Ryu Season 2



I didn’t play the older games beyond mashing level, dirty 16’ er here, but back then fireballs had much more pushback on block, leaving you safe to spam more hadukens freely, and also had much stronger anti airs and fewer, easy to use, anti fireballs tools, that makes a lot of difference even if the recovery is similar, Ryu can’t have a gameplan around fireballs in such a jumping game.

And even if he can dash, and gets closer to do mixups, or meaty you, his pressure ends in 2 hits, and if he grabs you he can’t do shit to keep momentum going, even in the corner, someones dash at you, you can’t punish it properly because cr.mp, st.lk xx tatsu doesn’t reach anymore, and i don’t understand things like cr.mk having more startup, it’s one of the worst cr.mk in the game, and you lose a counter hit link off cr.mp, nerfing his sweep and st.mp doesn’t makes sense either, it’s like Capcom put some user of eventhubs to balance him, he might as well be the Dan of SFV now, that’s why i switch to Akuma, at least i will make them know true cheapness =P


At least you got this bit right. They do want to make the game standardised so beginners don’t need to learn anything.


-Indeed he has been known for strong zoning for decades but the loss of invincibility on his dp drastically hurts that aspect of his game. Last second dps have always been a very important part of his arsenal. Now you eat a counter hit.

-Yes, I meant st lk. easily his best poke. Used for long range confirms, punishes on a lot of -4 moves, and an excellent counter poke. Throwing out axe kicks are really risky, and honestly the buff isn’t all that’s cracked up to be.

-Notice that I never explicitly said people should “never dash in”. Of course there’s a time in place to dash in to keep your opponent on their toes, but in this game it feels like more abuse of the system than anything else. Like, i’m pretty sure i’m not the only person in the world who’s had a season 1 nash dash in on them, press a button, and I eat a counter hit. It’s gimmicky gameplay.

-You said it better than I could have. lets add 3 more frames to something that already takes an eon to recover from… why?


Just what I had in mind. You said it right. It doesn’t feel like SF anymore.

Contemplating on quitting the game not because we can’t adapt to change, but rather, it just feels darn slow and thus odd game play.


I’m sure someone already discovered it first but I just found out a cool way to use cancelable axe kick. If you V Trigger cancel a anti air axe kick you can juggle into full EX DP or Super, with Super being the main reason why you would want to do this. Not a very big deal since this is not something you have access to often. But when you do have it you basically have the air and ground covered when it comes to using V Trigger to react to something so you can punish with super.

It kind of feels like a anti air DP, FADC, Ultra. Another thing, the meter gain buff from parry basically nullifies Akuma’s 3 hit shaku from full screen. Parrying a 3 hit shaku gives Ryu half a bar, 4 gives him full access to V Trigger. I’m still kind of down on S2 Ryu, but it’s nice to find some good things about him.


Well, I am not scared of playing mirrors anymore.
I need a new main. Tried Akuma and just don’t like him. Will probably move to Guile, Ken or Ibuki.


People are definitely sleeping on the new Ryu. If Daigo, XSK Saumurai, that Domincan Ryu or anyone else sticks to him, I think people will be surprised. Those buffs are very significant and I would say he technically wins every fireball war now. With Nash you can at least throw EX fireballs at him to throw off his V Skill absorption, but Ryu can parry all fireballs down and make them add to his gauge. He essentially has to be rushed down now unless you can zone with pokes like a Karin, Chun or Cammy.

Plus 2 on block EX fireball is being very slept on also. So is b+HK in general. Another button that creates true block string into fireball from anything but absolute max range like c.MP and since it’s a heavy will win priority trades easily vs abuseable medium and light pokes

Not to mention people don’t realize how many places you can still use meterless DPs. You will still see them a lot. Ryu player thinks you’re going to screw up your meaty? Meterless DP works there. Throwing out too many buttons or specials in neutral? Meterless DP works there. Doing a frame trap with a 3 frame gap? Meterless DP works there. He catches you early with a jump in, there too.


There are no fireball wars on SF5 Jin unless you’re playing Guile - which he monsters. Stop sprinkling your magic dust in the Ryu thread!

…whiff punishing with a 8 frame sweep in 6 frames of lag… Might as well be mortal Kombat.


Jin the ex hadoken being +2 onblock is definitely a nice change… but I don’t think anyone is sleeping on it. There are very few situations where we can take advantage of the plus frames.


If your perception of what a “gameplan around fireballs” means is “spamming a lot of fireballs uncontested”, then yes, Ryu doesn’t have one in this game. The only character I know of who can do that is Guile.


I feel you are doing too much theory fighting there. Yes its cool if he has ex fireball +2 on block and buffed axe kick but in practice if these tools dont change his mu’s or dont improve his tools then ryu will have a problem in season 2.


Discovered something:

The range of s1 s.lk is now exactly the same range as c.mp

How does that affect gameplay ? Not sure but it is useful in footsies using normals and catching the opponent at the edge of c.mp. potential frame trap perhaps?


I am a Ryu player. And I lulz at capcom for the very reason you posted.

Also, why in God’s green earth is my REVERSAL DP’s, let alone my DP’s in general getting cr. MP, thrown etc?
What is this!!!


Because there is no God. And yes, what’s the point? It’s not like it was completely free or cancelable like in SFIV. If you read your opponent’s intentions, said DP’s were heavily punishable.

I went from Super Gold to Ultra Silver, so salt alert: why can Gouki and Ken cancel their specials into V-Trigger but Ryu can’t? What’s the rule?


1.The rules are that DP’s *on reversal *should not be getting MP, jabbed etc due to invincibility on startup. That is an atrocity! Takes away from the word “special” move.

  1. The Fool has said in his heart there is no God. All the purposeful knowledge in the world, the order of creation, herbs, air and seasons for living is UNDENIABLE evidence that there is a God.


I’m quite positive this is only accessible to characters with 3 bar triggers (and IIRC not even all 3 bar characters).


Chun li, and Nash can do it as well, Chun li got added in s2, would be cool if they added that to Ryu as well, now that unblockable setups are useless against almost everyone if they have a bar.

Instead we got an air tatsu that can combo into CA, yay. =_=*


I’m no expert but his AA MP DP is still very good. I am able to catch people deep all the time for full damage. I was worried about the change to his DP for AA reasons but jumping on Ryu is still a big no no. Ryu is still solid.


Dp xx trigger is -5 on block for ken which is full combo. I’d assume that’s the same for Akuma but I’ve not seen his data yet. That wouldn’t work with Ryu anyway, it would be a giant waste of meter since you probably wouldn’t get any juggle after and the Dp isn’t invincible any more.

I’m ok with the Ryu changes, I don’t like them, but I’m not doing any worse really and I’m playing a more offensive version of him at the moment. A buff that I think would have rounded him off perfectly would be to make cr.mk xx fireball always connect on hit, I don’t mind if they want to not make it a true block string, but playing footsies we are leaving damage on the table from lows and it would have made his super cancel stronger. I realise cr.mp sort of fills that void, but the fact that cr.mk hits low is a big bonus.

The buffs he got, I’ve not really implemented although I do occasionally throw in a axe kick xx fireball, it seems to leave you at a good spot for a whiff punish if the opponent presses a button, it looks like they should reach Ryu with the outstreched fireball animation but they usually don’t. So something like Axe kick both hits xx fireball then cr.mp xx fireball as they recover sometimes can catch the return button on whiff.

Still having a good sit down with him, I’m not playing much characters apart from an Army of Akuma’s at the minute so it’s hard to get a full picture.


This would actually be a good buff if his air tatsu hits crouchers since air LK tatsu is actually a decent way to get around standing anti air normals. But it’s useless when you’re facing someone like Balrog who is going to cr. HP every time.

Again Capcom already had that in mind that they didn’t want to give Ryu something reliable and made it more situational or match up based instead.