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Ryu vs. Character Strategies: Street Fighter 4

Last updated on Dec. 16, 2009

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Ryu vs. Character Strategies: Street Fighter 4


Character match up information written by YFlow


General Tips

  • Crossing up characters that have high-priority uppercuts may not be the best idea unless you scored an untechable knock down (i.e. Akuma, Cammy, C.Viper, Dan, Ken, Ryu, Sagat, Seth).
  • Against fireball characters, if you're anticipating a fireball after a max-range poke (i.e. a shoto character's Crouching Medium Kick, Gouken’s Crouching Medium Punch, etc.) it may be a good idea to focus absorb it and dash in for a punish combo.
  • Against fireball characters, try to react to your opponent's fireballs by sending Super or Ultra through them. This trick may not be as effective on Guile as it is on others, since the recovery for his Sonic Boom is so short.
  • If you manage to send your Ultra through a fireball that catches you while you're in recovery, you can launch Hard Hurricane Kick so that it hits on the last kick for extra damage. As an alternative, you can throw Super, but this should generally only be done if it will end the match, as only about four hits of the Super will connect at most.
Abel Match Up Information

Vs. Abel

  • Do not throw fireballs from half-screen or further if Abel has Ultra. He will go through them and punish you.
  • Do not fear Abel's rekka string. Dragon Punch after the first hit is blocked, eliminating the need for guessing. If you missed your opportunity, you get two more chances to Dragon Punch after blocking the second and third hits.
  • When Abel uses Wheel Kick, he should only be trying to hit you with the very tip of his foot. If you block any other part, you can punish with Dragon Punch. Even when you're out of Dragon Punch range but not quite at max range, you can still punish with Super. If Abel doesn't know his ranges, make him pay.
  • At around sweep range, a Standing Light Punch will stuff a lot of Abel's normals.
  • Abel can be thrown out of his roll at any time, even if it's the EX version.
Akuma Match Up Information

Vs. Akuma

  • If Akuma likes to throw random Light Dragon Punches, make sure you're punishing them. If you block it, Dragon Punch him back. If he whiffs at a distance, sweep.
  • Akuma's Red Fireball has quite a bit of start up and recovers pretty slowly as well. If he uses it from anywhere other than full-screen, you get a free jump in combo if your reaction time is good enough.
  • If Akuma has Ultra or Super, be careful not to be predictable with your jumps. He can catch you in your landing frames.
  • Be patient during the fireball war. FADC fireballs only when you know they are one-hitters, but not air fireballs if you're close, because they'll usually be followed up with an attack.
  • If you predict a teleport on wake-up, a Hard Hurricane Kick timed well will hit him during recovery, and if he goes the other way, you soar safely away.
  • Give Akuma some room while he's in the corner so that he can't teleport away.
  • Walking or dashing at Akumas that like to throw plenty of air fireballs will usually get you under them in time to punish.
  • If Akuma uses an air fireball while he's too close, you can sweep him and take the hit from the fireball. If Akuma is out of sweep range, you can throw your own fireball or EX-Fireball to catch him. Don't be afraid to take the hit: Akuma's air fireballs only do 40 damage. To put that into perspective, Ryu's Crouching Light Punch does 30 damage. Couple this with the fact that Akuma's health ranking is superior only to Seth's, and you'll find that the trade is more than worth it.
  • Watch out for empty cross-ups. Spamming tech throw at the wrong time will earn you a Raging Demon.
  • EX-Dragon Punch will get you through Akuma's air fireballs.
Balrog (Boxer) Match Up Information

Vs. Balrog (Boxer)

  • Balrog's wakeup options are weak. Meaty Crouching Light Kick beats everything he has. Headbutt will be stuffed; Super, Ultra, and EX-Headbutt will be blocked on reaction after Crouching Light Kick recovers.
  • There is no real reason to cross-up Boxer on wakeup. It gives him a chance to headbutt away.
  • Half-screen fireballs get punished by Headbutt, Turnaround Punch, Ultra and EX-Dash Punches.
  • Respect Balrog's Crouching Hard Kick. The range is very good.
  • Do not jump at Balrog. His Crouching Hard Punch counters this well.
  • Balrog's light attacks are very high-priority. Block (no mashing jab) and watch for tick-throws. Spaced right, your Crouching Medium Kick will go under his jabs.
  • For some reason, Dragon Punch -> FADC -> EX-Hurricane Kick usually only gets a few hits in against Boxer. Replace the EX-Hurricane Kick with an EX-Fireball in this match, unless you have Balrog in the corner.
  • If you can see Balrog's Dash Punches coming, a Crouching Medium Punch or Crouching Medium Kick will stuff them. If it's an EX-Dash Punch, cancel your attack into a Dragon Punch.
  • Balrog can be thrown out of each of his EX-Dash Punches.
  • Balrog's overhead Dash Punch and Turnaround Punch are both punishable on block from certain distances.
Blanka Match Up Information

Vs. Blanka

  • Horizontal Blanka Balls are punishable on block with Hard Punch Super.
  • Blanka will use EX-Ball and slide to get around fireballs, so throw them sparingly or not at all unless you combo into them. Ryu benefits from turtling in this match.
  • Rainbow Balls are usually done as a cross-up. If you manage to block this, they are VERY punishable.
  • Timing Crouching Medium Punch well and spamming Crouching Light Punch will beat Horizontal Balls. If you can react quickly enough, a Dragon Punch is the best option.
  • If he tries to chip you to death with Ultra, you can counter with an EX-Shoryuken after blocking the first hit (low), which does no chip damage. It doesn't even have to be a reversal, so there's no reason to take the damage. If you have the meter and the spacing is right, you can go into FADC -> Ultra. If you do end up blocking the entire Ultra, you can punish with yours. Be sure not to do it too early or it will go under him.
  • Blanka will try to get under your fireballs with his slide. This is punishable on block if not done from the proper range. Go for a big damage combo here to make him pay.
  • Crossing up Blanka isn't always a good idea. He can catch you with an EX-Vertical Ball, Ultra or Electricity if your timing isn't perfect.
  • Rainbow Rolls can be Focus Attacked for a punish. If it hits as a cross-up, Blanka may land behind you, so dash cancel and punish.
  • If Blanka does a horizontal ball in the corner, you can dash up and punish with the combo of your choice.
Cammy Match Up Information

Vs. Cammy

  • Dragon Punch her Spin Knuckle.
  • After blocking Cannon Drill, punish quickly before it is followed up with Cannon Spike.
  • Do not jump in recklessly and be careful with cross-ups: Cannon Spike is a very good anti-air attack.
  • Cammy's EX-Hooligan Combination can punish fireballs on reaction.
  • Dragon Punch the Hooligan Combination. If you're not ready for a Shoryuken, it can't catch you while you're crouching, so any low punch is okay.
  • Initially, Cannon Spike may seem hard to punish due to the angle at which Cammy bounches back after the move is blocked. In actuality, you can punish with Super, Ultra, EX-Fireball, or Hard Punch Fireball from any distance. If Cammy is close when she throws a Cannon Spike (at the ideal range for the move), you can usually dash up and punish with s.HP and finish with the combo of your choice.
  • A far standing Medium Punch is a good counter against Cammy's aerial Cannon Strike.
Chun Li Match Up Information

Vs. Chun-Li

  • Ryu wins the fireball war easily, but Chun-Li's Ultra changes the match. After she has it, throw fireballs only when you know she doesn't have a charge.
  • Try to destroy Light Punch Fireballs so you won't have to deal with the mix-up after Chun follows them.
  • Learn to Dragon Punch overhead flip kick on reaction.
  • EX-Spinning Bird is a good wake-up reversal, but not unbeatable. It loses out to deep cross-ups.
  • Limit your jumps. Her Jumping Hard Punch 2x will beat most of your air-to-air attacks.
  • Chun's normals are fast and outrange yours. Try to focus more on punishing whiffs rather than throwing out moves and hoping they hit.
  • If you manage to bait and block an EX-Spinning Bird, it will push you out. If you're close enough when she starts it, you can punish with Crouching Hard Punch for the combo if you wait until she lands, or you can Shoryuken at any time. From any range, you can punish on block with Crouching Hard Kick, Super, EX-fireball, Hard Punch Fireball or Ultra.
C. Viper Match Up Information

Vs. C. Viper

  • Don't be too concerned about throwing fireballs. Viper's high jump makes her virtually impossible to zone.
  • Neutral jumps coupled with any reasonable air-to-air attack are good against Viper since she relies so heavily on the high jump/flame kick mix up. Jumping Towards + Medium Punch will give more damage with a combo, but you have to be sure you're not being baited with an early flame kick.
  • Ryu needs to be the aggressor in this match. Viper is very dangerous up close. Her overhead makes Ryu's Crouching Medium Kick whiff, and her fake Thunder Knuckle/throw trick is annoying. Keep the frame advantage. It is very important that you do not let her rush you down. It's very hard to avoid taking damage from Viper when you have to guess.
Dan Match Up Information

Vs. Dan

  • Dan does not have a dependable fireball. Proper zoning should give him trouble.
  • Hop Kicks are annoying. The only punishable version is EX, and it can only be punished with a Dragon Punch if it's a reversal. However, every version but Light Kick gives you a frame advantage.
  • Dan's Ultra is only one hit, and it's not armor breaking. This means you can actually Focus Attack his Ultra. You will gain no Ultra meter for it, but it sets him up for big punishment.
  • Although it can't combo into anything, Dan's Standing Medium Kick is actually pretty good. Your Crouching Medium Kick has about equal range, so if he's getting too comfortable with it, try Focus Attacking it or putting some space between you with fireballs.
Dhalsim Match Up Information

Vs. Dhalsim

  • Destroying fireballs late, focus absorbing fireballs, full-screen Hurricane Kicking over fireballs, and jumping over fireballs are all punishable with Dhalsim's limbs. Try to get fireballs off the screen the second you see them or throw an EX-fireball if you have the meter.
  • Dhalsim's teleport using the Tiger Knee motion allows him to throw out an aerial attack and cuts down on recovery time. Try to read these and throw out a dragon punch when you see one coming.
  • If you get in on Dhalsim, do not let up the pressure. If you give him an opportunity to teleport away, you will be right back where he wants you.
  • Focus Attack seems to be a good answer to Dhalsim's limbs when there is no fireball on the screen.
  • Dhalsim will slide under your jumps if you get too predictable with them, giving him a chance to escape corner situations.
  • If he jumps at you, Jumping Medium Punch is a better answer than Dragon Punch because he is usually baiting one with an aerial teleport.
  • If you predict a teleport on wake-up, Hard Hurricane Kick timed well will hit him during recovery, and if he goes the other way, you soar safely away.
E. Honda Match Up Information

Vs. E. Honda

  • Your basic Super Turbo fireball and Dragon Punch zoning game will give Honda hell, but be careful when he has Ultra, because it will go through fireballs. However, it only goes through fireballs on startup, and if he's not up close, you'll have recovered by the time it gets to you.
  • Use Crouching Medium Kick -> Fireball to keep him out so you don't get beat with the Ochio Throw and Sumo Splash mixup.
  • Headbutt is good for anti-air, so be wary of jumping in on a charged Honda.
  • Sumo Splash beats cross-ups, so be wary of crossing up a charged Honda.
  • Timing Crouching Medium Punch well and spamming Crouching Light Punch will beat Headbutt.
  • Honda's neutral jump Hard Punch will stuff just about any aerial attack you throw out. As always, don't get predictable with jump-ins.
  • Hard Punch Headbutt is always punishable on block with Hard Punch Super. Medium Punch and Light Punch Headbutt are punishable with Super as well, but the timing is pretty tight. Also, these moves are not punishable if Honda hits you at the very end of the move (i.e. a close-up Hard Punch or Medium Punch Headbutt is punishable, but it's best to not risk it with the Light Punch Headbutt.) The sound clip that plays during Medium and Hard Headbutt is different than the sound clip that plays during Light Headbutt. It's worth learning the difference so you don't throw away meter.
  • Sumo Splash can be beaten by a well-timed Shoryuken or even Crouching Hard Punch.
  • If you're pinned in Sumo Splash spam, you can Focus Attack the falling part of it, get a Level 1 Focus Attack in, and backdash to let up the pressure.
El Fuerte Match Up Information

Vs. El Fuerte

  • Fuerte has many ways to get around fireballs, so zone him with them, but don't get predictable. Ultra can also punish fireballs on reaction.
  • It is very important that you do not get knocked down. If you do, he will start his Body Splash/Tortilla Twister trap. Wake-up backdash and Hard Hurricane Kick are two ways to escape, but neither are 100% reliable. Be careful with your Hurricane Kick when Fuerte has Ultra, because he can catch you in recovery.
  • Pressure Fuerte on wake-up. He can escape with EX-Habanero Dash or Guacamole Slew (air throw), but neither of these will hurt you.
  • If you cross up Fuerte on wake up when he has Ultra, make sure the cross up is deep. He can catch you with Ultra on reversal.
  • If you haven't been knocked down yet, Crouching Hard Punch will stop Fuerte's spash/twister mixup. At the worst, it will trade. Once you start having to guess on wake up, escaping becomes a lot harder.
Fei Long Match Up Information

Vs. Fei Long

  • Fireball Fei Long freely at full-screen. At mid-screen, he can Chicken Wing over them, but he has to predict the fireball.
  • Fei's Focus Attack is quick and has good range. Coupled with his dash, he can get in through your fireballs easily if you're not careful.
  • Don't jump at Fei Long. His Standing Hard Kick has very good priority.
  • EX-Flame Kick is a good answer to cross-ups. If Fei Long likes to throw it out, try to bait it with a safe jump.
  • Be careful using fireballs at mid-screen. Fei Long can EX-Chicken Wing through them on reaction.
  • Rekka is unsafe on block, but Fei Long can delay the hits to catch your pokes in a frame trap.
Gen Match Up Information

Vs. Gen

  • Gen's jump from the Crane Stance is weird, and he will be looking to cross you up with it all day. Neutral jump -> Medium Kick stops this. Watching for it and Dragon Punching is a good answer as well.
  • Gen will try to set up big combos with Crouching Light Kick from Crane Stance. It is -8 on block, so make him afraid to throw it out there.
  • Dragon Punch beats all of Gen's off-the-wall kicks, as well as punishes each one of them on block.
  • Don't throw too many fireballs: Gen wants you to. His off-the-wall kicks and weird jump were built for this.
Gouken Match Up Information

Vs. Gouken

  • Be careful with your fireballs from midscreen. Gouken will EX-Running Palm through them and set you up for major combos.
  • If Gouken is charging a fireball, don't be too confident in jumping over it, as it may be a Medium or Hard Punch fireball that will knock you out of the air.
  • Respect the parry on wake-up, and during the Demon Flip. Keep him guessing so he doesn't know whether to go high or low. Mix him up as much as you can to get him making stupid mistakes.
  • The parry is punishable. Also, it only absorbs one hit, so if you see him coming in for a Demon Flip, it might not be a bad idea to go for a Jumping Medium Punch.
  • When Gouken gets Ultra, look for the back-throw set up.
  • Be patient. Ryu wins the fireball war. EX-Fireball is a good answer to Gouken's EX-Fireball as well.
  • From anywhere but full-screen, if you see Gouken charging an EX-Fireball, you get a guaranteed Ultra if you can react quickly enough (i.e. before Gouken releases the first fireball or during startup). From anywhere on the screen, you get a guaranteed Super if you can react quickly enough. If Gouken has enough meter, he can focus cancel before the second fireball comes out, backdash, and block your Ultra. The Hard Punch version of your Super comes out too fast for him to be able to do this, though.
  • If you can read the Running Palm, try to neutral jump on reaction. You can then punish with a big combo. Also, each version of Running Palm can be punished on block with a Dragon Punch if Gouken is close enough when the move connects. If not, a Crouching Hard Kick gets the job done.
Guile Match Up Information

Vs. Guile

  • Guile's sweep is really bad. If you block the first hit, you can get damn near anything out before the second hit comes. Dragon Punch and Focus Attack are the most popular responses, but be careful when Focus Dashing forward, because you might eat a Flash Kick.
  • Try not to let Guile follow Light Punch Sonic Booms so you don't have to deal with his mixup. Destroy them whenever possible.
  • Hurricane Kick is a pretty bad answer to Sonic Boom. Guile usually recovers before the kick gets to him.
  • Be patient in this match. Guile is not the easiest character to get in on, so get comfortable with the fireball game.
  • Cross-ups stuff wake-up Flash Kicks.
  • If Guile has a charge: DO NOT JUMP AT HIM.
Ken Match Up Information

Vs. Ken

  • If Ken likes to throw random Light Dragon Punches, make sure you're punishing them. If you block it, Dragon Punch him back. If he whiffs at a distance, sweep.
  • Watch for the kara throw mixups. Ken's kara throw is really good.
  • Ryu has the better fireball. Don't be afraid to zone Ken with the old fireball/Dragon Punch trick.
  • Crouching Light Punch, Crouching Medium Punch, and Standing Light Punch beat Ken's Towards + Medium Kick -> Crouching Medium Kick trap. Use either one when you see the Towards + Medium Kick coming. If you try to catch the Crouching Medium Kick, you'll usually trade.
M. Bison (Dictator) Match Up Information

Vs. M. Bison (Dictator)

  • Neutral Jump Hard Kick or Hard Punch beats Head Stomp.
  • Jumping Towards Medium Kick beats Head Stomp if you jump right when M. Bison leaves the ground. It also has good juggling potential (EX-fireball, Ultra, Super, EX-Tatsu), but if it turns into an early Devil's Reverse, you might end up taking damage.
  • Dragon Punch beats Devil's Reverse. If it's coming in really deep, you'll have to connect before you leave the ground or risk a trade.
  • M. Bison's Standing Medium Kick is scary. If he likes to abuse it, try to get within its range and cross him up right before he throws it out. If you're confident, you can also try to catch it with a Light Dragon Punch.
  • If you cross M. Bison up on wake up, all he can do is teleport away, EX-Headstomp, or EX-Devil's Reverse. Don't be afraid, his anti-air options are lacking. Don't get arrogant though, because he might predict your jumps and Ultra or juggle you with Jumping Medium Punch 2x into Ultra.
  • A Devil's Reverse and the followup to Head Stomp can be Focus Attacked for a punish. You can also Dragon Punch them, but try to connect before you leave the ground or you'll risk a trade.
  • With EX-Head Stomp, blocking is usually the best option. The damage is nasty, and you don't want to trade.
  • If you predict a teleport on wake-up, a Hard Hurricane Kick timed well will hit him during recovery, and if he goes the other way, you soar safely away.
  • Jumping in with option select Hard Hurricane Kick will catch M. Bison if he tries to teleport away.
Rose Match Up Information

Vs. Rose

  • If you block Soul Spiral, you can get a poke in if you're quick. Counter-poking is risky if she throws it at the right range, though.
  • Rose has nothing on wake-up except EX-Spiral, which is a bit iffy.
  • If Rose is abusing her long-ranged pokes, jump in over them. At the very least, she'll end up blocking your attack and you'll get the frame advantage.
  • Rose has three anti-air attacks. The first is Crouching Hard Punch. The range is really crappy, so if you jump in without an attack at the right range and she throws it out, she will be recovering while you punish her with the combo of your choice. The second is Soul Throw. This move loses to pretty much every reasonably-timed jump in attack, so Rose won't throw it out unless she can predict your jump. Finally, she can catch you with Ultra if she times it right, so try not to jump at her so much when she gets it.
Rufus Match Up Information

Vs. Rufus

  • Be defensive while you're in the corner. Rufus can get a lot of damage here, including an Ultra.
  • Dragon Punch the dive kick if you can, but a good Rufus will have his zones down so that he knows when Dragon Punch will whiff. Make sure you're not being baited.
  • You can always EX-Dragon Punch after blocking the last hit of Messiah Kick to eliminate the need for guessing.
  • Galactic Tornado will punish your midscreen fireballs if you're not careful. All versions of it are safe on block.
  • Rufus can't do any damage if you don't let him in. Zone well and push him back if he does manage to get close. If he likes to abuse the overhead, remember that it's punishable on block, but the window is pretty small.
  • Try not to spend too much time in the air. EX-Snake Strike is something you do not want to get hit by.
  • Be more defensive than usual when Rufus gets Ultra. He has plenty of ways to land this, and a lot of them don't require meter. Watch for him to get eager with punishable Ultra set ups.
  • Rufus's Jumping Hard Kick sets him up to juggle with Ultra. Don't jump late at Rufus if he's in the air.
  • Rufus's far Standing Hard Kick juggles into Ultra and is not punishable on block. Be careful if Rufus has Ultra and is standing at around sweep range.
  • Rufus's EX-Messiah Kick has a lot of invincibility on start up, and you have to guess afterward, so many Rufus players throw it out when you attempt to launch a counter attack, such as after you block a Galactic Tornado.
  • Jumping in with option select EX-Shoryuken will catch Rufus if he tries to EX-Messiah Kick between the hits of your combo.
Ryu Match Up Information

Vs. Ryu

  • If Ryu likes to throw random Light Dragon Punches, make sure you're punishing them. If you block it, Dragon Punch him back. If he whiffs at a distance, sweep.
  • Be more defensive than usual when Ryu gets Ultra. He has plenty of ways to land this.
  • Since your fireballs are both equal, you won't get too much accomplished by matching your opponent fireball for fireball. Neutral jumping over them and walking forward is a good way to cover ground somewhat safely.
  • Be careful: Ryu will be trying to do everything you are, and a good one will know everything that's listed here as well.
Sagat Match Up Information

Vs. Sagat

  • Don't get impatient during the fireball war. Sagat's projectiles are quicker than yours, so you will occasionally have to neutral jump, duck, and/or FADC. Most importantly, you should try to build meter and Ultra at this time. Make sure you're watching for Sagat's meter to build so you don't get hit with an EX-Tiger Shot. Don't throw away your meter; EX-Fireball helps a lot here, but is pointless from full-screen. If he gets predictable with his projectiles, try to anticipate them so that you can Ultra or Super through them on reaction.
  • Sagat's normals have good range, so a good thing to know in this match up is how to walk forward and immediately Crouching Medium Kick and Cancel into Fireball.
  • Don't jump in from too far. Sagat is more than well-equipped to deal with this (Standing Hard Kick, Towards + Hard Kick or Ultra).
  • Up close, be careful with your pokes. Learn your ranges so that you do not whiff. Be defensive. You don't want to eat a Tiger Knee. A knockdown in this fight is a big deal.
  • If Sagat manages to lock you down with block strings, don't lose your cool. Watch for a mistake or a chance to escape.
  • It's very important that you don't make mistakes while being offensive at close ranges, especially if Sagat has Ultra. More often than not, you should try to bait him into throwing an unsafe reversal or poke out there.
  • Neutral jump is usually pretty safe. It might cause him to whiff Tiger Knee, and Jumping Hard Kick beats Sagat's aerial attacks. Just make sure he's not expecting it, because catching a Toward + Hard Kick can cost you the round.
  • Make sure you're Dragon Punching every jump in, punishing every whiff, and comboing at every opportunity. You need to get your damage in against Sagat.
Sakura Match Up Information

Vs. Sakura

  • Sakura cannot win this fireball war. She should be easy to zone as long as you watch out of range for the EX-Jump Smash.
  • Up close, Sakura will try to catch you with pokes into a mix-up stemming from EX-Arcing Hurricane Kick. As far as I know, this is the only way she can get damage.
  • Safe-jumping works well on Sakura's wake up. Her best reversal, EX-Shoryuken, has 12 frames of start-up.
Seth Match Up Information

Vs. Seth

  • When Seth is in the corner, back off a bit and use netural jump to make sure he doesn't wall jump away. Keep him in there.
  • If you predict a teleport on wake-up, Hard Hurricane Kick timed well will hit him during recovery, and if he goes the other way, you soar safely away. However, once he gets Ultra, using this trick could lead to him landing it.

Vega (Claw) Match Up Information

Vs. Vega (Claw)

  • Jumping Medium Punch is good against the wall dive. Crouching Hard Punch works too if timed right.
  • Cross Vega up as much as you want; all he can do is flip away or neutral jump -> air throw if he predicts your jump.
  • Wall Dive is punishable on block.
  • Ultra is punishable on block with a Toward + Hard Punch or even your own Ultra.
  • Claw's slide is punishable on block with just about everything. From max range, you can punish with only Crouching Hard Kick or Crouching Medium Kick.
  • Try not to spam too many fireballs. Claw can Ultra through one if he predicts it or use EX-Wall Dives to go through it.
Zangief Match Up Information

Vs. Zangief

  • Play defensively. Stay at max Crouching Medium Kick range or further.
  • It isn't enough to Dragon Punch jumps on reaction. You need to be looking for them, because once Gief gets in, you will have trouble.
  • Use early jumping Hurricane Kicks to escape corners, but watch out for that neutral jump Hard Punch Gief has.
  • Fireball freely until at close distances. Gief will jump over and Ultra or Spinning Piledriver. EX-Green Hand also goes through fireballs and will knock you down to set you up for his mix-up.
  • The safest version of Green Hand (Light Punch) is -7 on block and -5 on hit. Whether hit, whiff, or block: Dragon Punch every time.
  • If you get knocked down, Gief will set you up for a dangerous mix-up, making you guess whether he will combo, 360, Lariat or do nothing. Varying how you recover from knock down is helpful in escaping.
  • If possible, save meter. If you get caught in the mix-up, Dragon Punch -> FADC -> backdash will let up the pressure.
  • Standing Hard Kick when Gief jumps in and a Dragon Punch will not connect. If you can't get the Standing Hard Kick out in time, Standing Medium Punch will stuff Gief's long-ranged pokes, but is more likely to whiff in the case of an empty jump-in.
  • Towards the end of Gief's Lariat, you can catch him with a Standing Hard Kick. If you do it too early, you'll usually trade.
  • Gief's head is vunerable during his Lariats. You can jump in with an early Jumping Hard Punch to punish the Punch Lariat one on reaction. The sound file played during the Punch Lariat is different than the Kick version. It's worth going to training mode to learn the difference.
  • Don't get too close, but try to hold your ground. Your Crouching Medium Kick will keep Gief at bay. Try not to back yourself into a corner.

Posted by Gojeran/Graphf on August 23, 2009 at 1:01 a.m. #1

Awesome!! Go event hubs!!

 

Posted by Madness on August 23, 2009 at 1:48 a.m. #2

Ryu totally needs a strategy matchup like ken needs a dragonpunch tutorial

 

Posted by hobohitman on August 23, 2009 at 2:03 a.m. #3

@madness

seriously. whos next sagat?

 

Posted by MRT3ABAG on August 23, 2009 at 4:35 a.m. #4

thanks alot event hubs! you guys are the best!

 

Posted by Pete on August 23, 2009 at 5:27 a.m. #5

@madness @hobohitman

Well let's see you guys contribute something else then. You guys are no the only ones playing again. No need to crap over someone's hard work because you're the undefeated champion of your living room/basement.

To whoever wrote this, thanks! Greatly appreciated. Nice resource to have on standby.

 

Posted by Albert Wesker on August 23, 2009 at 6:14 a.m. #6

The scrubs are pleased.

 

Posted by Lilevil on August 23, 2009 at 6:58 a.m. #7

lol most of these strats are what your supposed to do on most character . "Zone and Punish"

 

Posted by gaijin nick on August 23, 2009 at 7:45 a.m. #8

Who wrote this tutorial? It's what I've been looking for! Sounds like he really knows his matchups. I'd like to challenge you.

 

Posted by AWESOME on August 23, 2009 at 8:05 a.m. #9

Why does Ryu need a tutorial. All you need to know is dragon punch and mashing of the buttons. You should win every time if played right. :P

 

Posted by JuzJoe on August 23, 2009 at 8:34 a.m. #10

Against Zangief:

When i found myself in a situation to get away from zangief with back-jump tatsu(when u're almost touching the ground) but at the same time if zangief tries to catch-up using green-hand, most likely u will hit em with ur tatsu. erm... hope that helps. heh

 

Posted by d0ze on August 23, 2009 at 9:37 a.m. #11

Theres something I think it should be mentioned about fighting against a Ryu.

Dont jump at him if he's on the ground on neutral stance or at the ending frames of a recovery. If he has a full ultra meter he will lp DP you and juggle with his ultra.

 

Posted by SSJ3X on August 23, 2009 at 10:23 a.m. #12

@Chun Li's Match

Try and bait Chun-Li to throw out her Hazanshuu, regular or EX, the second they're in range, you can Absorb either attack and deliver a level 2-3 Focus Attack.

@Akuma's Match
Consistently Build Your Meter Up. If you can put Akuma in a corner, you want him to teleport out for safety, the reason is if your super is filled, you can throw out the HP super to hit him when he's coming out of the teleport stance.

@Cammy's Match
Be careful when throwing fireballs at Cammy when she has Ultra. Look for your opponent to be inputting the Quarter Circle twice mid screen. The reason is as soon as you throw a fireball, Cammy can go into her ultra as it beats projectiles on start up. Most importantly keep her out of mid screen range, bait her to throw an ex-hooligan from far away too as its an easy LP dragon punch to super or ultra, depending on you having it.

 

Posted by Garuda on August 23, 2009 at 3:19 p.m. #13

I find it funny how Sakura's is so vague. It's kind of their way to say that Sakura is pretty much screwed against a competent Ryu.

Also, would like to see this for some of the other characters, like Bison for example.

 

Posted by gzusDLX on August 23, 2009 at 7:18 p.m. #14

this is awesome!! i've been looking for proper information regarding my weak ryu matchups and this covers everything. thx event hubs!

would definitely like to see more matchup infor for other characters, especially for the people who complain that ryu is already overpowered.

 

Posted by IrPanda on August 23, 2009 at 7:57 p.m. #15

I disagree with not using fireballs at able at full screen, his ultra does not cover the entire screen( i covers about 7/8 to 3/4). If you know the spacing of it well you can throw fireballs just out of the range of the ultra.

 

Posted by yflow on August 23, 2009 at 8:11 p.m. #16

@Lilevil:
Exactly. And now you know how to play with Ryu.

@gaijin nick:
I play on PSN, and I'll gladly accept your challenge. My user name is jetsyrup.

@JuzJoe, d0ze, IrPanda, SSJ3X:
Thanks for the tips. I'll test them out, and if there's anything else you think can make the guide better, just let me know in the original thread on SRK, located here:
http://forums.shoryuken.com/showthrea...

@Garuda:
Sakura's is so vague because I don't have too much experience against her, and this guide is still pretty unfinished. You're right, though. The best Sakura player shouldn't really give a reasonably decent Ryu too much trouble. As far as seeing matchup data for other characters, this guide came about because one day I was sitting around wishing that eventhubs had matchup data for Ryu... so I made it for them! Maybe you can do the same for your character!

 

Posted by Thamanator on August 23, 2009 at 10:31 p.m. #17

Good job for the most part, but there is a decent amount of info missing...

Like ANYTHING worthwhile for the Seth matchup! Seth is my only serious problem match, and this guide is worthless for that matchup.

Also the Sakura section failed to mention here crouching HP which is one of the best anti-air's in the game. DO NOT attempt to cross her up unless you are perfect at timing and spacing.

P.S. Please do not read my list of shortcummings and assume disrespect on my part. Most of the stuff in here I agree with completely, and I can see you did a lot of work compiling this for us Eventhubs regs.
Overall a very good job!

 

Posted by shagy on August 24, 2009 at 3:04 a.m. #18

Why does Ryu need a strategy match up guide when hes probably the character bringing home the most wins? I can summarise this guide into one phrase "Ryu has no bad match ups"

 

Posted by K' on August 24, 2009 at 3:11 a.m. #19

Yo!

Don't blame me for this question dudes but what's the meaning of "UF" in UF.HP, UF.MP,...

Thank U

@+

 

Posted by nooob on August 24, 2009 at 3:44 a.m. #20

UF = Up + Forward. Its basically jumping up and immedately pressing HP, MP. Its very effective to counter jump-ins

 

Posted by adon friend on August 24, 2009 at 9:27 a.m. #21

this is cool is let u know that if u do his techniques ur on ur way to becoming a RYU master I main RYU cuz I been picking him since I was a youth so I like it.
It sucks people Hate RYU but he is actually the most popular character
great job for the guide an the noobs want 1 for their main character so they diss this 1

 

Posted by shaggy on August 24, 2009 at 4:53 p.m. #22

Fagat can be hard to deal with using Ryu if he's doing spamming + anti-air, but most Fagat players have no skill and just use his Kitten Knee and Kitten Uppercut in a Flowchart when he panics. You can block all of them and punish him with a Focus Attack combo. Also, bait a lot of his Kitten Uppercuts, he'll do them over and over again for you to punish him.

 

Posted by demo on August 29, 2009 at 8:15 p.m. #23

@shaggy

YOu talk as if ryu's hardest match up is sagat. There are many other characters which have a much harder time dealing with sagat than ryu.

Ryu's hadoken has excellent recovery time and hes shoryuken has great priority and a tatsu with high damage. Hes has the greatest arsenal against sagat.

 

Posted by Wahcha on September 2, 2009 at 11:08 a.m. #24

@ the bunch of people complaining that Ryu doesn't need a strategy guide-

You should keep in mind that a majority of these guides are meant to help new players get good at the game or others who just want to get better at certain aspects. You can call them scrubs, but, really, it's just people who wanna get better, and it's pretty rude of you to do that because it can discourage people from trying to learn to play the game.

And besides that, like Pete said, I don't see you contributing anything.

 

Posted by HumDeeDum on September 4, 2009 at 1:11 a.m. #25

@IrPanda

I think abel can ultra your hands as you stick them out for the hadouken.

 

Posted by Flic on September 7, 2009 at 6:29 a.m. #26

@Thamanator

Completely agree with your Sakura comment, that crouching punch is annoying.

Also want to reiterate your last point, this guide is really good, and much have taken a lot of hard work to make, thanks very much.

 

Posted by shinmaster on September 18, 2009 at 2:47 a.m. #27

cant stand ryu players who fireball and croching hard punch u and thats there entire strategey they wont attempt anything else. goddamn scrubs lol

 

Posted by shinmaster on September 18, 2009 at 2:53 a.m. #28

can ryus crouching hard punch b beaten by any aerial attack from another ryu?

 

Posted by =D on December 17, 2009 at 1:04 a.m. #29

sooooo prettty much
dp everything okaay

 

Posted by da truth on December 17, 2009 at 7:58 a.m. #30

damn yflow if ur this good y dont u win tournys in atl or come around as much????u said i belive u had trouble wit eddies seth. anyways gs

 

Posted by Focusflute on December 17, 2009 at 8:14 a.m. #31

this is awesome! Now how about other characters?

 

Posted by ok on December 17, 2009 at 8:16 a.m. #32

so i guess ryu now knows every match. no excuses for losing now

 

Posted by Funny on December 17, 2009 at 8:46 a.m. #33

Of all characters...Ryu gets a match-up tutorial??!?!?? just so funny...

Ya I guess Sagat needs one too because all of his match-ups are even or advantageous -__-

 

Posted by other chars? on December 17, 2009 at 9:04 a.m. #34

go to the forums on srk and look up your specific char and ALL strategies/match-ups are there. nice post by the way. so you ryu players get annoyed by viper's TK feint>throw, huh? I'll admit, most people fall for it. haha. also look out for TK feint>overhead>throw. if you see viper throw an overhead, be prepared for a throw, so just tech. =)

 

Posted by yflow on December 17, 2009 at 10:55 a.m. #35

@da truth:
Ha, I don't believe I'm that great, but when I come around to gatherings, I think I usually do okay. My main problem is that I have no one in my area that plays the game, and I can't really travel that much anymore because of money problems.
Yeah, Eddie's Seth gave me hell the first time I went up against him. I had very little match up experience. There's a video of me on YouTube fighting his Viper and Rufus:
http://www.youtube.com/watch?v=7MXydD...

I'm sure I can take out his Rufus, but you'll noticed that I managed to drop just about every combo, and that ended up costing me a lot of damage.

I did give myself a day off to spend a little money, though. I'll be at the Waba monthly tournament on the 26th, so look for me there!

 

Posted by yflow on December 17, 2009 at 11:07 a.m. #36

I just watched that video again. MY GOD, THAT IS AWFUL. I managed to drop so many links and screw up the follow-through to a million ultra set ups.

Bonus points:
http://www.youtube.com/watch?v=R-6RX8...
It's like a highlight reel of how scrubby I was.
At 2:35 - 2:45
I manage to mess up a DP -> FADC -> Ultra, a basic c.lp, c.lp, c.hp, tatsu, and another DP -> FADC -> Ultra, all in the span of ten seconds.

Bonus points #2:
http://www.youtube.com/watch?v=q8cpHB...
Hey, look. A boring match in which I c.mk and DP the hell out of a Gief. With the exception of that epic Dragon Punch attempt at 1:09, I don't do so bad.

The truth is, I get really nervous at tournaments, so I mess up inputs a lot. I wish there were some videos up of me doing my money matches, so you could see me play a little better.

 

Posted by Hey on December 17, 2009 at 12:41 p.m. #37

FCK RYU HES WAY TOO MUCH POPULAR FOR FCKSAKE

 

Posted by meh on December 17, 2009 at 3:14 p.m. #38

very cool for all the unworthy scrubs out there
LOL

 

Posted by LOL @ 38 on December 18, 2009 at 9:51 a.m. #39

I like it how nobody likes anybody else to get better at this game, everyone is exspected to be auto pro lol.

 

Posted by WHAT! on December 18, 2009 at 7:42 p.m. #40

sigh..... wow more ryu stuff huh? how about a tutorial AGAINST ryu?

 

Posted by the answer on December 18, 2009 at 8:08 p.m. #41

All you need to know is 3 words to be good with ryu....
YOU, CAN, SHORYUKEN. lol

 

Posted by yflow on December 18, 2009 at 10:50 p.m. #42

For everyone that wants info on your character:
Why don't you write it?

I'm not trying to be snippy, I'm genuinely suggesting that you help make matchup data for your character. I used to come to Eventhubs and wonder why there was nothing listed for Ryu, then I wondered why I shouldn't write it myself. This info isn't compiled solely of things I knew myself from the beginning. I read the Ryu matchup threads, added my own data, asked other people for data, and compiled it all into an easy-to-read list.

So I'm asking, why don't you go to online communities, collaborate with friends, or do whatever it takes to help the users of your character while learning something in the process? I'm sure there's so much info among you all that is just waiting to be put together. Think of how many Cammy/Fei Long/Fuerte/Guile/whoever players out there have little pieces of the puzzle that will eventually make up a great picture. Get together, play each other, and talk strategy. All it takes is for you to get started:

http://forums.shoryuken.com/forumdisp...

 

Posted by WHAT! on December 19, 2009 at 12:02 p.m. #43

write it? NONSENSE!!! I WANT A BISON TUTORIAL NOW!!!!

 

Posted by CHARGE E. HONDA on December 19, 2009 at 2:35 p.m. #44

A HONDA TUTORIAL ON SHOTOS

 

Posted by James on January 1, 2010 at 8:53 a.m. #45

For all these dp punishable things wouldn't you be better to cr. Mk then combo them. That's just my presumption as someone whoes played aginst but doesn't play ryu.

 

Posted by yflow on January 6, 2010 at 12:54 a.m. #46

@James
Dragon Punch is better than c.mk in a lot of situations since dp comes out in 3 frames and is easier to do on the first possible frame, and c.mk comes out in 5 frames.

 

Posted by H-U on January 17, 2010 at 6:25 a.m. #47

In my opinion he only really has trouble with akuma,Zangief,Bison,balrog,Rose,

But that's only if your versing good players, A bad akuma won't know how to punish ryu's fireballs at full screen length with his hard and ex versions of demon flip. A bad Zangief player won't know how essential EX green glove is to beating ryu, And how to dominate ryu at close range. A bad bison won't know how to use devils reverse and head press combined with teleport to severely confuse and punish ryu players. A bad balrog won't know how to charge buff, Nuff said. A bad rose won't know how to absorb and reflect ryu's projectiles and to punish a hadoken with her ultra, Which can be done at 3/4 screen.

 

Posted by ryu g1 on February 28, 2010 at 2:35 a.m. #48

i hope these tips work on g1

 

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