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Ending combos with tatsu rather than shoryuken is largely player preference as it comes with better corner carry for lower damage, conversion, and less okizeme potential.
When FADCing shoryukens, use light for damage, medium for invincibility. Hard has no FADCability at all. EX shoryuken does more damage than light, has more invincibility than medium, and allows ryu to fadc the second hit rather than the first.
Ryu can safely use cr. MK fireball to space close opponents.
His furthest poke is cr.HK which is massively unsafe and should mostly be used in for counterpoking, outside combos.
Ryu should throw repeated fireballs of varying speeds, especially LP fireball, to pressure the opponent midscreen. The opponent can't jump forward on reaction since ryu recovers in time to shoryuken. The opponent has to predictively jump in to punish fireballs. Ryu should throw just enough fireballs to get the opponent to predictively jump in, then use his plethora of anti airs.
Good Ryu players to watch:
Daigo
Laugh
Jyobin
XSK Samurai
Alex Valle
Video supplement:
Ryu
Preferred ultras: U1 always
Entry level difficulty 1/10
Advanced difficulty 4/10
Anti airs
medium uppercut
EX DP
crouch fierce (vs akuma crossup tatsu)
far roundhouse (vs zangief)
far fierce (vs yun)
anti air jab DP (vs rufus)
jump strong (vs bison)
low forward vs some jump normals
low forward vs ambiguous crossups
EX DP vs delayable jumps, air fireballs
anti air U1
Anti focus
hard tatsu
low forward ex fireball
ultra
Anti fireball
EX fireball
Super
U1+hard tatsu
Far Tatsu
ex uppercut
Punishing combos
light rekka punished by fierce DP
hard drill punished by fierce DP
hawk dive punished by ex fireball
hard blanka ball punished by dash cr.mk, tatsu
ex dive punished by ultra 1 (works for regular dive too)
light blanka ball punished by super
super punishing -3 moves
stand fierce, hard DP on blocked light shoryuken
stand forward, fireball fadc close fierce hard dp, 2bar
towards fierce, crouch fierce, hard DP on blocked blanka
ultra
jump HK, stand HP, hard DP over a fireball
lv 2 focus absorbing a sweep, dash in, f+HP, crouch fierce, hard DP
Confirm combos
crouch short, crouch jab, walk in throw
crouch short, crouch jab, crouch fierce, fierce DP
jump over MK, crouch short, crouch jab, throw
jump over MK, crouch short, crouch jab, link DP
crouch short, crouch jab, crouch strong, throw
crouch short, crouch jab, crouch strong, tatsumaki
crossup MK, low strong, throw
crossup MK, low strong, sweep
Important Juggles
jump MP, jump MP, air tatsu
jump MP, medium uppercut
jump MP, super
jump MP, ultra
anti air jab DP, medium DP
anti air jab DP, ex fireball
anti air jab DP, jump MP, air tatsu
anti air jab DP, ultra
shoryuken fadc jump strong tatsu
Corner only
shoryuken fadc jump back strong tatsu
light tatsu, medium uppercut
ex tatsu, medium uppercut
ex tatsu, ex fireball, ex tatsu
ex tatsu, ultra
ex fireball, ultra
Ultra setups
focus ultra
block DP, ultra
shoryuken fadc ultra (anti air)
shoryuken fadc ultra (in combo)
ex fireball fadc ultra midscreen
Mixups
low short low jab throw
low short low jab low jab hard tatsu
low short low jab f+MP
low short low jab ex tatsu
meaty throw
meaty low short
meaty f+MP
meaty EX DP 2 hits, fadc u1
jump over MK, crouch strong, then crouch strong tatsu
jump over MK, crouch strong, walk in throw
jump over MK, crouch strong, walk in ex tatsu
jump over MK, crouch strong, walk in DP fadc ultra
forward throw, jump in HK
forward throw, crossup tatsu, super
backthrow normal jump in
backthrow bait DP crossup
crossup MK in corner
fake crossup LK in corner
jump in MP, crouch short jab fierce uppercut (overhead low)
jump in MP 2 hits, low jab low fierce uppercut (overhead overhead low)