Just keep combos and strats on this thread. Keep discussion in other threads. Lets try and keep one page long. Thanks to CFAY and Mickey for their input.
Anti-air: An Anti Air is something that keeps you opponent out of the air. Ryu has several of them that are useful for different situations.
-Ryu’s Strong Dragon Punch should be used as you main anti air. If you don’t time it late, then it will most likely trade.
-Far Standing Roundhouse should be used for jumps that are outside Ryu’s Dragon Punch range.
-Crouching Fierce Punch should be used if you can’t react fast enough with a Dragon Punch.
Hit Confirm**[COLOR=black]: [/COLOR]Hit confirm is when you throw a move and it gives you enough time to see if the move hit or it was block so you can cancel in to super/specials.
Spacing**[COLOR=black]:[/COLOR][COLOR=black] [/COLOR][COLOR=black]Is where you place yourself on the screen depend on the character you are playing, or your opponents habits and tendencies.[/COLOR]
Zoning**: Zoning is a way of controlling the space. Ryu has a good set of normals and specials that allow him to do this effectively.
Hadoken should be thought of as a poke. It can keep your opponents out, and put good pressure at the same time.
Crouching Forward has a nice range and lowers your hitbox. It is a very solid poke.
Combo’ing Ryu’s Normals: Ryu can link a lot of his normals with a lot of ease, such as c.lp, c.mp/c.hp. His c.mp can be followed up with a c.mk or a c.hp. His F+hp also links into c.lp. It’s also said that f+mp (overhead) can be followed up with a c.lp link, I’d like confirmation please. In other words, Ryu can link a fierce off of everything except his kicks. Just know that he can combo well with his normals. It’s up to you to choose what fits for you.
Combos: Since there are so many ways to link things, I’m not gonna list every one of the possibilities. This library can get pretty extensive. All in all, here are the strings you should know. NOTE: If no other ender is listed, all combos end with you’re choice of hurricane kick or dragon punch (ex versions or not). If you end it with a dragon punch, you can always SADC into Ultra.
- c.lpx3, c.mk xx Hadoken/hk hurricane kick
- c.lp, c.hp xx ______
- f+hp, c.lp, c.hp xx ______
- lp shoryuken, land, Shinku hadoken (super)
- jump in hp/hk, c.lp, c.mk, hadoken, SADC, s.hp xx ______
- In corner, SA lvl 2, dash forward, f+hp, c.lp, c.hp, EX hurricane kick, EX fireball, EX hirricane kick.
- *SA lvl 1, dash forward, c.lp, c.hp, ______
- SA lvl 1, dash forward, SA lvl 2, dash forward…**
- *SA lvl 1, dash forward, SA lvl 1, dash forward, Ex hurricane kick
- SA lvl 2/3, dash forward, SA lvl 2, dash forward…***
Ending a combo with an EX fireball can lead into an Ultra (you have to be pretty quick). its very risky mid screen, especially against heavier characters who fall quicker. In corner is best.
SA Combo Notes: There are a few things you need to know first. First regarding the “***”. This indicates that after you’re lvl 2 SA hits, you’re opponent is put in the air. Therefore, followups to this are limited. A special and quick normal is probably the only route to go. I’ll experiment more on this later.
Regarding the “*” combo’s, keep in mind that these will only work when you’re SA hits as a counter (IE, you charge you’re SA, you get hit, you release). When a lvl 1 SA hits after you take a hit, you’re lvl 1 SA crumples you’re opponent.
When doing combo’s that involve 2 SA’s, you have to wait for you’re opponent to fall to their knees, after the first SA, then do the 2nd SA. Example: SA lvl 1, dash forward (wait until opponent is on knees), SA lvl 2. If you end your combo with a 2nd SA at lvl 2, you can follow up with a normal or special. If you end the combo with a 2nd SA at lvl 1, only an ex special or a Super will connect.
Side Notes: Hurricane kick will stop you’re opponents SA’s. A RH/HK Hurricane kick also goes through fireballs. The EX Hurricane kick is pretty good as wake-up, but can be beaten by a neutral throw. When you end a combo in the corner with a ex hurricane kick if the opponent gets set spinning in the air, you can do an Ultra and it will connect but ONLY if the opponent gets sent spinning in the corner.
Well here it is, I tried to compile everything that’s been said about the famous cancel. Hopefully this will get rid of a lot of people’s questions, here it goes.
…Dragon punch, SADC, Ultra: This is the combo everyone is trying to do. The “…” signifies anything that links into the dragon punch afterwards. Some things to know before trying this out…dont bother doing the anti air DP, SA cancel unless you have an Ultra stored. There’s nothing special to it just relax and do it…practice makes perfect, etc.
The Input: Shoryuken, mp+mk, hold mp+mk, forward, forward, release mp+mk, Ultra
The best way to practice this is to get used to doing a dash afterwards you’re SA on hit AND canceling it to parry. A more detailed explanation and inputs for both are:
- To parry: mp+mk (hold), forward, forward.
- When hitting: mp+mk (hold if you want to increase the level), release (hits opponent), forward, forward,
As you can see, the dash cancel is a compilation of both to some extent. You can also do a slight variation of the inputs to cut time down by inputing: shoryuken, mp+mk+forward, forward, release mp+mk, Ultra
Combo’ing into Ultra: By adding in normals, you scale the damage of the Ultra. By going into a huge strings into the Ultra, the damage gets scaled heavily. A way to combo into it without huge scaling is c.mp, shoryuken, SADC, Ultra. The c.mp into shoryuken is actually a link (think 3s Ken c.mp, SA3), so therefore this combo’s pretty hit comfirmable. All in all, the way you’re most likely going to hit this combo is through a shoryuken anti air
From Mickey D. - Ryu vs. Zangief
Quick Notes: Do NOT hadoken much from up close or half screen, this is just asking for Gief to jump over you and Ultra. The goal is to play Gief from half screen distance. Ryu needs to zone well by using c.mk. If Gief advances a little to much push him back by c.mk hadoken/ex hadoken. At this distance, Ryu’s best tool is to jump straight up and j.hk. It will make Gief whiff green hand and lariat, letting you push him back or possibly combo him. Lastly, ANTI AIR him EVERY chance you get. To do this, you need to be LOOKING for the anti air, I don’t think that having good reactions is just good enough, start LOOKING for those jumps to avoid Ultra’s.
From afar: Ryu’s only real option is to throw hadokens. Hadoken’s are NOT hard to get around with Gief. Gief can easily close the distances via SA’ing the hadoken and dashing in, Lariat’ing (not the best option), or green handing his way in. Jumping isn’t very good for Gief to cover ground because at this range, Ryu should be in position to Anti air with s.hk from afar. Because it’s so easy to anticipate Ryu’s hadoken’s from full screen, Gief is most likely going to be green handing your fire balls.
Up Close: This is a dangerous territory for both characters. It really depends who’s rushing who. If you’re rushing Gief down, you need to be very careful not to fall into an SPD during your strings. It’s real risky for Ryu to be doing the rushing because of this. However you CAN stand just out of SPD range and attack. If Zangief gets a knockdown, you’re in big trouble. Gief can easily do 20% worth of damage if you don’t make the right decision. Your options are very limited if you don’t have meter. You can either jump straight up in anticipation of a wake up SPD/tick into SPD, or you can block in anticipation of a combo. The best way to get rid of this gimmick, is to save your meter during the match. This way, once you’re knocked down, you can: hp srk, SADC back dash. This gets you completely out of trouble, and gives you another chance to play the match up from half screen distance.
Half Screen: This is where Ryu succeeds in the match. Ryu needs to make it a goal to be just shy of Green hand range for the majority of the match. Green hand is Gief’s ONLY good tool to get in on Ryu. By staying out of green hand range, you are able to punish on reaction, poke out at Gief with c.mk (to stop him from advancing into close up range), bait it by whiffing a couple c.lp’s, OR most preferably jump straight up and land with hk. One thing to know is it’s important not to throw to many hadokens as a good Gief will try to anticipate this and EX green hand you. Use hadokens from this range VERY conservatively.
Conclusion: This match is tough for Ryu because he’s limited to how much he can rush (the main way Ryu does damage). Stay about half screen distance of Gief in anticipation of green hand. Keep him in this distance by poking him and pushing him back.
Videos demonstrating the above
[media=youtube]hLpmQ5KoS_0[/media] --> this video show the whats and what nots to do against 'Gief. Mix of good zoning tactics and some scrubby play. It seems pretty straight forward so I wont go into detail about it. Unless people what a time breakdown then i can do so. More to come later.
[media=youtube]8QmCxkF6LyY[/media] --> this video has a lot of what not to dos against Zangief. Also note that patience is key to winning with Ryu.
[media=youtube]bGbzjd9O_oE[/media] --> i question the level of skill of the Zangief player, nonetheless, notice the sense of urgency by the Ryu player to get out of Zangief’s range, his use of low mk, fb, etc.
[media=youtube]ofe4p7hVQy0[/media] --> not much can be said here that has not be discussed.