Jason12345, post: 1563387 wrote:
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.
Goryus, post: 1563389 wrote:
For general game plan stuff, check the Ryu wiki:
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.
SF3TSguy, post: 1563393 wrote:
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.
dogberry, post: 1563396 wrote:
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.
Ephidel, post: 1563388 wrote:
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.
CapMaster, post: 1563403 wrote:
Can someone confirm that O. Ryu's fireballs are faster, and he has a quicker release and recovery then new Ryu?
orochizoolander, post: 1563405 wrote:
^^^ 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?
Airthrow, post: 1563408 wrote:
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).
Airthrow, post: 1563410 wrote:
I didn't know it was a cancel? I just saw someone do it at someone's house and assumed it was two moves.
shoultzula, post: 1563415 wrote:
are there any solid reversal timing tricks to counter tick 360 characters?