Ryu General Thread: Eternal Wanderer

NecrotrophicNecrotrophic Isn't a communist.Joined: Posts: 5,760
edited February 2016 in Ryu
I apologize if there is already a thread but I didn't see one and Ryu definitely needs one. Ryu seems really strong which is wonderful.

Use this thread to discuss him.

Seems like the parry window is pretty small and its not always easy to follow up which sucks but it is what it is.
Post edited by jchensor on
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Comments

  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 35,763 mod
    Hmm... something seems to have gone screwy with the move. For some reason, instead of being moved, the thread got deleted, and when trying to restore it, only this first post was restored.
    You can't ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play...and that's when the game is out and everyone's in the lab.
    -Mike_Z

    If there's anything we do best, it's breaking games and then making everyone suffer with all the cheapness.
    -PersiaXO
  • FeiWrongFeiWrong Joined: Posts: 358
    I'm looking forward to see all the great tech shared in the Ryu forum!
  • Mr. FlowersMr. Flowers Omega Male Joined: Posts: 2,085 mod
    d3v wrote: »
    Hmm... something seems to have gone screwy with the move. For some reason, instead of being moved, the thread got deleted, and when trying to restore it, only this first post was restored.
    :(

    At least the Ryu general discussion will have fresh info closer to the front. Unlike every other character with dozens of pages of beta talk.
    Don't nerf me!
  • DevilJin 01DevilJin 01 PRAISED BEEF Joined: Posts: 54,536 ✭✭✭✭✭ OG
    Is Diego gonna play Raiyu?

    ANIME IS DA WAY.  Anime EVO Takeover 2018.  No more CAPCPOM!  There will be oki and there will be setplay


  • AceKombatAceKombat (́◕◞౪◟◕‵) ”WINNERS DON’T USE ALMIGHTY.” Joined: Posts: 2,018
    d3v wrote: »
    Hmm... something seems to have gone screwy with the move. For some reason, instead of being moved, the thread got deleted, and when trying to restore it, only this first post was restored.

    @d3v What's funny is that most/maybe all of the comments from the old thread merged into the "The Masked Narcissist Enters The Tournament: Vega Thread"
    With all the hope combined... there can be a chance in SFV that Ken can, one day, walk again. #TeamWheelchair
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  • d3vd3v Coughing DAT PINK SPIT Joined: Posts: 35,763 mod
    AceKombat wrote: »
    d3v wrote: »
    Hmm... something seems to have gone screwy with the move. For some reason, instead of being moved, the thread got deleted, and when trying to restore it, only this first post was restored.

    @d3v What's funny is that most/maybe all of the comments from the old thread merged into the "The Masked Narcissist Enters The Tournament: Vega Thread"

    That's plain old weird.
    You can't ask for well-thought-out changes off day 1, week 1, or mostly even month 1 play...and that's when the game is out and everyone's in the lab.
    -Mike_Z

    If there's anything we do best, it's breaking games and then making everyone suffer with all the cheapness.
    -PersiaXO
  • fischbsfischbs stop that Joined: Posts: 1,167
    edited February 2016
    Anyone remember what else you can do off 3 hit TC VT cancel besides:
    • TC xx VT, LK Tatsu, CA
    • TC xx VT, H/EX Shoryu
    • TC xx VT, M/EX Tatsu (EX does little damage but side swaps)
    • TC xx VT, really any normal that will reach (st.hk works, and its slow)
    • st.mp, TC xx VT, CA (can't juggle into anything except CA as first st.mp pushes you too far out to connect Tatsu/Shoryu)
    I know that I could be wrong about the st.mp lead in not connecting to anything except CA while in the corner, and I know I'm missing something here as there were some things I didn't know posted in the old Ryu thread.

    Also wondering if:
    • 2 hit TC, xx VT, H Shoryu xx CA
    will work, because I know that the H Shoryu can't cancel into CA off the 3 hit TC because the Shoryu hits too meaty and they get launched too high for CA to connect. I don't think anyone has experimented with just the 2 hit version (straight up st.hp xx st.hk) to try and find differences between it and the 3 hit. Maybe you can link into full EX Tatsu off 2 hit VT, or hit H Tatsu (can't off 3 hit), etc etc.
    You can use BBCode in your post. ( ͡° ͜ʖ ͡°)
  • ranixranix Joined: Posts: 581
    you can do 2 hit TC, VT, st lp dash for a cross down.
    you can also time the dash to stay on the same side. Can be a nice mix up reset.
    bisous
  • Deadpool_MercDeadpool_Merc 天 WE BACK BABY Joined: Posts: 1,208
    holy shit Ryu's board is empty as fuck.

    It looks like Ryu's got a lot of his old combos back. He can do ex tatsu into ex dp in the corner again and link down fierce after solar plexus.
    SFV - Gouki/Bison/Urien, Ed, Cammy, Ken. Gonna learn Laura and Chun someday....someday

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  • priamos1priamos1 Joined: Posts: 16
    holy shit Ryu's board is empty as fuck.

    It looks like Ryu's got a lot of his old combos back. He can do ex tatsu into ex dp in the corner again and link down fierce after solar plexus.

    A lot of the other characters are getting tons of really informative videos and stuff to talk about. As far as Ryu is concerned though, every good video out there seems to be 5 months old or more.
  • LiangHuBBBLiangHuBBB Joined: Posts: 2,088
    ^

    I posted this not too long ago, everything you see here is still working in SFV final version.
    the matches are solid and I do think I have played well except my few execution errors on the SRK.
    Im working on some ken stuff vids now, but I will be back on the ryu section ASAP with new stuff

    www.youtube.com/user/LiangHuBBB
  • JAMSMASTERPJAMSMASTERP Joined: Posts: 389
    Vtrigger super is unblockable or no?
    Superstar
  • KneelB4MeKneelB4Me CVS2! Joined: Posts: 810
    edited February 2016
    You can block it. Its so fast that you can activate V-Trigger and use super to punish a fireball from full screen tho. With good timing.
    I have a lot of beliefs, and I live by none of them.
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  • MnszykMnszyk Joined: Posts: 990
    Denjin super still guard crushes on block, yes.
  • amrraedamrraed On That WW kick Joined: Posts: 4,092
    edited February 2016
    It is nice that they brought back his combos. I feel that TC is much more useful now.
    Street Fighter 5 : Chun-Li, R.Mika, Juri (MIA) We Kolin now.
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  • redrapperredrapper I don't even use this name no more... Joined: Posts: 622
    guys... guys...


    low forward... it's back... it's... guys... ;_;
    I don't know what to put here.
  • The IlluminatiThe Illuminati Joined: Posts: 656
    They fixed it?!
  • redrapperredrapper I don't even use this name no more... Joined: Posts: 622
    it feels like it reaches farther. I can do solar plexus > st.mp > cr mk into tatsu. I'm almost positive it reaches farther than the last beta.
    I don't know what to put here.
  • ReworkRework Joined: Posts: 89
    redrapper wrote: »
    it feels like it reaches farther. I can do solar plexus > st.mp > cr mk into tatsu. I'm almost positive it reaches farther than the last beta.

    that worked during the previous betas, for sure during the third beta
  • redrapperredrapper I don't even use this name no more... Joined: Posts: 622
    I'm still fairly sure it reaches farther. IF anybody wants to do a comparison maybe I'm just tired because it's late, but booting up the game it's immediately the first thing I noticed. Like in the Beta it felt as if the tip of Ryu's foot sort of just phased through cats or it didn't hit. I've gotten a consistent hit every time. If that makes any sense.
    I don't know what to put here.
  • redrapperredrapper I don't even use this name no more... Joined: Posts: 622
    nm. I'm an idiot... it seems the same. ;_;
    I don't know what to put here.
  • AquamandogAquamandog Joined: Posts: 66
    V-trigger Ryu in the corner can do something like this on block-

    St.mp>cr.hp>hp.dp>CA -gaurd crush- st.mp>hp.dp

    I'm not a big tech guy so if you guys see anything to improve that would be cool. I think there might be something neat in there, canceling into v-trigger and getting almost guaranteed damage. What do you guys think?
  • ranixranix Joined: Posts: 581
    have to be sure that opponent has no vtrigger meter. else he can just V reversal it.

    only work with opponent in the corner:

    jump hp, st hp, vtrigger, hp shoryu, denjin hadoken, st mp hp shoryu.
    guaranted 200 damage.
    nice to close a round.
    bisous
  • TheBlackHombreTheBlackHombre Aesthetic Joined: Posts: 1,665
    redrapper wrote: »
    nm. I'm an idiot... it seems the same. ;_;
    Don't play with my heart like that
  • J_ismJ_ism Hungry fighter Joined: Posts: 145
    Just use st.MK :coffee:
  • LiangHuBBBLiangHuBBB Joined: Posts: 2,088
    redrapper wrote: »
    it feels like it reaches farther. I can do solar plexus > st.mp > cr mk into tatsu. I'm almost positive it reaches farther than the last beta.

    I could do that in beta 4 too
    www.youtube.com/user/LiangHuBBB
  • Killer_JigglypuffKiller_Jigglypuff Trying really hard Joined: Posts: 7,668
    Okay so where the hell are my AA buttons? S.hp and c.hp both got nerfed to hell in that aspect.
    CFN: SpitefulBanette
  • LiangHuBBBLiangHuBBB Joined: Posts: 2,088
    Okay so where the hell are my AA buttons? S.hp and c.hp both got nerfed to hell in that aspect.

    st. HK still good from specific distances especially vs zangief who got that damn air throw which catches SRK lol I use st. HK
    www.youtube.com/user/LiangHuBBB
  • The IlluminatiThe Illuminati Joined: Posts: 656
    What are his best reaching normals?
  • ReworkRework Joined: Posts: 89
    What are his best reaching normals?

    f.hp > b.hk > st.hk = sweep > st.mk from longest to shortest i believe. The most practical ones are sweep and st.mk. b.hk is good too but has a lot of recovery, if someone one jumps while you do it you'll be eating a full combo, kind of applies to sweep too but at least that hits low.
  • muttonmutton Joined: Posts: 37
    Looking at his frame data in the FAT app, it's interesting that Ryu's fireballs now differ in startup with jab hadoken actually being the slowest at 14 and fierce hadoken being the fastest with 12 but also being the most - on block.

    In IV they were all the same startup and total frames, but in ST jab fireball recovered faster...so it's interesting that it's different in V. It's almost as if Capcom are saying "full screen fireballs aren't gonna be that good in this game so here's a faster startup fierce fireball for footsies!" I wanna see total frames for all the fireballs now...
    My "chronicles of a scrub": http://beingascrub.com/
  • JokeeBoiJokeeBoi Literally nobody. Joined: Posts: 1,590
    Since when does he get Crush Countered if he whiffs a parry?
    The only thing I really know is that I don't know a damn thing.
  • mowrmowr VROOM VROOM! Joined: Posts: 6,499
    Parry has had counterhit properties on recovery frames since beta. Would parry be too good if he could cancel the parry not just into another parry, but also into a throw? I think it's sort of whack that you can get thrown out of parrying a jab.
    Unironically my jam youtube.com/watch?v=RQ68z3v1Ls0

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  • NaerasNaeras Terribad Joined: Posts: 3,255
    JokeeBoi wrote: »
    Since when does he get Crush Countered if he whiffs a parry?

    He's always been in a CH-state on parry recovery, as far as I know.
    mutton wrote: »
    Looking at his frame data in the FAT app, it's interesting that Ryu's fireballs now differ in startup with jab hadoken actually being the slowest at 14 and fierce hadoken being the fastest with 12 but also being the most - on block.

    In IV they were all the same startup and total frames, but in ST jab fireball recovered faster...so it's interesting that it's different in V. It's almost as if Capcom are saying "full screen fireballs aren't gonna be that good in this game so here's a faster startup fierce fireball for footsies!" I wanna see total frames for all the fireballs now...

    What are their exact frames on block? I recall them both being pretty bad, but if LP is less negative, then that might affect how they are used in the close range.
  • J_ismJ_ism Hungry fighter Joined: Posts: 145
    mowr wrote: »
    Parry has had counterhit properties on recovery frames since beta. Would parry be too good if he could cancel the parry not just into another parry, but also into a throw? I think it's sort of whack that you can get thrown out of parrying a jab.

    also blocking, since it doesn't even cancel into that :disappointed:
  • Shinkuu TatsumakiShinkuu Tatsumaki Joined: Posts: 6,670
    Okay so where the hell are my AA buttons? S.hp and c.hp both got nerfed to hell in that aspect.

    B+hk is really good for people who are above you, like those crossup happy guys.

    S.hk I try to use everytime the distance is right because a CC converts into a tatsu and super if you have meter.
  • fischbsfischbs stop that Joined: Posts: 1,167
    edited February 2016
    mutton wrote: »
    Looking at his frame data in the FAT app, it's interesting that Ryu's fireballs now differ in startup with jab hadoken actually being the slowest at 14 and fierce hadoken being the fastest with 12 but also being the most - on block.

    In IV they were all the same startup and total frames, but in ST jab fireball recovered faster...so it's interesting that it's different in V. It's almost as if Capcom are saying "full screen fireballs aren't gonna be that good in this game so here's a faster startup fierce fireball for footsies!" I wanna see total frames for all the fireballs now...

    LP Hado recovers fastest, slowest startup, least total frames (45f); HP Hado is the inverse and has the worst frame advantage on block/hit (and most total frames, 47f). VT reduces total frames of fireball by 1. It also has the uncanny ability of making your opponent jump uncontrollably at least twice for a free DP.

    Unrelated Thoughts:
    My hardest matchup right now is probably Vega. Tips are appreciated. Slide always punishable on block or can it be spaced safely? I know it's about -13 (as of B3 AFAIK) but I don't know how many active frames it has. Comes out so fast though, especially in a marginally crummy connection.

    Landing a st.hk CC is the most satisfying read you can make. Shame we can't convert with f+hp. I've just been going with st.hk, st.lk xx M Tatsu as a meterless followup (or L Tatsu if I have super stocked). st.hk (CC) xx VT, st.hp, cr.hp xx H Shoryu xx CA is disgusting as a full meter dump, but even without CA it hurts.

    Seems like EX DP isn't useful as an ender, only 20 more damage, same stun as H Shoryu (IIRC). Great AA. Maybe it gives you better oki than H Shoryu, doesn't look like it at first glance though.
    You can use BBCode in your post. ( ͡° ͜ʖ ͡°)
  • Mikey996Mikey996 Joined: Posts: 9
    Does any one have any thoughts on the Nash matchup so far? I've been trying to play patiently and walk them into the corner but he has so many escape options. I'm having trouble anti airing his moonsault even though they seem to love doing it from 3/4 screen after a fireball.
  • LiangHuBBBLiangHuBBB Joined: Posts: 2,088
    edited February 2016
    Mikey996 wrote: »
    Does any one have any thoughts on the Nash matchup so far? I've been trying to play patiently and walk them into the corner but he has so many escape options. I'm having trouble anti airing his moonsault even though they seem to love doing it from 3/4 screen after a fireball.

    it's pretty even IMO
    good nash players will do the lp MS from mid and long range though to bait your srk but most of the time you can see it in time and AA
    the player with the most patience wins usually

    Edit: Just tried to st.hk cc on a whiffed EX FK of nash and my st.hk whiffed.
    Post edited by LiangHuBBB on
    www.youtube.com/user/LiangHuBBB
  • FeiWrongFeiWrong Joined: Posts: 358
    Your thoughts on Ryu, guys?
  • Intuitive2011Intuitive2011 Cr.Mk XX Hadoken Joined: Posts: 3,468
    It's hilarious to activate VT and just wait. It's like everybody becomes AE Yun. I don't know why it works so often but it does.



    "Often times, a loss will strengthen and benefit the player more than a win, so I would say don't be afraid of losing and keeping competing." ~Infiltration
  • Intuitive2011Intuitive2011 Cr.Mk XX Hadoken Joined: Posts: 3,468

    Zangief Fully Charged St.Hp:

    VSkill, St.Hp, VTrigger XX CA

    Necalli:

    Anything into LK/MK Stomp is not a true string. VSkill, Cr.Hp, VTrigger XX Cr.Hp

    You can substitute V Trigger for a special ender if you don't have V Meter.

    M.Bison:

    EX V Trigger Headstomp can be punished greatly by VSkill. If you VSkill at the right time, you can punish with F.HP into big damage and stun. Also, if you VSkill the first hit, Bison is put into a huge state of recovery due to the second part of his Headstomp not being active.

    Haven't had to much time to deduce Ryu but on the weekend I'll grind with him.

    As for Nash, play patiently. When you close the gap on him you can trade with his Sonic Boom in your favour.
    "Often times, a loss will strengthen and benefit the player more than a win, so I would say don't be afraid of losing and keeping competing." ~Infiltration
  • JT LaViJT LaVi Joined: Posts: 94
    Mikey996 wrote: »
    Does any one have any thoughts on the Nash matchup so far? I've been trying to play patiently and walk them into the corner but he has so many escape options. I'm having trouble anti airing his moonsault even though they seem to love doing it from 3/4 screen after a fireball.

    I've struggled a bit. Going to try parrying the moonsaults and then going for d.p as opposed to trying to reaction d.p, i'm pretty sure Nash is positive on block after all versions of m.s (someone correct me if i'm wrong) so once you've blocked it's a pretty unfavourable situation.
    Hit me up @jashuathomas
  • YannickYannick Max Range Panta Rhei Joined: Posts: 4,466
    Necalli:

    Anything into LK/MK Stomp is not a true string.

    Are you sure about this? I recorded c.strong xx LK Valiant as a true string yesterday. Unless you meant HK instead of LK.
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  • HNIC MikeHNIC Mike Joined: Posts: 10,114
    edited February 2016
    sfOmar wrote: »
    Your thoughts on Ryu, guys?

    Zoning game is unexpectedly very strong. Hits fairly hard. Needs meter for conversions on crouching characters. V trigger is currently better for late round combo extensions than raw activation into zoning. That could change tho if I can find some set ups or decent traps.

    Dunno how good. But he's definately not bad
  • muttonmutton Joined: Posts: 37
    edited February 2016
    fischbs wrote: »
    mutton wrote: »
    Looking at his frame data in the FAT app, it's interesting that Ryu's fireballs now differ in startup with jab hadoken actually being the slowest at 14 and fierce hadoken being the fastest with 12 but also being the most - on block.

    In IV they were all the same startup and total frames, but in ST jab fireball recovered faster...so it's interesting that it's different in V. It's almost as if Capcom are saying "full screen fireballs aren't gonna be that good in this game so here's a faster startup fierce fireball for footsies!" I wanna see total frames for all the fireballs now...

    LP Hado recovers fastest, slowest startup, least total frames (45f); HP Hado is the inverse and has the worst frame advantage on block/hit (and most total frames, 47f). VT reduces total frames of fireball by 1. It also has the uncanny ability of making your opponent jump uncontrollably at least twice for a free DP.

    Unrelated Thoughts:
    My hardest matchup right now is probably Vega. Tips are appreciated. Slide always punishable on block or can it be spaced safely? I know it's about -13 (as of B3 AFAIK) but I don't know how many active frames it has. Comes out so fast though, especially in a marginally crummy connection.

    Landing a st.hk CC is the most satisfying read you can make. Shame we can't convert with f+hp. I've just been going with st.hk, st.lk xx M Tatsu as a meterless followup (or L Tatsu if I have super stocked). st.hk (CC) xx VT, st.hp, cr.hp xx H Shoryu xx CA is disgusting as a full meter dump, but even without CA it hurts.

    Seems like EX DP isn't useful as an ender, only 20 more damage, same stun as H Shoryu (IIRC). Great AA. Maybe it gives you better oki than H Shoryu, doesn't look like it at first glance though.


    Thanks for this, super useful. May I ask where you found the data for the total frames of the fireball?

    My "chronicles of a scrub": http://beingascrub.com/
  • Ghost-_-WriterGhost-_-Writer CareerMavin.com Joined: Posts: 72
    HNIC Mike wrote: »
    sfOmar wrote: »
    Your thoughts on Ryu, guys?

    Zoning game is unexpectedly very strong. Hits fairly hard. Needs meter for conversions on crouching characters. V trigger is currently better for late round combo extensions than raw activation into zoning. That could change tho if I can find some set ups or decent traps.

    Dunno how good. But he's definately not bad

    I agree with most of this except VT. I pop it whenever I get it. A lot of times I get two in a round. And it always helps. A lot of times they want to jump so I get a free DP and then pressure, I'll take it! And when they don't I can go try to catch them in a guard break or a free fireball. Plus it's more fun not to save it. If you get a combo going then yeah use it then, but if you have some space it's a great way to give yourself some momentum back even if you don't chuck many fireballs with it. Just the mental advantage you gain is worth it.
  • LuminAbyssLuminAbyss Joined: Posts: 3
    HNIC Mike wrote: »
    sfOmar wrote: »
    Your thoughts on Ryu, guys?

    Zoning game is unexpectedly very strong. Hits fairly hard. Needs meter for conversions on crouching characters. V trigger is currently better for late round combo extensions than raw activation into zoning. That could change tho if I can find some set ups or decent traps.

    Dunno how good. But he's definately not bad

    Don't know if anyone's posted this already, but you can link cr.HP after st.MP to force standing, allowing you to combo into tatsu or DP for KD on crouching opponents.

    Does anyone know what the properties are on Ryu's parry? It feels very awkward to use. I've been told it has start-up, which feels really weird for a parry, is that true?
  • muttonmutton Joined: Posts: 37
    edited February 2016
    mutton wrote: »
    fischbs wrote: »
    mutton wrote: »
    Looking at his frame data in the FAT app, it's interesting that Ryu's fireballs now differ in startup with jab hadoken actually being the slowest at 14 and fierce hadoken being the fastest with 12 but also being the most - on block.

    In IV they were all the same startup and total frames, but in ST jab fireball recovered faster...so it's interesting that it's different in V. It's almost as if Capcom are saying "full screen fireballs aren't gonna be that good in this game so here's a faster startup fierce fireball for footsies!" I wanna see total frames for all the fireballs now...

    LP Hado recovers fastest, slowest startup, least total frames (45f); HP Hado is the inverse and has the worst frame advantage on block/hit (and most total frames, 47f). VT reduces total frames of fireball by 1. It also has the uncanny ability of making your opponent jump uncontrollably at least twice for a free DP.

    Unrelated Thoughts:
    My hardest matchup right now is probably Vega. Tips are appreciated. Slide always punishable on block or can it be spaced safely? I know it's about -13 (as of B3 AFAIK) but I don't know how many active frames it has. Comes out so fast though, especially in a marginally crummy connection.

    Landing a st.hk CC is the most satisfying read you can make. Shame we can't convert with f+hp. I've just been going with st.hk, st.lk xx M Tatsu as a meterless followup (or L Tatsu if I have super stocked). st.hk (CC) xx VT, st.hp, cr.hp xx H Shoryu xx CA is disgusting as a full meter dump, but even without CA it hurts.

    Seems like EX DP isn't useful as an ender, only 20 more damage, same stun as H Shoryu (IIRC). Great AA. Maybe it gives you better oki than H Shoryu, doesn't look like it at first glance though.


    Thanks for this, super useful. May I ask where you found the data for the total frames of the fireball?

    Actually just bought the prima guide digital version. It has contrary data to FAT. Says all fireballs have 13f startup but lp-mp-hp is 45/47/48 total frames. Another change that I noticed from FAT is that solar plexus strike is -2 on block, not -5 hm.

    Hopefully the SRK wiki will have the final say on accurate frame data.
    My "chronicles of a scrub": http://beingascrub.com/
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