Street Fighter IV/Ryu: Difference between revisions

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==Strategy==
==Strategy==
===1UP's Strategy===
From [http://mycheats.1up.com/view/section/3163881/25964/street_fighter_4/xbox_360#ryu 1UP's Street Fighter 4 Superguide]
====Controlling the Ground====
When zoning on the ground with Ryu, you cannot be afraid to throw fireball after fireball to pressure your opponent into jumping into your Dragon Punch or push them into the corner and limit their options. This basic strategy dates back to Street Fighter II and is still quite relevant in Street Fighter 4 due to the fact that he has so many options to dish out damage when the opponent makes a mistake by trying to avoid fireballs. If you can master this and force your opponent to play this game, you will go very far playing Ryu.
Once you push the opponent into the corner, be sure to continue to pressure not only with regular fireballs, but EX Fireballs as well once you get the meter. The EX Fireball comes out extremely fast so it can catch the opponent trying to jump out of the corner or while they try to counter attack. Once the EX Fireball hits in the corner, you can also connect with an Ultra for added damage.
Keep in mind that while zoning with fireballs is one of the main aspects of controlling space with Ryu, be sure to mix in standing Light Punches and other assorted normal moves to bait your opponent. This will allow you to get a reaction out of your opponent without having to commit to a fireball which can open up a lot of opportunities to do damage.
Inevitably the distance between you and your opponent will turn into more close quarters combat, and Ryu has a wide array of normal moves to help push the opponent back out or start some basic but damaging combos when this time comes. Crouching Light Punch and Medium Punch are usually your best bet once you are fighting from this close range in that they combo into a lot of his other moves such as crouching Hard Punch and crouching Medium Kick. If these attacks are blocked be sure to mix in a throw for a knock down and a bit of extra damage.
Crouching Medium Kick on its own is a good mid range normal move in which you can cancel into fireball to push the opponent back.  You can also cancel crouching Medium Kick into EX Fireball or Super to score a knock down and more damage in the process. If the opponent is out of range of your crouching Medium Kick, you can also use his crouching Hard Kick which will sweep them.
So as you can tell, getting a knock down with Ryu is a big part of his game in regards to mounting an offense and he has many moves to get to that point in the match. Once the opponent is knocked down, in most cases it is best to move in and apply pressure (unless you are playing against certain characters such as Zangief who can Spinning Pile Driver you or Rufus who has enough EX meter to perform an EX Messiah Kick). To close the distance once you get a knockdown, you can obviously jump or use his different strength Hurricane Kicks to close in on your opponent quickly.
Once he is near a downed challenger, one of his best options is his jumping Medium Kick because when spaced correctly it can cross up and hit the opponent from either side depending on the angle of your jump. Once you hit with the jumping Medium Kick, he can continue into one of the many of combos that he has at his disposal to once again gain another knock down.
You can also apply pressure with one of his many block string such as multiple crouching Light Punches in that this will allow you to hit confirm and combo if they end up hitting. Be sure to mix in throws and his Focus Attack with these block strings to keep the opponent guessing.
Also, useful on downed opponents is his towards Medium Punch which is an overhead that will hit crouching opponents. Many opponents will wake up and block low so this is a good move to keep them on their toes and tack on a bit more damage in the process.
If you find yourself on the defensive, blocking an attack string from your opponent, be sure to try to Dragon Punch between their attacks. You can score a reversal Dragon Punch when timed correctly, and if you have the meter, Focus Attack Dash Cancel and follow up with EX Fireball or Ultra. As a side note, executing the Focus Attack Dash Cancel after the Dragon Punch in close range situations is usually a safe option because if it hits of course you can follow up with an attack (EX Fireball or Ultra), but even if its blocked you can simply dash in for a throw.
Ryu's Super can also be a great tool to end the match (it's usually better to save the EX meter unless it will take out the other player for sure) and he has a couple ways to connect the Super combo from both his normal and special moves.  From a crouching Medium Kick the Hard Punch Super will combo and you can also cancel the super off of a Fireball that was canceled from the crouching Medium Kick. You can also connect a Hard Punch Super from a Light Kick Hurricane Kick or Light Punch Dragon Punch.
====Controlling the Air====
Jumping directly at Ryu is really the last thing your opponent should do if they know this match up, but this is your primary goal as you zone them on the ground with fireballs. If they do indeed decide to make a leap of faith and jump directly at you, you have many many options to knock them out of the air and even deal some more damage with either his Ultra or EX Fireball when you have the meter.
First and foremost is his Dragon Punch which in its most basic form will knock them out of the air and score you a knockdown. The thing is, in Street Fighter IV Ryu has a couple ways to connect his Ultra off of a Dragon Punch as well so this should be your first option. If a Light Punch Dragon Punch connects at the apex of their jump, you will land before your opponent and still be able to throw out his Ultra, the Metsu Hadouken. If any strength Dragon Punch hits deep, you can Focus Attack Dash Cancel into his Ultra to also put the hurt on your opponent. Finally, if your Dragon Punch trades, you can do the same set up because he will land before the opponent and have enough time to hit them with his Ultra. Also know that in all of these situations, if you do not have an Ultra but you do have EX meter, go ahead and throw out an EX Fireball to juggle the opponent instead.
As far as normal moves go, his jumping Medium Punch can be a good option because when it hits, you can perform an Ultra because you will land before the opponent. Standing Hard Kick and crouching Hard Punch are also a good moves to knock them out of their jump in attempts.


==Matchups==
==Matchups==

Revision as of 02:15, 9 April 2009

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

1UP's Strategy

From 1UP's Street Fighter 4 Superguide

Controlling the Ground

When zoning on the ground with Ryu, you cannot be afraid to throw fireball after fireball to pressure your opponent into jumping into your Dragon Punch or push them into the corner and limit their options. This basic strategy dates back to Street Fighter II and is still quite relevant in Street Fighter 4 due to the fact that he has so many options to dish out damage when the opponent makes a mistake by trying to avoid fireballs. If you can master this and force your opponent to play this game, you will go very far playing Ryu.

Once you push the opponent into the corner, be sure to continue to pressure not only with regular fireballs, but EX Fireballs as well once you get the meter. The EX Fireball comes out extremely fast so it can catch the opponent trying to jump out of the corner or while they try to counter attack. Once the EX Fireball hits in the corner, you can also connect with an Ultra for added damage. Keep in mind that while zoning with fireballs is one of the main aspects of controlling space with Ryu, be sure to mix in standing Light Punches and other assorted normal moves to bait your opponent. This will allow you to get a reaction out of your opponent without having to commit to a fireball which can open up a lot of opportunities to do damage.

Inevitably the distance between you and your opponent will turn into more close quarters combat, and Ryu has a wide array of normal moves to help push the opponent back out or start some basic but damaging combos when this time comes. Crouching Light Punch and Medium Punch are usually your best bet once you are fighting from this close range in that they combo into a lot of his other moves such as crouching Hard Punch and crouching Medium Kick. If these attacks are blocked be sure to mix in a throw for a knock down and a bit of extra damage.

Crouching Medium Kick on its own is a good mid range normal move in which you can cancel into fireball to push the opponent back. You can also cancel crouching Medium Kick into EX Fireball or Super to score a knock down and more damage in the process. If the opponent is out of range of your crouching Medium Kick, you can also use his crouching Hard Kick which will sweep them.

So as you can tell, getting a knock down with Ryu is a big part of his game in regards to mounting an offense and he has many moves to get to that point in the match. Once the opponent is knocked down, in most cases it is best to move in and apply pressure (unless you are playing against certain characters such as Zangief who can Spinning Pile Driver you or Rufus who has enough EX meter to perform an EX Messiah Kick). To close the distance once you get a knockdown, you can obviously jump or use his different strength Hurricane Kicks to close in on your opponent quickly.

Once he is near a downed challenger, one of his best options is his jumping Medium Kick because when spaced correctly it can cross up and hit the opponent from either side depending on the angle of your jump. Once you hit with the jumping Medium Kick, he can continue into one of the many of combos that he has at his disposal to once again gain another knock down.

You can also apply pressure with one of his many block string such as multiple crouching Light Punches in that this will allow you to hit confirm and combo if they end up hitting. Be sure to mix in throws and his Focus Attack with these block strings to keep the opponent guessing.

Also, useful on downed opponents is his towards Medium Punch which is an overhead that will hit crouching opponents. Many opponents will wake up and block low so this is a good move to keep them on their toes and tack on a bit more damage in the process.

If you find yourself on the defensive, blocking an attack string from your opponent, be sure to try to Dragon Punch between their attacks. You can score a reversal Dragon Punch when timed correctly, and if you have the meter, Focus Attack Dash Cancel and follow up with EX Fireball or Ultra. As a side note, executing the Focus Attack Dash Cancel after the Dragon Punch in close range situations is usually a safe option because if it hits of course you can follow up with an attack (EX Fireball or Ultra), but even if its blocked you can simply dash in for a throw.

Ryu's Super can also be a great tool to end the match (it's usually better to save the EX meter unless it will take out the other player for sure) and he has a couple ways to connect the Super combo from both his normal and special moves. From a crouching Medium Kick the Hard Punch Super will combo and you can also cancel the super off of a Fireball that was canceled from the crouching Medium Kick. You can also connect a Hard Punch Super from a Light Kick Hurricane Kick or Light Punch Dragon Punch.

Controlling the Air

Jumping directly at Ryu is really the last thing your opponent should do if they know this match up, but this is your primary goal as you zone them on the ground with fireballs. If they do indeed decide to make a leap of faith and jump directly at you, you have many many options to knock them out of the air and even deal some more damage with either his Ultra or EX Fireball when you have the meter.

First and foremost is his Dragon Punch which in its most basic form will knock them out of the air and score you a knockdown. The thing is, in Street Fighter IV Ryu has a couple ways to connect his Ultra off of a Dragon Punch as well so this should be your first option. If a Light Punch Dragon Punch connects at the apex of their jump, you will land before your opponent and still be able to throw out his Ultra, the Metsu Hadouken. If any strength Dragon Punch hits deep, you can Focus Attack Dash Cancel into his Ultra to also put the hurt on your opponent. Finally, if your Dragon Punch trades, you can do the same set up because he will land before the opponent and have enough time to hit them with his Ultra. Also know that in all of these situations, if you do not have an Ultra but you do have EX meter, go ahead and throw out an EX Fireball to juggle the opponent instead.

As far as normal moves go, his jumping Medium Punch can be a good option because when it hits, you can perform an Ultra because you will land before the opponent. Standing Hard Kick and crouching Hard Punch are also a good moves to knock them out of their jump in attempts.

Matchups

Frame Data



frame frame frames of frames of super meter cancel
move Name startup active recovery adv.blk adv.hit blockstun hitstun damage stun gain block ability comments
close LP 3 3 6 +2 +5 10 13 30 50 20 HL CSpS -
close MP 3 3 21 -3 +3 20 26 70 100 40 HL SpS -
close HP 5 7 26 -15 -10 17 22 100[80] 200[150] 60 HL SpS -
close LK 5 5 7 -1 +2 10 13 30 50 20 HL - -
close MK 3 5 16 -7 -2 13 18 70 100 40 HL SpS -
close HK 8 8(2)4 17 -3 +2 17 21 40*70 125*75 60*20 HL S*- -
far LP 4 3 6 +2 +5 10 13 30 50 20 HL CSpS -
far MP 5 4 14 -4 -1 13 16 80 100 40 HL S -
far HP 8 3 15 0 +4 17 21 120 200 60 HL - -
far LK 5 6 6 -1 +2 10 13 40 50 20 HL - -
far MK 8 2 17 -5 -2 13 16 70 100 40 HL - -
far HK 9 4 20 -6 -2 18 22 110 200 60 HL - -
crouch LP 3 2 7 +2 +5 10 13 30 50 20 HL CSpS -
crouch MP 4 4 8 +2 +5 13 16 70 100 40 HL SpS -
crouch HP 4 8 28 -18 -13 17 22 100 200 60 HL SpS -
crouch LK 4 3 9 -1 +2 10 13 20 50 20 L CSpS -
crouch MK 5 5 12 -3 0 13 16 70 100 40 L SpS -
crouch HK 5 4 28 -14 - 17 - 90 100 60 L - -
jump up LP 10 7 - - - 8 11 50 50 20 H - -
jump up MP 5 5 - - - 10 13 80 100 40 H - -
jump up HP 6 5 - - - 17 20 100 200 60 H - -
jump up LK 5 9 - - - 8 11 40 50 20 H - -
jump up MK 6 10 - - - 11 15 80 100 40 H - -
jump up HK 4 4 - - - 15 18 100 200 60 H - -
jump forward LP 4 7 - - - 8 11 50 50 20 H - -
jump forward MP 7 3*4 - - - 11 15 50*30 50*50 40*20 H - -
jump forward HP 6 5 - - - 15 18 100 200 60 H - -
jump forward LK 4 8 - - - 8 11 40 50 20 H - -
jump forward MK 6 6 - - - 11 15 70 100 40 H - -
jump forward HK 7 7 - - - 15 18 100 200 60 H - -
F+MP 17 1(1)2 14 -2 +3 13 18 30*50 50*50 40*20 H - -
F+HP 17 2*2 18 0 +4 19 23 40*80 50*50 60*20 HL SpS -
level1 FA 21 2 35 -21 -21 15 15 60 100 20 HL - -
level2 FA 17+12 2 35 -15 - 21 - 80 150 40 HL - -
level3 FA 65 2 35 - - - - 140 200 60 - - -
F+LP+LK 3 2 20 - - - - 130 140 40 0.9 - -
B+LP+LK 3 2 20 - - - - 130 120 40 0.9 - -
Hadouken 13 - 45 -6 -2 18 22 70 100 10/20 HL S -
Hadouken EX 12 - 40 +1 - 13 - 50*50 50*50 0/0 HL S -
Shoryuken LP 3 14 14+10 -17 - 20 - 130[70] 200[100] 30/40 HL S -
Shoryuken MP 3 14 25+18 -36 - 20 - 140[70] 200[100] 30/40 HL S -
Shoryuken HP 3 14 28+18 -39 - 20 - 160[70] 200[100] 30/40 HL S -
Shoryuken EX 3 2*12 30+18 -39 - 20 - 80*60 100*100 0/0 HL S -
Hurricane Kick LK 11 2(6)2 12+5 -6 - 20 - 100 200 30/30 HL - -
Hurricane Kick MK/HK 12 2(6)2(6)2(6)2(6)2 18+5 -2 - 20 - 110 200 30/30 HL - -
Hurricane Kick EX 11 1(3)1(3)1(3)1(3)1 18+3 -1 - 20 - 40x5 50x5 0/0 HL - -
Hurricane Kick MK(air) 9 2(6)2(6)2 10 - - 20 - ??? 100 10/40 HL - -
Hurricane Kick EX(air) 7 1(3)1(3)1(3)1(3)1 4 - - 20 - 40x5 50x5 0/0 HL - -
Super Combo 1+2 - 51 +11 - 20 - 50x4*100 0 0/0 HL - -
Ultra Combo 1+10 - 119 -25 - 20 - 30x7*55 0 0/0 HL - -
move name startup active recovery frame frame frames of frames of damage stun super meter block cancel comments
adv.blk adv.hit blockstun hitstun gain ability
Arcade characters AbelAkumaBalrogBlankaC. ViperChun-LiDhalsimE. HondaEl Fuerte
GuileKenM. BisonRufusRyuSagatVegaZangief
Console characters CammyDanFei LongGenGoukenRoseSakuraSeth