The NEW AE Ryu Matchup Thread

ryu

#1

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.

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Well I have decided to consolidate all of the info on all of the Ryu matchups into one tight space…so here it goes:

Abel

Spoiler

[SIZE=4]Ryu vs Abel[/SIZE]

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[FONT=Times New Roman][SIZE=5]Abel[/FONT][/SIZE]

**Matchup: **

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

Ground Games:

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.

Counter:

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.
[LIST]
[]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
[/LIST]
Mind games and Option Select:

After an untechable knockdown Ryu can do safe jump OS to cut down his wakeup options.
Ex Roll:
[LIST]
[]Safe jump attack OS throw or empty jump throw/throw on wakeup
[/LIST]
Backdash:
[LIST]
[
]Safe jump attack OS tatsu or sweep/on ground OS sweep/Tatsu
[/LIST]
Ex Rekka:

There are no option selects against this move but these are the things you can do to counter this move
[LIST]
[]Empty jump thro w/throw on wakeup
[
]Jump strong
[]Safe jump attack (allows you to block Rekka in time)
[
]Tatsu on wakeup
[/LIST]
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.)
[LIST]
[
]Empty Jump Throw
[]Throw on wake up
[
]A late jump in attack / crossup attack
[*]Tatsu / Ex Tatsu
[/LIST]
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).

Adon

Spoiler

http://www.airryu.com/wp-content/uploads/2012/01/adon-ssf4-header.jpg

Adon

Matchup:
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!

Anti Air:
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.
Ground Game:
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

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). 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 )

Counters:
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……

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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

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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

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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

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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…

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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.


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#2

Akuma (Gouki)

[details=Spoiler]
Ryu vs Akuma

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Akuma(Gouki)
No doubt this is an even matchup, and there’s nothing scary about Akuma unless you get knocked down. When you are down, that’s when you need to fear about Akuma’s deadly vortex. Therefore, against Akuma, say this to yourself “Don’t get knocked down, don’t get knocked down…”. Other then that, just worry about how to keep Akuma out and land whatever damage you can.
Ground Game
Far Range: Like any other characters, don’t hesitate to throw fireballs to build meters and make your opponents move. Though, if Akuma has a meter, his Ex Demon Flip setups do go full screen, so throw fireballs wisely and try to bait his Ex Demon Flips.
Mid Range: THIS RANGE IS DANGEROUS! All Akumas would spam sweep at this range whether it hits or not. Akumas are pretty desperate for that knock down. Generally Akuma does have better footsies than Ryu…so it’s not really smart to try and outplay Akuma with footsies. Though as a counter of Akuma’s sweep, you can do a level 2 focus attack or focus through his sweep and punish. *Do remember if Akuma has ultra he can sweep cancel into Raging Demon which can kills you focus"
Another strong normal Akuma usually uses is his far standing roundhouse that consist of 2 hits. However if this normal hits you from too close, the 2nd hif of the roundhouse whiffs if you are in crouching position. Ryu can punish with whatever after whiff, but beware, Akumas can cancel the 2hit into Raging Demon. In my opinion, the safest punish is to use MP version SRK that can also beat Akuma’s ultra clean.
Close Range: Nothing too good of Akuma at this range…however he does have a pretty far KARA throw. On top of that, Akumas with 2 or more meters would usually frame trap with a HP SRK, so beware of that as well.
Counter:
Air Fireball: Super/Ultra/Ex SRK or dash forward sweep for a trade.
Ex version: Same as normal version except you can block the first fireball and at the last moment where Akuma is dropping down, you can do a MP SRK to go through the 2nd fireball + hitting Akuma.(Timing and spacing is strict!!)
Fireball: Hurricane kick, super and Ultra.
Ex Version: Same as normal version.
Red Fireball: Hurricane kick. For super and ultra wise, the Red Fireball has to be about to hit you b4 you can counter it because of it’s three hits.
Ex Version: Same as normal version
Shoryuken: Non of Ryu’s normal version SRK beats Akuma’s. As a result, only EX SRK can beat Akuma’s normal SRKs.
Ex Version: Sadly, nothing of Ryu’s can win against this move.
Hurricane Kick: Anything but fireballs.
Ex Version: Same as normal version (Punishable with sweep by walking forward abit or Super)
Demon Flip Dive Kick: SRK trades , Ex SRK can beat it clean. Best counter is hit him air to air or low fierce.
Ex Version: Same as normal version
Demon Flip Splash/Throw: Same as the dive kick except normal version SRK can beat it clean.
Ex Version: Same as the normal one
Super: His super is like Raging Demon except it’s stronger. Also normal cancelable plus hits you instantly. Therefore you have to jump out BEFORE the super comes out, by all means…you have to guess when your opponent is going to land this move.
Against Ultra 1: Do not randomly jump or use focus attacks assuming your opponent is ready to land this on you at any situations. When Raging Demon misses you, best is to jump back and punish with low forward > combo. Punishing this move with SRK does work nevertheless there is still a sight risk of getting grabbed by it unless you are using the ex SRK.
Against Ultra 2: No experience against this Ultra yet.
On Ryu’s Wakeup:
If you are having trouble blocking or getting away from his mixups, read this section carefully
Akuma needs a certain setups in order to land certain mixups. Below I will make a list of his mixups that I know of. (Take the list as a reference, nothing is guarateed because each Akuma has their own setups and playstyle. Please don’t come to me telling me that whoever you played did not land the mixup like i listed)
Crossup Hurricane Kicks
· Usually after a sweep.
· After you get thrown by Demon Flip Grab, Akuma will dash forward twice
· After a forward throw, Akuma dashes forward tiwce
You can use Ryu’s low forward to lower his body making this move to whiff.
Crossup Air Fireball
· After a Demon Flip Grab/Splash, following a TK air fireball.
· This usually doesn’t crossup even though it looks like one. Have yourself crouching block the air fireball which makes the fireball harder to crossup (Works the same against Ibuki’s Kunai). You can also focus dash out of the air fireball with risk if you don’t want to block (Same goes with Ibuki’s Kunai.)
Demon Flip Grab/Splash
· After a sweep, a delayed demon flip > splash/grab.
· After you get hit by demon splash or grab, backdash > immediately another demon flip
· Untechable knocked down in the corner, whiffs a standing fierce punch, demon flip
· Backthrow, delayed demon flip
· Sweep, delayed demon flip
Demon Flip Dive Kick:
· After a sweep, immediate Demon flip dive kick (in this setup, you can trade with a MP SRK or beats it with EX SRK)
· Any combo into LP SRK > FADC > 3 hits Red Fireball > (Ryu quickwakeup) Demon Flip Dive kick (this will beat any of your wakeup moves
· Backthrow, instant Demon Flip Dive Kick (Will beat all of your wakeup moves but however you can forward dash to get out on wakeup.Akuma can OS sweep)
· Forward throw, dash forward Demon Flip Dive kick (tradable with MP SRK)
· Demon Flip Dive Kick right after a Demon grab or splash are also tradable with MP SRK.
Normal Dive Kick:
· Usuallly after a sweep
· When you are cornered to make a fake crossup.
Corner Neutral Jump Air fireball mixups:
Akuma can do this after any kinds of knock downs in the corner. They then will throw an air fireball which Ryu is forced to block,(Nothing can hit Akuma at this point…ex SRK will be blocked) and these are mixups Akuma can do.
· Forward Jump Short that’s an ambitgious crossup (never crosses up)
· Forward Jump Forward (crosses up)
· Empty Jump landing in FRONT hitting low into combo
· Empty Jump landing behind you hitting low into combo

Unblockable Setup:
When Ryu is in or near the corner, forward throw with Akuma. Immediately dash forward twice and do crossup jump forward = an unblockable kick. (This setup only works on Ryu, Ken and Akuma I believe…)

Mind games and Option Select:
Option Selects that Ryu can do on Akuma is limited due to his teleport and SRK. Mixup wise…an overhead…a crossup tatsu…that’s it…i think…? OS wise…after a knock down, you can do a jump in attack OS roundhouse TATSU…when the last hit hits, follow up with a fierce SRK. And uhhh…ummmm…OS sweep…and the Fireball OS against teleport on ground. (Read fundamental part 5)
Things to be aware of:
When Akuma is being pressured by Hadokens, he will keep trying to move around like throwing air fireballs hoping those will hit you so that they can reposition himself…or they would do demon flips trying to go over your fireballs…or simply just jump in on you. Basically that’s the strategy when it comes to Ryu vs Akuma. Pressure him, make him move and try to counter everything he does. On the other hand, if an Akuma is pressing you by zoning you out, you can jump at him trying to land combo once or twice just to give a message to your opponent that YOU would actually jump. This message will then forces him to hesitate on his fireballs and this is when YOU start to zone.
Also, a couple more things to keep in mind that when you are in a huge lead on life…don’t jump in! One Raging Demon can probably cost you the game! And last but not least, don’t try to uppercut all his jump ins due to possibility of bait tatsu or change of whiffing your SRK against Demon Flip Dive kicks. As mentioned above earlier, use low fierce at these situations.
[SIZE=4][SIZE=4][/details][/SIZE][/SIZE]


#3

Balrog

Spoiler

[SIZE=5]Thursday, October 28, 2010[/SIZE]

[SIZE=4]Ryu vs Balrog[/SIZE]

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[SIZE=5][SIZE=5]Balrog(Boxer)[/SIZE][/SIZE]

I kind of switched up my layout a little bit for this matchup. Make sure you read the counter part of his special moves otherwise it might be confusing in the “Mind game and OS section”
This is a popular matchup! As Justin Wong said, it’s kind of a counterpick against Ryu. I would say 5.8-4.2 in Balrog’s favour, and probably 6-4 if you ever happen to fight a Balrog who just sits whole day and can do perfect anti-airs. Balrog has some of the best normals in this game in my opinion. Either him or Chun-Li have the best normals, but i would probably say Chun Li just because I am Chinese! (BIASSS!!!) Chun-Li has faster ones I would say, but I’ll get to that matchup in the future.
Balrog has more control on the ground when it comes to Ryu. Especially when Balrog has EX-meter, because Ryu players have to be cautious to not to get swept by Balrog, but also have to be wary of his armored EX-rush punches. For Ryu, good zoning is the key to winning. Otherwise, it’s going to be way too tough. One thing to note is that Balrog has a pretty weird hitbox and if anybody ever realizes how he looks big, but his hitbox is actually smaller than it looks. However, hopefully you readers can learn something reading this. So here it goes:
**Ground Games: **
Far Range/Full Screen: Zone him out, Balrog’s jump is short and lands slower than most of the players. If Balrog ever wants to get in, his options are jump, turn around punch which can be reacted and countered easily (at least for me it is) or doing random Ex-rush punches when he has meters, but that can also be countered.
Mid Range: This is Balrog’s best range. You have to be careful of his sweep, because it is far and fast. And yes, all Balrogs abuse this normal like no freakin’ tomorrow. (Imagine Ryu’s sweep is like Balrog’s droolz ) Ok, enough dreaming. Whenever you can sense that YOUR sweep range can touch him, that is also where his sweep can touch you. So don’t try and recklessly do low forward that won’t hit, if you whiff you will get punished by his sweep. As I mentioned above about his weird hit box, when you try to land a low forward against him, don’t be afraid to walk a bit more forward then do it. You will see better result than your usual low forward range.
Also this is a range where allows you to throw random fireballs that is hard for Balrog to react in time. But beware, if Balrog is crouching, he might have charged headbutt which will go through your fireball. Look to throw your fireball when he’s walking forward when he has no charge. Though he can jump as well… :frowning: …just be careful… :).
Close Range: This range is pretty dangerous as well since Balrog has a 3f jab which basically beats everything of Ryu’s except SRK. Being stuffed by his jab leaves you not much options but GUARD or mash on SRK which probably won’t do much since there is a big risk if you miss :(. ( Not recommended! ) Majority of the boxers would follow up by rush punches to apply more pressure and chip damage or lead to a throw ( I find Balrog’s throw pretty hard to tech maybe because he walks fast and has a 3f jab which is the same frame as throw that screw up your timing. )
Be sure to watch out not to get hit by an EX overhead rush punch which can cost you a lot of life
On Ryu’s Wakeup:
Balrog has a little trick after a head butt knock down. They whiff a forward jump roundhouse to land as a crossup or front and then land a meaty jab which you have to block or do a srk to punish. (You can tech, don’t even try). Back dash on wakeup is also not recommended because Balrog does have an option select sweep. So ya…um…block please. That is your best option.
**Counters: **
Dash Straight Punch: This is Boxer’s fastest rush punch. An early straight jump attack, early low forward or focus attack level 2 allows you to land combos. (If this you are close enough when you blocked this move, you can punish with fierce Srk, jab into combo or super)
Dash Straight Low Punch: Same as straight punch but slower. And can punish with sweep on block.
Over Head Punch: This is the slowest rush punch out of all his rush punches. Can counter like the rest of the rush punches except focus attack since its armor breakable. On block you can punish with jab into combo, a fierce srk or super(make sure Balrog doesn’t fadc back dash after you block it)
Straight Uppercut Punch: This punch whiffs if you block low and not armor breakable. As it named, uppercut punch, can hit you in the air!
Dash Low Uppercut Punch: Another armor breakable rush punches with decent speed. Depends on range, usually can be swept on block.
EX-Rush Punches: All ex rush punches can be countered by low forward xx srk (best counter), throws (you can only grab ex straight punch if he’s close enough, the punch sticks out too fast) and hurricane kick/EX-hurricane kick.
Turn around punch: Goes through fireball and almost hits full screen. To counter this move the trick is to look at his body closely. Whenever he starts turning around, have you SRK ready to counter it. This move is not punishable on block.
Head Butt: Normal version is a lot slower than the ex version one which is not a good move to use on wake up. Ryu can usually beat it with a meaty attack or block in time if he ever does it on his wake up. Ryu’s low forward makes this move whiffs.
**Against Ultra 1: **
This ultra can go through fireball and has a pretty wide range, its like Chun-Li’s ultra startup which is pretty fast. However if Balrog ever does use ultra 1 to go through hadouken full screen ANYWHERE or mid range in MID SCREEN, the last part of the ultra never hits. Therefore if you ever have enough life to take those damage and wants to finish him off with a SRK > FADC > Ultra, this is also an option :). But other then that, don’t throw reckless fireball, make sure he has no charge.
**Against Ultra 2: **
I actually never bumped into ONE Balrog who uses this ultra…nothing much to comment since I have ZERO experience. But I guess…when he has ultra meter treat him like Zangief?
**Mind games and Option Selects: **
In a Balrog matchup, reading your opponent can make the match less tough. Balrog has a pretty far and fast backdash that only Ryu’s OS hurricane kick/super/ultra can hit. A close jump in attack OS sweep does hit sometimes, but why not do Hurricane kick when it’s going to catch his back dash 100%? Ground OS there aren’t much cause OS sweep doesn’t hit. As a result only option is OS fireball that doesn’t do a lot of damage ( better than nothing I guess? ) However, whenever you do a jump in OS attack, make sure your jump in is a safe jump in order to block any of his wakeup moves if he doesn’t back dashes.
When Balrog has meter, Ryu’s safest thing to do on his wake up is low forward or ex-hurricane kick that beats everything of Balrog’s. Even if he back dashes your low forward would hit him out of the air. Most of the Balrogs tend to do an EX-straight rush punch on wakeup since its safe and beats all of Ryu’s attack. As I mentioned above, reading skills do apply in this matchup, therefore if you can read your opponent correctly, throw him or do an ex hurricane kick when you think he is going to do an EX rush punch on wake up. Mix up it with a safe jumped OS and an empty jump throw just to make your opponent think.
All charge-based characters are afraid of crossups, not just Balrog. It forces them to block in the other direction and lose their charge. Option selects are useful, but don’t leave crossup attacks out. Especially when you have a super meter, doing a crossup hurricane kick into super can make a huge lead or a big come back.
Other things to be aware of:
Most Ryus follow up with fireball 2-in-1 after a low forward as a habit. In this matchup, you have to make sure your low forward > fireball is at a combo range. All of Balrog’s special moves can go through fireball and if they assume you will throw a fireball after the low forward, most likely they will do an EX-rush punch or headbutt into ultra.
After a low forward fireball that is in combo range, Balrogs tend to do a reversal rush punch just to get in + free damage that forces you to block. In this case, right after your fireball, whiff a low forward OS hurricane kick ( you can do fireball if you want ) to counter his rush punch. But do be cautious that smart Balrogs ( especially the ones I fight in Japan ) will wait for your low forward then punish with a sweep. It’s all about who has the better reading skills :).
Many Balrogs will try to jumping fierce over fireballs without fear of being punished. BUT THAT IS WRONG! Ryu can punish his whiffed jump fierce with a jab ( Daigo uses jab ) or a fierce punch ( I use fierce punch cause it beats it clean, and I don’t see the risk if I whiff ). Also roundhouse kick works too, but it’s a trade.
Last but not least, a little secret when Balrog has Ryu down to one chip damage of life left, they will often do an ex-headbutt on your wake up to finish you off. BUTTTT there is an escape! Whiffing low forward on wake up with Ryu can evade his headbutt ( I swear I was the first one who discovered this ). This reduces Ryu’s hitbox dramatically to where Balrog will sail right over. This also works on Balrog’s focus attack. If people ever charges to level 2/3, whiff a low forward, the focus attack can’t hit you. :slight_smile:

Blanka

Spoiler

Ryu vs Blanka

http://3.bp.blogspot.com/-T2PYsLl66lY/Tg2xLovGgGI/AAAAAAAAAM8/OerodcbRXD0/s400/blanka-ssf4-header.jpg

[SIZE=5][SIZE=5][SIZE=5][SIZE=5]Blanka[/SIZE][/SIZE][/SIZE][/SIZE]

This used to be slightly in Blanka’s favor, but when it came to AE, I think it’s an even match up due to Blanka’s range nerfed on blocked “Blanka Ball”. In this match up, simple strategies such as turtling until time over with minimal mistakes or put Blanka in the corner and slowly grind your opponent’s health. It’s not a hard match up, but I personally think it’s really boring/annoying to play against. Anyhow, I will share what I know about this match up.

Ground Game:

Far Range: Blanka doesn’t have much he can do but to build meters with electricity. As Ryu, either you can build meter full screen for super meter if you decide to turtle, otherwise, throw “jab” version fireballs to interrupt his meter management and slowly walk him in the corner.

Mid Range: Blanka at this range uses his low fierce a lot, and it is punishable on block with sweep (unless Blanka performs it at max distance) or super (any distance). Blanka’s other strong pokes such as his low strong is only whiff punishable, however it is not scary at all because it does little damage plus not a cancelable move. His sweep of course is his main footsie tool, but again it is punishable on block with low strong or low forward and no need to mention, super.

Make sure you don’t forget and respect Blanka’s slide, though most of the slides should be guesses so sometimes taking risks throwing “fierce” version fireball to make it harder to react. Whenever you block a slide, the best punish would be low forward > hurricane kick for most damage and pushes your opponent into the corner.

Close Range: Ryu has nothing fear at this range but make sure you have no gaps in between your poke strings to get up balled and let Blanka gets away.

Counter:

Blanka Ball: Any normals or special attacks as long as you time it right excluding hurricane kick. (In AE version, Ryu can also punish with sweep on block.)

Ex Version: Any timed punches, SRK or EX SRK

Electricity: SRK

Ex Version: Same as normal version

Rainbow Ball: Any normal attacks before it hit you. (Best to use low fierce to counter)

Ex Version: Same as normal version

Up ball: Mp SRK or EX SRK

Ex Version: Nothing can beat it. You can only punish this move on whiff or block.

Against Ultra 1: This ultra is extremely scary because of its damage output. Whenever he has ultra meter, you might want to hesitate your attack on his wake up because it will beat all of your options except EX SRK. Another thing Ryu players need to be cautious about is when Blanka using this as a mix up on YOUR wake up making you guess which way is the correct way to block. However, thanks to me, you guys can now block this mix up correctly without guessing, and this is how you tell! Basically Blanak can’t perform this mix up only if he lands a forward throw. Take your time and carefully look at your foot, if Blanka is stepping on your foot then the ultra will be a crossup, if not then it’s not, simple as that.

Against Ultra 2: Treat this move like Chun Li’s ultra 1, don’t fireball unless you are sure that Blanka has no charge. It is now not punishable on block due to Ryu’s nerfed air hurricane kick.

On Ryu’s wake up:

Blanka’s mix up games relies on his hop to confuse his opponent to block correctly or even throws causing you to hesitate either to block or to tech. Besides the hop, Blanka can do a safe jump on Ryu after landing a forward throw then follow up with a timed cross up MK, be sure to block instead of going for some crazy counter/reversal because it is not GOING TO WORK!

There is also an ambiguous cross up Electricity once you get knocked down in the corner. Blanka does it by any knock down move and then whiffs a Blanka ball ending up on either side and starts electrocuting or whatever attack they want. I am sorry I have no advice on how to deal with this mix up but to concentrate……I usually can tell which one they end up.

Some Blankas also use this trick to finish you off when you don’t have enough life to take another Blanka Ball. If I didn’t remember wrong, they do it off a forward throw, than delays a HP version Blanka Ball on your wake up making it a cross up attack.

Mind games and Option select:

I think this is one of the match up that I have the least Option Selects and mix ups because of Blanka’s EX “UP” ball. So basically there aren’t much option selects you can do on Blanka besides catching his back dashes when Blanka sits meter-less. Ryu players can use the “BnB” (Bread N Butter) OS to catch back dashes like against most of the characters, BUT there is a pretty neat OS against Blanka and its OS into the dash punch (f.hp). Though it doesn’t catch Blanka’s back dashes but it’s a force block (gives you a counter hit if Blanka presses any buttons after his back dashes), and this allows you to put your opponent in the corner faster. Once you put Blanka in the corner, you must use OS low fierce on Blanka’s wakeup (watch out for his Ultra tho :S) to beat his Ex Rainbow Ball, keeping him away from escaping. Any other reversal he does are punishable on hit, therefore it might be worth taking the hit.

Things to be aware of:

In Super, whenever you see Ex Rainbow Ball, Ryu can just simply counter it with a low fierce. Now switching to AE, it works when Blanka is trying to escape in the corner, but if its mid screen wise, pay closely attention if it’s reaching over your head before you throw out the punch. Blanka can now control his Ex Rainbow Ball like Bison’s Devil Reverse, therefore Blanka can throw you out of your whiffed low fierce.

Even though there’s not much mix ups you can do on Blanka’s wake up when he has meters, but you can do empty jump ins to bait and block his EX Up Ball then punish with Ultra 1. (Note You have to stand block the Ex Up Ball in order to punish with Ultra 1, and the ultra has to be a reversal)

Throw wise fireballs which means throw it when Blanka has no charge. Of course, be careful of the slides which are not hard to bait. Always have yourself ready to block low and sometimes if you predict a slide, focus level 2 for a free combo. Blanka has nothing scary when he has no charge and doesn’t have much answer against a level 2 focus. He can throw you where you can just back dash out of it, and on top of that, Blanka has to get close to you to land damage. This match up is only frustrating when you can’t get close in my opinion.


#4

**Cammy **

[details=Spoiler]

http://www.flash-screen.com/free-wallpaper/uploads/201003/thus/1270023832_470x353_super-street-fighter-iv-cammy.jpg

SOON TO COME! [/details]

Chun-Li

Spoiler

[SIZE=4]Ryu vs Chun Li[/SIZE]

[

http://4.bp.blogspot.com/_TG564Ahm0MA/TP5HLTq8oYI/AAAAAAAAAFQ/KPhXvqEii9Y/s400/chunli-ssf4-header.jpg

](‘http://4.bp.blogspot.com/_TG564Ahm0MA/TP5HLTq8oYI/AAAAAAAAAFQ/KPhXvqEii9Y/s1600/chunli-ssf4-header.jpg’)

Chun Li

[SIZE=3][SIZE=3]Matchup[/SIZE][/SIZE]
I personally find this match up pretty fun though it’s a farely tough and annoying match up. In the beginning it’s a fair match up…but once Chun Li gets Ultra 1…and starts turtling like a bitch with perfect anti air……6:4 match up Chun’s favour. This match up is somewhat similar to Guile’s. Whoever gets the lead and able to hold it wins.
Ground Game:

Far Range: Ryu players can ignore Chun Li at this range only if she has U1. Use this chance to build meter and throw fireballs to push Chun Li near the corner. (Watch out for Chun Li focusing a fireball then dash forward and going over your fireball with her Hazanshu)

Mid Range: This is Chun Li’s best range and Ryu players have to respect it due to her standing strong, sweep and Hazanshu. Chun Li can control/ outplay Ryu at this range with her amazing pokes. Her st.strong can beat Ryu’s low forward and fast enough to stop Ryu from throwing a fireball. Not to forget mentioning about her sweep that can do the same or better job, it’s fast startup + fast recovery + knockdown. Treat her sweep like Balrog’s and Akuma’s. Most of the Chun Lis tend to follow it after low jabs. In this range, you have to fear to throw fireballs because of Chun Li’s Hazanshu which goes over fireball and it is not hard to react. The best solution for Ryu is to use his low strong instead of low forward (of course you don’t NOT want to use your low forward because it’s Ryu’s best normal for footsies, use it when you can hit with max distance). Ryu’s low strong can beat Chun Li’s st.strong, sweep and Hazanshu.

Close Range: This is the range where Ryu wants to be in. A chance to land big damage and basically Chun Li can’t do much but block. However, Chun Li can also be very scary at this range after she knocks you down. With her fast low jabs and shorts into Ex Lightning kicks that deals decent damage and on top of that, also be aware of her FAR throw range.

On Ryu’s Wake Up:

Nothing scary except what I mentioned above about her with low jabs/shorts into throw mixups.
Counter:

Hazanshu**:** Best to use focus level 2 attacks to crumple for big damage, though it also works focusing the Hazanshu and dash forward to punish, however, timing is strict plus decent reactions are required. If you have sick reactions, react to the move and SRK.

Ex Version: Same as normal.
KiKoken: Can counter this move with early Super, ex fireball and hurricane kick.
Ex Version: Same as normal.
**Spinning Bird Kick:**Chun Li will not use this move aside from combos.

Ex Version: Can beat it with SRK, Super and Ultra.

Lightning Kick: Chun Li will not use this move only if it’s into combos. Can punish with sweep or fierce SRK on block.

Ex Version: Same as normal version

Against Ultra 1: When Chun has ultra meter, by all means…NO fireball unless she is walking forward. Don’t forget about her dash forward ultra…so make sure you watch her motion carefully. Moreover, don’t sweep recklessly because IT IS reversal punishable on block.

Against Ultra 2: Nothing too scary about this Ultra when it comes to this match up. Just don’t get combo into ultra J

Mind Games and Option Select:

Alright, in this match up you have to guess which option select to use on her wakeup. Obvious situation like when she has no meter after you knock her down, use hurricane kick as an option select following with a jump in attack. Once she has meters, you might want to choose between safe jump OS hurricane kick which allows u to block her ex SBK or jump in attack OS strong SRK/SUPER/ULTRA to beat the move. OS strong SRK does beat backdash but it depends how close you when you jump in.
Mixing jump in OS with crossup jump ins, empty jumps hitting low or throw to be unpredictable. Don’t forget to use Ryu’s ex hurricane kick as a frame trap which works extremely well against Chun Li.
Things to be aware of:

Majority of the Chun Li would try to keep you out with stand strong which gives her + frame on blocked. They would usually follow with another stand strong /standing roundhouse/ Hazanshu or Kikoken to force Ryu to sit in his place. However they are all counter-able if you can read or react to your opponent correctly. Also beware of her standing roundhouse kick which has great range but counter-able with standing fierce or sweep and punishable with super on whiff.
Another thing to keep in mind is that you should not jump to her at all when you are leading in life. All you should do is turtle and make minimal mistakes. She can easily anti air or beats Ryu in the air. If you can keep her out properly, her only option is random Hazanshu (don’t forget to expect).
Usually after Chun Li gets out of trouble with a backdash, they would do a Hazanshu or a sweep just to keep you out.


#5

Cody

Spoiler

Ryu vs Cody

January 19, 2012 in Match Up

http://www.airryu.com/wp-content/uploads/2012/01/cody-ssf4-header.jpg

Cody
I have heard a lot of Ryu players struggle in this match up since AE, and I was no exceptional. In the beginning when I had trouble in this match up was when I approached Sasaki’s Cody when I was training AE in Japan. I lost horribly against him and for once I thought this was a bad match up. However, the more I played him the more I realized the match up experience I lack and the things I was doing wrong. The problem I got the most against Cody was that I am getting hit by his low short way too much and once he got in I was pressing too many buttons trying to get out of the poke strings/frame traps.
Ground Game
Far Range: This is the range where you want to be at when playing defensive against Cody. I wouldn’t say you should always be in this range just because he can easily walk you in the corner and that’s where Ryu loses in this match up. I usually take advantage at this range and spam fireballs which will eventually force him to jump over them (no way he is going to walk and block trying to get close to you). Wisely use this chance to build meter while controlling where you want him to be.
Mid Range: Whenever I get into this range I will mash out my best poke (low forward) to keep him out. I can’t say Cody has no footsies, but he doesn’t have much scary pokes at this range. His 3f low short can play a solid ground game against Ryu’s low forward, however, it does barely any damage unless the Cody player can hit confirm into Ruffian kick or Criminal Uppercut which is nearly impossible to react to. (Remember that both Criminal Uppercut and Ruffian Kick are punishable on block *READ **Counter *section
Other strong pokes Cody might use at this distance would be his standing roundhouse and standing medium kick. They both have a long reach and high priority, however, the roundhouse can be beat by Ryu’s standing strong (MP) or jab while the standing medium kick loses to Ryu’s low strong.
It somewhat sounds like whatever pokes Ryu use at this range is safe, but I have to warn you….SWEEP is not safe and punishable on block by Cody’s MK Ruffian Kick.
Close Range: Cody’s best range due to his high priority and high block stun normals can completely lock down a blocking Ryu.
Counters
Bad Stone: The jab version has a very fast recovery time, however all three versions have a slow start up. It can be countered by chucking a faster projectile or simply attack him before the rocks are released.
Ex Bad Stone: This comes out as a faster projectile than the fierce version. Therefore you can counter it the same as the normal version.
Criminal Upper: NOTE this move is not safe on block, the fastest recovery for it is -5f which means any version can be punished with a sweep or anything faster. For counter wise, any attacks before it hits you.
Ex Criminal Upper: The ex version has a much faster start up and priority; however, as a return it has a slower recovery. It can be punished or counter exactly like the normal Criminal Upper.
Ruffian Kick: Three different version aims at three different directions. The LK hits low, MK hits mid and HK goes upward as an AA. They look like they have a fast start up, but in fact they don’t, which makes it easy to beat it. Any attack can beat this move and the Ruffian kick has a very slow recovery time allowing Ryu to do high damage combos.
Ex Ruffian Kick: This is a faster version of the LK Ruffian kick that goes through projectiles; it can be countered and punished the same as the normal version.
Zonk Knuckle: A turn around punch that has invincibility start up
Ex Zonk Knuckle: A version with much more invincibility and faster start up that contains 2 hits rather than one. This move can’t be countered since all the moves will lose to the Ex Zonk except SRK, but both the SRK and Zonk will whiff while allowing Cody to have a free punish before Ryu’s recovery.
Bad Spray: This command move can only be used as a wake up reversal with 2 hits allowing him to FADC into Ultra or other moves.
On Ryu’s Wake Up
Cody has a lot of tricks up his sleeves, but he doesn’t have much against Ryu due to his 3f SRK allowing Ryu to prevent from safe jumps. Alright, you know what, I lied, he does have one but Ryu has to be in mid screen or near mid screen in order for the safe jump setup to work since it has to be spaced currently by Cody. Anyways, this is the setup:
Cody has to start this combo up close to Ryu, then low jab x 2 > low MP > ex Ruffian Kick (there are two ways to do it), immediately whiff low short > stand short OR do fake stone > neutral jump MK
However, this setup is not useful in an actual battle because Ryu can just back dash out of it, if the Cody player follows up with option select, it defeats the safe jump.
Aside from this useless safe jump, he does have several gimmicky mix ups which are quite dangerous and scary.
First, just make sure you guys do understand that Cody really frame trap/throw based character and that’s what makes his mix ups work. Now I have stated that, let me carry on with the guide. There are several ways for Cody to start his mix ups, after a forward throw, a back throw and after a HP Criminal Upper. These will be his options after those knock downs
-Empty jump to bait.
-Empty jump EX Zonk to beat your entire wake up options.
After you got used to those and start doing delay techs, smart Cody player would quickly adjust to it and might start doing this
-Empty jump delayed St.Fierce for frame trap
-Empty low short > combo
And then after you start blocking those, he might start doing an actual jump in attack on your wake up. It’s just pure mind games, they’re all 50/50 situation, a very good match up to practice your mind games.
Alright, I don’t want to make him sound like he’s an Abel like character when he’s not since he has some dirty setups once he has Ryu in the corner, and here they are.
-forward throw Ryu in, walk back a little then cross up with J.MK makes it an unblockable on Ryu.
-have Ryu in the corner, any combo (actually I am not sure about the any combo part…)into Ex Ruffian Kick, forward dash twice and cross up with J.HP is an ambiguous cross up while a cross up J.MK is a real cross up. However, if you have your stick in neutral (not holding any direction) this move will whiff FYI, but of course your opponent should know this and might mix it up with other jump in attacks or just simply throw.
Mind Games and Option Select
There isn’t really a need to OS anything on Cody’s wake up since his back dash doesn’t go anywhere, therefore you can easily react and punish with a low forward > tatsu. Another reason why OS isn’t necessary is because Cody has no wake up reversal that can beat a jump in attack. However, even though in words I am saying that OS is not necessary, I still OS sweep on every jump in or ground attack just to make sure I can get another hard knock down if Cody does back dash.
As I mentioned above, Cody doesn’t really have any wake up options, therefore majority of the scenario, he is forced to block on wake up. In this case, a mixture of safe jump OS and a crossup J.Mk forces Cody to block on wake up, which makes this mix up very effective and make sure you take advantage of it. If you want to make it more ambiguous, trying crossing Cody up with jump LK, might be threatening to your opponent.
Things to be aware of
DON’T RANDOMLY PRESS BUTTONS when you have a comfortable life lead. One frame trap into combo can cost you at least 30% of your health. People usually keep blocking when they are in a life lead which is not recommended against Cody in my opinion. Instead of having you guessing whether it’s a throw or a frame trap, I would back dash out of the block string taking the advantage of Cody’s slow walk speed.
I tend to use a lot of F.HP to break Cody’s focus attack, however if he blocks it and uses low short (3f), all of your normals will be countered unless you use SRK or EX Tatsu.
Always beware of Cody’s Zonk which as I mentioned above that it goes under projectiles, it is one of his main weapon to get in against Shotos. Test out the maximum range of Zonk in order to space yourself correctly before throwing each fireball. Other thing that most of shotos might get hit by Zonk is when they follow up a fireball after a low forward, doesn’t matter if you are a Ken, Ryu, or an Akuma player, it is a common poke string (rather say habit) being used in a match. As long as you are not in a “true combo string” distance when performing low forward> hadoken, there is a gap in between for Zonk to get through, stay cautious.
Cody’s over head is also commonly use, a lot of high level Cody players like to do something like fake stone > overhead just to make you focus on the fake stone during wake up and once you start blocking they might mixing it up with something like fake stone > dash throw……or fake stone > low short > combo (I use this a lot since it’s 3f they have to guess and not possible to react to it), there possibly much more options that I can’t think out of my head right now.


#6

C.Viper

Spoiler

Ryu vs C.Viper

http://2.bp.blogspot.com/_TG564Ahm0MA/TRNPq86GGJI/AAAAAAAAAFo/L4YQ8v9jGsA/s400/viper-ssf4-header.jpg
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Viper:
**
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Though this is an even match up (5:5), I would consider saying that instead of the matchup, you need to know your player better. Viper is more like a free style character especially when it’s against Ryu. Different Vipers reacts differently in certain situations. For example, when do a jump in attack…when they mash on burning kicks…how aggressive/ defensive she is…frame trap based or more on the vortex side…a lot to think when facing against her. In this guide I will briefly explain what you CAN do and CANNOT do against her.
Ground Game:
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Far Range: Viper can take pretty good control at this range by using fake seismo to make you hesitate with fireballs. Observe carefully and if it is a seismo, Ryu can punish with Air hurricane kick or a ground roundhouse version hurricane kick.
Mid Range: Viper doesn’t have much footsies, so this is a pretty comfortable range for Ryu to poke with low forward. However, becareful for Ex seismo and Viper’s forward roundhouse kick (6hk, a 2 hit kick) does beat Ryu’s low forward clean, so beware. This is also a good range to throw fireball because it is hard to react to.
Close Range: When you get in this range…ALL Vipers will mash on burning kick to get out of poke strings and throws. Without a doubt it is a cheap jail break, but it is counter-able with fast reaction with SRK.
On Ryu’s Wakeup:
**
**
The most common mix ups are crossup/non-crossup Burning Kicks. As a matter of fact, this doesn’t bother Ryu too much on wake up if you can time your low forward perfectly to lower you body and evade the kick. This also allows you to punish/forces your opponent to block or tech (No matter what it’s in your favour). Good Vipers would know about this trick, therefore they would probably mix it up with the followings….

[LIST]
[] Jump forward roundhouse -> combo/burning kick
[
] Jump forward short > burning kick
[] Over head
[
] Ex Seismo
[*] Throw
[/LIST]

Note There might be more mixups that I am missing……
However, besides the jump ins, everything from ground is not scary nor works on Ryu. Let me explain….so first…whenever you do a low forward on a wake up, you would do it in this command (cr.lp+cr.lk+Cr.mk). This option select allows you to tech on wake up (Make sure you read my Fundamental guides if you don’t understand how this technique works), wake up low forward beats Ex Seismo and you might get hit by an overhead which does no damage.
Counter:
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Thunder Knuckles: Can be beat by Mp SRK
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Ex Version: Same as normal version
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Burning Kick: All the normals that hit high and any version of SRK. Can use low forward to make this move whiffs timing is strict
**
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Ex Version: Same as normal version + as long as you are in crouching position, this move whiffs.
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Aerial Burning Kick: Low fierce, LP SRK/MP SRK and using low forward to make this move whiffs.
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Ex Version: AH…I don’t know…never got hit by this out of a combo…………….
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Seismo: ANYTHING!!
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Ex Version: Standing roundhouse, any version SRK, low jabs (low attack into any OS)
**Against Ultra 1: **
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This Ultra’s start up is quick slow and it’s usually used in combos. Although it can also be used as AA, so yah…don’t jump J

Against Ultra 2:
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This Ultra starts up fast and it’s usually used as a DIVE KICK. As long as Ryu doesn’t throw reckless fireballs…I don’t know how Viper can land this besides from a combo…
Mind games and Option Select:
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For a jump in attack OS, use fierce SRK which can beat all of her wake up options. And on ground wise, OS sweep would be the best choice because the only thing to worry about is his thunder knuckle. Standing roundhouse also beats Ex seismo clean, 2 hit also can hit Viper’s backdash, trades with thunder knuckles (Viper does not have time to juggle into any special moves/ultra) and can also beat burning kicks. By all means, only concern is a wakeup Ultra.
Similar to Chun Li when it comes to mind games. Mixup your safe jump OS with crossup jump ins and don’t forget crossup hurricane kick into super (if you have super meter)
There is also a little trick that you can do on Vipers wake up, a perfectly timed meaty low forward.
This trick allows you to shut down all her wake up options besides Ultra 1.
· Makes reversal uppercut Thunder knuckle whiffs
· Block reversal Ex Seismo
· Block reversal Burning Kicks
Things to be aware of:
**
**
Vipers can do pretty nasty frame traps like dashing forward instant Burning kicks/ Ex Sesimo and a delayed low fierce in Ex Sesimo. You got to look at her gauges and analyze to predict what her next move is on your and her own wakeup. In my opinion with this match up, I would rather take the throw and reset the situation like I mentioned before in my fundamental guides. Furthermore, Viper does have “not so great footsies” but her forward roundhouse kick can beat Ryu’s low forward clean. So beware and in this case, substitute your poke with low strong.


#7

Dan

Spoiler

reserved


#8

Deejay

Spoiler

reserved


#9

Dhalsim

Spoiler

http://1.bp.blogspot.com/-NllhxZn_bto/TedlkAnQ-lI/AAAAAAAAAMA/3AzIbpq8i_E/s400/dhalsim-ssf4-header.jpg

Dhalsim
I am certain that Dhalsim gives the most trouble to Ryu even if it’s against a scrubby Dhalsim because he is meant to be Ryu’s demon in this game. Some say Dhalsim is Ryu’s worst match up, but I prefer fighting Dhalsim instead of Fei Long if I have to choose. Why? The reason is that at least once I get close to Dhalsim there’s nothing for me to worry about except his reversal Super which can be only used once in each round. On the other hand, Fei Long, who I don’t want to get close simply because of his fast low short and jabs, reversal Flame Kick and Chicken Wings. On top of that, not just close range, Fei Long’s Rekka can zone Ryu all day…so yeah, those are my reasons.
Not trying to be too off topic, playing against Dhalsim, having Super meter is key point to turn this match up around. Taking risks such as random jab SRK is a must in order to make the Dhalsim player hesitate with his pokes, that way it allows you to make your way in much easier. So here, I will share my experience against this match up.
Ground Game:
Far Range: Dhalsim can do 3 things here to land damage on Ryu, which are his low fierce (Limbs), Yoga Fire and Teleport close to you from front or behind. Any 3 of these moves can be countered by reactions or anticipation. Even though it seems impossible, but at this range Ryu can actually land damage against Dhalsim by throwing full screen fireballs to make Dhalsim move (see how he reacts) and build meter while taking your time to read your opponent. Once you are ready to start your offence, mix up your fireball game with other normals to hit his limbs and sometimes Tatsu through the Yoga Fire and get in.
Mid Range: Ryu’s best pokes at this range are low strong and low forward. When you are out of low forward range, don’t be afraid to spam low strong because it can beat or at least trade with Dhalsim’s far range pokes like his stand short and standing fierce.
Close Range: This is your “Chance” range to try as hard as you can to not let Dhalsim get away. Don’t try to end your attack with a long recovery move like fireball unless in the corner otherwise you will lose your range and have to make an effort to get in again.

Counter:
Yoga Fire: Hurricane kick or MP/EX SRK
Ex Version: Same as normal version
Yoga Flame: Ex tatsu, MP SRK and EX SRK
Ex Version: Same as normal version
Super: Ex tatsu, MP SRK and EX SRK
Against Ultra 1: Dhalsim usually use this ultra as a mix up tool after they knock you down with a throw then teleports behind or in front of you to make it harder to block. To not confuse yourself, block where Dhalsim faces you.
There is times where Dhalsim would use his ultra to defend himself when he needs to get out of trouble/pressure or when he has a comfortable lead.
Against Ultra 2: Hmm…to be honest I don’t have much experience against Ultra 2…but according to my experience, as long as you don’t land whiffing an air attack then you should be fine. However, holding an ex meter guarantee you to avoid this ultra…I think…
On Ryu’s Wake up:
Dhalsim’s mix ups are really limited, but here is a short list of his mix ups that I know of:
[LIST]
[]· After a knock down in the corner, he can do a standing back MK > Yoga Flame loop
[
]· After a back throw, Yoga flame and teleport mix up
[]· When Dhalsim has super meter, over head > super or LK slide > super
[
]· Not going to mention about the Ultra 1 mix up (Read the section above)
[/LIST]

Mind Games and Option Selects:
There are a lot of mind games and option selects against Dhalsim…but first thing first, you have to score a knock down in order to begin. After a knock down, always input hurricane kick as your OS to lock down Dhalsim’s escapes (teleport/backdash). Once you notice the opponent is blocking your entire jump in attacks, you can stop mixing up your wake up attacks such as empty jump into grab, empty jump hitting low, cross up with MK, and jump MP that requires Dhalsim to block high twice which usually works effectively. All Dhalsim players are afraid of getting thrown because it leads to untech-able forcing the Dhalsim players to pressure against mix ups. Ground wise, without a doubt, OS with sweep and of course mixing up frame traps (with meterless low strong or with meter EX tatsu) and throws once you get in.

Things to be aware of:
Most of the Dhalsims, whether weak or strong, they usually have the few of the same patterns/habits especially right after a tech throw. For example, Dhalsim might do a short version slide, a standing back short or simply back dash to get out of mind games. With this in mind, semi options you can do like jab SRK which can beat both attacks and not get punished if Dhalsim ever back dashes. Not to take out the possibility that a Dhalsim would just block or do nothing after a tech throw, however though, Dhalsim does not have any damaging combo unless with super meter, therefore, in my opinion, it worth the risk.

Now let’s talk about some simple strategies/counters against his stretched arms. Dhalsim’s most abusive normal, standing HP, though can be punished or countered by Ryu’s normals, it is important to space where his limbs will whiff right in front of Ryu in order to do so. One more often used normal called “Sniper” which is just his jump back fierce forces the player to block high. It’s a fast move and usually hard to react to……however the best way to avoid getting hit by this move is to ALWAYS BLOCK HIGH unless Dhalsim is like close to you where you can get hit by his slides. The reason is that far away, the only thing you can get hit is Dhalsim’s low jab that deals completely NO damage compare to the “Sniper”. Now able to block the “Sniper” can lead to punishing it by low fierce. Every time you block the “Sniper” or a whiffed one, Dhalsim can’t do anything but floats until he lands, therefore immediately you do a low fierce whether it hits or not for the free damage.
Now let’s talk about his slides. All 3 of his versions are punishable by any version of SRK on block. Always get ready to punish the slides which might be a key to turn around a match.
Also not to forget to mention, when a Dhalsim has super meter, some will use it on wake up for a surprise attack, so be cautious enough not to get caught by it.


#10

Dudley

Spoiler

http://www.airryu.com/wp-content/uploads/2012/02/dudley-ssf4-header.jpg

Dudley:

Introduction:
This is one of a better match up for Ryu. I would say 6-4 in Ryu’s favour mainly because of Ryu’s low forward (cr.mk) that can stop almost all of Dudley’s offense. It’s a very straight forward match up, make sure you use the properly moves to attack at the right situation/position and hopefully through this guide you guys will understand the match up more.
Ground game
Far Range: Dudley doesn’t have much he can do at this range unless he has EX meter to hit you full range with EX Machine Gun Blow which has a fast start up but punishable on block.
Mid Range: I think this is Ryu’s best distance to play against Dudley. Ryu can simply just spam max distanced low forward and it will beat majority of Dudley’s moves/normals while his only answer to Ryu’s low forward would be his own low forward that has an extremely short range and his F.MP which surprisingly can stuff Ryu’s low forward, however, it also has a very short range (Once again, you always want to use your low forward as max range)
Close Range: This is where Dudley shines himself and this is where the range that Ryu wants him out. It’s very dangerous once Dudley gets his hands on you due to his high stun normal attacks. Just with one touch it can lock you down with a barrage of poke strings that mashing SRK is your only escape (Once again, don’t make it obvious/predictable). Dudley can easily do a mixture of throw/frame trap during his poke strings, therefore, if possible, delay your tech throws as late as possible.
Counters

**Jet Upper:**The regular version of Dudley’s uppercut has no invincibility, it is used in combos. (Only the HP Jet Upper has a 3f start up). Any version of SRK can beat this move clean.

**Ex Jet Upper:**The Ex version is a 4f start-up uppercut with invincibility. However, can be safe jumped by Ryu. Only Ryu’s Ex SRK can beat Dudley’s EX jet Upper.
Machine Gun Blow: Every version if punishable on block with SRK, except the Jab version of Machine Gun Blow, and without a doubt the jab one is the most frequently used. Any attack can counter this move.
Ex Machine Gun Blow: Full screen fast start up move that I would say it’s his core move which is usually used in combos. This move is not safe on block and it’s punishable by SRK/Super. Any attack before the move is activated can win against the Ex version.
Cross Counter: A counter attack that can be safe jumped (unlike Gouken’s).It can be hit from low and thrown out of it.
Ex Cross Counter: It can be countered and punish like the regular version.
Short Swing Blow: Dudley dashes backward then swings his punch towards his opponent. This move only has thrown invincibility on start-up, therefore any move can beat it and it’s also punishable on block with 4f+ faster start up normal/moves of Ryu’s.
Ex Short Swing Blow: The Ex version can be countered the same way as the regular version, however, it can only be punished by nothing else but Ryu’s super when it is blocked. It’s relatively safe.
Ducking, Ducking Straight, Ducking Upper: The “Ducking” like the name, just simply ducks under projectiles with attack options such as “Ducking Straight” and “Ducking Upper”. The Ducking Straight is usually used to punish Ryu’s fireball recovery. The Ducking Upper is usually used as a follow up combo after Ex Machine Gun Blow.
The “Ducking” can be countered with anything (I usually use low forward) before Dudley ducks. When it comes to the “Ducking Straight” you can simply mash on st.lp when he is out of range and it will beat it. One thing a lot of people don’t realize is that, neither the “Ducking Straight” nor the “Ducking Upper” is safe on block. They are actually both punishable by SRK!
Thunderbolt: To be honest, I don’t see the usefulness of this move…… It does deal a lot of damage and chip damage, but I can’t elaborate more but this move is not DAMN safe on block, no need to explain further about the Ex version!
Rocket Upper (Super): A super that is mainly used as an anti-air or inside a combo for bigger damage. Some people do use it as their wake up reversal; make sure you look out for it when Dudley has it in stock.
Rolling Thunder (Ultra 1): A projectile invincible Ultra that goes 2/3 of the screen. Be careful with your Hadokens once he has Ultra stocked. It has a very slow recovery allowing you to punish with your highest damage combo.
Corkscrew Cross (Ultra 2): This Ultra has invincibility on start up, but it’s nothing scary since it’s usually use in combos. A very slow recovery which means you can punish it with your highest damage combo.
On Ryu’s Wakeup:
Honestly, I don’t think Dudley has much of against Ryu. It’s just simply back dash to bait my wake up options, overhead or hitting low to start up a combo. He has weak option select, therefore back dashing on wake up is my number one choice against Dudley. However, make sure you mix up your wake up reversal options because back dash IS punishable by Dudley’s OS such as OS ultras and his OS low forward. I usually block high since Dudley’s overhead has a very long active frame making it an easy combo starter and it can be easily reacted with a hit confirm while when Dudley has to commit into a block string combo from starting off low.
When Short Swing Blow is used properly on Ryu’s wake up, it will beat Ryu’s jab SRK and hit him out of the air which causes a juggle state where he can continue his combo and can successfully dodge other versions of SRK, allowing Dudley to punish.
Mind Games and Option Select:
Dudley has poor wake up option against Ryu. Even though Dudley has a 4f Ex Jet Upper, it is not a wake up option since Ryu can perform a safe jump against it. After a hard knock down, Ryu can always safe jump into OS sweep to prevent Dudley’s back dash, this way it leaves Dudley with no other options but his Cross Counter (a counter move) that will absorb all of Ryu’s attacks, which in this case defeats the safe jump. The Cross Counter in fact is a very potential wake up option, however, takes damage even if it’s landed (Which means if they don’t have enough life they can still die before the counter activates). You can always bait Dudley by doing an empty jump.
After you get a knock down with, using a cross up jump in attack works extremely well against Dudley. You want to take the advantage of him not having a useful wake up reversal option. The only thing or perhaps I should say escape that he has is the “Ducking” on wake up that is not safe and countered with OS sweep.
Things to be aware of:
There is nothing really need to be aware of in this match except how to defend yourself properly. What I mean by that is guessing if it’s an overhead or a low attack. A good method to determine is to guess from the life bar of either your own and your opponent’s life bar. If a Dudley is having a very comfortable lead, he might be using safe poke strings such as starting a combo off crouching jab. If Dudley is losing in life it might be obvious that once he gets an opportunity, he would want to start something for a comeback, and it most likely is an overhead into combo. (Of course it may vary depending on every player, so please don’t just take my guide as a reference in this match up.)
One thing I wanted to point out, not just against the Dudley match up, but in general, calculating your life is really important in fighting games. Let me explain what I mean by “calculating” your life. It means under every situation, whether or not you can take a certain combos/hit and still able to survive. Sometimes it’s wiser to take a throw rather than getting frame trap or sometimes even though you know they are doing OS to punish your back dash, might be worth it taking the hit.


#11

E.Honda

Spoiler

reserved


#12

El Fuerte

Spoiler

http://www.airryu.com/wp-content/uploads/2012/01/fuerte-ssf4-header.jpg

Matchup:

In my opinion, when Ryu’s fireball is useless, that matchup is never in Ryu’s flavour. Therefore when it comes to Ryu vs Fuerte i would say 4:6 and when it comes to TKD’s fuerte…2:8. ( I am not the only player in Japan who rated this matchup when it comes to TKD’s by the way.) However, since i played TKD countless times i do have alot of experiences against Fuerte and handling against certain situations. So here it goes…

Anti Air:

All the attacks that Fuerte can land on you is mainly off the ground so with good AA would allow you to shut down all his attacks. In this matchup, jab srk (even if you miss your jab srk, Fuerte does not have enough time or enough range to land the *Loop), and instant jump strong would be the best tools to use to stop his moves and off the wall jump in attacks.

Ground Game:

Far Range: This is actually the only time you can throw safe fireballs and there’s not much u can do in this range. Therefore it is a good chance to build meters with jab SRK.

Mid Range: Use low strong instead of low forward (because low forward has a longer recovery time) and don’t throw any fireballs as long as he’s runnning. Any of his moves off running ( except slide kick ) shuts down fireball. On top of that, this is Fuerte’s best range, so be patience and wait for him to make his moves.

Close Range: When it comes to close range, Fuerte doesn’t have much to hit you with and this is the best chance ( like Dhalsim, you have to get close inorder to win) for you to beat him. Once you get close, try to land untechable wakeups moves such as throw or combo into a sweep. Don’t fear to use more low jab to lock him on the ground and hit him out of the air if he tries to backdash and jump back.

Mind games and Option Selects:

Since Fuerte has few good escape moves on wake up such as Ex run back, the Guacamole Leg Throw and he has a pretty good backdash. So how to deal with each of his escapes?

Ex run: A(n) ex tatsu works perfectly since Fuerte’s Ex run has 2 armor hits, therefore extatsu would break his guard before he can run back. Another option is throw.

Guacamole Leg Throw: Against this move, a jump in OPTION SELECT jab srk would work perfectly. Timing is a bit strict but with practice it will auto correct wherever he flies.

Splash Throw: You can evade this move by crouching and AA by a jab srk
Backdash: Jump in OPTION SELECT jab srk, tatsu, sweep. On ground you can guess and use tatsu or be safe and use OPTION SELECT sweep.
On my wakeup:

Though El Fuerte has a lot of scary mind games he can do on your wakeup, mashing on backdash is the best escape for Ryu. Ryu is able to backdash out of most of his running moves except the slide and sometimes the splash ( sometimes i get hit, i don’t know why )

Against Ultra 1:

Strong El Fuerte’s with perfect timed Ultra 1 can be deadly. They would try to bait you with a jump to land the ultra. In this case, Ryu should always have one gauge so that you can empty jump without being scared of Fuerte’s Ultra. As long as it’s an emtpy jump, if Fuerte’s releases his ultra, you can escape with Ex tatsu. Also, throwing fireballs when Fuerte has ultra meter is totally not recommended.

Against Ultra 2:

Basically the same one you fight against Ultra 1, in my opinion i think this ultra is not as scary because you can throw fireballs against this ultra. Ex tatsu works well against ultra 2 since the ultra would whiff and Ryu would have enough time to punish with a big combo.

Things to be aware of:

El Fuerte can never land big damage except the loop. Fuerte can only land this loop on Ryu unless Ryu whiffs a move with long recovery (eg. Fierce SRK) or gets crumpled by a Saving level 2/3 attack.
El Fuerte can do a safe jump on Ryu ONLY if you get hit by the running tornado grab. So beware, if you happen to get grabbed by that move, the next timed jump in is a safe jump. In other words, you would not want to do anything since it will whiff or gets beaten, so blocking or saving dash out of the attack would be your best and only choices.


#13

Evil Ryu

Spoiler

reserved


#14

Fei Long

Spoiler

http://1.bp.blogspot.com/-D52W-NAuJMw/TdEJ3gyuA-I/AAAAAAAAAL4/RckZzXwM-Lo/s400/feilong-ssf4-header.jpg



Fei Long:


This is one of the hardest and least favorite match up for me that I personally think it’s a 7:3 match up in Fei Long’s favor. This is a match up where in a footsie game you lose and character that is awfully hard to zone. When I was at Canada Cup, Mago himself also told me that he thinks it’s a 7:3 match up in Fei Long’s favor and Daigo also told me that he thinks it is Ryu’s hardest match up, but he didn’t give me an exact number. Anyways, here is what I know about this match up….

Ground Game:


Far Range: I guess I can say this is the only safe range where you can throw Hadokens without thinking. Meter management is extremely important in this match up especially having full Super meter can be extremely threatening to Fei Long. Whenever you have a chance where you are safe, don’t hesitate to build some meter by throwing fireballs, whiffing jab SRK or doing air tatsu.

Mid Range: The best thing you can do at this range is to block and punish whiffs and mistakes made by your opponent or sometimes random level 2 focus attack can give you some surprises. On top of that, Fei Long does not have a really good answer to neutral jump attacks @ this range. I usually do a lot of random neutral jump MK in case I dodged a random Rekka so that I can immediately punish with a combo.

Close Range: Fei Long has a very long safe poke string @ close range, so don’t mash on SRK after you block two low shorts otherwise it’s going to be blocked or whiff by the time Fei Long ends his poke strings. Fei Long also has really good frame traps to mix up with his throw and even his command throw, therefore sometimes instead of throw tech, mashing on low jab can get you out of that bad situation.

Counter:


Rekka: Standing jab, SRK or early low forward.

Ex Version: Same as normal version.

Flame Kick: Ex SRK (MP SRK seems to trade)

Ex Version: Ex SRK

Chicken Wing: Any standing attack (including any version of SRK) and can also counter last hit with focus.

Ex Version: Same as normal version

Command Throw: Any attack

Ex Version: Any version of SRK, low short and ultra.

**Against Ultra 1: **Fei Long’s Ultra 1 does go through projectiles, doesn’t have great range, but however, it still can go through in between Ryu’s max distance low forward into fireball. Therefore, think twice before throwing HADOKEN!

Against Ultra 2: DON’T ATTACK HIM ON WAKE UP! You can empty jump after a knock down and mix up with block or throw.

On Ryu’s Wake Up:


Getting knocked down by Fei Long can be terrifying to deal with because of his varieties of mix up games including safe jumps, cross ups, frame traps, over head and even command throw. I will not mention about simple wake up games like cross ups, over head because it’s not hard to see/react to.

Some command mix ups would be his standing strong/Flame kick frame traps into combo mixing up with throws/command throws and low short into Rekka combo. This simple but yet dangerous mix up is extremely effective especially when you are trapped in the corner and the short list below explains why.

[LIST]
[]· Mashing on any normals would lose to standing strong/Flame kick/Ex Command throw
[
]· Crouch tech loses to frame traps but beats command throws
[]· Stand tech loses to low short into Rekka combo and frame traps but beats normal command throw.
[
]· Not pressing anything would lose to normal throws/command throws
[*]· Back dashing loses to Option Select Rekka/Ultra.
[/LIST]

Sometimes you can determine you decision by how much meters they have and how much life they have. For example, they would most likely do a flame kick frame traps when they have 2 meters. Another example…hmm…when Fei Long is in a comfortable life lead he would probably use standing strong frame trap to keep applying pressure and not wasting his meter incase he needs to make a comeback. Speaking about come back, Fei Long would probably try to command throw you because it’s the most risky thing to do but a highest reward due to the option of landing a high damaging combo.

Besides his strong mix ups, Fei Long also has safe jumps against Ryu. I am sure about one of the safe jumps but not too sure about the other one, however I will write down both for you guys.
[LIST]
[]· Back throw, walk back a little, whiff standing jab and jump MP. This is the setup that I am 100% it’s a safe jump on Ryu.
[
]· This one I am not too sure, but whenever Mago does it on Daigo, he never uppercuts….and I think it only works in the corner. Knocked down by Rekka, (ONLY IF RYU QUICK WAKE UP) jump short.
[*]· Not sure about this one as well…knocked down by sweep then cross up with jump MK.
[/LIST]

Mind games and Option Select:


Luckily, Fei Long has a 5f (if I am not mistaken) uppercut (Flame Kick), therefore in return, Ryu can also safe jump against him. However, Ryu cannot do safe jump OS sweep like most of the characters due to Fei Long’s “free out of jail move” chicken wing, therefore what suck is that on wake up you still have to guess which is somewhat not in your favor and I will explain why.

First, inputting OS sweep makes chicken wing whiffs but Ryu does not have enough time to punish because of his slow recovery after a sweep. It is the safest thing to do but you lose a chance to do damage…so what should Ryu do?

Fei Long’s chicken wing works like Rufus’ Ex Messiah kick, which means, doing low jab can make it whiff and you have enough time to punish. Alright…I know this might sound a little too complicated, I am going to make a list like I did in several guides to make things easier.

· Safe jump in attack OS low jab makes Chicken wing whiffs and you can punish by walking towards Fei Long and sweep. Other options you can do are HK tatsu once it whiffs, or a bigger punishes which is harder to do, ULTRA 1! However, this OS fails to punish Fei Long’s wake up back dash

· On the ground leaves you not much choice of OS….low jab to make Chicken wing whiffs and also be able to punish, yet you have to worry about his Flame Kick and also cannot counter his back dash. OS sweep also makes CW whiffs, though you can counter Fei Long’s back dash, but fail to punish his CW and on top of that you still have to worry about his Flame kick.

· You can also do OS low fierce which beats CW clean, but again, loses to Flame kick and whiffs on back dashes PLUS Fei Long can punish your whiffed low fierce with Rekka. (ARGGGGG!!!)

Anyways, Ryu does have other strengths allowing him to land damage to this Kung Fu dude! After a knock down, cross up jump LK can be pretty ambiguous, and on top of that, it beats Fei Long’s Flame Kick and sometimes his Chicken Wing (sometimes it misses). Other than jump short, cross up Tatsu, as always it’s a very good and safe tool to use as an attack.

Things to be aware of:


Fei Long’s Rekka is way too far and fast to react to. In this match, you have to be very patient and always have yourself in blocking mode incase of random Rekkas. Sometimes whiffing random standing jabs or shorts can give you some surprise counters to Rekka without much risk. Punishing Fei Long’s whiffed normals is one of the main key to win in this match up. Besides his normals, also pay careful attention to the Rekkas you blocked, because some of them you might be able to punish with fierce SRK and of course, SUPER (YOU NEED SUPER METER IN THIS MATCH UP). When you are analyzing Fei Long’s Rekka, if he has half of his arm on Ryu (I don’t really know how to express this, lol) then it is reversal fierce SRK punishable.

There is one more PRETTY ANONYING trick about Rekka, and it’s HIS delayed second hit and third hit of Rekka. Most of the time you should just keep blocking after you blocked the first Rekka unless you are sure it is punishable with a SRK. If under any circumstances, you blocked Fei Long’s second Rekka, don’t hesitate to mash HP SRK for a 100% safe reversal.

Applying fireball pressure is important and its usually the best way to “force” Fei Long to get in with his Ex CW. I would say at almost full screen, always been prepared to counter Fei Long’s CW…though it seems fast, but to be honest, there’s more than enough time for you to react to it. However, I do understand the fact that some people do have slow reactions….therefore another way to counter this move is to lower your body with low forward (cr.mk) right before it hits you (This is much easier because you have your character already in blocking mode, all you do is press MK) . This allows you to make EX Chicken Wing whiffs plus having enough time to punish Fei Long.
I am done about this guide and to remind you guys, I don’t know this match up too well and I always lose to this character. Again, let me know if I am missing anything so I can learn this match up better myself, and leave your comments below or to my facebook page.

Ah…one more thing I forgot to mention, majority of the Fei Longs would do an instant Rekka after they back dash and a lot of them would do an instant jab Rekka after a tech throw. Cheers~


#15

Gen

Spoiler

http://www.airryu.com/wp-content/uploads/2012/02/gen-ssf4-header.jpg


Gen

http://www.airryu.com/wp-content/uploads/2012/02/427gen-300x168.jpgThis matchup is rare to see simply because nobody plays Gen. But the matchup is slightly in Gen’s favor, making it even harder since the Gen player will usually have more Ryu matchup experience than the Ryu player has the Gen experience. This is most likely a 5-5 or 6-4 matchup in Gen’s favor, especially when he gets Ultra 2. This matchup is difficult, as keeping Gen out is rather hard with his 2 jump ranges and insane amount of normals thanks to his two stances.

Ground Game:
Far Range: Gen has nothing at this range unless he has Ultra 2 stocked. Just keep him out while building meter with fireballs. The only thing he can do at this range is a wall dive to try to go over fireballs, but unless you throw a fireball AFTER he wall dives, Ryu will always recover in time to block or uppercut.
Mid Range: This is the range that Gen players will usually sit when they’re getting close to filling up their Super meter. Gen’s normals are superior to majority of the game’s cast, including characters like Chun Li. So without a doubt, Gen’s control at this range is insane. The range of his normals are extremely long, fast and recover very quickly as well. Gen’s sweep outranges Ryu’s by a mile and Ryu’s sweep is punishable by Gen’s sweep on block. Once Gen gains Super meter, any poke at this range will definitely lead into Super.
Close Range: When you realize Gen has such a great mid range, you wouldn’t think his close range is that good, but his close range is probably even better than his mid range thanks to the new Target Combos that were added in to Arcade Edition. Gen has all sorts of frame traps and block strings, along with a pretty far-ranged kara throw. But this is also the range Ryu wants to get into, because with Gen’s low Health and Stun, a few good guesses will win Ryu the round.
http://www.airryu.com/wp-content/uploads/2012/02/4444101800_6413e8fb25-300x168.jpg

Counters:
Gen doesn’t have a lot of Special moves but he has a good number of ultras. Although Ultra 2 is the favorable ultra for Gen for this match up, Gen players still tend to use Ultra 1 for it’s high damage combo potential after a Super.
Mantis Stance
Hyakuretsuko (Hands): Generally used after a long-ranged poke to confirm into super, or for the minor chip damage. (CANNOT be punished unless he randomly uses it, which can be punished by almost anything fast.)
EX Hyakuretsuko: Comes out faster, recovers faster, more hit and pushes opponent farther, but thats it. Won’t really be used outside of combos, so not much to say
Gekiro (Upkicks): SRK will beat it since the HK version comes out in 7 frames, though LK version is 5 frame start up. This move is tricky even when blocked, as Gen enters a very slow floating state that he can kick up one more time. Instead of trying to wait for a full punish, since he can just bait it out and kick you again, just SRK him after blocking the first hit. The normal versions and EX version all have 4 frames of invulnerability, but since the move doesn’t hit until 7 frames, thats a 3 frame window to punish. If you beat out a normal version after the 4 frames, Gen is punished GROUNDED.
EX Gekiro: 7F start up and has more invulnerability than normal as well.
http://www.airryu.com/wp-content/uploads/2012/02/Gekiro-300x169.jpg

Zan’ei (Super): This move can be used to punish Ryu’s sweep on block. Gen players won’t use this outside of combos or punishes, but if Gen does it randomly, it’ll put Gen at a far distance away, making it hard to give a full punish. Ryu has a few options. Walk towards and sweep, HK Tatsu, Super or Ultra 1 punish.
Zetsuei (Ultra 1): This move can also punish Ryu’s sweep on block. Similarly to his Super, this move won’t be used often outside of combos or punishes. On block, this move can easily be punished with Forward+Fierce combo or Ultras.
Shitenketsu (Ultra 2): Like all the previous moves, can be used to punish Ryu’s sweep (close-mid range, safe at full range for this one). This Ultra comes out extremely quick, and is a decent anti-air, however it can no longer be comboed into, outside of a 1 frame link on certain characters. This Ultra is unique, in that it does GREY damage instead of normal damage. It’s bad. Just run away from Gen until the damage is recovered, and Gen will have just wasted his ultra. Punish with sweep or Super.
Crane Stance
Jyasen (Roll): This move isn’t that good. Gen rolls quite slowly, so it’s easy to react to and punish from a distance, but if Gen does the Light version to poke at mid range, it’s difficult to react to. This move is -3 on block, so a SRK or Super will punish it. SRK will only punish it if Ryu blocks the entire roll, if Gen only hits with the tip of the last hit, it’s not punishable with SRK
Oga (Wall dives): This move and all of it’s variations are quite bad. All of them are quite punishable on block, but a well timed SRK will beat them before they even hit Ryu. The straight down drop from above looks tricky, but Ryu can just block it EITHER direction. The move takes too long and lets Ryu walk under and just block it. If he tries to do it MEATY on Ryu’s wakeup, just SRK him, however if you’re not sure and you just want to block it, block towards the side that he flew to before he went above Ryu’s head. IE If he clings to LEFT wall then goes top to drop down, you hold Left to block.
Jyakoha (Super): Hands down the best anti-air in the game. This move comes out at 1+1 frame, however it cannot catch a 4f safe jump like Ryu’s sweep > jump in roundhouse. ANY form of jump ins are pretty much no longer an option when Gen has a super meter ready to burn.
Ryukoha (Ultra 1): After seeing his Super, you’d think his Ultra would be a better version of it, but no it’s actually FAR worse than his Super version. This Ultra comes out in 11 frames, and unless used near the beginning of an opponent’s jump, will WHIFF as an anti-air. Be wary about trying to chip Gen to death with SRK if he hits this Ultra stocked up, as it WILL beat SRK.
Teiga (Ultra 2): Similar to Chun or Abel’s ultras this one allows Gen to go through fireballs to hit Ryu. However Gen has to be in the air in Crane stance in order to use it. This Ultra travels extremely fast and covers a LOT of horizontal space, so FADCing a fireball will still get you hit by it. Once Gen gets Ultra 2, it’s extremely hard to play a fireball game against him, especially if the Gen player knows how to tiger knee it, making it come out faster.

On Ryu’s Wake Up:
One of the scariest things about waking up against a good Gen player is his Crane stance Jump Medium Kick that has an extremely ambiguous crossup hitbox. This move is very difficult to uppercut on wakeup, because the move is generally pretty safe, which forces Ryu to guess which side to block on most of his wake ups. Gen also has this cross up meaty Ultra 1/Super after a he lands a back throw and here is an image example:

http://www.airryu.com/wp-content/uploads/2012/02/Air-Gen-Matchup-212x300.jpg

http://www.airryu.com/wp-content/uploads/2012/02/ass-rape-copy1.jpg

Mind games and Option Selects:
Gen is unique, as he wakes up slightly slower than the rest of the cast with 1frame invincibility if he stays neutral (not press anything) like Yang and SSF4 Ibuki’s glitch. As a result, Ryu’s safejump after a sweep doesn’t work anymore. Ryu has to delay the jump a TINY bit in order for the jumpin attack to connect. Ryu has to guess on which Option Select to do against Gen on every jump in. But jump in OS hurricane kick and sweep are the best choices. OS SRK will LOSE to Gen’s EX Gekiro, stuff normal Gekiro and WHIFF backdash, as Gen’s backdash is one of, if not the best backdashes in the game. OS Hurricane and sweep will catch his backdash but lose to EX Gekiro and trade with normal Gekiro. For the most part, the matchup plays similarly to the vs Chun Li matchup, except he doesn’t have a fireball, so the BEGINNING of the round is where Ryu should shine. However Gen’s Super and Ultras bring so much utility to the match that just having them stocked stops Ryu from doing many things.
Gen’s Super can be OSed onto any poke he throws out, ensuring that if he catches Ryu’s limbs, the Super will come out instantly and guarantee a combo around 50% of Ryu’s life. Gen’s anti-air super comes out so quickly that not even safe jumps are safe anymore. Gen’s Ultra 2 immediately puts a stop to any fireballs, and anti-airing Gen with normals are no longer safe. Ultra 2 WILL lose to a SRK though (or trade, completely in Ryu’s favor).
Things to be aware of:
Once Gen obtains his Super/Ultras, the game is pretty much completely in Gen’s hands and revolves around how he uses his Super/Ultras. Sometimes it’s in Ryu’s favor to try to make Gen blow his Super if it’s only Round 2 where Ryu won the first round. Playing footsies against Gen with full Super is extremely deadly, as one mistake will pretty much lose you the round. Basically, Gen with Super+Ultra is extremely hard to zone, either you get in and wreck him at close range, or you try to make him waste his Super.
Credits to SCHOWT for helping me with this Gen guide.


#16

Gouken

Spoiler

reserved


#17

Guile

Spoiler

http://2.bp.blogspot.com/_TG564Ahm0MA/TPD0_XjXZ3I/AAAAAAAAAEE/mEFmDiw0ST8/s400/guile-ssf4-header.jpg
**Guile **

Match up:

This was an even match up in vanilla, but since the release of Super, Guile got buffed special moves, normals moves and the new ultra, Sonic Hurricane. These changes made this match up DAMN hard for Ryu. Now I would say it’s a 6:4 match up now and because of the new ultra II, it shifts to a 6.5:3.5 match up in Guile’s favour when he has it.
There’s basically only two efficient ways to win in this match up. One way is to lame it out and the other one is to out play Guile in footsies. What I mean by “lame it out” is winning the game by TIME OVER. All you need to do is play full screen fireball war and get super meter. Once you have that, land your super to get the life lead and turtle it out until TIME OVER. With this strategy, all you need is good defense and landing your super accurately. So in this guide I won’t elaborate on this strategy because the above sentences on top already said it all. I will talk about the other strategy, successful footsies.

Ground game:

*Far Range: *This is the perfect range to throw no risk fireballs. This is a good chance to build meter and slowly push your opponent into the corner. Remember, Guile is a charge based character, which means if he has play a fireball war, he will have to eventually walk back a little after each Sonic Boom he throws. If and when he does, move Ryu towards the opponent while maintaining the safe distance.

*Mid Range: *This is a tricky range where you CAN throw fireballs, but it is riskier because if your fireball hits his sonic boom, Guile is able to recover in time to hit you with his normals while Ryu is still recovering. At this range after you block a sonic boom, you might want to keep blocking, and then move to a safer distance. Ryu’s most reliable normals as footsies would be low forward and and low strong. Majority of the Guile uses stand roundhouse and his forward fierce (the backfist).

Footsies section Ryu’s low forward beats Guile’s backfist punch, but it loses to his standing roundhouse.
However, Ryu’s low strong beats Guile’s standing roundhouse. Guile’s backfist whiffs on crouching position

Guile is not too good in the ground game without sonic boom’s help. Therefore you want to be in your max distance range of your low forward which Guile doesn’t really have an answer to. This is also a range where a lot of Ryu’s will try to jump over sonic booms to get in. Guile players will look to use Guile’s great anti-air normals to punish these jump-ins, so you have to watch out.

*Close Range: *Once you get a chance to get close, this is where you DO NOT want to let Guile get away. This is basically a free distance where Guile can’t do anything but tech or block, much like Dhalsim. But don’t forget Guile does have a Flashkick so beware, especially when he has 2 stocks of meter where flashkick can be FADC’d safely. All Guiles when being pressured, sooner or later they will pull out a flashkick hoping it will hit to get out of trouble. In this situation, when you are applying pressure you would want to do safe poke strings to anticipate and bait the flashkicks and then fully punish.

On Ryu’s Wakeup:

Luckily, Guile has no strong wakeup pressure, also known as “okizeme.” All he has is an overhead punch, throw and a crossup jump short which none of them do big damage. It’s better to start off with blocking low anyways just so that if Guile ever does low forward > overhead combo, at least you only get hit by the overhead and not both. When cornered by sonic boom poke strings, make sure you keep blocking until you can actually move.

Counter:
Flash Kick: You can trade it with MP SRK, but it’s not a good deal because the damage is in Guile’s favor. To beat this move clean, use EX SRK only. EX Version: Only ex srk can beat this version.

Sonic Boom (EX and regular): An early hurricane kick or super at the correct distance.

Against Ultra 1:
This ultra is actually not scary at all. Most Guiles would just use it to anti air (which is not easy) or use it on wakeup for a surprise attack.

Against Ultra 2:
This is the best Ultra in the game – fast recovery, fast startup, far range, hits as a projectile and is a good anti-air. When Guile has ultra, you do want to make sure you are out of the hadouken trading range. Make sure you throw your hadoken when he has no charge. On top of that, U2 is can do a reversal on a blocked sweep. If you are unsure with your sweep, don’t just throw it out there.

Mind games and Option select:
[SIZE=15px]****[/SIZE]Even though Guile has been buffed by a lot, the good thing is that once you get a knock down, you get a free jump in attack (ones that are above his head). The flashkick can’t hit you, it’s either you beat his move or he whiffs and you end up behind him where you punish with your big fat combo. Mix this up with a crossup forward kick and when you have a lead, to just land a bit more damage, crossup hurricane works well (especially when you can link it with SUPER). Remember**, all charge based characters are afraid of crossup attacks because they lose their charge.**
Option select wise, there is not too much, but after a knock down I do recommend using a jump in attack > OS hurricane kick just so that you push Guile in the corner quicker. You can also use jump in attack > OS ex srk if you predict your opponent is going to do a flash kick.

Things to be aware of:
[LIST]
[][FONT=Times New Roman]Ryu players have to treat this like a Dhalsim match up – you do not want to jump recklessly. And you do also need to be aware of wakeup flashkick which Dhalsim does not have. There is also a very good way to burn Guile’s meters. Usually after you focus backdash a sonic boom, it seems like most of the Guile players will throw out EX sonic boom right away just hoping they can hit with it. So after a focus backdashing a Sonic boom, watch out for the EX boom and block or jump.[/FONT]
[
][FONT=Times New Roman]When you have Guile down and he has meters to FADC, you might want to stand at a distance where it looks like Guile can FADC after flashkick hits but where he actually CAN’T (Test the spacing in training mode). It’s a very good bait that you get to burn 2 of his meters and also free punish with a BIG combo.[/FONT]
[*][FONT=Times New Roman]Oh, and one more thing – if Guile throws a sonic boom and if you happen to neutral jump to evade it…don’t press any attack on the way down. Guile would most likely do his low fierce which whiffs if you don’t press anything and he’s not close enough to hit you. You get a free combo when he whiffs. However, when the Guile player adapts to how you play and starts hitting you out of the air with just standing fierce, NOW you can use neutral jump STRONG which can beat his standing fierce. Mix them up just to make them hesitate whenever Guile anti-airs you. [/FONT]
[/LIST]


#18

Guy

Spoiler

reserved


#19

Hakan

Spoiler

reserved


#20

Ibuki

Spoiler

[LEFT]This guide contains video supplement,if you wish to watch the video go HERE[/LEFT]

http://1.bp.blogspot.com/-xD0AyrHe7OE/ToRUKqNbKnI/AAAAAAAAASc/SsuKAqGZ9j8/s320/ibuki-super-street-fighter-4-screenshot.jpg
Ibuki
This might be a lot of people’s worst match up and it’s also one of my worst. Even though it’s one of my least favorite match up, I think it’s only slightly in Ibuki’s favor because of her unblockable on Ryu. Ibuki actually has a hard time getting in against Ryu, and I know for a fact since I used to main her when Super just released (there are videos of my Ibuki beating Daigo and Tokido!! But I think it’s because they didn’t know the match up like how you guys are reading this to find out how to fight Ibuki.) The key is to focus on Ibuki’s movement, all her moves are actually not that fast and the strategy is to run away from her and throw fireballs (a.k.a TURTLE!!)
Ground Game:
Far Range: As long as Ibuki has no ex meter, she can’t really do much. Her kunai doesn’t hit full screen so basically she can only build meter and like every match up, at this distance, just keep chucking fireball and build meter on your own while interrupting her meter management. Take the chance to push her near the corner as she backs off or focus back dash your hadokens.
Mid Range: Watch out for her slide since it hits low and go through projectiles. This is Ibuki’s best tool to get in but it’s punishable on block with Ryu’s HP SRK unless slid from max range. Aside from the slide, she also has other normals you have to be cautious in this range, such as her low strong and standing forward. Usually I throw fireball at a range that is hard to react to and just simply low forward to keep her out or wait for a whiff and punish.
Close Range: Ibuki has fast low jabs which can link to any BnB combos leading to a knock down, it’s extremely dangerous. Her close up standing strong frame trap is rather scary as well, so mashing on tech throw might be risky as well as mashing on SRK. Depends how good you are with blocking and delay tech throws, I would say taking a throw might be worth it. (Even though after a throw, it might lead to a chaos……)
Counters:
Neck Breaker: An attack causes hard knock down that hits low. This attack can only be countered by SRK/Super/Ultra, any normals fails to touch her. I would recommend you to block it rather than countering because the timing is strict especially using SRK as the counter. If you miss your timing, your SRK whiffs while Ibuki goes under it. Neck Breaker has a very slow recovery time, simply punish with crouching fierce > SRK for easy damage.
Ex Neck Breaker: Exactly same as normal version except it has a faster start up.
Kunai: Any normals can beat the Kunai as long as it’s right before hitting you.
Ex Kunai**:** standing round house, low fierce or any version of SRK (except EX actually…) right before they hit you.
Raida: I don’t really understand how this move works to be honest, but from my understanding this is a blockable grab. On top of that it’s somewhat like the twin’s palm that has a shorter range projectile that doesn’t negate projectiles (I don’t know what i am saying, lol) and this attack has no invincibility. So far from what I have tested, any move beats it except grab.
Ex Raida: From what I have tested, most of the move beats it, but some other normals like low jab or low short will trade against it, however without losing any life…it’s like a move that can beat high priority moves which sucks you in before your attack hits her (something like that….) Therefore hit her before she can perform this move.
Dash: Any attack or grab can hit her out of the dash.
Kazegiri: Any normal beats it. This move also has a very slow recovery time, therefore once you have the opportunity, punish it with your most damaging combo.
Ex Kazegiri: Only ex SRK can counter hit, and it’s a bit trickier to punish since she can cancel into Kunai to delay her landing. So basically you have two options, once you block the whole thing, immediately do a reversal JAB SRK, this will make her into airborne state allowing you to connect with a juggle move such as Ultra 1.
Tsumuji: SRK can beat it clean, and the jab or fierce version usually trades. The high slashes are save on block, unless the third kick slashes low, then there will be a gap for you to counter using SRK or simply focus it. This move is not punishable on block with its fast recovery.
Ex Tsumuji: Can be countered the same as normal version except this move hits four times rather than three, make sure you block them all.
Hop Kick: Low fierce or any version of SRK. The Hop Kick is pretty much safe on block unless Ibuki cancels it into a Kunai, that’s when she opens herself up and Ryu can jump at her for damage. The other punish is obviously using a super meter to catch where she lands.
Ex Hop Kick: Same as normal version except it’s safe on block and can’t be punished.
Yoroitoshi (Ultra 1): This is actually a command grab, simple, just respect it when she has ultra meter and don’t try to attempt to grab on her wake up. One more thing you got to beware of is when she has Ultra 1 in stock, safe jump in attack doesn’t work, however, a later timed jump in attack would work and of course, cross up attacks as well. IMPORTANT SRK > FADC is not safe against Ultra 1, she can grab you like Zangief’s Ultra 1.
Hashinsho (Ultra 2): An ultra that goes through projectiles which is mainly used in a combo, other than that, beware not to throw predictable fireballs.
On Ryu’s Wake up:
Unless you get knocked down by Ibuki’s sweep or her neckbreaker, the chances of the Kunai crossing up is quite low. The best way to tell if her Kunai is going to cross up or not, is to judge based on your opponent’s setups. If you don’t have enough time to see the setups, the general idea is to see how high Ibuki jumped before she threw the Kunai. If she throws it at almost maximum height, the Kunai will probably cross up. But if she throws it from a slightly lower height, the chance of it crossing up is much slimmer.
However all that is pretty much useless if Ibuki does a different setup after a Neckbreaker or a sweep. After a Neckbreaker, Ibuki players like to command dash forward to set up the position, however take a close look at whether they step forward before/after the command dash, as that affects the timing on her crossing you up. If she does take a step forward, the following kunai is almost guaranteed to crossup UNLESS she does it at a extremely low point in her jump.
A personal tip that helps me is that to leave the stick in neutral state when you’re getting up, then as Ibuki throws the kunai, commit to one side. As a psychological thing, second guessing yourself is where you might end up making mistakes. Learn a few setups, look online for a few, etc and try them all out in training mode (as certain characters with different hitboxes makes a difference). The key point though, is to learn some of the setups from experience. If you have access to training mode, set up a few different ways of it crossing up and not, and then look not at the kunai, but focus entirely on Ibuki’s movements starting from the knockdown. Also, crouch block to shrink your hit box can make the kunai harder to cross up and even if you get hit in crouching motion, the (lp > mp > hp) target combo whiffs.
Key things to look out to dictate which side to block:
Method of knockdown

*Sweep
*Neckbreaker
*Spin kicks

Method of setups

*Walking
*Command Dash
*Dash
*Whiffed normals

Full ranged sweep is hard to judge whether it will cross up or not, as Ibuki will usually throw the kunai high into her jump. Just see how close she is (vertical alignment) when she throws it, the closer she is to you, the more likely it will cross up.
Close-Mid ranged sweep is similar to Neckbreaker+Command Dash setup.
Neckbreaker is typically followed up with a command dash and the following kunai is very tricky to block, if Ibuki throws the kunai roughly 50% of the way up her jump, the kunai tends to NOT cross up. Anything beyond tends to cross up more often.
Spinkicks has a few ways of following up. She can go for the full range sweep timing, or she can walk forward a bit and it goes to a Close-mid ranged sweep/Neckbreaker+Cmd Dash timing (or even go for something other than a kunai vortex)

UNBLOCKABLE
From what I know she has one off a normal Neck Breaker and one off an ex Neck Breaker, but you can do reversal jab SRK taking the hit and get knocked out of the air to get out of this setup OR you can take the hit by focus back dash.
Here are the setups, so once you see these, make a decision of either blocking or get out by using one of the methods I mentioned (THE UNBLOCKABLE TIMING IS REALLY STRICT, SO YOU CAN ALWAYS JUST BLOCK TO SEE IF THE OPPONENT CAN LAND IT PROPERLY)
-Off Neck Breaker > walk forward little bit > wait a split sec then forward jump LK or MK
-Off EX Neck Breaker > MK command dash > wait a split sec then forward jump LK or MK
Mind Games and Option Select:
After a hard knock down, no different from any other characters, you can jump in OS any attack, but when she has meters, only OS you can do is a safe jump OS sweep. Ibuki’s EX Kazegiri will hit Ryu before he can OS into anything, so similar to the twins, option selects are limited against them.
Mind games wise, I usually tend cross up with jump MK after I knock her down. Basically Ibuki has no answer but to block or focus dash out of it which can be easily react and punish her dash with sweep. After training my opponent with the same cross up, I will then mix it up with empty jump into throws, hitting low or simply do ambiguous jump in with jump LK.
Tips and Tricks:
On ground cross up Tatsu (Forward throw > whiff jab SRK > HK tatsu) and (Back throw > forward dash X2 > HK tatsu)
Things to be aware of:
I never mentioned about her over head, which is a slow slow over head with her lower hit box invincible (because she is off the ground).Why am I putting this in the to be aware section? It is all because of Iyo’s Ibuki who made me aware how dangerous (useful) this move can be. He likes to do an ambiguous empty jump off a Neck Breaker then mixing with either throw, low attack > combo into another hard knock down or the over head. So what I am trying to say is that it might not be a common move, but never forget about this move and focus on Ibuki’s movements expecting the over head.
Ibuki also has a really good footsie tool, the F.lk. A fast normal cancelable into special moves that can beat Ryu’s low forward if in the right range. Make sure when you are playing a footsie game, you don’t want your low forward to whiff, if you are unsure about the distance, I would rather not press anything instead waiting to punish her whiff.
Let me also talk about her Tsumuji. The LK version is always a true block string and the MK version is not. Well, it is, but only the first 2 hits like the LK version, the last hit is never safe. If you predict a third slash, you can do a focus level 2 right after you block the second hit for a crumple or SRK it. However, you can just simply back dash after you block the second hit without taking any risks. The only way Ibuki can catch your back dash is to guess or anticipate. Moreover, her standing MK > MK Tsumuji is a true block string while (LP,MP,HP Target Combo) into MK Tsumuji is not. Any moves with invincibility start up can hit her in between.