The more I play with Ryu, the more I’m becoming convinced that his oki game is a fundamental part of his offence. In a game where oki is actively discouraged and designed against, Ryu seems to have some of the stronger options to pressure the opponent on their knockdown.
Fundamentally, Ryu’s oki mixup is always going to be a throw/meaty mixup. He doesn’t have the tools to threaten a high/low mixup or a left/right mixup. This means that it’s crucial that you develop perfect meaty normal and throw timing, and learn to gauge when the opponent is using quick-rise, back-rise, or no recovery.
The main situations where Ryu can threaten his oki are:
-off a forward throw
-off HP DP
-off HK Tatsu
Here are some simple things I’ve been doing with some success in ranked so far (obviously it’s early days yet).
Forward Throw: Immediate dash forward followed by Axe Kick if they don’t quick-rise. Immediate Axe Kick catches quick-rise for one hit, no follow-up. Immediate Solar Plexus Strike will hit meaty on their quick-rise, allowing for cr.MP xx HP Hadouken link. Slight step forward followed by cr.MP xx HP Hadouken hits meaty and is relatively safe on block.
HP DP: Immediate dash forward allows you to time meaty throw or meaty st.MP on their quick-rise, which can then link into cr.MP xx HP Hadouken. Immediate Solar Plexus Strike hits meaty on their quick-rise, and can link into cr.MP (too far for any follow-up).
HK Tatsu: This is one of the trickier oki setups for the opponent. Your HK Tatsu will corpse hop them on the last rotation, meaning that their back-rise will actually move towards you, rather than away from you. This means that your meaty Axe Kick covers every wakeup option they have short of DPing (and is safe if they block).
Sweep: Sweep gives you a decent amount of time to dash forward and set up the meaty Axe Kick or st.MP.
It’s worth noting that I haven’t really found any effective ways to follow a back-rise on wakeup (unless you knocked them down with HK Tatsu). If you know they’re going to back rise after a HP DP or Forward Throw, you can throw an immediate HP Hadouken and make sure they block it (it’s too close for them to jump over it). If anyone finds a better option, let me know!
In terms of what to do with your meaty normals, I think there are two main options:
Axe Kick > st.LK xx HP Shoryuken: This is the default option for me as it’s safe on block, easy to confirm, and is quite forgiving (it often catches backdashes or jumps if you’ve mistimed your meaty). You can also easily cancel the HP Shoryuken into Super for massive damage.
st.MP > cr.MP xx HP Hadouken: This is the default confirm off of st.MP. The reason I don’t go into cr.HP xx HP Shoryuken is that on counter hit the st.MP will have more pushback, making the cr.HP whiff sometimes. Given that counter hitting is the point of doing meaties, this doesn’t seem wise. You could use st.MP > cr.MP xx HK Tatsu, but that would require you confirming that they are standing during the meaty, which is tricky. This can also be confirmed into Super.
Anyone found anything else on Ryu’s oki?