:06 AM
I am currently unable to play against any human players. Will I be able to learn and use some basic strategies playing against the PS2? Or would it be preferable to set up some sort of multiplayer so i can fight other beginners.

You've got PM!

bl4rg3s
04-04-2008, 04:08 PM
great thread and great tips
it's good to review some old/lost information before HD remix comes out

Warrior's Dreams
04-29-2008, 10:17 AM
Sorry if this is old, but I just recently stumbled upon it and thought it might generate some discussion


http://youtube.com/watch?v=CyLovRsm5zA&feature=related

BigJonStud12
04-29-2008, 01:43 PM
Sorry if this is old, but I just recently stumbled upon it and thought it might generate some discussion


http://youtube.com/watch?v=CyLovRsm5zA&feature=related

Those are some awesome combos that the person did. Though, the person could have been punished on one or two of those dragon punches. However, I know that the person threw them because of anticipation that the cpu was going to jump in. Not only that, they made sure that it was the weak dragon punch, so there was a very, very small window that was punishable.

Warrior's Dreams
04-29-2008, 03:28 PM
Can someone talk about the Ryu vs DeeJay match up? Seems like all DeeJay has to do is just hold db the entire match and wait for you to jump...

Also, what kinds of options does Ryu have when he is up close?

BigJonStud12
04-29-2008, 06:43 PM
Can someone talk about the Ryu vs DeeJay match up? Seems like all DeeJay has to do is just hold db the entire match and wait for you to jump...

Also, what kinds of options does Ryu have when he is up close?

Here is a video that has Gotoh's Ryu against TZW's DeeJay. Though, the actual match won't take place until its 2:15 in the video.

http://youtube.com/watch?v=jKvkR4Okldw

While DeeJay can just hold db, it would be ineffective against a smart Ryu player. If you watch the video, notice how Gotoh keeps it to the ground by using the hadoken's as a poking tool to move in close. However, DeeJay can do the same with his fireballs, so it is imperative that you gain the momentum first. In fact, Gotoh rarely jumps in. As for options in close, continue with the poking game. Poke your heart out, but also keep it on the ground. Force the DeeJay player to do something, and then punish them. Use bread and butter combos, with the weak hadoken as a finisher. That way, you will have the necessary time to implement counter measures. If the DeeJay player justs keep blocking, then just tick throw him.

UltraDavid
04-29-2008, 06:52 PM
Gotoh gets into the air only 4 times that entire match and no times the whole first round, and 2 of those 4 times it was just for air hurricane kicking away and then again when DeeJay was on the ground to jump closer for better positioning (maybe a messed up air hurricane kick, cause he jumps with short). That's some awesome play from Gotoh right there.

deadfrog
05-02-2008, 12:39 AM
Smart players, beginners and pros alike, choose Sherbert (Orange) :tup:Naw dude, that's for sure the official scrub colour. :wgrin:
(Using default configuration, Short is the same as the "Yes" or "Ok" button on Xbox, Playstation, and Dreamcast.)

Can anyone tell me how to combo cr.LK, cr.LK xx Super? I swear there was a way to do it but I can't remember what it was or where I read it.

deadfrog
05-07-2008, 08:11 PM
I'm shamelessly bumping my ^ previous question ^ and adding another...

Is there any big secret I'm missing to sweeping an opponent's forward jumps? I feel like every time I attempt this they hit me as they come down. I assume it's just a matter of having better spacing but I was hoping someone could confirm for me that there aren't any tricks of which I'm unaware.

SweetJohnnyV
05-07-2008, 08:48 PM
Naw dude, that's for sure the official scrub colour. :wgrin:


Well, I do play a pretty scrubby Ryu, so maybe you're onto something there. Still, I'm all about Sherbert :wgrin:


Is there any big secret I'm missing to sweeping an opponent's forward jumps? I feel like every time I attempt this they hit me as they come down. I assume it's just a matter of having better spacing but I was hoping someone could confirm for me that there aren't any tricks of which I'm unaware.


It's spacing and timing. The hitbox for Ryu's cr.HK sticks out really far. It goes a little bit past his foot. Around the ankle/heel you can get hit though. So, you want them to land on the tip of your foot or just past it. Also, cr.HK only hits for 6 frames. It has 4 startup, 6 hitting, and 25 recovery. So, if you throw it out too early you'll probably get nailed. My guess is that the timing is screwing you up more than the spacing. Oh, one more tip, crouch while they're in the air so you have a larger window to play with as to when you throw the move out.

I'm not all that great at doing this myself with shotos, but I hope that helps :wgrin:

deadfrog
05-08-2008, 12:14 AM
The blind leading the blind... :rofl:
But seriously, thanks a ton for the response, man. I actually made it work for myself a few times on GGPO tonight!

I think I just answered my own question about the crouching short x2 into Shinkuu combo: it was in the Wiki (http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Chain_Canceling_.28fo rmerly_known_as_.22Renda_Canceling.22.29) after all. I guess I couldn't find it again because I was hunting for Ryu-specific stuff.

Chachi
05-11-2008, 12:55 AM
Sherbert? Coulda swore it was mango...

Homer Pimpson
05-12-2008, 10:41 AM
Smart players, beginners and pros alike, choose Sherbert (Orange) :tup:

off topic and I apologize, but this really made me lol :sweat:

stanski
06-07-2008, 09:55 AM
I have a simple question about ryu's reversal shoryuken, I was having problems getting it out against a honda player who would go for crossup buttslams, and i just want to confirm it was me sucking and not something else. Do you need to input the shoryuken motion towards the crossup attempt or if he ends up on the other side do you need to input it the other direction?

Josh-TheFunkDOC
06-07-2008, 07:35 PM
If he jumps over you, you need to switch sides with the move as well.

Since you're using Ryu, you can do the piano input with all 3 punches when trying a reversal DP. That's very helpful...until the opponent learns the timing to perform safe jump-ins as you get up. But definitely keep it in mind vs. tick throws, etc.

TJ_Ernie
06-18-2008, 03:50 PM
Hey guys,
Sorry for the nub question, but i'm trying to understand this combo:

meaty cl.mk, cr.mk xx hadouken

I know what a meaty and a MK is, but what is the cl notation?

Thanks in advance!

scaryice
06-18-2008, 04:51 PM
Hey guys,
Sorry for the nub question, but i'm trying to understand this combo:

meaty cl.mk, cr.mk xx hadouken

I know what a meaty and a MK is, but what is the cl notation?

Thanks in advance!

close

TJ_Ernie
06-18-2008, 05:13 PM
Ah, thx. lol.

brian
06-18-2008, 07:42 PM
I have a really hard time playing ryu against fireball characters, and I think the reason is because I dont know what to do when my opponent jumps from outside my dragon punch range.

I feel like the mixup of jump roundhouse vs low roundhouse is not in my favor, cause the jump roundhouse almost always trades, and the sweep sometimes just plain loses alot.

suggestions?

If you want specific matchups, then take the mirror, and vs Guile.

Chrisis
06-18-2008, 10:03 PM
Practice your ranges, I play more CE than ST, but if you position yourself right and can see the attack they are doing crouching roundhouse will always win (except against stuff with weird hit boxes like blanka's jumping fierce >.>)

brian
06-19-2008, 05:34 AM
Practice your ranges, I play more CE than ST, but if you position yourself right and can see the attack they are doing crouching roundhouse will always win (except against stuff with weird hit boxes like blanka's jumping fierce >.>)

Really, so in the mirror, crouching roundhouse is a guaranteed anti air from the right range?

It definitely isnt against Guile.

Battosai
06-19-2008, 07:00 AM
Really, so in the mirror, crouching roundhouse is a guaranteed anti air from the right range?

It definitely isnt against Guile.

If Guile does a jumping roundhouse or jumping forward kick you can cleanly counter it by using crouch strong punch with Ryu, and sometimes straight arm s.fierce.

vieja escuela
06-20-2008, 02:24 AM
In japanese videos I often see Ryu players making a medium punch after a fireball (and then using - probably - the release button technique to launch the next fireball).

Is this a method to minimize the recovery time between fireballs?

Mizuki
06-21-2008, 01:22 AM
In japanese videos I often see Ryu players making a medium punch after a fireball (and then using - probably - the release button technique to launch the next fireball).

Is this a method to minimize the recovery time between fireballs?

I use it for more of a fake when they try and straight jump fireballs, and then you can just do whatever for punishing.

caliagent#3
06-23-2008, 05:23 PM
In japanese videos I often see Ryu players making a medium punch after a fireball (and then using - probably - the release button technique to launch the next fireball).

Is this a method to minimize the recovery time between fireballs?


It let's you inch forward a bit, prevents negative edging a dp, and gives you time to see what you're opp. is gonna do.

Trix
07-03-2008, 06:20 PM
Hey guys, I just started playing ST a couple weeks ago, maybe? I played it once in a blue moon before, but I started playing it consistently recently, and am using Ryu.

I play on 2DF, so I'd like to ask if anyone would please check out my replays. I'm not doing very well, hehe, but I'm not gonna just pick it up right away and go undefeated. I understand that. I'd just like some constructive criticism, advice, etc. if that's allright? My 2DF name is Iceman.

And yeah, I struggle against every character pretty much. I'd like to think I have a little knowledge of what and what not to do with Ryu and also depending on who I'm facing, but I'm still getting beaten down pretty badly. Any help would be appreciated, thx.

Trix
07-05-2008, 09:48 PM
Here's my most recent set of matches:

http://2dfighter.com/freeplay/2DF%20FreePlay%20Client.application?replay=5/2008/185/4132_379_128596035101107500.2df&p1=enigma%20mount&p2=Iceman

Trix
07-24-2008, 06:34 PM
A friend of mine was able to upload the vids on a different program so anyone can see em now:

http://www.veoh.com/videos/v15252803yCHtMJHB

Rikidozan
07-25-2008, 02:07 AM
I'm sorry if this has been posted, but I saw a drawing some time ago while I was mindlessly browsing through various threads. I forgot to save it and I want it bad.


:"Shoto option select trick:
Walk forward, press QCF + (Throw Button) + Jab = If the opponent is unthrowable, you will perform a Jab Shoryuken instead. Use the move with most invincibility...... best to use with O.Ken or O.Ryu"

Does anyone know where I can find the original drawing? Thanks in advance

ejdge
08-02-2008, 06:08 PM
Anyone know whether j.lp or j.lk is better for tick throw setups?

djfrijoles
08-03-2008, 07:51 PM
Ryu at his finest

http://mx.youtube.com/watch?v=4K9vKpLGTsA

Mavrick
08-06-2008, 02:26 PM
This is easly one of the best RYU combos that i have seen.

http://www.youtube.com/watch?v=SluVLcBKl-U&feature=related

ejdge
08-06-2008, 03:33 PM
Matchups question:

What does Ryu do vs DJ and Fei?

Mavrick
08-07-2008, 10:18 AM
^^^
Same thing he always does Fireball Spam

deadfrog
08-28-2008, 12:35 PM
Ryu at his finest

http://mx.youtube.com/watch?v=4K9vKpLGTsA
Wow, that was extremely cool! Everybody should watch it, it's a crash-course on awesome Ryu mixups. I was just expecting some one-way blowout match vid or something, haha.


Some of those I'd already thought of myself, some I've seen before from other players, but some of those just felt wild to my novice eyes. At the end of the video I had reapers spinning around my head, and my family had to shake me back and forth to help me recover.

deadfrog
08-28-2008, 12:51 PM
What is the exact input I should use to combo Ryu's crouching shorts into his super? I know I need to (chain) renda cancel them but for all my efforts I can't do it. I know it's supposed to fail half the time anyway, but I've never been able to make it happen. I'm not sure if my inputs are sloppy or if I'm just doing it wrong.

I tried buffering the super motion during the cr.lk's like this:
d+lk, df, f, d+lk, df, r, lp+lk
This didn't work. It feels like the 2xQCF is too slow because I'm waiting for the first cr.lk to end so I can do the second; the super doesn't come out at all.

I tried doing the 2xQCF after the cr.lk's.
d (hold), cr.lk, cr.lk, df, f, d, df, f, lp+lk
This didn't work. It feels like I'm not doing the 2xQCF fast enough to get it to combo properly; the combo counter only gets to two and resets before showing the 5 from the super.

Am I doing it right and just sucking it up, or am I doing it all wrong here? Any and all help is hugely appreciated.

dramatics
09-12-2008, 10:09 AM
Matchups question:

What does Ryu do vs DJ and Fei?

vs. deejay:

___deejay can easily jump over a shoto fb and hit you with j. roundhouse, so the first thing you want to do is expect this all day and shoryuken him when you predict it coming:

- generally, if you are going to throw hadoukens, watch and predict when deejay is going to jump. unless he is in the corner, he is going to plan to jump over and j. roundhouse you. so, ryu can't freely spam hadoukens comfortably, and has to watch and predict a jump-in when he decides to hadouken

- throw more lp hadoukens than mp and hp so you have a better chance of recovering to do shoryukens to anti-air deejay if he jumps in

- try to keep a closer distance, so that if deejay does jump, you can shoryuken him, but don't let him be so far that he can empty jump, which will put pressure on you. the distance should be far enough that he can't slide and trip you, and far enough that he is out of your shoryuken range.

- if you are screen-to-screen, you can spam hp hadokens: deejay cant throw out max outs fast enough and will have to block every other hadouken if he wants to stay screen-to-screen


___be aware when deejay has his super. he can easily go through a lot of stuff you throw out and kill you this way. keep a distance so if you whiff a normal, or throw a hadoken, you can block and not be hit. deejay can also use his super as a kind of 'trip guard anti-air' when ryu jumps in (and on other characters), and you'll eat a super for that.


___sometimes, if deejay uses his super too far away, you can block a few hits and shoryuken him out of it. if he tries to chip you to death with his super, you may have a chance to kill him with a shoryuken


___i think crossing up deejay is tough with j roundhouse, so i like to do crossup hurricane kick. a lot of times crossing deejay up with j. roundhouse will get you thrown if you don't time your kick right. also the spacing is more tight as well


___you can pressure a deejay that throws a lot of maxouts simply with j. roundhouse: deejay's maxout recovery time is long enough that if you time your jump well, you will hit him. it's also a good move to start a round with against deejay from time to time, as he's forced to anti-air or yield good position


___as for when deejay knocks you down:

- be careful when trying to reversal shoryuken: usually i can do cr. forward with deejay on ryu over and over because they try to reversal shoryuken. deejay can stuff your reversal attempts with meaty attacks, so i think blocking more of the time is better against him.

- being crossed up by deejay sucks. the good thing is is that you can stuff his tick throw attempts with reversal shoryukens. but, deejay can adapt to this by simply waiting after he does j. forward, watching you whiff a reversal shoryuken, and punishing you.



so ryu can deal with deejay. i guess as is the same with all matchups, predict the other guy, and don't be predictable yourself.

oldschool_BR
10-03-2008, 03:06 PM
I was testing what enemies would eat close c.str, c.str xx tatsu, and ended up with some data that might be interesting. All combo attempts have been performed at SSF2X speed 3 (US/World ST speed 2).

Zangief: will combo, both punches can be blocked high, short tatsu will whiff. Also c.str, (s or c).fr will also combo, and can be finished with a hadouken.

Chun: str, str will not combo, second punch must be blocked low.

Ruy, Ken, Honda: tatsu will not combo (use - fierce only against the shotos - hadouken instead), both punches can be blocked high. Also, if the enemy is standing, c.str, s.fr will also combo, but I could not cancel it into anything.

Blanka: str, str will combo, no other special will after those, so c.str, c.rh xx short tatsu (for super bar) can help.

Guile: str, str will combo, both punches can be blocked high, tatsu will whiff (use any strength hadouken instead). If the enemy is standing, however, c.str, (s or c).fr will also combo (just like CPS-1 Ryu/Ken vs Guile), and can be finished with a hadouken.

Dhalsim: will combo, both punches can be blocked high, short and forward tatsu will whiff. Also c.str, (s or c).fr will also combo, but I could only cancel into a hadouken from c.fr.

T. Hawk: str, str will combo, tatsu will not (use hadouken instead), both punches can be blocked high. Also c.str, (s or c).fr will also combo, but I could only finish with a hadouken after c.fr or s.fr against a crouching opponent

Cammy: str, str will combo, tatsu will not (use hadouken instead). If she is standing, it is possible to do c.str, s.fr XX strong or fierce hadouken (I got jab to whiff once), but I find the timing quite strict. If she is crouching, one can use c.fr instead, but I find it just too situational.

Fei: will combo, both punches can be blocked high, short tatsu will whiff. If the combo is done at the wrong (too far) distance, the second puch must be blocked low, but then the tatsus will never combo. Also c.str, (s or, preferably c).fr will also combo, and can be finished with a hadouken.

DJ: punches will not combo on standing DJ, second punch and special attacks (any) will not combo, also. If crouching, punches will combo into fierce hadouken, only.

Boxer: punches will combo, short and forward tatsu will whiff. If the first punch is blocked, the second will whiff if the opponet remains blocking high. If crouching, a single c.str will combo into any strength tatsu, but a 2-hit str combo will not. Also if crouching, the punches will only combo into fierce hadouken. The c.st will combo into c.fr anywhere, and into s.fr on corner (only, it looks like), against standing boxer. The c.fr can be followed by a strong of fierce hadouken for a combo anywhere, and by jab hadouken on corner. Against crouching boxer, c.str will combo into the far version of s.fr, and will not combo into c.fr.

Claw: punches will not combo against standing Claw, the second one may need to be blocked low, if the blocking string is not started close enough, as it should. Against crouching Claw, punches will combo into any hadouken. A single c.str will not combo into any fierce.

O.Sagat (didn't test turbo version): punches will combo, both can be blocked high, short and forward tatsu will whiff. Can also be followed by any hadouken, instead. If the second strong is substituted for a (crouching and standing) fierce, hadoukens (or tatsus, of course) will not combo. If crouching, O.Sagat can be hit by c.str, c.(str of fr) xx hadouken (any strength), for a 3-hit combo.

Dictador: punches will combo, tatsus and jab or strong hadouken will whiff. Both punches can be blocked high. If crouching, any hadouken will whiff, but the fierce one against a cornered opponent. If standing, c.str and s.fr (far version) can combo.

comoesa
10-04-2008, 08:40 AM
I like how good ryu's roundhouse on crosssup its hell and on block I think your guessing between a low and a mid on which way to block it...

deadfrog
10-04-2008, 11:54 AM
I like how good ryu's roundhouse on crosssup its hell and on block I think your guessing between a low and a mid on which way to block it...Wait, what? Sorry if you already know this, man, I just figured I'd run through this in case you didn't. :smile:

It sounds like you might be confused with how most 3D fighters handle attack heights.

In SF (and almost all other 2D fighters), we have these types of attacks:
High - can be blocked standing or ducked crouching (like Ryu's standing punches and kicks)
Low - must be blocked crouching, will hit a standing block (like Ryu's crouching kicks)
Overhead - must be blocked standing, will hit a crouching block (like Ryu's jump-in attacks and his downward chop)
Mid - attacks that can be blocked either way (like Ryu's crouching punches and hs fireball)
Note that throws will catch your opponent regardless of whether they're standing or crouching and blocking or not. However, you cannot grab an opponent who is in the middle of actively blocking an attack.

Being in the ST subforum, I figured I'd add that in this particular game only Ryu, Ken, and Fei have overhead attacks they can do from the ground... everyone else needs to use a jump attack (or a throw) to hit an opponent who is crouch-blocking.

Rikidozan
10-05-2008, 02:26 AM
I'm sorry if this has been posted, but I saw a drawing some time ago while I was mindlessly browsing through various threads. I forgot to save it and I want it bad.


:"Shoto option select trick:
Walk forward, press QCF + (Throw Button) + Jab = If the opponent is unthrowable, you will perform a Jab Shoryuken instead. Use the move with most invincibility...... best to use with O.Ken or O.Ryu"

Does anyone know where I can find the original drawing? Thanks in advance

Finally I found the instructional video.

http://www.youtube.com/watch?v=jCEH0QSI_vI

comoesa
10-05-2008, 09:25 AM
Wait, what? Sorry if you already know this, man, I just figured I'd run through this in case you didn't. :smile:

It sounds like you might be confused with how most 3D fighters handle attack heights.

In SF (and almost all other 2D fighters), we have these types of attacks:
High - can be blocked standing or ducked crouching (like Ryu's standing punches and kicks)
Low - must be blocked crouching, will hit a standing block (like Ryu's crouching kicks)
Overhead - must be blocked standing, will hit a crouching block (like Ryu's jump-in attacks and his downward chop)
Mid - attacks that can be blocked either way (like Ryu's crouching punches and hs fireball)
Note that throws will catch your opponent regardless of whether they're standing or crouching and blocking or not. However, you cannot grab an opponent who is in the middle of actively blocking an attack.

Being in the ST subforum, I figured I'd add that in this particular game only Ryu, Ken, and Fei have overhead attacks they can do from the ground... everyone else needs to use a jump attack (or a throw) to hit an opponent who is crouch-blocking.


hahaha to be specific if you get caught in the blockstun of a j.rh you have to guess between an overhead and low and i guess you can toss a throw in there as well..

deadfrog
10-05-2008, 11:59 AM
Hahah yarp apparently you did already know :bgrin:

djfrijoles
10-07-2008, 07:35 AM
Wut you guys think about the jumping Strong x2 into supercombo ?
Juggles are always fun and flashy but taking in to account an oppotunity for this combo to be performed for example in the middle of the match ( about half the time left on the clock ) and you are behind in health seems like a big waste of your super.

If you factor in the part like say vs Sim where if you have meter, he changes up his play style. FB's come out a lot less.

I mean wut exactly is the number of hits it registers AT MOST used in the juggle ? Doesn't seem like it could be more than three.

I figure the only real place it would be used properly would be if it were to finish the opponent off.

Ionno but maybe it's just me. Full meter alone seems to be much more usefull than say 2 hits registered from a juggle combo.
Also taking in to account that using it for block stun on a wakeing up opponent from up close gives you a mix up opportunity for High/Low/Throw + chip damage.

Anyone got any thoughts ?

fatboy
10-07-2008, 09:04 AM
If you nail all four hits in the combo, it does about ~40-45% + a knock down. I would take it if there was a opening. I wouldn't give it up, you might not get a chance to do that much damage (at one time) again in the match.

After the knoch down, <if> you were concerned about losing your super, run away with hurricane kicks and do a couple whiffed SRKs and you have half a full bar by the time they get up. Then, through normal game play you'll get the super again in no time. (a couple FB's, a short HK, and a jab SRK, and you're good to go)

Just my 2 cents, for what it's worth.

oldschool_BR
10-07-2008, 10:31 AM
I agree with fatboy. I would go for the combo. Particularly, one could hit Dhalsim with better combos, but such an opportunity might not arise. As for super on wakeup for chip damage and mixup, I believe one or 2 hits from super and the knockdown will give Ryu similar advantages. The combo is also interesting against Ken after a whiffed fierce shoryuken, as he recovers really fast when he touches the ground, so it is a good idea to hit him before he lands. I am no pro player, tough, so take it with a grain of salt, man.

I believe the maximum number of juggle shinkuu hadouken hits you can get is 4, with no previous attacks; 3, with up to 2 previous juggle attacks; and 2, with 3 previous juggle attacks. That's what I have obtained testing it fast, moments ago.

PS: also noticed c.str, c.str xx super can dizzy Dhalsim with just 5 hits of the combo, but he may also take all 7 hits and not get dizzied. But unless he messes up a reversal or a teleport, I ain't sure how one could even land it on match. The combo, itself, is not that hard, tough.

djfrijoles
10-07-2008, 11:33 AM
Thanx for your thoughts :tup:

Didn't know you could connect up to four hits.

vieja escuela
10-08-2008, 02:21 AM
An apparently easy question: how exactly do you execute the combo standing hp/little shoryuken?

Shadowless
10-08-2008, 03:18 AM
There's no trick. Just be sure to start your DP motion after hitting HP.

vieja escuela
10-08-2008, 05:52 AM
There's no trick. Just be sure to start your DP motion after hitting HP.

Considering the risk of obtaining a throw, I don't understand why people tend to use this combo instead of the low hp/little shoryu.

Is there any difference in terms of damages?

thor777
10-08-2008, 12:31 PM
Considering the risk of obtaining a throw, I don't understand why people tend to use this combo instead of the low hp/little shoryu.

Is there any difference in terms of damages?

There shouldn't be a risk of a throw if you hit s.HP with the stick at neutral then do the lp DP. I do it all the time.....

Shadowless
10-08-2008, 03:01 PM
There is a significant difference in damage: Ryu's LP shoryuken does 20 points of damage, while his HP fireball does only 13. Also, you gain 7 points of super meter from a SRK, and only 2 for a fireball. Finally, and perhaps just as importantly, you get a knockdown from the SRK, allowing you to set up your next attack.

The risk of getting a throw by mistake isn't just a percentage chance - it depends on the player. If you're consistent, there is no risk of getting a throw. So once you've got HP->SRK down, it's obviously the best choice.

fatboy
10-08-2008, 11:00 PM
There is a significant difference in damage: Ryu's LP shoryuken does 20 points of damage, while his HP fireball does only 13. Also, you gain 7 points of super meter from a SRK, and only 2 for a fireball. Finally, and perhaps just as importantly, you get a knockdown from the SRK, allowing you to set up your next attack.

The risk of getting a throw by mistake isn't just a percentage chance - it depends on the player. If you're consistent, there is no risk of getting a throw. So once you've got HP->SRK down, it's obviously the best choice.

Just FYI, You do get a knock down with a red FB... :china:

Shadowless
10-08-2008, 11:52 PM
True. I should have mentioned that. But if he's having trouble doing HP -> SRK, then HP -> red fireball doesn't seem much easier. The other advantages of HP -> SRK (damage, building super) remain.

The Dude
10-09-2008, 03:29 AM
You did a nice breakdown, Shadowless, but unfortunately he was asking about substituting the s.Fierce with a c.Fierce not substituting the DP with a FB. :)

oldschool_BR
10-09-2008, 08:10 AM
You did a nice breakdown, Shadowless, but unfortunately he was asking about substituting the s.Fierce with a c.Fierce not substituting the DP with a FB. :)Aside from the fact most consider :hp:,:dp:+:lp: easier to execute than :d:+:hp:(maybe hold to prevent negative edge hadouken),(:df:):dp:+:lp: and that if you mess up the second motion you also get less damage (albeit, more than a teched throw), the second option will cause the SRK to whiff on standing Chun, while the first option works on everyone but standing Dee Jay, who can not be hit any of these two combos.

Edit: some extra notes:
After crossup j.rh, against crouching characters, s.fr will whiff on Chun and Cammy, and the SRK will whiff against Bison and DJ, no matter what fierce version is used .

SweetJohnnyV
10-09-2008, 06:25 PM
Aside from the fact most consider :hp:,:dp:+:lp: easier to execute than :d:+:hp:(maybe hold to prevent negative edge hadouken),(:df:):dp:+:lp:

The motion I usually use is :r::d::hp::df::lp: I find that easier than either of the other ones.

vieja escuela
10-10-2008, 02:53 AM
The motion I usually use is :r::d::hp::df::lp: I find that easier than either of the other ones.

Exactly. I find it easier too, especially comparing to a st. hp immediately followed by a little shoryuken (that can be missed).

Therefore I wonder if there is any damage difference while using a st hp or a cr hp.

Shadowless
10-10-2008, 03:00 AM
Both do 18 points of damage.

vieja escuela
10-10-2008, 03:16 AM
Both do 18 points of damage.

Where is it possible to find specific datas about damages?

Shadowless
10-10-2008, 06:24 AM
I get my info from the yoga book hyper.

oldschool_BR
10-10-2008, 09:57 AM
Exactly. I find it easier too, especially comparing to a st. hp immediately followed by a little shoryuken (that can be missed).Not exactly. Actually, s.fierce xx jab SRK will only miss if you try it against Chun or Cammy* after a crossup j.rh,** and if they are crouching. Or against standing Dee Jay, but any fierce into SRK will whiff against him that way. In all other situations, the combo with s.fierce will always connect if it also would with c.fierce. If you start the combo in crouching position (c.fierce) you can not cancel the normal into a special attack as fast/early as you can if you are standing.*** Thus, the enemy is pushed back a little bit further and the probability of whiffing subsequent attacks increases.

*Cammy is a bit tricky to crossup if she ducks, gotta hit the roundhouse kick kind of early.
**Forward jumping attack sometimes allows one to connect the combo, but often also puts Chun and Cammy into the same hitstun animation such that s.fierce whiffs after Ryu lands.
***Check the extra note (outro).

Extra note: I updated the precious post because of DJ. If he is in standing position, a SRK will whiff against him after a standing or crouching fierce punch. He can also not be hit by the c.str c.str combos, as I said in a previous message.
Extra note (outro): from NKI's translation (http://nki.combovideos.com/flame.html) of T. Akiba's Street Fighter 2 Frame Data (http://http://games.t-akiba.net/sf2/flame.html) I could understand why st.fierce cancels faster than cr.fierce: it has one extra attacking frame. In more detail: Ryu close standing fierce punch has 4 startup frames, followed by cancellable 2 attacking frames, then 6 more attacking frames (the ones that can be used as anti-air) and 23 recovery frames. The crouching version has the same startup (4, but with different art and, most certainly, with very different defensive hit boxes),* then 3 and then 8 attaching frames, followed by 22 frames so that Ryu recovers. I believe when one cancels a hitting attack, he or she must wait for the pause frames that one gets when an attack lands (hit freeze) plus the frames of the portion of the attack move that can be canceled. Thus, using a st.fierce allows one to cancel into a special attack one frame before, comparison to cr.fierce.

shortpitched713
10-19-2008, 05:08 PM
Yeah, so I have a good sense of how to space and zoning so I've been trying to pick up Ryu of late. I've found him to be an easier character to use. My problem is I can't walk-up shoryu with more than about 80% consistency, and thats one of the main things that discouraged me from using Ken. How important of a part of Ryu's gameplay is walk-up shoryu? Do I have to be able to do it in order to have a good Ryu? I was just practicing it a little while ago for the better part of an hour, and I still can't do it more than around 80% of the time. Any and all advice will be greatly appreciated.

oldschool_BR
10-19-2008, 06:00 PM
The only thing I could notice is that one must move from forward to down as soon as possible. A small delay between these two positions will cause Ryu to perform a hadouken or a punch instead. I noticed no difference between reaching :r: after :df: or not: I get the SRK anyway. My guess is the lack of consistency is due to the random SRK input window in ST (8 to 15 frames (http://www.sirlin.net/archive/super-street-fighter-2-turbo-hd-remix-gameplay-part-1-design-goals/)) and some delay between :r: and :d:. Both issues can get solved by faster execution.

I will leave the strategy part of your doubts to the ones that have access to really high level competition.

Peace.

Ramza126
10-29-2008, 07:08 PM
Hey guys, having some trouble with Chun in this game(who would have guessed). Here are my main problems

- Her jump arc is really annoying. On top of that. her jumping forward(?) beats everything! I hate her

- Her stupid walk in ticks are crazy. Walk up st.strong(?) like 4 times, and then she throws. I can tech the throw fine but when it comes to trying to reversal srk out I fail. My reversal srk timing is pretty good FYI. I just have trouble with that aspect of her game

- Footsies. I like to use cr.forward, but her cr.forward(?) beats a lot of ryu's low pokes. I don't like doing standalone hadokens midscreen, I prefer to cancel them off something. What would be the best moves to get in on her?

Bilskirnir
10-30-2008, 02:00 AM
I think for the second question,a hurricane kick reversal can work.Perhaps try a light?

BoggleMinds
10-30-2008, 04:26 AM
Hey guys, having some trouble with Chun in this game(who would have guessed). Here are my main problems

- Her jump arc is really annoying. On top of that. her jumping forward(?) beats everything! I hate her

- Her stupid walk in ticks are crazy. Walk up st.strong(?) like 4 times, and then she throws. I can tech the throw fine but when it comes to trying to reversal srk out I fail. My reversal srk timing is pretty good FYI. I just have trouble with that aspect of her game

- Footsies. I like to use cr.forward, but her cr.forward(?) beats a lot of ryu's low pokes. I don't like doing standalone hadokens midscreen, I prefer to cancel them off something. What would be the best moves to get in on her?

The only counter to Chun's uber-jump+MK hit box is to DP that shit. Get your spacing right, get your zones and DP timing down, apply some variable fireball pressure, and predict that biatch! :annoy:

If you're repeatedly getting tick thrown, you *do* need to work on reversal timing. But teching is much, much safer for many reasons. Taking the easy way out and trying to reverse out each time is not the correct strategy. Instead ask yourself: "Why am I in the situation where she's tick rushing me down in the first place?"

On footsies: You cannot really play footsies with Chun, her cr.MK and other normals are too good (usually). The most you can really do is a cr.MK poke to stop her from getting too close. Mix that up with the red fireball at close range too -- but watch out for the jump straight up roundhouse trick -- Nuki used that a lot against Daigo in this vid (http://youtube.com/watch?v=-jqCWr-fl5c) from Evo2k3.

I don't like doing standalone hadokens midscreen, I prefer to cancel them off something.

Well, you have to fb from outside footsie range, that's how you play most of the matchup right there. Whilst Ryu is weaker in the footsies, he has a better fireball than Chun's. He has a stronger and faster fireball game, so it's to his advantage to apply pressure using the fb's. Also, since Chun's fireball isn't full-screen, you can occasionally try a few air-HK's and dp's at max distance, to build meter quickly. If you can get super before she does, you can rush in to mid and close range and apply more pressure. If the opposite happens, you have to go defense mode -- predict when she'll release the super and maybe air HK over (or just block).

Offense-wise, cross-up HK after knockdown is vital. Use it when you're too close to do a safe jump.

Uh, yeah, what else. Study that Daigo vid multiple times, notice what Daigo does to counter Chun, etc. :rofl: Gotoh vs Otochun (vid (http://youtube.com/watch?v=xxetm9NAr4U)) is another good example.

Ramza126
10-30-2008, 07:44 AM
Thanks very much BoggleMinds for the information, I'll apply this next time I'm playing my friend who has a decent Chun. I'll keep studying those vids in the meantime!

zaspacer
11-25-2008, 04:47 PM
Here is a link to a webpage that lists links to youtube character matchups for ST Ryu:
http://streetfighterdojo.com/superturbo/ryu/ryumatches.html

Most the players are Japanese, and most the footage is from Japanese Tournaments.

I wanted to get this out before the release of STHD.
My HTML skills are pretty weak, so the formatting is still rough.
This is a collection of links that I have had for some time, and I have found personally useful in improving my game.

The BEST way I have found to use these links, is to reference the appropriate ones AFTER I get my butt kicked by a particular character.
That way I'm hungry to pick up specific things that will help me in that matchup.

Enjoy!

oldschool_BR
11-27-2008, 02:02 PM
Here is a link to a webpage that lists links to youtube character matchups for ST Ryu:
http://gizmo.zendfree.com/superturbo/ryu/matches/ryumatches.html

Most the players are Japanese, and most the footage is from Japanese Tournaments.

I wanted to get this out before the release of STHD.
My HTML skills are pretty weak, so the formatting is still rough.
This is a collection of links that I have had for some time, and I have found personally useful in improving my game.

The BEST way I have found to use these links, is to reference the appropriate ones AFTER I get my butt kicked by a particular character.
That way I'm hungry to pick up specific things that will help me in that matchup.

Enjoy!Thanks a bunch for this, man!

TNB
05-06-2009, 08:33 PM
Can someone please teach me the basics of Ryu's combos and cross up combos?
I know the easy ones like lp lp, crouching lk, lk, etc and the fireball two in one, and I know how to cross up with his mk. I"d like to know his TOD and special tricks also.

geo
05-06-2009, 09:00 PM
and I know how to cross up with his mk.

You asked for a lot so you're going to get people telling you to read the wiki and the forum ;-) But one thing I'll say is that the conventional wisdom is that j.roundhouse is his best crossup, not mk. Ken's is mk.

Jamerio
05-07-2009, 06:34 AM
You only need to know a handful and its oldschool.

Fierce punch into dragon.

Jump in Fierce kick, crouching medium kick, fireball.

Jump in Fierce Kick, crouching fierce kick (easy 2 hit, big damage and a knock down)

Jump in Fierce Punch, standing fierce punch fireball/dragon.

Forward medium punch, crouching fierce kick, 3 hit, good to use on fallen opponents, a beware good players.

Ryu's all about keeping opponent away, or cornering them and getting them with fireball dragon keep outs.

Problem with ryu is so many people know the matchup unless you're a really good player who plays tight many people know what do vs him.
Don't forget to charge up his super with mini air hurricanes when the game is slow.

His super is the most useful in the game, with the exception of Boxer (who lets face it is a broken character:)

www.youtube.com search for "Daigo Ryu" and take note :)

oldschool_BR
05-07-2009, 01:48 PM
You should check the Ryu thread (http://forums.shoryuken.com/showthread.php?t=129994) first, bud. And change the display options to "Beginning" so you can see all threads.

TNB
05-14-2009, 06:45 PM
I couldn't find the ryu thread when I made this post. And thanks for the general tips- some of which I'd for gotten a bit about. Others, like fireball spamming, I've been doing since I was like, ten, when I couldn't do physicals very well.

And I've seen daigo's ryu and ken before. Frickin' amazing. Still, should check him out again.

NKI
05-15-2009, 11:04 AM
Merged with original Ryu thread.

Phobos
05-31-2009, 10:12 AM
Can someone talk about the Ryu vs DeeJay match up? Seems like all DeeJay has to do is just hold db the entire match and wait for you to jump...

Also, what kinds of options does Ryu have when he is up close?

Yes same here. I been having quite a ruff time playing against him lately,
anytips? Thanks.

dramatics
05-31-2009, 10:26 AM
Yes same here. I been having quite a ruff time playing against him lately,
anytips? Thanks.

this may help (http://forums.shoryuken.com/showpost.php?p=5537049&postcount=97), but its only my experience of ryu vs. deejay.

other things:

you have to zone him, no seriously, ZONE him: out fireball him, and if he ever gets close (like with an empty jump) you can push him back well with c.hk xx hadouken.

when you get super you can catch him with empty gut punch --> super if he maxes out too much.

Phobos
05-31-2009, 12:38 PM
this may help (http://forums.shoryuken.com/showpost.php?p=5537049&postcount=97), but its only my experience of ryu vs. deejay.

other things:

you have to zone him, no seriously, ZONE him: out fireball him, and if he ever gets close (like with an empty jump) you can push him back well with c.hk xx hadouken.

when you get super you can catch him with empty gut punch --> super if he maxes out too much.


Thanks man! That helps out alot! And it explains some problems I have been having. Thanks again..

chouchou
08-13-2009, 02:06 PM
okay have a input question

on my joystick sometimes when i go for a fierce shoryuken it comes out a cr. fierce punch cancelled (is this the right term?) into a hadouken. (the punch into the hadouken comes out REALLY fast.) i like this a whole lot but really can't do this without it accidently happening. do i just do a cr. fierce punch really fast into a hadouken? it's strange because it happens only when i hit fierce punch ONCE (or at least i think i only hit it once)

does anyone know what i'm talking about? lol

jpj1983
08-13-2009, 04:27 PM
the game registers an input when you press a button, and also when you release a button. it only works for special and super moves, but you can for example press and hold fierce, do a qcf and release the punch button as you complete the motion to do a fireball. this is called "negative edge", and makes some combos/reversals easier to perform.

so what's likely happening is that you're inputting the motion slightly wrong (perhaps forward, down, forward) and pressing punch as you hit down, and releasing it as you get to forward, thus causing the fireball.

or you could be mashing, or have a dodgy joystick, lol =)

try doing it as you normally would, but press and hold fierce and see if it still happens.

chouchou
08-13-2009, 05:50 PM
yeah soon after i posted i was thinking it could be that. pretty cool, i should try and figure out how to do it on command!

thanks a lot, i'll give it a try!