HoodedAltair
Smash Journeyman
- Joined
- Oct 12, 2014
- Messages
- 271
- NNID
- HoodedAltair
- 3DS FC
- 4442-0574-6679
IMPORTANT*** - THE MU THREAD IS BACK AND HERE TO STAY
MY name is Hooded and welcome to Ryu's Matchup Thread. I have been with Ryu since release and have found and documented the most tech and strategies with him than anyone else. I also place very well in the tri-state region giving me merit to control this thread. Big thanks to Trifroze over on the falcon boards for this MU thread setup. From the system, to the paragraphs below, this is a direct copy of the post but I think the most solid of any MU thread. I will be extremely attentive to this post as this will ideally serve as a one stop shop to see any MU and know how to play, what maps to pick, ie. whenever you run into said character in tournament. Please contribute and enjoy!
I think what we should be doing is discuss every matchup in this topic not on a weekly manner, but in a way that we move onto the next MU as soon or as late as we feel comfortable. No point in setting a strict time window when it could mean we still have things left to cover or that we will be at a solid conclusion in two days and sit doing nothing for five. We should invite the respective character boards to join in on the conversations and archive those convos into this first post along with pros and cons, a matchup summary and a +/-1 type of system, and any posts not related to the subject we're discussing at a particular time should be strictly ignored, but any conversation related to the MU at hand at a given time is welcome, the relevant bits will be picked and compiled eventually.
With the method we'd be using it would be the most beneficial to focus on one character at a time, get it out of the way and move on to the next one instead of glancing over several characters at a time. We should probably start from ones that we have some serious insight on and who are also the most problematic. The top tiers are probably the most important ones to discuss, however that is also precisely why we shouldn't discuss them unless we have players with truly sufficient experience versus said characters. I have quite a lot of experience versus generally all of them so I will always have my writeup for each character as I encourage yours as well.
Summary:
- One character at a time
- Start from biggest threats, but avoid ones we have no decent experience against
- Move on to another character when we feel ready, but try to keep this active
- Invite respective character boards to the conversation in this topic
- Archive said conversations into this post along with pros and cons, a matchup summary and a +/- system
MY name is Hooded and welcome to Ryu's Matchup Thread. I have been with Ryu since release and have found and documented the most tech and strategies with him than anyone else. I also place very well in the tri-state region giving me merit to control this thread. Big thanks to Trifroze over on the falcon boards for this MU thread setup. From the system, to the paragraphs below, this is a direct copy of the post but I think the most solid of any MU thread. I will be extremely attentive to this post as this will ideally serve as a one stop shop to see any MU and know how to play, what maps to pick, ie. whenever you run into said character in tournament. Please contribute and enjoy!
I think what we should be doing is discuss every matchup in this topic not on a weekly manner, but in a way that we move onto the next MU as soon or as late as we feel comfortable. No point in setting a strict time window when it could mean we still have things left to cover or that we will be at a solid conclusion in two days and sit doing nothing for five. We should invite the respective character boards to join in on the conversations and archive those convos into this first post along with pros and cons, a matchup summary and a +/-1 type of system, and any posts not related to the subject we're discussing at a particular time should be strictly ignored, but any conversation related to the MU at hand at a given time is welcome, the relevant bits will be picked and compiled eventually.
With the method we'd be using it would be the most beneficial to focus on one character at a time, get it out of the way and move on to the next one instead of glancing over several characters at a time. We should probably start from ones that we have some serious insight on and who are also the most problematic. The top tiers are probably the most important ones to discuss, however that is also precisely why we shouldn't discuss them unless we have players with truly sufficient experience versus said characters. I have quite a lot of experience versus generally all of them so I will always have my writeup for each character as I encourage yours as well.
Summary:
- One character at a time
- Start from biggest threats, but avoid ones we have no decent experience against
- Move on to another character when we feel ready, but try to keep this active
- Invite respective character boards to the conversation in this topic
- Archive said conversations into this post along with pros and cons, a matchup summary and a +/- system
Discussion:
Start
End
Summary:
Ryu must respect Sheiks ability to out range him. Her fair, nair, and bair all out range him if spaced right on shield. Ryu can however easily trade with her in the air and rack up damage through this if not combo. Both characters can combo each other with ease. Decent hurtbox sizes and good weights for each other to work with. Utilt locking plays a tremendous key in this MU taking a sheik from 60% to 75% for a shoryuken kill. Ryu loses at far range consistently. Sheiks needles outrange everything he has at a distance. Ryu can do well up close and personal if he invades her area of spaced aerials. His frame 2 tilts and jab 1 are faster than all of sheiks immediate moves making close up scary. Ryu can potentially win the air game if enough pressure and thoughtfulness is applied. This coupled with the fact that if he lands the first kill on sheik in a 2 stock scenio, the game is near entirely in his favor as sheik will have a rough time killing him. The same alternatively goes for shiek since she can play very safe. This MU will come down to which character can land the first kill. Ryu can kill sheik very early with shoryuken but landing the kill can be tricky. Sheik alternatively works much harder for the kill and needs to gimp Ryus mixup recovies or have a good smash read. It should be noted that sheik can punish Ryu's tatsu recovery very hard with bouncing fish if Ryu is left in that situation usually after losing a jump.
Details:
Utilt locking is so ridiculously useful here. Sheik is a fastfaller so by nature she will be true combo'd utilt1 for 5+ hits 50% or above reguardless of SDI. If Ryu can effectively follow the correct utilt lock DI (up and away) by moving forward with sheik, than Ryu can combo her to 78% and finish her wish a TSRK. Below 50% and shiek can SDI down and shield to escape. Combo starters to utilt like sour fair, dair, nair, FA2/3 should all be considered heavily for use.
Sheik is the safest character in the game. The match will be an endless struggle of sheik perfect spacing aerials and mixing up with tilts and grabs. Ryu mustn't get grabbed or he will eat a hefty punish. Ryu needs to control space and pressure sheiks immediate area while being careful as not to get grabbed. If either character lands a hit on the other, they will convert it to a high damage combo, difference being Ryu can kill both earlier and easier from combo. If you can sneak a walk in, you can potentially force sheik to mis space an aerial and punish with utilts.
At 80%, sheik will be SCARED. Use this to your advantage and use a shield break combo or Hftilt. She thinks our grab is trash (which it is) so show her the alternative!
Shakunetsus and Hadokens should be very useful in this MU. Since Sheiks needle range was nerfed, she will be less hesitant to use them at a range where hadoken and shakunetsu can stuff a jump or run in from her. Both of these fireballs should be used to rack up unsuspecting damage and condition sheik to react to it as an option.
Sheik will most likely not kill Ryu until high percents. If Ryu mixes up his off stage recovery than he can return safe. Tatsu is easily punishable by bouncing fish so play more around FADC, hadouken, and shoryuken.
As said in the summary, we can potentially beat sheik in the air. Our fair has incredible range and will trade 15% for 4% if we clash with sheiks aerials. Spaced Bairs will have the same effect as well as being safe on shield. Nair is risky but followup potential is worth the risk occasionally. Sheiks frame data is still much better than us meaning reads will need to be made. Hjab and Hutilt both work well as anti-air for stopping a SH Fairing sheik.
Focus Attack in this MU is most valued when catching a landing sheik. Universally, sheik is conditioned to try to land while throwing out a bair, fair, or nair. Ryu's focus can cover all of this. Use in the air depends on the opponent as some sheiks will use Uair to beat it or just evade the move entirely. FADC still has a various number of uses in this MU and works as a great mixup.
An easy way to cover sheiks ledge vulnerability off of vanish is to run off stage and tatsu into the lip. Hold down while doing so as not to grab the ledge. The move will heavy stage spike sheik and should be untechable
Pros
-Easy utilt locking
-Faster options close range
-Aerials will often trade
-High damage output vs. light character
-Use of Hadokens/Shakunetsu for mid range conditioning
-Sheik has trouble killing except for a few 50/50 setups at high percents or edge guarding
Cons
-Shiek wins far range
-Ryu is easy to combo
-Recovery exploitable
-Besides close range tilts, Ryu's moves are slow and telegraphed
-Winning neutral game requires more reads from Ryu than sheik
-Sheik can beat FA through use of quick moves or Uair
Stages to ban:
-Smashville - Sheik can use the smashville platform to extend and convert combos to kills as well as platform camp and charge needles
-Final Destination - No platforms for Shoryuken platform cancels and sheik has a lot of room to work with
Stages to pick:
Battlefield - Ryu's best stage for many reasons. Platforms ideal for Ryu, close space to keep sheik close range, a lot of off stage space to mixup recovery. High ceiling to live usmash and uair kills from sheik. Minimally effects TSRK
Town and City - One of Ryu's better stages. Good for both but Ryu still has good platforms, a low ceiling, and a tiny but decent amount of room to work with. Low ceiling vs. high ceiling between 2 maps dependent on the sheiks main killing tool
Start
End
Summary:
Ryu must respect Sheiks ability to out range him. Her fair, nair, and bair all out range him if spaced right on shield. Ryu can however easily trade with her in the air and rack up damage through this if not combo. Both characters can combo each other with ease. Decent hurtbox sizes and good weights for each other to work with. Utilt locking plays a tremendous key in this MU taking a sheik from 60% to 75% for a shoryuken kill. Ryu loses at far range consistently. Sheiks needles outrange everything he has at a distance. Ryu can do well up close and personal if he invades her area of spaced aerials. His frame 2 tilts and jab 1 are faster than all of sheiks immediate moves making close up scary. Ryu can potentially win the air game if enough pressure and thoughtfulness is applied. This coupled with the fact that if he lands the first kill on sheik in a 2 stock scenio, the game is near entirely in his favor as sheik will have a rough time killing him. The same alternatively goes for shiek since she can play very safe. This MU will come down to which character can land the first kill. Ryu can kill sheik very early with shoryuken but landing the kill can be tricky. Sheik alternatively works much harder for the kill and needs to gimp Ryus mixup recovies or have a good smash read. It should be noted that sheik can punish Ryu's tatsu recovery very hard with bouncing fish if Ryu is left in that situation usually after losing a jump.
Details:
Utilt locking is so ridiculously useful here. Sheik is a fastfaller so by nature she will be true combo'd utilt1 for 5+ hits 50% or above reguardless of SDI. If Ryu can effectively follow the correct utilt lock DI (up and away) by moving forward with sheik, than Ryu can combo her to 78% and finish her wish a TSRK. Below 50% and shiek can SDI down and shield to escape. Combo starters to utilt like sour fair, dair, nair, FA2/3 should all be considered heavily for use.
Sheik is the safest character in the game. The match will be an endless struggle of sheik perfect spacing aerials and mixing up with tilts and grabs. Ryu mustn't get grabbed or he will eat a hefty punish. Ryu needs to control space and pressure sheiks immediate area while being careful as not to get grabbed. If either character lands a hit on the other, they will convert it to a high damage combo, difference being Ryu can kill both earlier and easier from combo. If you can sneak a walk in, you can potentially force sheik to mis space an aerial and punish with utilts.
At 80%, sheik will be SCARED. Use this to your advantage and use a shield break combo or Hftilt. She thinks our grab is trash (which it is) so show her the alternative!
Shakunetsus and Hadokens should be very useful in this MU. Since Sheiks needle range was nerfed, she will be less hesitant to use them at a range where hadoken and shakunetsu can stuff a jump or run in from her. Both of these fireballs should be used to rack up unsuspecting damage and condition sheik to react to it as an option.
Sheik will most likely not kill Ryu until high percents. If Ryu mixes up his off stage recovery than he can return safe. Tatsu is easily punishable by bouncing fish so play more around FADC, hadouken, and shoryuken.
As said in the summary, we can potentially beat sheik in the air. Our fair has incredible range and will trade 15% for 4% if we clash with sheiks aerials. Spaced Bairs will have the same effect as well as being safe on shield. Nair is risky but followup potential is worth the risk occasionally. Sheiks frame data is still much better than us meaning reads will need to be made. Hjab and Hutilt both work well as anti-air for stopping a SH Fairing sheik.
Focus Attack in this MU is most valued when catching a landing sheik. Universally, sheik is conditioned to try to land while throwing out a bair, fair, or nair. Ryu's focus can cover all of this. Use in the air depends on the opponent as some sheiks will use Uair to beat it or just evade the move entirely. FADC still has a various number of uses in this MU and works as a great mixup.
An easy way to cover sheiks ledge vulnerability off of vanish is to run off stage and tatsu into the lip. Hold down while doing so as not to grab the ledge. The move will heavy stage spike sheik and should be untechable
Pros
-Easy utilt locking
-Faster options close range
-Aerials will often trade
-High damage output vs. light character
-Use of Hadokens/Shakunetsu for mid range conditioning
-Sheik has trouble killing except for a few 50/50 setups at high percents or edge guarding
Cons
-Shiek wins far range
-Ryu is easy to combo
-Recovery exploitable
-Besides close range tilts, Ryu's moves are slow and telegraphed
-Winning neutral game requires more reads from Ryu than sheik
-Sheik can beat FA through use of quick moves or Uair
Stages to ban:
-Smashville - Sheik can use the smashville platform to extend and convert combos to kills as well as platform camp and charge needles
-Final Destination - No platforms for Shoryuken platform cancels and sheik has a lot of room to work with
Stages to pick:
Battlefield - Ryu's best stage for many reasons. Platforms ideal for Ryu, close space to keep sheik close range, a lot of off stage space to mixup recovery. High ceiling to live usmash and uair kills from sheik. Minimally effects TSRK
Town and City - One of Ryu's better stages. Good for both but Ryu still has good platforms, a low ceiling, and a tiny but decent amount of room to work with. Low ceiling vs. high ceiling between 2 maps dependent on the sheiks main killing tool
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