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Ryu: General Strategy / Combos / Matchups

nothingxsnothingxs fighting game writerJoined: Posts: 1,731Registered, Premium
NOTE!!!!!!!!!!!!! HELP EDIT THE WIKIPEDIA ENTRY HERE:

http://www.shoryuken.com/wiki/index.php/Ryu_%283S%29

THANKS!!!!!!!!!!!!

I thought I'd try and organize all the relevant, 'accessible' information about Ryu and his strategies, combos and matchups in one thread. Feel free to add anything, I will be generally editing this page to add things as I go over them.

Since Karathrow's down and only accessibly through archive.org, I'm going to be updating this page with Frame Data on Ryu's moves. Keep looking for updates as I add everything and give descriptions for each move.

EDIT: I have a better source of frame data and I'm working to compile the important stuff.

Notation: c. - crouching / s. - standing (far) / cl. - close standing / ju. - jump straight up / j. - jumping or superjumping
LP MP FP - light medium fierce punches
LK MK FK - light medium fierce kicks
ST - startup frames
AC - 'hit' frames
RE - recovery frames
DAM - damage
STUN - stun points
HA - frame advantage (on hit)
BA - frame advantage (on block)
CHA - frame advantage (on crouching hit)
PA - parriable (H high, L low)
SELF - cancels into itself
CAN - can cancel into special moves
SCAN - can supercancel (cancels into super)
PAR

Moves
Normals
s.LP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

cl.LP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

s.MP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

cl.MP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

s.FP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

cl.FP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

s.LK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

s.MK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

cl.MK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

s.FK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

c.LP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

c.MP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

c.FP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

c.LK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

c.MK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

c.FK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

j.LP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

ju.MP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

j.MP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

ju.FP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

j.FP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

ju.LK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

j.LK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

ju.MK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

j.MK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

ju.FK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

j.FK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

UOH (s.MP+MK)
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

Throws

Command moves
» towards+MP: Sakotsu Wari
A sort of lunging, overhead punch that hits twice.
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
» towards+FP: Kyuubi Kudaki
A lunging, forward gut punch that hits twice.
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
Special moves
» QCF+P (236+P): Hadouken (EX w/PP)
A fireball. The EX version hits twice, is red, is faster and knocks down.
--- (LP) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (MP) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (FP) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (EX) ST: AC: RE: DAM: HA: BA: CHA: PA:

» DP+P (623+P): Shoryuken (EX w/PP)
A dragon punch / uppercut moving upwards and slightly to the side. The EX version hits twice when starting from the ground and has faster startup.
--- (LP) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (MP) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (FP) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (EX) ST: AC: RE: DAM: HA: BA: CHA: PA:

» QCB+K (214+K): Tatsumaki Senpuu Kyaku (EX w/KK)
A travelling hurricane kick that knocks down on hit. The EX version can hit up to 5 times and is stationary.
--- (LK) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (MK) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (FK) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (EX) ST: AC: RE: DAM: HA: BA: CHA: PA:

» HCF+K (41236+K): Joudan Sokotou Geri (EX w/KK)
A simple, forward sidekick that sends your opponent flying. The EX version bounces your opponent off the wall for a juggle opportunity.
--- (LK) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (MK) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (FK) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (EX) ST: AC: RE: DAM: HA: BA: CHA: PA:

Super arts
» SA1: QCFx2 +P (236236+P): Shinkuu Hadouken (2 stocks) (5.6 EX moves)
An upgraded version of the Hadouken that can hit up to 5 times.
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

» SA2: QCFx2 +P (236236+P): Shin Shoryuken (1 stock) (3.2 EX moves)
An upgraded version of the Shoryuken. If the first hit connects, the move does a huge amount of damage and sends your opponent flying into the air. If it does not, the move turns into a low-damage, multi-hit Shoryuken.
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

» SA3: QCFx2 +P [Hold P, rotate stick to charge faster] (236236+P[H]): Denjin Hadouken (1 stock) (2.4 EX moves)
An unblockable attack (must be parried), Ryu will charge up an electric fireball for as long as the punch button is held. The longer the button is held, the stronger the fireball will be in terms of both damage and stun.
--- ST: AC: RE: DAM: HA: BA: CHA: PA:

Ground game
Pokes
» c.MK (low hit, decent reach, cancels, hitconfirm late cancel)
» c.MP (good for hitconfirms)
» c.LK (do two for a hitconfirm chain)
» s.MP (can cancel into super or special)
» s.FK (great vs dudley, great anti-air, excellent to catch people with)
» s.MK (ok reach, excellent priority)
Blockstrings
» c.LK, s.LK, s.MK (push people out if they're too close for comfort)
» c.LK, c.LP, c.LK (can confirm into SA1)
» s.FP, s.FK (target combo)
» cl.MP, s.MK, c.MK (slightly unsafe)

Air game
Jump-ins
» j.MK (crosses up)
» j.FP (to attack, hurts like hell)
» j.FK (to attack, little bit more range)
Air-to-air
» j.MP (hits twice, harder to parry, pushes you away on parry, totally safe in air-to-air)
» j.FP (to attack)
» j.FK (to attack)
» EX Tatsumaki (to attack, risky)
Anti-air
» s.FK (quick, easy, good recovery)
» s.FP, s.FK (FP needs to be early enough to hit as an anti-air)
» c.FP (good when opponent is nearly directly above you, but slow)
» (EX?) SRK (getting divekicked for sure? use this)
» ju.FP (you'd be surprised)
» s.MP (sometimes, and you can toss a fireball right afterwards for zoning)

Meaty attacks
» towards+MP [can link into c.LK if timed for last hit to land very late]
» UOH (MP+MK) [can link into SA1 / SA2]
» close s.MK (hitconfirms, strong, cancels into SRK for SA3 setups)
» close s.FP

Combos
» s.FP, s.FK [chain]
» j.FP, cl.FP (or close s.MK), EX Joudan, (EX?) SRK [best damage/stun for bar]
» c.LK, c.LK > SA1
» c.LK, c.LP > SA2
» c.MK, FK Tatsumaki [vs. standing]
» crossup with j.MK, c.LK, c.LK > SA1 / SA2 [vs. crouching]
» c.MP (or c.MK), EX Tatsumaki [good chip, safe on block]
» c.MP (hc) > SA1 / SA2
» cl.MK (hc), (EX?) SRK (or > SA1 / SA2)
» toward+FP (hc), (EX?) SRK (or > SA1 / SA2)
» (corner) c.MK (or close s.MK), EX Tatsumaki > (on landing) SA1

Setups
SA3 Denjin setups
» Anything leading into FP SRK xx SA3 setup
» Anything leading into LP SRK xx SA3 (on 1/4 - 1/3 stunned character, release if SRK hits)
» Anything into LK / MK Tatsumaki, SA3 setup (preferable over HK)
» Any air-to-air where you land first (FP Hadouken xx SA3)
» Any instance where you anti-air a guy from the ground (LP Hadouken xx SA3)
» crossup MK, c.LK, s.MP, LP Hadouken xx SA3 (better vs Akuma)
» c.LK, c.LP, c.LK, LP Hadouken xx SA3 (better vs Akuma)
Kara-throw setups
» cl.MP, Kara-throw
» c.LK, Kara-throw
» toward+FP, step back, Kara-throw
» c.LK, s.LP (whiff), Kara-throw [vs. crouching]

Punishing after a parry
» parry -> any close s.FP (or close s.MK) Denjin setup
» parry -> close s.FP (or close s.MK), EX Joudan, (EX?) SRK
» low parry -> c.MP (FP?), EX Joudan, (EX?) SRK (?)
» low parry -> c.MK, EX Tatsumaki (or > SA1 / SA2)
» low parry -> c.MK, LP SRK xx SA3 (Denjin setup)

Wakeup game
Possible things to do on wakeup against an opponent
» toward+MP [overhead, done very early may link into c.LK]
» c.LK, toward+MP [low, then overhead]
» c.LK, c.LK [hits low]
» c.LK, s.LP (whiff), Kara-throw [vs. crouching]
» c.LK, step back 2 frames, Kara-throw
» walk in, step back, Kara-throw
» meaty UOH [can link into super]
» meaty close s.MK, FP SRK xx SA3
» crossup j.MK

Kara-cancels
Throwing: toward+MP
SRK: c.MK or c.FK (MK safer)

Notes and comments
» EX Joudan as a follow up to anything you can link it off lets you set an opponent up for extra damage.
» A blocked FP SRK is a prime candidate to be followed up with SA3. Remember that!
» MK is not always good as a crossup, it's better on crouching opponents (it also sometimes doesn't link with your ground attack unless done very deep).
» His (j.FP, s.FP, EX Joudan, SRK / FK Tatsumaki) combo deals 70 damage and 60% stun on an opponent Ryu.
» His EX Hadouken is ridiculously fast. Use it, it's good damage and generally reliable, even when tossed out randomly at somewhat close range.

General playstyles
» eddieW: Ryu compared to Ken? While Ken has better and easier ways to land a super, Ryu has great damage and knockdown potential without a super. The way he plays Ryu is to select SA1 and play what he calls "Super Turbo Red Fireball Ryu", blended with some 3S tactics. The goal here is to score a knockdown, then dash in and 50/50 for some more damage (eg. with kara-throwing, or c.LK, walk back to bait the throw, punish with c.MK, MK Tatsumaki for knockdown and good damage). If they get you off, EX Hadoukens will get your opponent to jump and score some extra damage.

Matchups
» Ken - Can punish any blocked kick that isn't c.LK with a super. Be careful.
» Yun - http://www.livejournal.com/~mopreme -- what applies to Ken in this case in general also applies to Ryu. Rush him and force him to activate Genei Jin from far away. Yun without bar is Yun racing to get bar. Yun with bar is Yun in control. Keep him from gaining control. And block the Genei Jin.
» Chun-Li - Can easily counter a lot of Ryu's moves. Pokes are dangerous, particularly when she has meter. c.LK, c.MK, c.MP, s.MK when close are preferred over standing pokes, but only use the last three on non-metered Chun-Li. EX Hadoukens should be used, but not on a stocked Chun-Li unless very close. Be careful with using Denjin setups, because while they work against her in most cases, metered Chun-Li is an entirely different story. The key to beating Chun-Li is definitely scoring a knockdown and going from there, but to otherwise be safe and careful against her, even if you have to turtle a bit. Jump-ins occasionally work if you're ready and able to parry the impending back+FP or FP anti-air (and the occasional back+MP). (Thanks to C-Royd)
» Makoto -
» Urien - Keep the game in the middle of the screen -- you don't want to fight Urien in the corner. Urien loves j.FK, so counter with s.FK or j.MP. If you've cornered Urien and have Denjin, use it. If he's almost stunned, start poking: abuse far s.MK and s.FK. s.MK may trade with Urien's s.FP, but don't worry: you're aiming to stun, a trade is acceptable. j.MP does a lot of stun and so does f+MP, but in the corner don't get close enough that he can parry you once and put you in the corner. If Urien is knocked down in the corner and you don't wan to take the game to the middle of the screen, meaty far s.MP > EX Fireball is amazing. It'll stuff his headbutts, and if he parries your s.MP, he cannot throw you. If he parries and does fierce, it'll trade, but he gets knocked down so you remain in control. New: If he tries to do random fireball into Aegis and you're a bit cornered, superjump forward into FK Tatsumaki to bail out. (Thanks to C-Royd)
» Dudley - s.FK owns Dudley for free. Use it whenever you feel you'll hit them with it if they may try to jump, if they jump in and are still kind of high up in the air, and ... just plain whenever. Mix it up enough and you have a retardedly easy matchup. Just don't get caught in the corner.
» Akuma - These Denjin setups (crossup MK, c.LK, s.MP, LP Hadouken > SA3 & c.LK, c.LP, c.LK, LP Hadouken > SA3) work wonders on Akuma. Try them, but otherwise it's better to use SA1 on him.
» Necro -
» Elena -
» Oro -
» Alex - Don't use SA3 on stocked SA3 Alex or up-close to stocked SA1 Alex.
» Yang - Stocked SA2 Yang goes under Ryu's SA3.
» Remy -
» Ibuki -
» Hugo - Don't use SA3 on close stocked SA1 Hugo.
» Q - Stick to him. Use j.FP in the air to fight him if he jumps. If you can, attempt to parry predictable moves and punish him. Prevent him from taunting. Far fireballs result in a free taunt, they will take the fireball's damage and just get the added defense anyways. Don't try to punish his LP dash punch. Stocked SA1 Q is dangerous since you can't really throw fireballs and he can move through SA3. Do not sweep to poke a metered SA1 Q as he can punish any shoto sweep on block with an SA1 -- and you'll be crouching. A smart Q is a dangerous Q.
» Twelve - Twelve's dash-in pokefest loses nasty to an EX SRK. EX Fireballs while Twelve is on the ground works sometimes if you're at mid-range, otherwise he can walk under them. I believe stocked X.N.D.L. goes under Ryu's SA3.
» Sean - Parry the obvious, only worry about his vaguely-shotoish normals (like c.MP). Punish anything with close s.FP, FK Tatsumaki or close s.FP, EX Joudan, (EX?) SRK. Shouldn't lose this match. For the love of God, don't set up SA3 close to him on wakeup when he has a stocked SA2.

Thanks to: C-Royd, kal el, MajinRyu, eddieW.
«13456721

Comments

  • KnownasWolfKnownasWolf Joined: Posts: 289Registered
    Mk really is a bad cross-up that almost never works. I prefer an to do hurricane kick to cross the person up.
  • nothingxsnothingxs fighting game writer Joined: Posts: 1,731Registered, Premium
    MK as a crossup into combo. Won't a Tatsumaki knock someone down and isn't it sometimes unreliable?
  • Unknown Joined:
    mk as a xup works just fine. sometimes not comboing it works just fine. just do cr.short short. its easy to combo though with some practice. xuping with tatsu is unreliable.

    close standing mk is really good. so is his f+mp. his uoh helps a lot vs shotos. more than one might think. sometimes a simple thing as jumping in with mk and then do a uoh opens up ppls defence. thing with ryu is all about, to quote him, range speed and priority. ryu can deal INSANE damage really easy. never think about "saving" meter with him no matter what meter you use. if you get a chance, go on all attack. at least, thats how i play ryu.
  • KnownasWolfKnownasWolf Joined: Posts: 289Registered
    Yeah hurricane knocks down and I wish Ryu had Ken's mk cross up. :xeye:
  • locoghoullocoghoul Fuck Chun Joined: Posts: 947Registered
    standing mk works well against shotos footsie, standing mp is good for stopping dashes (makoto, urien) and i think ryu players should abuse the karathrow. Also, another safe antiair is c.fp(hc), RK Tatsumaki
    if the c.fp is parried (most of the times) you can safely pull the tatsumaki without being punished even if they also parry it.
    goodm0urning is GD's attention whore
  • MajinRyuMajinRyu Denjin!!! Joined: Posts: 378Registered
    far s.MP, FP Hadouken xx SA3 (Denjin setup)
    LP Hadoken work best for that setup
    SF3rd Strike - Ryu
    BB:CS - Jin
    SSF4 - Makoto
  • nothingxsnothingxs fighting game writer Joined: Posts: 1,731Registered, Premium
    Revised. :)

    KEEP 'EM COMING.
  • MajinRyuMajinRyu Denjin!!! Joined: Posts: 378Registered
    Kara-Throw setups:

    st.mp(close), kara-throw
    c.lk, kara-throw
    c.lp, kara-throw
    f+hp, kara-throw
    SF3rd Strike - Ryu
    BB:CS - Jin
    SSF4 - Makoto
  • nothingxsnothingxs fighting game writer Joined: Posts: 1,731Registered, Premium
    I find that c.LK, s.LP (whiff), kara-throw is useful against crouching enemies, and even a few standing enemies even if the s.LP doesn't whiff. I'll make sure to list that.
  • MajinRyuMajinRyu Denjin!!! Joined: Posts: 378Registered
    His (j.FP, s.FP, EX Joudan, (EX?) SRK) combo is good for almost 1/2 of a normal character's life, as well as about 30-40% stun (confirm this?).
    I test this, the damage of the combo is 70 and like 60% stun (test it on Ryu). I try some variations and found that j.hp, st.hp, EX joudan, hp srk/hk tatsumaski does 69 points of damage and the same stun.
    SF3rd Strike - Ryu
    BB:CS - Jin
    SSF4 - Makoto
  • nothingxsnothingxs fighting game writer Joined: Posts: 1,731Registered, Premium
    You can probably do a normal Joudan at the end if you're about to stun and need the slightly extra stun damage, to fill the stun gauge up and get another free combo...
  • KnownasWolfKnownasWolf Joined: Posts: 289Registered
    Add down mk lk hurricane lp fireball cancel into sa3 works great as a setup especially in corners.

    Also if you have a hard time getting of denjin close mk lp shoryuken (blocked and pushes you back) cancel into denjin should get you 2-3 hits from denjin and a suprise since they were simply blocking.

    Great job btw getting a guide together. We should get a mod to sticky.
  • nothingxsnothingxs fighting game writer Joined: Posts: 1,731Registered, Premium
    Added some information about a wakeup game.

    Maybe a thread explicitly about matchups?
  • KnownasWolfKnownasWolf Joined: Posts: 289Registered
    I say keep the matchups here and edit your post if you dont mind doing the work. We will just post matchups in this thread and try to break them down and you can read and edit them and fit them on top :tup:

    Also maybe a mod can sticky this thread.

    If we run out of room in your post mine is the next one down so I can edit that one also than it's your post again.


    Also a few more simple setups for denjin:

    Throw back lp+lk into corner fireball xx denjin (Decent setup and pretty easy to pull of)
    Rh sweep fireball xx denjin (you really have to see how people react to your denjin setups. If they always try to parry on wakeup charge longer. For some reason people try to jump so I charge longer. But if they have a super that goes through denjin than shoot it a bit after the fireball)
  • makmak!!!makmak!!! Going Bananas! Joined: Posts: 361Registered
    Anyone here can easily do a kara throw with ryu? I've been trying do that on match-ups but it only comes out 30% of the time but my opponent can do it at his will, it's fucking frustrating!!!
    It has to start somewhere
    It has to start sometime
    What better place than here
    What better time than now.....
  • MajinRyuMajinRyu Denjin!!! Joined: Posts: 378Registered
    makmak!!! wrote:
    Anyone here can easily do a kara throw with ryu? I've been trying do that on match-ups but it only comes out 30% of the time but my opponent can do it at his will, it's fucking frustrating!!!
    Ryu Kara-Throw is not that difficult, you just need to do it really fast
    SF3rd Strike - Ryu
    BB:CS - Jin
    SSF4 - Makoto
  • eddieWeddieW Ninjaturtle elw Joined: Posts: 606Registered
    ryu compared to ken... ken has better and easier ways to land a super... ryu has KNOCKDOWN and DAMAGE potential without a super...

    the way I play ryu is SA1 and play some "super turbo red fireball ryu" blended with some 3s tactics.. the goal is to get the knockdown then dash in and 50/50 for some more damage for example kara throwing or c.lk walkback they usually whiff a throw ill c.mk, hur.kick and its another knockdown with big damage... till they get me off of em... exf.balls will get your opponent to jump so u can get more damage in.

    ryu can keep you on your back...
  • KnownasWolfKnownasWolf Joined: Posts: 289Registered
    Matchup number 1 (Q)

    Q gives me a hard time. His lp dash can't be punished since he recovers really fast. His reset in corner is a pain also. Sa1 is a pain since you can't throw fireballs and you have to be careful with denjin setups and cancel of a fireball but even than the charge is usually not long enough to get stun on Q. Knock downs and pressure after are a pain since Sa1 hurts like a mother.

    Few things I try to do is stay on Q so he does not get 3 taunts in because if that happens than you are really in toruble. But that is hard since one good setup from Q and he can easily get 2 taunts of that. I don't throw fireballs from far since Q will just taunt and take the damage of the fireball. I try to bait his super by dashing forward and conditioning them with forward strong over head (I do this a bit when he has no super). Soon the seem to expect it and I stop short. If he does super free damage for me. Best punish would be close fierce + rh huricane but if you have meter for ex do the typical fierce donkey kick ex combos to punish.

    Some tips would be helpful :)
  • nothingxsnothingxs fighting game writer Joined: Posts: 1,731Registered, Premium
    Sticking to Q as Ryu is pretty much the best option you have. Don't relent, knock down a lot. If he jumps, he's an easier beast to figure out: if he isn't jabbing, he's setting himself up to parry something of yours in an empty jump, so figure out what you'd like to do. EX Fireball is your good friend: cr.MK into EX Fireball should be getting a good deal of use. Punish anything obvious with s.FP, EX Joudan, SRK or Tatsumaki. Stay on him.

    Let's discuss VS Chun-Li or VS Urien.
  • KnownasWolfKnownasWolf Joined: Posts: 289Registered
    Yeah Q jumping in is usually with jab for the tick command grab. I see it coming and parry but he usually ends up to far to punish with any thing.

    Chun-Li is such a damn pain especially is they just stand there and counter every thing you have. You really don't have any thing to poke with. Only thing that let's me win some times is if I get knock downs and get a nice denjin setup in.

    Even if chun has super I just setup denjin from further usually Chun will activate super on wakeup if she see's denjin chanrging so I wait till last sec to release and we sort of trade but I get the better deal of it. They will mash out of stun though.

    Key to beating Chun once in a while is knocking her down and going from there. Never stick out roundhouse is she has super and unless your sure it won't be blocked. Also I think empty jump in's are decent if you can't get in on her since her pokes shut down every thing you throw out. I jump in being ready to parry most Chuns throw out fierce or back fierce so I parry that and punish. Than they adjust and throw out back strong for 2 hits so I look for that but it's not the easiest to parry. Still Chun is very tought to handle since she out pokes every thing you have. :xeye:
  • MajinRyuMajinRyu Denjin!!! Joined: Posts: 378Registered
    Not sure if this is 100% true, but c.hp beat/trade with Chun st.hp I need some one to test this because I lack Chun competition (only one friend of mine has a decent Chun and he doesnt play 3rd Strike any more)
    SF3rd Strike - Ryu
    BB:CS - Jin
    SSF4 - Makoto
  • Unknown Joined:
    I will check that out next time me and the guys get together.
  • Unknown Joined:
    vs. urien

    The thing with this guy is to make sure to keep pressure on him. once you get a knockdown on him make sure to attack. defending against him has basiclly always led to my death. i use shin against him. a good thing to think about when facing urien is that most urien players will do a headbutt on wakeup. Also, by pressing urien one doesnt give him enough time to plan his partitions that well.

    Ryus cr. roundhouse sometimes feels heavy when you want to punish uriens blocked tackles with it. ex hados are a must have against this guy since they will heavily disturb his rythm.

    urien is weak against crossups once you kill his headbutts by a couple of parries.

    over and out.
  • Makoto36Makoto36 Joined: Posts: 118Registered
    If you have some meter to burn: fierce, ex joudan geri, early ex tatsumaki, fierce shoryuken. Works only in corner. Tried it on Ken.
    Also towards mp, ex hadouken (no combo) is good because when your opponent gets used to it you can mix it up with throw and c.forward
    towards fierce,random ex shoryu is good too, if you use it rarely
    Avatar made by Shim Sang Joon.
  • nothingxsnothingxs fighting game writer Joined: Posts: 1,731Registered, Premium
    Updated with a matchups list. Submit matchups, tactics, and if possible a ratio of possible win-to-lose (does Ryu lose to Chun-Li 6/4, does he beat Sean 8/2? etc.).

    Enjoy.
  • lord sharkylord sharky a sharks tale Joined: Posts: 380Registered
    ex tatsumaki is punishable by ken's sa3, right?

    against chunli, you can abuse far cr.RH when she don't have a bar full.
    and on urien, i saw lots of people abusing cr.forward xx hadouken when they know that the opponent is not red parrying it.
    worth the play

    www.teamfarmers.tk
  • eddieWeddieW Ninjaturtle elw Joined: Posts: 606Registered
    yea ken can sa3 after ex tat.. bleh but thats the only character
  • lord sharkylord sharky a sharks tale Joined: Posts: 380Registered
    w/c one do you guys use for hit confirming sa2, cr.lk2x or cr.lk,cr.lp?
    or it doesn't matter...
    i still think cr.lk,cr.lp is better..
    worth the play

    www.teamfarmers.tk
  • KnownasWolfKnownasWolf Joined: Posts: 289Registered
    Chun is probably 7-3 for Chun or might even be 8-2 she is a beast :sad:
  • eddieWeddieW Ninjaturtle elw Joined: Posts: 606Registered
    the way i fight chun is just turtle her out and block.. whenever i get in i go for kara throw games... and jumpin mind games i mix up the crossover hurricane kick and once she gets used to blocking cross over i jump in with the most damaging combo of choice to kill her off.. other than that u can't match her game on the ground so just block and parry when u know what she's gonna do.. i watch ryu's get owned by chun cuz they try to poke at her for some weird reason and eat alot of fp's and c.mk super all day
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