These Fists mean everthing to me! - AE 2012 guide to Ryu

These Fists mean everthing to me! - AE 2012 guide to Ryu

Postby Pdaaaawg » Fri Dec 02, 2011 5:30 pm

Image
"The answer lies, in the heart of battle!"

General Overview
Ryu is, and will always be, a solid character in fighting games, and Street Fighter 4 is no exception. He has good footsies, excellent zoning capabilities, solid anti-airs and 2 useful Ultras. He is a common character amoung newer players so he is not difficult to play. Mastering him, however, is a different story. You must master footsies with his best pokes, learn the perfect timing for his dragon punch anti-air, learn to capitalise on every opportunity to hit an Ultra and learn the perfect way to lock down an opponent with your fireballs. He may look like a simple character but at the right hands, he is definately a force to be reckoned with.

The Summary
Health: 1,000
Stun: 1,000
Character Type: Fundamental, Poking, Projectile, Rush Down, Technical, Zoning
Anti-airs: :punch-medium: Shoryuken, :punch-hard: Shoryuken, cr. :punch-hard: , st. :kick-light: , (FAR) st. :punch-hard: OR :kick-hard:
Air-to-airs: j. :punch-medium: , j. :punch-hard:
Cross-ups: j. :kick-light: , j. :kick-medium: , :kick-hard: Hurricane Kick
Overhead: Collarbone Breaker (f. :punch-medium: )


Pros:

    Can be terrifying at certain ranges.
    Superb projectiles; can easily trap characters into a "loop" (more info below)
    A master of zoning (getting characters to where he wants them)
    Has a wide variety of combos to choose from so can inflict damage in many ways.
    Great reversal in the Dragon Punch.
    Plenty of ways to combo into his Ultras.
    2 useful Ultras, one of which can be combo'd into VERY easily (U1)
    Focus Attack has quite good range.
    Very solid all around.

Cons:

    Has plenty of tools, but does not excel at anything (zoning isn't as good as Sagats. Rushdown is not as good as Cammy. Pokes are not as good as Chun Li etc.)
    Can't escape from rushdown situations unless burning 2 meters.
    One misplaced fireball can cost you big time so you have to be careful when to throw one.
    His dash is pretty bad.
    Since he is used often, people have a good idea as to how he functions and how to beat him.
Last edited by Pdaaaawg on Fri Aug 24, 2012 9:11 am, edited 5 times in total.
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Re: These Fists mean everthing to me! - AE 2012 guide to Ryu

Postby Pdaaaawg » Fri Dec 02, 2011 5:31 pm

Changes in AE 2012:
Spoiler: show
Video form: http://www.youtube.com/watch?v=N6kfpVpflP0
Ultra 2 - Metsu Shoryuken - Extended hitbox upward in 3rd active frame.
• Fireball - Changed light/medium/hard version damage from 60 to 70. Chip damage is the same as SSFIV AE, at 15. Changed follow-up restrictions when a counter-hit is landed with the EX version so that follow-up is possible with any move.
• Air Hurricane Kick (Airborne Tatsumaki Senpukyaku) - Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump.
• Solar Plexus Strike (Toward + HP) - Changed damage from 40 + 50 (90 total) to 40 + 60 (100 total).
• Near Standing hard Kick - Equalized normal hit and counter-hit frame advantage.
• Hard Punch Shoryuken - Made this a 1-hit move. Set damage in 1st and 2nd active frames to 160, and in 3rd to 14th active frames to 60. Made from start to 4th frame totally invincible. Made mid-air follow-up impossible. Removed possibility for EX Focus Attack and super canceling.
• Crouching Medium Kick - Hit detection extended from 3F to 5F.


"Your strength is equal to that of your will to win!"

Normal Moves.

Close normals:
:punch-light: - An okay way to continue combos but isn't really a go-to normal.
:punch-medium: - Another weird normal. Not really useful.
f + :punch-medium: - Overhead. Quite quick so can catch opponents off quard. In rare occasions, you can combo into c.lp and then further into other moves.
:punch-hard: - A pretty useful normal for frame traps and can also be used for 2-in-1s into Dragon Punches or Hurricane Kicks.
f + :punch-hard: - Solar Plexus Strike. A brilliant poke for Ryu's footsie arsenal. Does great damage and can be combo'd into DP or even other normals (see combo section).
:kick-light: - Useless. Don't use it.
:kick-medium: - One option to combo into a special moves. can be combo'd from c.lp
:kick-hard: - Similar to s.hp in that it is useful for frame traps. Since AE, you can now combo into DP, sweep or c.mp

Far normals:
:punch-light: - Can be used to combo into c.mk or sweep and can be used as an anti-air to stop far jump-ins and dive kicks.
:punch-medium: - An interesting poke. Since AE, it can now be special cancelable so it can be used to 2-in-1 into fireball for chip.
:punch-hard: - Good poke and a nice anti-air for far jump-ins.
:kick-light: - Interesting far anti-air.
:kick-medium: - Not very useful for anything really. I would avoid it.
:kick-hard: - Another nice far anti-air. Has more reach than s.hp so is arguably more useful.

Crouching normals:
:punch-light: - A primary normal for hit confirming as it can combo into almost all of Ryu's crouching normals. You will be using this normal often.
:punch-medium: - Excellent priority on this move. A brilliant normal for hit confirming, frame trapping, footsies and canceling into special moves (more info in combos section).
:punch-hard: - One of Ryu's best anti-airs and is the primary combo ender into a special move for damage. Has great priority so can be used for frame traps. Use this normal often.
:kick-light: - Another primary normal for hit confirming. Best used on opponent's wakeup because of frame advantage and can easily combo into c.lp
:kick-medium: - This is, hands down, Ryu's best poke. My advice: ABUSE THIS MOVE!! (Where appropriate of course!) This move has great reach, priority, can 2-in-1 into all of his special moves and can easily keep your opponent at a distance. This can also be used to end combos into special moves if you are out of range for c.hp or c.mp
:kick-hard: - Ryu's sweep is quite a good sweep as it has good range and can be combo'd into very easily from s.lp, c.lp, c.mp and even s.hk. Use this often as well as it is a key element to start Ryu's frame trap and rushdown style. HOWEVER, remember than Ryu's sweep is UNSAFE ON BLOCK so don't throw it out randomly as you could be punished by other normals, specials, supers or even Ultras.

Neutral Jump normals:
:punch-light: - Don't use this move. It's useless
:punch-medium: - Ryu's jumping strong looks a lot like his jumping heavy punch, and acts the same way. He aims his fist down towards the opponent so he can combo afterwards. Can be useful for opponent's wakeup because of its priority.
:punch-hard: - Acts the same way as Ryu's j mp. Ryu's fist goes straight forward. It's okay but some of Ryu's other neutral jumping normals are prefered.
:kick-light: - Once again, useless.
:kick-medium: - Ryu's best normal for out-poking your opponent in the air during a neutral jump.
:kick-hard: - Ryu's most prioritized neutral jumping normal. Beats a lot of air-to-airs at close range.

Jumping normals:
:punch-light: - Can be suprisingly useful when trying to shut down aerial offence from a rushdown character such as Cammy.
:punch-medium: - As an air-to-air, this move juggles (more info on combos section) but as a jump-in normal, not very useful. There are better options to go for.
:punch-hard: - Ryu's most prioritized jumping normal. Can sometimes beat your opponent's anti-air normals. Does the most damage out of all your jump-in options.
:kick-light: - Can be used as a cross-up to confuse your opponent but you must hit it deep in order to combo afterwards.
:kick-medium: - Ryu's best cross-up. Has good range, good priority and is an all round good cross up. Use this often.
:kick-hard: - Ryu's most lenthy jump-in. Use this when you are punishing an opponent's risky move from afar and under most circumstances, you can then follow up with a sweep. This move also has lots of priority too.
Last edited by Pdaaaawg on Wed Jan 02, 2013 11:30 am, edited 13 times in total.
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Re: These Fists mean everthing to me! - AE 2012 guide to Ryu

Postby Pdaaaawg » Fri Dec 02, 2011 5:32 pm

Special moves and Ultras:

Hadoken (aka: Fireball)
:joystick-down: :joystick-down-right: :joystick-right: :punch:
DAMAGE & STUN:
:punch-light: = 70 DAM, 100 STUN
:punch-medium: = 70 DAM, 100 STUN
:punch-hard: = 70 DAM, 100 STUN
:punch-2x: = 100 DAM, 100 STUN
Ryu's fireball is one of the best projectiles in the game. It is quick, has good recovery and does some pretty good damage. You will be using this move often to zone out characters and get to the position you want to be in. The strength of the punch determines the speed and recovery of the fireball. Change the speed of the fireballs when zoning to keep your opponent on their toes.
:punch-light: This is Ryu's slowest moving fireball, but because it travels so slow, you can react better to anti-air your opponent sooner than using the other fireballs.
:punch-medium: This is the "unloved" fireball, that is faster than the jab fireball, but slower than the fierce fireball. You can use this fireball to trick the opponent if they're expecting a slow or fast fireball.
:punch-hard: Ryu's fastest fireball, which you should use along with the light fireball to mix up your opponent. Despite the speed of the fireball, it is still possible to anti-air someone, although a lot harder to see coming than with other fireballs.
:punch-2x: Ryu's EX fireball hits twice and provides a knockdown. This is why this is the preferred fireball to end combos with. It can also be combo's into an EX hurricane kick or Ultra I in the corner. However, do NOT use this when full screen, because they are easy to spot and easy to block or jump over. Do use it when up close in a "fireball war" to trick your opponent. It has the same recovery as the fierce punch version, so keep that in mind.

Shoryuken (aka: Dragon Punch, or DP)
:joystick-right: :joystick-down: :joystick-down-right: :punch:
DAMAGE & STUN:
:punch-light: = 100 DAM, 200 STUN
:punch-medium: = 130 DAM, 200 STUN
:punch-hard: = 160 DAM, 200 STUN
:punch-2x: = 140 DAM, 200 STUN
Ah yes, Ryu's trademark Shoryuken has changed quite a bit over the days of SFIV, but the purpose remained; to keep opponents from jumping at you. Each Shoryuken is very different in it's own way, but to get the most out of each Shoryuken, you have to know when to use what uppercut. For example, simple juggles should be used with the jab Shoryuken, whereas ending combos is better with the fierce Shoryuken.
:punch-light: This dragon punch is best used when you know an opponent is going to jump, and you can juggle afterwards with strong Shoryuken, EX fireball/hurricane kick or even both Ultras! This uppercut travels the least distance, and so can be useful to catch opponents that are directly above you. This is also the preferred dragon punch for reversals, as it has good frame advantage and much less recovery than the other uppercuts. Doesn't do much damage by itself, but has it's own purpose.
:punch-medium: Ryu's best anti-air dragon punch, as it has 1 extra frame of invincibility than the fierce Shoryuken, which can be useful for really tight situations where you NEED a DP to come out (eg. As an auto-correct on your wakeup). Since AE 2012, it is the only non-EX dragon punch that hits twice, and so has it's own uses, like the ability to break focuses. You would best use this anti-air when the opponent jumps suddenly and you don't have much time to react, as it is more reliable.
:punch-hard: Arguably Ryu's best dragon punch, as it does the most damage and is the most useful. It is the most damaging way to end combos and does more damage than the strong dragon punch for anti-airing. Just because it has one less frame of invincibility over the strong version does not mean that it is not a good anti-air. In fact, I would use this Shoryuken as your primary anti-air, due to the extra damage you can achieve with it. In addition, it travels the furthest excluding the EX, so has a better chance of hitting far away jumping opponents. Do note, though, that this dragon punch CANNOT BE FADC'd. Which means that if you miss with the anti-air, or attempt to use this for a reversal, then you're gonna pay for it, and HARD!
:punch-2x: Ryu's EX Shoryuken has the distance of the fierce uppercut, and by far the most invincibility out of all of the other DPs (16F, against the strong DP's 5F), so is useful for finishing off jumping opponents. Other than that, though, not as useful as the other dragon punches, and so I wouldn't use this very often, unless for finishing off an opponent as an anti-airing or trying to get frame advantage on wake-up, even though you would need to burn three meters to do so.

Tatsumaki Senpukyaku (aka: Hurricane Kick)
:joystick-down: :joystick-down-left: :joystick-left: :kick:
DAMAGE & STUN:
:kick-light: = 100 DAM, 200 STUN
:kick-medium: = 110 DAM, 200 STUN
:kick-hard: = 120 DAM, 200 STUN
:kick_2x: = 160 DAM, 200 STUN
Ryu's hurricane kick plays quite differently from Ken's as they provide a knockdown and are more efficient in travelling across the screen. They are primarily used to end combos or travel across the screen to either catch up with a downed opponent, or to go through the opponent's fireballs. An interesting thing to note is that if you miss your opponent, then you will travel OVER them if they are crouching, but you can still be punished, so don't abuse this move outside of combos.
:kick-light: This is mostly used to get a quick catch-up to the opponent or to end combos, especially in the corner, as you can juggle from them. You can choose to end your midscreen combos with this version too so that you are at a good range for zoning.
:kick-medium: You wouldn't be using this version much, but you can also choose to end a midscreen combo with this hurricane kick to be at a good range for poking with c.mk
:kick-hard: This hurricane kick is best used to get the most damage, but also travels the furthest, so is best used to catch up on a far away opponent, and is the preferred hurricane kick to go through fireballs. Use this hurricane kick to end your combos midscreen as you will take them quite far into the corner, then you can start a rushdown style for Ryu.
:kick_2x: The most preferred hurricane kick for ending combos, the EX version hits multiple times and can be juggled in the corner into strong Shoryuken, an EX fireball, another EX hurricane kick or even Ultra I! This hurricane kick does not move, and so is not used to go through fireballs. I would use this preferably in the corner to get the maximum damage potential, but you can use it at a certain range outside of the corner too, but you do not move with it, so it will take a while to catch up with them if you want to pursue a rushdown Ryu.

Airborne Tatsumaki Senpukyaku
IN THE AIR: :joystick-down: :joystick-down-left: :joystick-left: :kick:
DAMAGE & STUN:
:kick-light: = 70 DAM, 100 STUN
:kick-medium: = 80 DAM, 100 STUN
:kick-hard: = 90 DAM, 100 STUN
:kick_2x: = 200 DAM, 250 STUN
There isn't much that can be said about Ryu's aerial hurricane kick. It can be used to escape the corner, but you have to position it very accurately. The main purpose of it is to surprise your opponent by crossing him up with it. This is best done with the roundhouse hurricane kick and can be character specific . If you can land it, you can also combo it into a super too, but do the short version if you want to combo into the super. You can also do it to your opponent from the front, and if done in the corner, you can combo into an EX fireball, EX hurricane kick, super or even Ultra I! Each hurricane kick travels at different speeds and different distances, with the short version not going very far and the roundhouse version doing the furthest. The EX aerial hurricane kick is very unusual, as it works just like an EX hurricane kick, only in the air. So this can be used to catch an opponent jumping at you, but it is very rarely used, even though it can be useful at times.

SUPER AND ULTRAS

SUPER:
Shinku Hadouken
:joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :punch:
DAMAGE & STUN:
:punch-light: :punch-medium: :punch-hard: 300 DAM, 0 STUN
Ryu's Shinku Hadouken is basically a super fast, multi-hitting fireball that is relatively easy to combo into. The strength of the punch button determines the speed of the attack, with the jab version traveling the slowest and the fierce version travelling the fastest. You can combo this off of basically any of Ryu's comboable attacks, but there are several situations where you would use the super the most, and in some cases, getting super is vital to win a matchup. Examples of when to use the super include:
1: Punishing Normals that normally cannot be punished (Balrog's sweep, Rufus' c.fierce etc.)
2: Punishing Special Moves that normally cannot be punished (Blanka's Rolling attack, Balrog's dash straight etc.)
3. Punishing a shoto in a "fireball war" (Throwing a fierce super to punish one of Sagat's tiger shots full screen)
4. In a combo to deal more damage (c.mp, c.hp, lk tatsu into super in the corner; more in combo section)
5. In an option select to deal more damage (sweep, j.hk *option select fierce super*)
6. As part of a set-up (cross-up hk aerial tatsu into fierce super)
etc.

ULTRA I
Metsu Hadoken
:joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :punch-3x:
DAMAGE: Between 254 - 369
If the Shinku Hadouken is a super fireball, then the Metsu Hadouken is a super fireball on drugs! This devastating Ultra combo does good damage and is also very easy to combo into. I would prefer to use this Ultra over the Metsu Shoryuken due to it's usefulness in battle. The infamous way to hit this Ultra is with a shoryuken, FADC (Focus Attack Dash Cancel) into the Ultra, which is just as useful in this version of SF4 as the original (even if the damage has been nerfed a bit). Here are a few easy ways to connect this Ultra:
1. Anti-air lp Shoryuken
2. Shoryuken FADC (excluding hp)
3. EX Fireball/Tatsu in the corner
4. EX Fireball FADC (midscreen)
5. Air-to-air j.mp
6. Late jumping hp/hk
etc.

[u]ULTRA II[/b]
Metsu Shoryuken
:joystick-down: :joystick-down-right: :joystick-right: :joystick-down: :joystick-down-right: :joystick-right: :kick_3x:
DAMAGE: Between 341 - 503 (Full Animation)
This is the perfect anti-air Ultra for a number of reasons. It does huge damage when connected fully, which isn't too hard especially after the hitbox increase of AE 2012, it scares the opponent of jumping in on you as you can easily take as much as over half of their health away with a single jump and it can shut down characters with offense that starts with a jump in (Zangief, Rufus etc.) However, that is it's only good use unfortunately. You can still combo into it in just as many ways as Ultra I, but it wont hit fully and you may only receive about half of what damage you could have gotten from the full animation. I would recommend this Ultra against either characters that rely on jumping, or players that you know are going to jump. Ways you can hit this Ultra include:
1. Anti-air lp shoryuken
2. Shoryuken FADC (excludes hp)
3. Air-to-air j.mp
4. Late jumping hp/hk
5. Fireball FADC (EXTREMELY HARD!)
6. EX Fireball counter hit
etc.
Last edited by Pdaaaawg on Tue Feb 19, 2013 2:00 pm, edited 18 times in total.
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Re: These Fists mean everthing to me! - AE 2012 guide to Ryu

Postby Pdaaaawg » Fri Dec 02, 2011 5:32 pm

Combos:

"Train yourself well, then challenge me again!"


NOTE: I will not be listing every single combo that Ryu has, as that would take way too long. Instead, I will give you the preferred version of the combo, but keep in mind that most combo's can start with the same normals. In Ryu's case, most of his ground combos that contain any special move (fireball/shoryuken/tatsu) can be combo'd with several crouching normals.
At close range, use :punch-light: or :punch-hard: (prefered)
At further ranges, use :punch-medium: (damage) or :kick-medium: (distance)

NOTE: Any of these combos can start with a jump-in, such as j.mp, j.hp, j.mk and j.hk. The damages listed here are without a jump in.

Basic Combos:

cr. :kick-medium: , Fireball
130 DAM (15 CHIP), 200 STUN
Ryu's best 2-in-1 for chip damage and it is mostly safe (unless the opponent FA through the fireball to punish)

cr. :kick-medium: , HK Tatsu
180 DAM, 300 STUN
Ryu's best 2-in-1 for putting the opponent into the corner.

cr. :punch-hard: , HP Shoryuken
250 DAM, 400 STUN
Ryu's most damaging 2-in-1, but can do more damage with more links.

j. :kick-hard: , c. :kick-hard:
180 DAM, 300 STUN
An easy way to get an untechable knockdown on your opponent. It is best to use this combo when you are far away from your opponent, but can just connect with the j.hk

cr. :punch-light:, cr. :punch-light:, cr. :punch-light:
Ryu's block string, which is completely safe on block, and can catch your opponent if he is mashing a reversal. You can also replace this with cr.shorts too, but you wont be able to combo afterwards.

Link combos
[These combos are used to extend the damage of your basic combos, by comboing other normals/special moves into your combo]
[Any combo start with at least 2 jabs can be replaced with 1 short and 1 jab for extra frame advantage during your opponents wakeup, with only 10 less damage. The combos that I list are the go-to combos for punishing and damage]

cr. :punch-light: , cr. :punch-light: , HP Shoryuken
196 DAM, 273 STUN
Not a very practical combo until AE 2012, when the hp Shoryuken received a damage and stun boost. You can use this one if you are not fast enough to link into another normal for good damage for a simple 3 hit combo.

cr. :punch-light: , cr. :punch-light: , cr. :punch-hard: , HK Tatsu
216 DAM, 400 STUN
This combo is perfect for getting your opponent into the corner thanks to the HK Tatsu. NOTE: This version with the cr.hp, unlike the versions with cr.mp and cr.mk can HIT crouching opponents. This is because the cr.hp force your opponent to stand when it hits, and so the tatsu combos (the same with s.hp too) The latter 2 will cause the Tatsu to go over your opponent's head!

cr. :punch-light: , cr. :punch-light: , cr. :punch-hard: , EX Tatsu
244 DAM, 400 STUN
A different version of the combo above, except it does a little more damage at the cost of 1 bar of super meter.

cr. :punch-light: , cr. :punch-light: cr. :punch-hard: , HP Shoryuken
244 DAM, 400 STUN
This combo can be used if your opponent is in the corner and you dont want him to move, or you can just use this combo for more damage than to the one above. NOTE: The Shoryuken can sometimes miss on certain characters, so you may want to only use 1 jab instead of two in that case.

cr. :punch-light: , cr. :punch-light: , cr. :punch-light: , cr. :kick-medium: , HK Tatsu
198 DAM, 330 STUN
This combo can be used if your opponent presses a button during your block string (cr.lp, cr.lp, cr.lp) and you can capitalise with a mk into Tatsu to put them in the corner. HOWEVER, they must be standing for the Tatsu to hit. If they are crouched, then use the alternate combos below.

cr. :punch-light: , cr. :punch-light: , cr. :punch-light: , cr. :kick-medium: , EX Fireball
186 DAM, 270 STUN
A different version of the combo above, but you can use this one to get a knockdown, as long as you don't mind using a bar of super meter.

cr. :punch-light: , cr. :punch-light: , cr. :punch-light: , cr. :kick-hard:
147 DAM, 210 STUN
Another different version of the combo above, except you combo into a sweep for an untechable knockdown. However, the link to cr.lp, to sweep is a 1 frame link, which means that it is a lot harder to execute, so I would recommend plinking this combo.

cr. :punch-light: , cr. :punch-light: , cr. :punch-medium: , cr. :kick-hard:
171 DAM, 250 STUN
This combo is nice if you want more damage and stun than the combo above. However, the link between the cr.mp and the cr.hk is also a 1 frame link, so it takes some time to hit this combo every time.

cr. :punch-medium: , cr. :punch-medium: , cr. :kick-hard:
192 DAM , 280 STUN
A nice combo if you hit a cr.mp at your opponent to combo into a sweep. The combo into the 2 cr.mps is a 2 frame link, and the combo to the sweep is another 1 frame link, so it takes a lot of practice to master this combo, but I feel that it is worth it for the damage, stun and the untechable knockdown.

cr. :punch-medium: , cr. :punch-medium: , cr. :kick-medium: , HK Tatsu
252 DAM, 420 STUN
An alternate version of the combo above, only this time, you combo into a cr.mk and 2-in-1 into the Tatsu to get your opponent into the corner. A few things to note about this combo though, is that it is quite difficult to hit, it is character specific and it will NOT hit crouching opponents. So only use this combo if you know that it'll pay off.

cr. :punch-medium: , cr. :punch-hard: , HK Tatsu
246 DAM, 460 STUN
A really hard hitting combo to get your opponent into the corner faster .

cr. :punch-medium: , cr. :punch-hard: , HP Shoryuken
278 DAM, 460 STUN
A different version of the above combo, only adding more damage by using a HP Shoryuken instead of a Tatsu. Use this one if you want more damage and you already have the opponent in the corner (or if you don't mind having your opponent at midscreen)

Corner Only combos
NOTE: There are more corner only combos than the ones listed here. The ones listed here do not involve FADCs, Supers or Ultras, as they will come at a later stage. Look out for them as they say "CORNER ONLY" before the inputs. In addition, most of the links used for the basic combos section work in the corner, but I will use [ cr. :punch-light: , cr. :punch-hard: ] as templates for all of these combos (including the damage and Stun stats)

CORNER ONLY cr. :punch-light: , cr. :punch-hard: , LK Tatsu, MP Shoryuken
235 DAM, 445 STUN
This corner combo is preferred as it does good damage for using no meter.

CORNER ONLY cr. :punch-light: , cr. :punch-hard: , EX Tatsu, MP Shoryuken
283 DAM, 445 STUN
A more damaging version of the above combo at the cost of 1 bar of super meter. This combo only uses 1 bar of super meter.

CORNER ONLY cr. :punch-light: , cr. :punch-hard: , EX Tatsu, EX Fireball/ EX Tatsu
318 DAM, 480 STUN
By using an extra bar of meter, you can get more damage from the previous combo. The second Tatsu does slightly less damage, so I would recommend using the EX Fireball.

CORNER ONLY cr. :punch-light: , cr. :punch-hard: , LP Shoryuken, MP Shoryuken
235 DAM, 445 STUN
A slightly different corner combo, comboing 2 Shoryukens together.

Combos after the Solar Plexus Strike
[Solar Plexus Stike = f. :punch-hard: ]
[Excludes Super and Ultra combos]

f. :punch-hard: , HP Shoryuken
260 DAM, 300 STUN
Ryu's easiest combo with the Solar Plexus Strike. Simple, and does great damage.

f. :punch-hard: , cr. :punch-hard: , HP Shoryuken
318 DAM, 460 STUN
A much more damaging combo to the standard version, but requires a very tight link from f.hp to cr.hp. If you can perfect the timing, then definitely use this one over the standard version.

f. :punch-hard: , cr. :punch-hard: , HK Tatsu
286 DAM, 460 STUN
A separate version of the combo above, only this combos sole purpose is to put your opponent into the corner faster.

f. :punch-hard: , cr. :punch-light: , cr. :punch-hard: , HK Tatsu
286 DAM, 450 STUN
Adding a c.lp instead of just a cr.hp makes the link a little easier, at the expense of only 10 stun.

f. :punch-hard: , cr. :punch-light: , cr. :punch-light: , cr. :kick-hard:
217 DAM, 260 STUN
A very strong way to get an untechable knockdown on your opponent. If you dizzy your opponent after a very long combo, use this combo to get good damage and also to get the knockdown at the end (You can only use 1 jab if you want, but I prefer 2)

f. :punch-hard: , cr. :punch-medium: , cr. :kick-hard:
232 DAM, 280 STUN
For a little more damage and stun than the previous combo, use this one. I don't tend to use this combo, as the link between the f.hp and the cr.mp is a LOT harder than the link from f.hp to cr.lp

f. :punch-hard: , cr. :punch-medium: , cr. :kick-medium: , HK Tatsu
292 DAM, 420 STUN
Another tight link combo, but does good damage and especially good stun. Also very useful to get your opponent into the corner.

f. :punch-hard: , cr. :punch-medium: , s. :punch-medium: , HK Tatsu
308 DAM, 420 STUN
As of AE 2012, you can now combo a far s.mp into a special move, which makes a combo like this possible. Although a very difficult combo to pull off, it does HUGE damage and stun for using no bars of super meter.

CORNER ONLY f. :punch-hard: , cr. :punch-hard: , LK Tatsu, MP Shoryuken
305 DAM, 495 STUN
A very strong corner combo that allows you to juggle into a mp Shoryuken for more damage. An excellent meterless combo.

CORNER ONLY f. :punch-hard: , cr. :punch-hard: , EX Tatsu, MP Shoryuken
353 DAM, 495 STUN
By using 1 bar of your super meter, you can add an extra 50 damage to the combo above.

CORNER ONLY f. :punch-hard: , cr. :punch-hard: , EX Tatsu, EX Fireball/ EX Tatsu
388 DAM, 530 STUN w/ Fireball
381 DAM, 544 STUN w/ Tatsu
For using 2 bars of your super meter, you can add even more damage and some more stun to your combo. As you can see, EX Tatsu does slightly less damage than the EX Fireball, but more stun.

CORNER ONLY f. :punch-hard: , cr. :punch-medium: , s. :punch-medium: , EX Tatsu, MP Shoryuken
366 DAM, 450 STUN
By using 1 bar of super meter and being able to hit the tight links of this combo, you will be rewarded with one of the most damaging combos Ryu has.

CORNER ONLY f. :punch-hard: , cr. :punch-medium: , s. :punch-medium: , EX Tatsu, EX Fireball/ EX Tatsu
396 DAM, 480 STUN w/Fireball
396 DAM, 492 STUN w/ Tatsu
Spend 2 bars of super meter and get even more damage and stun for the above combo.

Super combos.

NOTE: Any combo that ends in LK Tatsu SUPER, CAN be done outside the corner, although it is much harder to do so. In the corner, it's much easier, hence why I use CORNER ONLY for those combos

cr. :kick-medium: , SUPER CANCEL
360 DAM, 100 STUN
An easy way to hit the super as a 2-in-1 with the c.mk. This combo can also be option selected, which can be VERY useful in certain matchups.

cr. :punch-light: , cr. :punch-light: , cr. :punch-hard: , HP Fireball, SUPER CANCEL
361 DAM, 330 STUN
An extended version of hitting the super from the previous combo. You can use this combo during a block string to combo into the cr.hp, then further into the fireball and then super cancel that. You do not need a fireball in this combo, but it will most likely come out anyway.

cr. :punch-light: , cr. :punch-light: , cr. :punch-light: , cr. :kick-medium: , SUPER CANCEL
306 DAM, 210 STUN
A similar combo to the one above, only this can be used if you continue the block string. Still a nice way to combo into the super.

cr. :punch-medium: , cr. :punch-medium: , cr. :kick-medium: , SUPER CANCEL
378 DAM, 280 STUN
After hitting 2 c.mps, it is a good idea to try and combo the super, and this is an ideal combo to do so.

cr. :punch-medium: , cr. :punch-hard: , MP Shoryuken, SUPER CANCEL
424 DAM, 420 STUN
An excellent and damaging combo into the super using a combo you should already be familiar with, but adding a super cancel to it for huge damage!

Aerial Tatsu, SUPER
413 DAM, 125 STUN
A very tricky setup where your Tatsu could cross up your opponent, allowing a free super combo. The damage is from a HK Tatsu, which is the preferred version to use.

f. :punch-hard: , MP Shoryuken, SUPER CANCEL
420 DAM, 250 STUN
A nice and simple way to combo into the super from a Solar Plexus Strike.

f. :punch-hard: , LP Shoryuken, HP SUPER
440 DAM, 300 STUN
A different version of the above combo, except instead of super cancelling, you hit the Shoryuken, then wait until they are about to hit the ground, and then hit them with the HP Super. This combo works midscreen because of the speed of the HP version of the super.

f. :punch-hard: , cr. :punch-hard: , MP Shoryuken, SUPER CANCEL
464 DAM, 420 STUN
The ultimate Solar Plexus Strike way to hit the super, with amazing damage . Just make sure you can hit the f.hp, c.hp link perfectly.

CORNER ONLY cr. :punch-light: , cr. :punch-hard: , LK Tatsu, SUPER
410 DAM, 410 STUN
A basic and damaging way to hit the super in the corner from a simple combo.

CORNER ONLY cr. :punch-medium: , cr. :punch-hard: , LK Tatsu, SUPER
440 DAM, 460 STUN
A much more damaging version of the combo above. Best used to punish a whiff special move.

CORNER ONLY f. :punch-hard: , cr. :punch-hard: , LK Tatsu, SUPER
480 DAM, 460 STUN
The most damaging corner combo you can do with Ryu's super.

Ultra Combos

METSU HADOUKEN (Ultra I)

Anti-air LP Shoryuken, ULTRA I
368 DAM, 100 STUN
One of the easiest ways to hit your Ultra

(air to air) j. :punch-medium: , ULTRA I
378 DAM, 100 STUN
Another simple way to hit your Ultra

deep j. :punch-hard: / :kick-hard: , ULTRA I
398 DAM, 200 STUN
An excellent way to punish your opponent from a jump in.

MP Shoryuken, FADC, ULTRA I
378 DAM, 150 STUN
The infamous method of hitting your Ultra. Can also be used as an anti-air mp Shoryuken.

cr. :punch-light: , cr. :punch-light: , MP Shoryuken, FADC, Ultra I
351 DAM, 220 STUN
A simple way of hitting the Ultra after a block string connects.

cr. :punch-light: , cr. :punch-hard: , MP Shoryuken, FADC, Ultra I
411 DAM, 370 STUN
A more damaging version of the combo above if you know that the block string will hit.

cr. :kick-medium: , EX Fireball, FADC, Ultra I
393 DAM, 200 STUN
A good way of hitting the Ultra midscreen from a poke.

cr. :punch-light: , cr. :punch-light: , cr. :punch-medium: , EX Fireball, FADC, Ultra I
332 DAM, 272 STUN
A version of hitting the Ultra after a block string using the EX Fireball FADC method.


f. :punch-hard: , MP Shoryuken, FADC, ULTRA I
443 DAM, 250 STUN
A different version of the previous combo. The go-to option for punishing a very unsafe move.

f. :punch-hard: , cr. :punch-hard: , MP Shoryuken, FADC, ULTRA I
481 DAM, 420 STUN
A harder version of the combo above, but does more damage and a lot more stun.

f. :punch-hard: , MP Shoryuken, SUPER CANCEL, ULTRA I
517 DAM, 250 STUN
A very VERY damaging way to finish off an opponent, but at the cost of all your super meter and all your Ultra meter, don't expect to be using this combo often. I would only use this to finish off the opponent.

CORNER ONLY Shoryuken TRADE, ULTRA I
DAM and STUN depends on the move you traded with
When you do get a trade in the corner, treat it like it's Vanilla and combo into the Ultra!

CORNER ONLY Aerial Tatsu (NOT cross up), ULTRA I
411DAM, 125STUN
A very nice way to combo the Ultra, You would use this method when doing a Tatsu over someone's fireball.

CORNER ONLY cr. :kick-medium: , EX Fireball, ULTRA I
393 DAM, 200 STUN
The exact same as the combo earlier, only you don't need to FADC in the corner

CORNER ONLY cr. :punch-light: , cr. :punch-hard: , EX Tatsu, ULTRA I
475 DAM, 410 STUN
A very damaging way to hit your Ultra in the corner at the cost of only one bar of super meter.

CORNER ONLY cr. :punch-light: , cr. :punch-hard: , EX Tatsu, EX Fireball, ULTRA I
482 DAM, 480 STUN
For using an extra bar of super meter, you gain only 7 damage and 70 stun, but you can use it to finish off the opponent if they have low health.

CORNER ONLY f. :punch-hard: , cr. :punch-hard: , EX Tatsu, ULTRA I
543 DAM, 460 STUN
A devastating way to hit your Ultra in the corner. If you can hit the link definitely USE THIS COMBO!

METSU SHORYUKEN (Ultra II)
[The Stats used for this Ultra can change depending on how much of the Ultra actually hits, as under most circumstances, it wont do the full cinematic]

(air to air) j. :punch-medium: , ULTRA II
284 DAM, 100 STUN
A very simple way to hit the Ultra

deep j. :punch-hard: / :kick-hard: , FULL ULTRA II
503 DAM, 200 STUN
A HUGE way to deal damage to your opponent after a jump in.

[counter hit]cr. :punch-medium: , FULL ULTRA II
478 DAM, 125 STUN
An "interesting" way to hit the Ultra II, but if you are frame trapping the opponent and your cr.mp registered as a counter hit, then by all means use the opportunity to hit the full animation of the Ultra II

[counter hit]EX Fireball, FADC, FULL ULTRA II
516 DAM, 113 STUN
A new addition to AE 2012, in which a counter hit EX Fireball can be combo'd into a FULL Ultra II. The only practical use of this method is if your opponent FAs a poke like c.mk that you throw out, in which then you can do an EX Fireball (it will register as a counter hit), then FADC into the Ultra. So not a very useful way to hit the Ultra.

MP Shoryuken, FADC, ULTRA II
284 DAM, 150 STUN
Another easy way to hit the Ultra. In the corner, you MUST backdash or else it WILL miss.

f. :punch-hard: , MP Shoryuken, FADC, ULTRA II
358 DAM, 250 STUN
A more damaging version of the previous combo.

f. :punch-hard: , cr. :punch-hard: , MP Shoryuken, ULTRA II
406 DAM, 420 STUN
A more damaging version of the above combo, adding another link to get more damage and much more stun.

CORNER ONLY Shoryuken TRADE, ULTRA II
DAM and STUN depends on the moce you traded with
Exact same as the combo into Ultra I, only less damage due to the different Ultra.

CORNER ONLY Aerial Tatsu (not cross up), ULTRA II
317 DAM, 125 STUN
Similar to the Ultra I combo, only it does less damage.

CORNER ONLY cr. :punch-light: , cr. :punch-hard: , EX Tatsu, ULTRA II
400 DAM, 410 STUN
One of the best ways to hit the Ultra in the corner.

CORNER ONLY f. :punch-hard: , cr. :punch-hard: , EX Tatsu, ULTRA II
470 DAM, 460 STUN
The best way to hit the Ultra in the corner, as long as you can hit the link.

CORNER ONLY cr. :kick-medium: , HP Fireball, FADC, FULL ULTRA II
483 DAM, 200 STUN
Definitely the HARDEST way to pull off the Ultra, but you get a huge reward with the full Ultra cinematic, and huge damage to your opponent.

CORNER ONLY [counter hit] EX Fireball, FULL ULTRA II
516 DAM, 113 STUN
The exact same as the previous combo, only you don't need to FADC.

Advanced combos using FADC

cr. :kick-medium: , HP Fireball, FADC, cr. :kick-medium: , HK Tatsu
277 DAM, 445 STUN
This combo is really good to extend a combo designed to put your opponent into the corner.

cr. :kick-medium: , HP Fireball, FADC, cr. :kick-hard:
217 DAM, 305 STUN
This combo is also really useful because it extends a combo and ends with an untechable knockdown.

cr. :kick-medium: , HP Fireball, FADC, cr. :kick-medium: , HP Shoryuken
305 DAM, 445 STUN
This combo is the best at midscreen for damage, but can be character specific.

MP Shoryuken, FADC, MP Shoryuken
150 DAM, 237 STUN
The most common way to follow up a successful Shoryuken FADC without using Ultra or any additional super meter.

MP Shoryuken, FADC, EX Fireball/ EX Tatsu
200 DAM, 287 STUN w/Fireball
190 DAM, 301 STUN w/Tatsu (depends on how many times the Tatsu hits)
Another way to combo after a successful Shoryuken FADC without using Ultra, but by using another bar of super meter, you can get more damage and stun.

Best combos involving FADCs & Ultras!!

cr. :punch-hard: , Fireball, FADC, cr. :punch-medium: , cr. :punch-hard: , LK Tatsu, MP Shoryuken
378 DAM, 715 STUN, 2 BARS

cr. :punch-hard: , Fireball, FADC, cr. :punch-medium: , cr. :punch-hard: , HP Shoryuken
389 DAM, 690 STUN, 2 BARS

cr. :punch-hard: , Fireball, FADC, cr. :punch-medium: , :punch-hard: , EX Tatsu, MP Shoryuken
414 DAM, 715 STUN, 3 BARS

cr. :punch-hard: , Fireball, FADC, cr. :punch-medium: , cr. :punch-hard: , EX Tatsu, ULTRA I
538 DAM, 690 STUN, 3 BARS

f. :punch-hard: , cr. :punch-hard: , Fireball, FADC, cr. :punch-hard: , EX Tatsu, ULTRA I
563 DAM, 653 STUN, 3 BARS

The "Stylin'" combos

MP Shoryuken, FADC, j. :punch-medium: , EX Tatsu/EX Fireball/ULTRA I/II

CORNER ONLY cr. :punch-light: , cr. :punch-light: , cr. :punch-light: , Fireball, FADC, cr. :punch-light: , cr. :punch-light: , cr. :punch-light: , Fireball, FADC, cr. :punch-light: , cr, :punch-light: , cr. :punch-light: , LK Tatsu, MP Shoryuken

s. :kick-hard: , HP Shoryuken
270 DAM, 400 STUN
(FRAME TRAP! - More info below)

I'll add more Stylin' combos when I discover them ;)
Last edited by Pdaaaawg on Tue Feb 19, 2013 2:05 pm, edited 29 times in total.
Pdaaaawg
 
Posts: 34
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Re: These Fists mean everthing to me! - AE 2012 guide to Ryu

Postby Pdaaaawg » Fri Dec 02, 2011 5:32 pm

Strategies, Frame traps and Option selects:

"Don't be so reckless! You must focus on the fight!"

Zoning out your opponent.

One of the primary strategies most Ryu players will utilise is a zoning game, where they will throw well spaced fireballs and prevent you from getting in. This is done in several ways, and is best used against grapple-heavy characters (à la Zangief or T. Hawk) or rushdown characters that have to get close to you to utilise their battle plan (à la Cammy or Seth). To successfully zone out your opponent, there are several things you will need to learn.

Step one: When to throw fireballs.
This step can be further split into several sections, detailing ranges for throwing fireballs, but in general, you do not want to just spam fireballs without thought. You need to learn the correct times to throw fireballs, and to bait a jump-in, or to not get hit with a special move. Remember that the jab fireball travels the slowest, but are easier to react to a jump-in from, so those are the preferred fireballs to thrown at midrange, whereas the fierce fireball travels the quickest, so it is best to use this at far range or during a "fireball war" (when 2 characters constantly throw fireballs at each other to try and control space). Here's the full rundown.
At full screen: For the most part, you should be safe to throw fireballs constantly at this range, with little risk of getting hit. There are exceptions though. For example, if you are fighting an Abel or Chun Li with Ultra 1, then do NOT throw fireballs at all, for risk of getting hit with an Ultra that hits full screen and can go through fireballs. Another example could be from fighting Sagat who has Ultra 2, as they might try and throw some EX tiger shots and combo into the Ultra at FULL SCREEN! Certain special moves can travel full screen and punish fireballs, but those are more reserved for the specific matchups and what to look out for. At this range, try and mix up your fireball speeds against an opponent who likes to focus or jump over your fireballs to try and throw them off guard.
Outside mid screen: This is the best range for Ryu to throw fireballs at, because he can pressure the opponent with fireballs, and when they jump, you will be at the perfect range to dragon punch. This is further enforced if the opponent is cornered and is known as a "fireball lockdown" (more info below).
Footsie range (mid screen): At this range, it is best to use your best pokes such as cr.mk and f.hp after you have scarred them from jumping. Once you do that, then it should be easy enough to get the opponent right where you want them. However, there is a range, where if you throw a mistimed fireball, they WILL get a free jump-in, and this is more common against characters who need a jump in to start their offence, like Cody or Honda. This is once again a case of just learning the perfect spacing for your fireball.
At close range: This is a range where you will not throw many fireballs unless they are in a block string. However, they can be used as a separate poke so it is very hard for your opponent to react to them, so you can get some free chip damage against your opponent.

So what is the perfect spacing for a fireball lockdown? Well, by perfect spacing, we mean an area where you can throw a fireball and be at a perfect range where if the opponent jumps, then you are at the perfect range for a dragon punch. In terms of finding out where this range is, that is for further research in training mode, as every character has different jump arcs and hit boxes. From looking at the training stage, it is around 3.5 blocks away from your opponent, preferably in the corner to further limit their options. Because of this, the opponent had very few options and will eat huge damage if they make a foolish jump in, more so if you have 2 bars of super meter and an Ultra stored up. This was very effective back in the SF2 days, when very few moves can make you escape from this lockdown. It isn't as powerful in SF4 as it was back then, but it can still be very useful in the right situations. Here is a scenario for you:
If Ryu has a character like Blanka in the corner, and has a perfect fireball lockdown on him, these are Blanka's options:
Blanka can jump towards: This is what Ryu wants him to do, and because of it, you will be at the perfect range for a clean fierce dragon punch to Blanka, dealing 180 damage off just one jump from Blanka.
Blanka can neutral jump: Ryu is still able to do big damage when Blanka neutral jumps. Just walk a little forward, and you will still be at the perfect range for a clean fierce dragon punch.
Blanka can jump back: Blanka will either get hit by the same set-up as in the one above, or he will still get hit by a fireball, which can be further juggled in the corner with EX special move, super or Ultra I.
Blanka can do any regular special move: He will get hit by the fireball, guaranteed.
Blanka can do EX Blanka Ball: It will go through Ryu's fireball, but wont cause a knockdown, so it can be punished in a big way due to Blanka being in the corner.
Blanka can do EX Rainbow Ball: This is Blanka's only way to escape the corner, but costs a bar of super meter, and can still be punished if not spaced correctly.
Blanka can do EX Up Ball: It will whiff completely and may get Blanka out of the corner, but will still be punished. with almost anything.
Blanka can do EX electricity: Same as with regular special moves.
Blanka can do Super/Ultra I: Because Ryu is spaced quite far from the corner, you will have enough time to block and punish accordingly.
Blanka can do Ultra II: This is the only way for Blanka to safely escape the fireball lockdown, but will cost all his Ultra bar. However, I wouldn't advise a Ryu fireball lockdown against a Blanka with Ultra II stocked up anyway.

That was just a rough scenario, and can be applied with all of the cast. You just have to figure out for yourself the risk vs reward for initiating a fireball lockdown.

Step two: Making the most of your antiairs.
Okay, so once you get the hang of when to throw fireballs, it's good to know the ranges as to when you can antiair the opponent. Once again, I'll go through this step range-by-range, but for a general note, you want to make sure that you choose the best antiair for the job, and especially try and not whiff an antiair, for fear of being punished for it. Here are the ranges:
At full screen: This is an area where you really shouldn't be worrying about antiairing your opponent. Unless they do a special move in the air, then you wont be antiairing at this range. However, if you take maybe 2 steps towards, you will be at a range where, for the most part, a far antiair such as s.hp or s.hk(preferable) will hit the opponent who might be jumping in to close the gap. A common mistake made by Ryu players is attempting to firece shoryuken from this range, but that is ill-advised because it will most likely miss/hit, but do very little damage and you could pay dearly for it. Which is why s.hk/hp is preferred in this range.
Outside midscreen: Like stated above, this is the preferred range to do a firece shoryuken as your antiair, because at this range, it will hit clean and can surprise an opponent who thinks that they can get a free jump in on you. Plus, it does very good damage at this range.
At footsie range (mid screen): For this range, you can still do a dragon punch as an antiair, but your reaction time must be pretty good to react to a jump in at this range. Your go-to antiair at this range would be cr.hp, because you will most likely be crouched anyway, and it stops jumps which may make a shoryuken whiff.
At close range: It's unlike for an opponent to jump at this range, but when they do, you could go for an auto-correct dragon punch, but if you do not want to take the risk, then a jump back fierce works very well too, stopping most cross-up attacks at this range.

To make the most out of your dragon punch antiair, you want to hit it as deep as possible for maximum damage/frame advantage (so that it does not trade). To do this, it is preferred that you crouch down and perform a shortcut dragon punch. There are different ways to do it, but these are the motions that you are looking for:
Spoiler: show
Normal SRK motion: :joystick-right: :joystick-down: :joystick-down-right:
Shortcut #1: :joystick-down-right: :joystick-right: :joystick-down-right:
Shortcut #2: :joystick-down-right: :joystick-down-right:
Shortcut #3: :joystick-down-right: :joystick-down: :joystick-down-right: (My personal preference)

If you hit a dragon punch using that input, then not only will it make the it hit deeper, but it will also help it auto-correct! So next time an opponent tries to cross you up on your wakeup, just hit them with an auto-corrected dragon punch! (remember to delay the button press!)

Step three: Using footsies to keep your opponent out.
Now I'm not doing to teach you all about footsies in this tutorial, but I will simply run through Ryu's preferred tools for playing footsies with your opponent. Rather than talk about ranges this time, I'll talk about the moves themselves:
Ryu's best footsie normals: st. :punch-medium: , st. :punch-hard: , cr. :punch-medium: , cr. :kick-medium: , cr. :kick-hard: , :joystick-right: :punch-medium: , :joystick-right: :punch-hard:

st. :punch-medium: : Used for beating certain moves at a range just past Ryu's preferred cr.mk range. Can now be cancelled into special moves as of AE2012, so now you can 2-in-1 into a fireball for chip damage. Has some priority, but not as good as some of his other moves.
st. :punch-hard: : Can be used as a surprise normal if your opponent is walking forwards you. Not entirely useful, but good to throw out every once in a while.
cr. :punch-medium: : Has lots of priority and can be used at close range as a frame trap (see next section), or even further back, just in front of Ryu's preferred cr.mk range. Can also be cancelled into both normal and special moves, so if successful, then continue into a special move, or a combo (see above, may vary depending on range)
cr. :kick-medium: : Ryu's best poke by far. Has the most priority and can easily beat other character's normals at a certain range. It is used at two ranges; when Ryu's foot just hits the opponent and slightly closer. When Ryu's foot just hits, then that is a good range to 2-in-1 into a fireball for remotely safe chip damage. The range slightly close is the area where Ryu's cr.mk has the most priority and so this is where you want to use this normal at. Most Ryus will 2-in-1 this normal into a fireball, but it isn't completely safe, as high level players can focus dash the fireball and get a punish for it.
cr. :kick-hard: : Ryu's furthest reaching poke, and travels a pretty big distance. Use this to punish other people's whiff pokes as it comes out fast and hits pretty far. Use this just where Ryu's foot would hit. However, this move is unsafe if blocked and can be punished with other pokes/special moves/supers/ultras. So use this when you know that it will hit, or risk being punished for it.
:joystick-right: :punch-medium: : Ryu's overhead travels pretty far and can be thrown out to scare the opponent into standing, and so can be used as a way to connect with a crouching normal and potentially a combo.
:joystick-right: :punch-hard: : Another pretty important normal for Ryu is his solar plexius strike. It also travels quite far, hits twice (and so can break focuses) and can be combo'd afterwards easily. It also has good priority and so can sometimes beat other normals leading into it. Use this at around the same range as Ryu's cr.mk range.

As well as normals, you can also use Ryu's hadoken as a poke too!
Regular fireball: This is used because of how quick it comes out (the opponent has no time to react to it at close range) and it can give you free chip damage or full damage if it catches your opponents poke. Use the regular fireball just outside of Ryu's cr.mk range.
EX fireball: This is also really good to use, as it hits twice (so can break focuses), is hard to see coming, does decent chip damage and, as of AE2012, you can now combo after a counter-hit EX fireball (more info on the AE2012 changes video from the start of this tutorial). Use this just outside of Ryu's cr.hk range for maximum efficiency.

So this is basically it for spacing and zoning the opponent with Ryu. If you can master all three of these steps, then you can be confident in your ability to get your opponent where you want them. Now lets look at an alternative way to play Ryu, which can be very effective against certain characters and in certain situations. Let's look at rushdown Ryu!

Rushing down with Ryu.
Rushing down with Ryu can be a really useful strategy against certain characters or in certain situations. For example, it is smart to rush down against characters who want to keep you out (eg. Dhalsim, Sagat) or against characters that don't have very many escape options (eg. Makoto, Rose). It is also useful to initiate a rushdown strategy against certain players, so players that like to jump in could be beaten with the fireball spacing strategy, but players who can not handle pressure can easily be beaten by a rushdown Ryu.
To play a rushdown Ryu, there are several goals that you want to achieve when rushing down:
1. Getting your opponent into the corner
2. Keeping them in the corner
3. Using block strings and frame traps to trick your opponent and getting damage off it,
4. Changing playstyles if needed.

Let's talk about each step individually:

Step one: Getting your opponent into the corner.
Now why would Ryu want his opponent in the corner to begin rushing down? Well, when your opponent is in the corner, that's when Ryu has the most options for frame traps and for the most damage. This can be said for all characters who want to rush down, as getting your opponent into the corner can severely limit their options of escape.
How does Ryu do this? Well, here some easy tips to get your opponent into the corner faster could be to end all/most of your combos with a roundhouse hurricane kick to get your opponent into the corner. If you are just outside of the corner, use a forward hurricane kick instead, so that you do not corner yourself! If your opponent is crouched when you hit your combo (and so a tatsu will whiff), end your combo with a sweep and dash twice while keeping the pressure on your opponent. In addition, dash frequently when you score a knockdown to get your opponent into the corner faster. Your main focus, however, should be on hitting your opponent with a roundhouse tatsu to get him into the corner. Just remember that your opponent will feel pressured by this, and will most likely jump. So get at the right range that you can hit him right out of the air with any of the antiair options above, depending on your range.

Step two: Keeping your opponent in the corner.
Now that you have your opponent into the corner, it is very important that you can keep them there. Most smart opponents will try their best to escape by any means, whether that's jumping away, using a certain special move or super/ultra or just by walking out of the corner. It is very important for Ryu to keep his opponent in the corner. This is done by baiting jump-ins with an antiair and just by understanding the matchups against some characters. For example, you can be safe that if you have a character like Cody in the corner, he's going to stay there, but if you have a character like Bison, who has many ways to escape the corner, you may want to try and re-think your rushdown strategy to defeat him. This can be done using any suitable antiair or air-to-air (like neutral jump roundhouse or jump back fierce) and by being aware of your opponent's meter and their mindset. For example, if you constantly cross up as a rushdhown Ryu and never change your playstyle, you can expect an antiair or your opponent dash out of the corner. So it is very important to utilise mix-ups with Ryu, which brings me to...

Step three: Using block strings and frame traps to trick your opponent and getting damage off it.
This is probably the most important part for a rushdown Ryu, as you need to keep your opponent on their toes by constantly mixing up what you are going to do. If you just do the same mixup over and over again, you are not doing to get far in terms of damage against a smart opponent. Now Ryu has LOTS of ways to mix up your opponent, but I will list to you most of his options, provided with what it beats and what it gets beaten by (excluding frame traps).

(NOTE: All of these mixups will start with a knockdown cr.hk. Any jump-in mixup will always start with a j.hp, excluding cross-ups)

(NOTE: Any cr. normal that hits can be combo'd afterwards, using any of the recommended combos in the "combos" section. Same for if the jumping normals connect)

Mixup #1: cr. :kick-hard: ,*wakeup*, BLOCK
BEATS: Wakeup reversal
BEATEN BY: Wakeup throw

Mixup #2: cr. :kick-hard: , *wakeup*, cr. :punch-light: x3, BLOCK
BEATS: Any of your opponent's normals, high blocking
BEATEN BY: Wakeup reversal (depending on startup frames of the reversal)

Mixup #3: cr. :kick-hard: , *wakeup*, THROW
BEATS: Any of your opponent's normals, blocking
BEATEN BY: Wakeup reversal, Crouch Teching (techs the throw)

Mixup #4: cr. :kick-hard: ,*wakeup*, cr. :punch-light: , THROW
BEATS: Any of your opponent's normals, high blocking (both with the cr.lp), blocking (with the throw)
BEATEN BY: Wakeup reversal (depending on startup frames of the reversal), Crouch Teching (techs the throw)
NOTE: This mixup can also be done using 2 blocked cr.lp, but you must kara-grab Ryu's throw.

Mixup #5: cr. :kick-hard: , *wakeup* cr. :punch-light: x3, cr. :kick-medium: , FIREBALL *CHIP DAMAGE*
BEATS: Any of your opponent's normals, high blocking,
BEATEN BY: Wakeup reversal (depending on startup frames of the reversal)

Mixup #6: cr. :kick-hard: , *wakeup*, j. :punch-hard: , cr. :punch-light: x3
BEATS: Any of your opponent's normals, low blocking (with the j.hp), high blocking (with the cr.lp)
BEATEN BY: Antiair reversal (depending on startup frames, if the j.hp was a safe jump, then only a 3 frame DP could beat it), reversal (with the cr.lp, depending on startup frames of the reversal)

Mixup #7: cr. :kick-hard: , *wakeup*, j. :punch-hard: , *wait*, THROW
BEATS: Any of your opponent's normals, low blocking (with the j.hp), blocking (with the throw)
BEATEN BY: Antiair reversal (depending on startup frames, if the j.hp was a safe jump, then only a 3 frame DP could beat it), Crouch Teching (techs the throw)
NOTE: With this mixup (+#9), the reason why you wait, is so that your opponent is no longer on block stun from the j.hp)

Mixup #8: cr. :kick-hard: , *wakeup*, j. :kick-medium: CROSS-UP, cr. :punch-light: x3
BEATS: Any of your opponent's normals, low blocking, blocking the wrong way (both with the j.mk), high blocking (with the cr.lp)
BEATEN BY: Auto-correct antiair reversal (depending on startup frames), reversal (with the cr.lp, depending on startup frames of the reversal)
NOTE: Mixup #9 isn't very good if you want to keep your opponent in the corner, as the cross-up j.mk puts YOU in the corner

Mixup #9: cr. :kick-hard: , *wakeup*, j. :kick-medium: , *wait*, THROW
BEATS: Any of your opponent's normals, low blocking, blocking the wrong way (with the j.mk), blocking (with the throw)
BEATEN BY: Autocorrect antiair reversal (depending on startup frames), Crouch Teching (techs the throw)

Mixup #10: cr. :kick-hard: , *wakeup* j. :kick-light: , THROW
BEATS: Any of your opponent's normals, low blocking (with the j.lk), blocking (with the throw)
BEATEN BY: Antiair reversal (depending on startup frames), Crouch Teching (techs the throw)
NOTE: This mixup is pretty useful because with the j.lk, your opponent isn't under much block stun so the throw can grab them near instantly

Mixup #11: cr. :kick-hard: , *wakeup*, EMPTY JUMP, BLOCK
BEATS: Wakeup reversal
BEATEN BY: Wakeup throw
NOTE: Mixups 11-13 are useful as the confuse your opponent that you will hit them high, when you actually just block, throw or hit them low.

Mixup #12: cr. :kick-hard: , *wakeup*, EMPTY JUMP, cr. :punch-light: x3
BEATS: Any of your opponent's normals, high blocking
BEATEN BY: Wakeup reversal (depending on startup frames of the reversal)

Mixup #13: cr. :kick-hard: , *wakeup*, EMPTY JUMP, THROW
BEATS: Any of your opponent's normals, Blocking
BEATEN BY: Wakeup reversal, Crouch Teching (techs the throw)

So those are some mixups WITHOUT the use of frame traps. Now I'm going to explain Ryu's use of frame traps for his rushdown style.

Step three-point-five: Using frame traps.
Ryu has a huge arsenal of moves that he can use for frame traps, and they can lead into big damaging combos, especially in the corner. The whole goal of a frame trap is to allow your opponent enough time to throw out a poke but the move will get stuffed because your own normal/special move will already be in active. Ryu's frame traps have high priority, hence why his frame traps are so good. Ryu's frame traps range from regular normals to some special moves, which can all lead to big damage. What you want to start off with, is on your opponents wakeup, try and make it look like you're going to throw them (which will make them crouch tech), then instead, hit them with one of these frame traps. All of Ryu's best frame traps normals/specials are:

st. :kick-hard: , cr. :punch-medium: , cr :punch-hard: , Dragon Punch, EX Fireball, EX Tatsu

Let's talk through each of them individually:
st. :kick-hard: : This normal is useful to use because as of AE, you can combo after this normal with dragon punch or sweep.
cr. :punch-medium: : Ryu's most useful frame trap, as it beats most of your opponents crouch teching normal, and can be combo'd afterwards easily. You will find this one very useful.
cr. :punch-hard: : Another useful normal, as it works similarly to his cr.mp, however, it does not do as far and it can be unsafe, so be sure to 2-in-1 into a fireball afterwards.
Dragon Punch: A more unsafe, but damaging option for a frame trap. Use this when you have two meters of super meter and ultra so that if it works, you can get big damage with your ultra, and if not, then you will still be safe with the expense on two bars of super meter.
EX Fireball: A safer version of the above, but with less damage. HOWEVER, as of AE2012, you can now combo after a counterhit EX fireball (which is what will happen if you use it as a frame trap) into almost anything, but it is preferable to follow up with either a fierce shoryuken or Ultra I/II
EX Tatsu: One of Ryu's best frame traps, as it is pretty safe, and can be followed up in the corner with strong DP/EX tatsu or Fireball/Ultra I/II. Use this one if you want to hit your Ultra in the corner.

I will now make a list of more mixups that you can do with Ryu, using these frame traps. These situations will always start with cr.hk, *wakeup*. cr.lp x3, wake forward, FRAME TRAP and they will play out as if the frame trap did hit, and the follow up for it. The main reason why I am doing the cr.lp x3 is not only to make it look like you are going to wake forward and throw, but also because the point of jabbing is to push your opponent back so that the mashed normal will whiff. I will not mention the "BEAT" and "BEATEN BY", as almost all frame traps beat crouch techs and get beaten by a reversal at the right time.

Mixup #14: cr. :kick-hard: , *wakeup*, cr. :punch-light: x3, *walk forward*, s. :kick-hard: , HP Shoryuken

Mixup #15: cr. :kick-hard: , *wakeup*, cr. :punch-light: x3, *walk forward*, cr. :punch-medium: , cr. :kick-hard:

Mixup #16: cr. :kick-hard: , *wakeup*, cr. :punch-light: x3, *walk forward*, cr. :punch-medium: , cr. :kick-medium: , EX Fireball (Ultra I)

Mixup #17: cr. :kick-hard: , *wakeup*, cr. :punch-light: x3, *walk forward*, cr. :punch-medium: , HP Shoryuken

Mixup #18: cr. :kick-hard: , *wakeup*, cr. :punch-light: x3, *walk forward*, cr. :punch-hard: , Fireball (FADC into another combo)

Mixup #19: cr. :kick-hard: , *wakeup*, cr. :punch-light: x3, *walk forward*, MP Shoryuken, FADC, Ultra I

Mixup #20: cr. :kick-hard: , *wakeup*, cr. :punch-light: x3, *walk forward*, EX Fireball COUNTERHIT, HP Shoryuken

Mixup #21: cr. :kick-hard: , *wakeup*, cr. :punch-light: x3, *walk forward*, EX Fireball, Ultra I

Mixup #22: cr. :kick-hard: , *wakeup*, cr. :punch-light: x3, *walk forward*, EX Tatsu, MP Shoryuken

Mixup #23: cr. :kick-hard: , *wakeup*, cr. :punch-light: x3, *walk forward*, EX Tatsu, EX Fireball

Mixup #24: cr. :kick-hard: , *wakeup*, cr. :punch-light: x3, *walk forward*, EX Tatsu, Ultra I

Mixup #25: cr. :kick-hard: , *wakeup*, cr. :punch-light: x3, *walk forward*, EX Tatsu. Ultra II

So as you can see, using frame traps is a key part of Ryu's rushdown game.

Step four: Changing playstyles if needed.
As good as rushdown Ryu can be, there are certain situations where you want to step back and go to a fireball lockdown mode. Maybe this can be when your opponent gets an ultra that could potentially prevent you from rushing down (eg. Cammy or Fei Long's Ultra II). If your opponent is in the corner, it is easy enough to change playstyle by just walking back and being at the right range for the fireball lockdown (see above).

So these are the best ways to play Ryu, by using both of these playstyles to the best of your ability and by perfecting these, you can be sure that your Ryu is definitely a force to be reckoned with. There is one final gameplay mechanic that Ryu can utilise that makes him even more deadly, and that mechanic is option selects:

Ryu's Option Selects:
To quote Ryan Hunter, an option select is "A series of inputs that will be interpreted by the game's engine differently depending on the interaction of the characters at the time the sequence of inputs is performed.". So if Ryu does a jumping roundhouse as a jump in, but also inputs a roundhouse tatsu after he hits his opponent with the j.hk, but before he lands, then he is doing an option select. If he hits the opponent with his j.hk (whether it's hit or block), the tatsu does not come out BUT if the j.hk does NOT hit the opponent (as in if he backdashes or teleports), then the roundhouse tatsu will come out instead, hitting your opponents backdash/teleport. That is just one example. Here is a list of Ryu's best option selects, complete with when they are most useful. (These will all start with a cr.hk, *wakeup*, j.hp, OS MOVE)

(NOTE: I specify "back-teleport" as some players may attempt a forward teleport on their wakeup. They would do this to make your OS whiff and go in the opposite direction. There are some rare times when your OS does auto-correct, but just remember this when you do decide to do an option select. If you choose not to OS, and they do use a forward teleport, then you can get a really big punish on them as they will appear right behind you, except for Akuma's teleport which takes Akuma to the other side of the screen completely, thus making him completely safe from all of Ryu's attacks except for HP Super)

(NOTE: These are also mostly used midscreen, as the opponent will most likely not teleport or teleport forward when they are in the corner)

Option Select #1: cr. :kick-hard: , *wakeup*, j. :punch-hard: , OS Roundhouse Tatsu
Best used against: A backdash/back-teleport

Option Select #2: cr. :kick-hard: , *wakeup*, j. :punch-hard: , OS Sweep
Best used against: A backdash

Option Select #3: cr. :kick-hard: , *wakeup*, j. :punch-hard: , OS Dragon Punch
Best used against: A reversal (depending on startup frames)

Option Select #4: cr. :kick-hard: , *wakeup*, j. :punch-hard: , OS Ultra I
Best used against: A backdash/back-teleport/SOME reversals

Option Select #5: cr. :kick-hard: , *wakeup*, j. :punch-hard: , OS Ultra II
Best used against: SOME reversals, SLOW backdash

Ryu also has some crouching OS too, but they are not as useful:

Option Select #6: cr. :kick-hard: , *wakeup*, cr. :punch-light: , OS Sweep
Best used against: A backdash

Option Select #7: cr. :kick-hard: , *wakeup*, cr. :punch-light: , OS Ultra I
Best used against: A backdash/back-teleport

Extra information

Ryu's Kara-throw.
Ryu does indeed have a kara grab. The inputs for it are s. :kick-hard: + :punch-light: + :kick-light: . It is definitely not as useful as other kara-throws (eg. Ken, Vega), but it can come in useful when you are rushing down, and it is able to grab your opponent just a small area where you wouldn't normally be able to grab them from. An example could be that you can easily tick throw off 1 cr.lp. However, if you use a kara-grab, you can still tick throw someone after 2 cr.lp.

The "fake" fireball.
This trick is best used in offline play, where the opponent can hear your inputs. To do this, all you do is a regular fireball motion, but instead of pressing punch, you press short. This means that your opponent can hear you do a fireball motion and can see Ryu crouch a little (aka: The "down" in the fireball motion), so they think that you did a fireball. This is most effective against characters who have an Ultra which can go through fireballs (Balrog U1, DeeJay U1) and will be looking for you to throw one. The sight and sound of you doing the fake fireball might make them think that you did and and so will waste their Ultra. This is just something that can be useful at times HOWEVER be warned that some Ultras will still hit your s.lk (Chun Li U1, Dudley U1) so this tactic is ill-advised in these situations.

Changing Ryu's hitbox.
Another interesting thing that Ryu can do is change his hitbox using certain normal attacks. His most common example is with his cr.mk and s.lk, where some moves might whiff if you do them. The most common example of this is when Viper does her burn kicks on your wakeup (especially the cross-up burn kick). If you whiff a cr.mk on your wakeup when you know that she will do that, then the burn kick will miss and you can get a free throw or even a punish if you're fast enough. This happens because Ryu crouches down when he does the animation for a cr.mk, and so he isn't as high in the air, which is normally what causes the cross-up burn kick to it (This does not work against normal cross-ups, so don't try it then!)

And so that is it for how to play Ryu in a match. I hope that this has been informative, but before I go, I would like to direct you to some useful info regarding matchups, and some helpful videos in general:
Last edited by Pdaaaawg on Sun Feb 24, 2013 12:16 pm, edited 34 times in total.
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Re: These Fists mean everthing to me! - AE 2012 guide to Ryu

Postby Pdaaaawg » Fri Dec 02, 2011 5:32 pm

Match-ups

"A good fighter learns constantly. During the fight, you taught me how to defeat you!"

NOTE: I noticed that rather than me trying to explain the match-ups to you with limited knowledge, I have decided to let Air do this part of my tutorial. Air is one of the best Street Fighter players in Canada and definately one of the best Ryu's. He has a blog (I will link to it at the end of this tutorial) where he has some useful information on Ryu and his match-ups. Therefore, I will link to his blog for every match-up he has done (PLEASE NOTE that these were made back in Super so some of the details may be out of date but the majority of it should still be relavant):

Abel:
Spoiler: show
http://www.airryu.com/?p=40


Adon:
Spoiler: show
http://www.airryu.com/?p=586


Akuma:
Spoiler: show
http://www.airryu.com/?p=34


Balrog:
Spoiler: show
http://www.airryu.com/?p=8


Blanka:
Spoiler: show
http://www.airryu.com/?p=88


Cammy:
Spoiler: show
TBA


Chun-Li:
Spoiler: show
http://www.airryu.com/?p=29


Cody:
Spoiler: show
http://www.airryu.com/?page_id=628


C.Viper:
Spoiler: show
http://www.airryu.com/?p=35


Dan:
Spoiler: show
TBA


DeeJay:
Spoiler: show
TBA


Dhalsim:
Spoiler: show
http://www.airryu.com/?p=83


E.Honda:
Spoiler: show
TBA


El Fuerte:
Spoiler: show
http://www.airryu.com/?p=583


Evil Ryu:
Spoiler: show
TBA


Fei Long:
Spoiler: show
http://www.airryu.com/?p=81


Gen:
Spoiler: show
http://www.airryu.com/?p=116


Gouken:
Spoiler: show
TBA


Guile:
Spoiler: show
http://www.airryu.com/?p=26


Guy:
Spoiler: show
TBA


Hakan:
Spoiler: show
TBA


Ibuki:
Spoiler: show
http://www.airryu.com/?p=110


Juri:
Spoiler: show
TBA


Ken:
Spoiler: show
http://www.airryu.com/?p=75


M.Bison:
Spoiler: show
http://www.airryu.com/?p=54


Makoto:
Spoiler: show
TBA


Oni:
Spoiler: show
TBA


Rose:
Spoiler: show
http://www.airryu.com/?p=74


Rufus:
Spoiler: show
http://www.airryu.com/?p=58


Ryu (mirror match):
Spoiler: show
TBA


Sagat:
Spoiler: show
TBA


Sakura:
Spoiler: show
TBA


Seth:
Spoiler: show
http://www.airryu.com/?p=61


T.Hawk:
Spoiler: show
TBA


Vega:
Spoiler: show
http://www.airryu.com/?page_id=1103


Yang:
Spoiler: show
http://www.airryu.com/?p=107


Yun:
Spoiler: show
http://www.airryu.com/?p=103


Zangief:
Spoiler: show
http://www.airryu.com/?p=64
Last edited by Pdaaaawg on Fri Aug 24, 2012 9:07 am, edited 5 times in total.
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Re: These Fists mean everthing to me! - AE 2012 guide to Ryu

Postby Pdaaaawg » Fri Dec 02, 2011 5:33 pm

Helpful videos and Conclusion:

"Now I will find a better challenge!"

Unfortunately, most videos about Ryu are kind of dated, but you can always watch old replays of Daigo back when he was in his prime with Ryu. Some videos of his may include:

World Game Cup vs Eita (Akuma) (SF4)
http://www.youtube.com/watch?v=koPDmcikg1E

EVO 2010 Grand Finals vs Ricky Ortiz (Rufus)(SSF4)
http://www.youtube.com/watch?v=QxD9fnsw5co

Salty Suits 2010 vs Arturo (Dhalsim)(SSF4)
http://www.youtube.com/watch?v=DfGIz8UtOtA (part 1 of 3)

And loads more.

In addition, there are other replays of great Ryu players, such as Air.

FT10 vs Alex Valle (Ryu mirror)(SSF4)
http://www.youtube.com/watch?v=YiKevgMINRA (part 1 of 3)

Ranked matches vs Tokido (Akuma) and YANAGAUNCLE (Bison) (SSF4)
http://www.youtube.com/watch?v=z2pezETkyyo

Ranked match vs KichijyojiKEN (Ken)(SSF4)
http://www.youtube.com/watch?v=E6Sn5CokK8A

Ranked match vs Playerjun (Ken)(SSF4)
http://www.youtube.com/watch?v=lyJmYsiRQpU

Plus load more replays

Recently, Air made his own YT channel, where he said that he will be posting regular Ryu tutorial vids, so subscribe to him at:
http://www.youtube.com/user/Airyuken

As well as those two, there are other professional Ryu players that would deserve your attention, like Alex Valle and XSK Samurai.

A more open Ryu player is someone by the name of (TFA) Ch3ckmate, who is a highly ranked Ryu player on XBL. He has a Youtube channel, where he regularly uploads replays of himself only using Ryu, which is worth a look. His videos date from as far as regular SF4, and are as recent as AE 2012. His Youtube channel can be found here:
http://www.youtube.com/user/IICh3ckMateII

An example of what kind of videos he makes:
http://www.youtube.com/watch?v=Y2J5tBb7PFU

Special thanks to some people who helped me out in writing this guide, mainly scrub15 and Ryu_Apprentice

And so that is it for this AE 2012 guide to Ryu! I hope you enjoyed it, and maybe you learnt something along the way. In conclusion, Ryu can be a devastating force at the right hands of someone who can master the different playstyles of him and can easily switch between them whenever they need to. An easy character to start with, but a harder character to truly master. If you dedicate yourself with Ryu, then you too can have complete control over a match. Take your time, learn the matchups, learn the spacing and the right times to change your playstyle and then you will be even closer to becoming an all round better player!

Thanks for reading!

"Sometimes the most important battle, is the battle within..."
Last edited by Pdaaaawg on Sun Sep 23, 2012 8:19 am, edited 7 times in total.
AE 2012 Guide to Ryu (winner of the EventHubs guide contest for August): viewtopic.php?f=45&t=8858
SF4 Mains: Ryu, Seth
SF4 Alts: Ken, Sagat (obviously!)
SSF4 Mains: Ryu, Ken, Juri
SSF4 Alts: Seth, Rose
SSF4AE 2012 Mains: Ryu, Rose, Seth
SSF4AE 2012 Alts: Ken, Zangief
SFxT Mains: Zangief+ Marduk
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Re: These Fists mean everthing to me! - AE 2012 guide to Ryu

Postby SetsunaXI » Wed Jan 25, 2012 5:12 pm

I disagree with you about Ryu's jumping light punch. It is very useful in stopping someone from rush down jump ins air to air. It takes pressure off of Ryu when a character like Bison or Cammy tries aerial rush downs.
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Re: These Fists mean everthing to me! - AE 2012 guide to Ryu

Postby Pdaaaawg » Wed Jun 27, 2012 3:27 pm

Wow, I forgot that I had abandoned this. I'll get back to work asap on this!
AE 2012 Guide to Ryu (winner of the EventHubs guide contest for August): viewtopic.php?f=45&t=8858
SF4 Mains: Ryu, Seth
SF4 Alts: Ken, Sagat (obviously!)
SSF4 Mains: Ryu, Ken, Juri
SSF4 Alts: Seth, Rose
SSF4AE 2012 Mains: Ryu, Rose, Seth
SSF4AE 2012 Alts: Ken, Zangief
SFxT Mains: Zangief+ Marduk
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Re: These Fists mean everthing to me! - AE 2012 guide to Ryu

Postby Pdaaaawg » Fri Aug 24, 2012 9:21 am

I am pleased to announce that the Ryu guide is now complete! :D

Any feedback would be appreciated!
AE 2012 Guide to Ryu (winner of the EventHubs guide contest for August): viewtopic.php?f=45&t=8858
SF4 Mains: Ryu, Seth
SF4 Alts: Ken, Sagat (obviously!)
SSF4 Mains: Ryu, Ken, Juri
SSF4 Alts: Seth, Rose
SSF4AE 2012 Mains: Ryu, Rose, Seth
SSF4AE 2012 Alts: Ken, Zangief
SFxT Mains: Zangief+ Marduk
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