Huge shoutouts to Air for being so willing to help me out with this.Also this information is coming straight from Air’s blog which can be found right HERE.I highly recommend that all Ryu players check out this blog,and watch his cross counter guide below.Also,credits to Akka for helping Air with the Juri guide,and SCHOWT for helping him on the Gen guide.
Well I have decided to consolidate all of the info on all of the Ryu matchups into one tight space…so here it goes:
[SIZE=4]Ryu vs Abel[/SIZE]
[FONT=Times New Roman][SIZE=5]Abel[/FONT][/SIZE]
Though the majority of the people would say this is an even match up, I personally think it’s slightly in Abel’s favour due to the option selects and mixups he can do on Ryu. This match is somewhat similar to Ryu vs Zangief. I say similar to Zangief in that you don’t want to be knocked down and want to stay out of Abel’s stepkick/poke range
Far Range: Abels would try to build meter at this range and probably trying to make you go over to him. Either throw fireball to stop him from building or slowly walk forward to push him near the corner and Abel will eventually try to get out of the corner by rolling out. Make sure you don’t throw predictable fireballs and ready to bait his roll.
Mid Range: The most dangerous range in this match up. Avoid being hit by Abel’s spiritual move: his step kick. Getting hit or even getting it blocked can lead to a mind game that is in Abel’s favour. Use Ryu’s max distance low forward to keep him out. A well timed low strong or even mashing stand jab can beat his step kick and getting in.
Close Range: Beware of Abel’s standing short which basically stops everything of Ryu’s except SRK. A command string of Abel’s would be doing a hella stand short then tries to pressure you by connecting the step kick. So you can either block the whole shit, MASH on SRK or backdash and GET THE FUCK OUT.
On Ryu’s Wakeup:
Abel’s probably has one of the scariest wake up game. Variety of setups needed to be worried like untechable command throw, a front or crossup rolled attack, a low attack, an over head or even just do nothing and bait. Every Abel has their own setups, therefore it’s really hard to guess what they’re going to do. Therefore I am sorry, there is really not much advises but NEVER SIT STILL, do something…mash srk…mash on jab…backdash…jump…you have to make your opponent think and hesitate on their decisions.
Rekka: Usually this is really hard to react to…so block the first hit of the rekka then punish with SRK.
Ex Version: Same as normal version, just remember this move absorbs one hit so becareful with your slow recovery normals and throwing those fireballs.
Roll: Can hit him on his start up and right where he lands but best to counter with a throw.
Ex Roll: Can only counter with throw.
Wheel Kick: Anything as long as before the kick hits you.
Ex Wheel Kick: Perfectly timed normals that hit high, though best to use SRK to counter.
Against Ultra 1: Uhhh…pretty obvious…don’t throw fireball or air escape tatsu…it is punishable. Other than that Abel can’t land this on you without landing his low fierce.
Against Ultra 2: It really depends where Abel launches this ultra.
Close Range: Tatsu to break his armor. If he releases it instantly it will go through your tatsu.
Mid Range: Keep jumping back, air escape tatsu go behind him or HK tatsu. (They can cancel their U2 if they are able to react to it.
[*]Far Range: Keep jumping back. HK tatsu not recommended
Mind games and Option Select:
After an untechable knockdown Ryu can do safe jump OS to cut down his wakeup options.
Safe jump attack OS throw or empty jump throw/throw on wakeup
Safe jump attack OS tatsu or sweep/on ground OS sweep/Tatsu
There are no option selects against this move but these are the things you can do to counter this move
Empty jump thro w/throw on wakeup
Safe jump attack (allows you to block Rekka in time)
Tatsu on wakeup
Ex Tornado throw:
No safe jump OS works against this move (Well a timed safe jump OS does beat this move…but timing is strict and it looks pretty obvious that you are trying to bait the Ex TT.)
Empty Jump Throw
Throw on wake up
A late jump in attack / crossup attack
[*]Tatsu / Ex Tatsu
It’s just pure mind games for Ryu using which OS to land on Abel’s wakeup. However it is possible to predict Abel’s next move through his meters.
Things to be aware of:
The only way to read an Abel player is mainly from how much meters he has. Abel doesn’t have much mix ups if a combo is ended by Rekka. On top of that, if an Abel player has less than 2 gauges, he can’t combo off Rekka into the air grab which means he has a risk to land the combo (No gauges to FADC), therefore a very high chance that he would try and land a command grab or bait.
In a life lead situation, Abels are usually really desperate for a comeback……here you should watch out for a low fierce on your wakeup. If it happens to be a command throw its ok, take it and let the situation reset.
Furthermore, if Abel knocks you down in the corner, he cannot land a combo into Ultra 1 unless he has 2 or more meters. If you do think he’s going to try landing an ultra, he will have to roll behind to (facing outside the corner) low fierce > ultra, so beware.
Hmmm…also…if Abel tends to do reset combos on you, don’t be afraid to mash SRK mainly because the Abel player is trying to land more damage that’s why he’s resetting, otherwise he the reset combo is worthless (but of course don’t rely on mashing).
This is one of the new character’s matchup I hate the most as a Ryu player and i am sure all the Ryu players think the same. When a character that can spam safe on blocked moves (jaguar kick and off the wall kick) are pain in the ass. They’re hard to counter and they can do free chip damage + push you in the wall for free, on top of these, those moves deal great amount of damage on Ryu. This matchup is a 6:4 Adon’s favour if he uses ultra 1 and 5.5:4.5 Adon’s favour when it comes to Ultra 2. Adon is such a good character because he has really really good tools on ground, through fireballs, anti air and a special 6frame faster wakeup than anybody in the cast. He’s a character that gives no room for his opponent to pull any scrubby game play that forces you to play your best!
Adon doesn’t have any special jump in normals, so if he ever jumps in to you with any normals, don’t need to hesitate to use your srk or low fierce to anti air. Like El Fuerte, Adon has to rely on his special moves to get in Ryu which are also mainly off the ground, therefore excellent anti air is required in this matchup.
Far Range: This distance is safe to throw fireball, yet, Adon’s off the wall kick can go through fireball full screen, however in order for Adon to land this attack on you full screen, he has to do an early off the wall kick before you even throw the fireball.
Mid Range: Adon’s low strong and standing roundhouse is his main tools for footsies. Adon’s low strong its a pretty fast but not far normal, usually Adon players tend to connects it after a low jab then into jaugar kick for some chip damage + continuing his offense ( this is a good chance to counter his move if you look for it and have fast enough reactions
). Against Adon focus ( i just learned this North American term instead of using saving <- Jap term) attack is not recommended because Adon’s standing roundhouse has 2 hits that can armor break easily (Far st.Fierce can counter Adon’s st. roundhouse if timed correctly). His special moves such as off the wall kick and ground jaguar kick also armor breakable. Whiffed standing roundhouse can be punished by Ryu’s low strong (TIMING IS STRICT)
Adon doesn’t really have an answer to Ryu’s low forward at this range, so don’t fear to use his normal more to pressure him.
Close Range: Adon has some safe and far poke strings and a farely far kara throw. On the other hand, Adon doesn’t have a really good or deadly frame trap, so don’t be afraid to mash on low jabs while you are guarding his poke strings.
Mind games and Option Select:
Pain in the ass! This is the only character in the whole cast that you can’t do any safe jumps or vortex on because of his BROKEN ASS 6f faster wakeup! So does that mean Ryu players should not even try to do anything on his wakeup? The answer is NO!, luckily to the readers i do have some strategies to share on what to do on his wakeup that usually works ( for me… ). After you land a SRK, if the Adon players do a tech wakeup, Ryu can do an immediate low forward into fireball which usually hits. Why?! Majority of the Adon players are not aware of their fast wakeup, therefore usually after a tech wakeup they just hold back so they can get out of everything situation. In this case your low forward hits.
Another thing you can do is, forward throw hold up forward jump right away and follow up with a foward kick, if it’s done right ( this allows you to catch up on his 6f wakeup ), this should be really hard for the Adon player to do a properly uppercut.
Option select……i think sweep OS is the only OS you can do on Adon right now…
On Ryu’s Wakeup:
Backdash is probably the safest thing to do if you don’t want to do any risky moves. Using srk to AA Adon’s vortexes is pretty risky since smart Adons can bait your Srk with an air jaguar kick on your wakeup. On top of that, Adon’s neutral jump roundhouse seems to be a safe jump ( sometimes i can get a trade srk…never clean…and it does not worth to lose those life )
Jaguar kick: This is the one of the hardest move to punish in the game IMO. Even if you are fast enough to react to it, sometimes it tends to trade with your normals or SRK and it can deal a chunk of your life. Answer to this move is fast reflex with perfect timed SRK ( DUH!!! )….yah….and an early far standing fierce and standing roundhouse can also stop this move.
Against this move….suprisingly, backdash can get out of his HK version Jaguar kick and allows u to punish with low forward > whatever.
Air Jaguar kick: This move has lesser priority than the ground version one. Srk and low fierce can beat this move perfectly. Moreover, YES!!! Focus attack works against this move! ( Air version is not armor breakable )
Ex Jaguar kick: Ex version can go through fireball clean, armor breakable PLUS it’s an overhead ( WTF!!! BROKEN!!! ) To counter the ex version, tools you use are exactly the same as the normal version but you do need a bit faster reflexes……
Jaguar Tooth: For Adon, this move is safe on block, so there’s nothing much you can do if you blocked this move. To counter this move, once you see him jump off the wall, just whiff out a jab srk and it can beat it clean. Even if he uses other versions of Jaguar tooth and you whiffed your srk, don’t worry, he has to land and won’t be able to harm you
Ex Jaguar Tooth: Same thing, but fasterr, nothing scary.
*Once you see him climb off the wall, do Ultra 1, whichever version of Jaguar kick will get hit by it. Free chance to land ultra
Against Ultra 1:
This ultra can go through fireballs full screen like Chun li’s but not a charged move ( BROKEN!!! ). So beware of his ultra gauge and make sure you don’t throw those reckless fireballs
Against Ultra 2:
This is an AA ultra that Adon can combo off from his uppercut. So yah…uhhh…don’t jump or get hit then you can avoid being hit by this ultra…
Things to be aware of:
Adon’s Jaguar kick is the most scary and dangerous move. Adon players tend to abuse this move the most since it’s hard to punish and it can do pretty good damage. According to my own experience, most of the Adons will use Jaguar kick after the following situations.
When they are under pressure by fireball when he has no ex meters and by low forward, Adon would usually use this move to try to get out of pressure.
Another situation is when Adon does a standing roundhouse and you happen to block it, they will try to use Jaguar kick to get closer and apply pressure again.
THIS SITUATION HAPPENS THE MOST!! After a tech throw…they will use roundhouse version Jaguar kick…trust me…they will. Right after a tech throw, you can mash on far st.fierce or st.roundhouse, whichever you prefer.
When you are in the corner, jumping backward roundhouse can be a good escape + punish sometimes when Adon has no ex meters. Even though if he has no meters, can’t rely jumping backwards all the time.
P.S. Any version of Jaguar kick in any situation, Ryu’s Ultra 1 is the BEST punish. Make sure Ryu players out there don’t forget to use it.