What are other folks using as parry proof anti-air with Ryu? I’ve played a lot of capable players recently and though I try to discourage them jumping, they have pretty good odds to parry and create an opening, because everything Ryu has for anti-air is just one hit. It’s costing me big damage, because anti-air Shoryuken is hugely punishable.
I’ve tried his target combo, but it doesn’t pay off for me. On occasions where they jump and attack, I find that the HP either loses or trades. If they jump in deep, or attempt to cross over, the HP misses completely.
For some characters, I get mileage by meeting them in the air with J.MP, but divekicks are too quick to use this against, and Ken’s EX Hurricane is a threat. It also requires pretty good reflexes to meet them early enough to come out on top. I much prefer to stay grounded.
Any ideas?