So, I've been labbing with Ryu's shield break game. Friendly warning to everyone: Do NOT use collarbone breaker on shields that are less than 1/3rd there. The first hit will break the shield, and the second will hit them out of dizzy. It sucks.
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ye hadouken trips, and it can also jab lock at any percent. nair trips too, i believe.Not sure if this was known or discussed, but it was new to me. Apparently Hadoken can trip? Was on For Glory and hit a Hadoken point blank and it caused my opponent to trip.
Also, this one was probably discussed but Nair can cause...not sure the proper term for it...the jab lock/helpless state animation. Can't really get it consistent so probably just some Sakurai Angle fun.
If anything I imagine it's only an effective % range difference.ye hadouken trips, and it can also jab lock at any percent. nair trips too, i believe.
nair only jablocks up until like 50% i think, then it hits them too hard. i'm not sure of the differences sweet/sour spot nair has on jablock.
I don't think it's quick enough because there is a little bit of lag where Ryu is still in Hadouken stance after releasing it.Pardon the double post but since we're in mid conversation it feels warranted. Is it possible to jab lock with hadouken? Like, hadouken their missed tech, hadouken again, again, then they'd have to stand up? Not sure if it's quick enough
Hadouken doesn't hit characters lying on the ground once the wobbling animations over and sadly Ryu isn't fast enough to throw two hadoukens in a manner that they'll hit the opponent before the second wobble ends.Pardon the double post but since we're in mid conversation it feels warranted. Is it possible to jab lock with hadouken? Like, hadouken their missed tech, hadouken again, again, then they'd have to stand up? Not sure if it's quick enough
Ryus win condition has not changed in over 20 years.So, let's talk about the neutral.
Any character's neutral game is all about converting into their win condition. An excellent example in this meta is Luigi. Luigi's win condition is getting a grab, for obvious reasons. Luigi has the tools to get the grab(fireball, u-tilt, sour spot nair, jab, etc). Therefore, Luigi's neutral is all about spacing/baits so he can use these options to get his free 75% true combo.
This begs the question... What is Ryu's win condition? Well, we really don't know for sure yet. That said, personally, I believe that Ryu's win condition is getting his stupid combos and focus attacks off. This means, in the neutral, we need to focus (hehehe) on getting soft Dtilts, soft Utilts, sourspot (or sweet at low%) nair, sourspot (or sweet at low %) fair, Dair, and grab for Dthrow combos at low %. This stays mostly true as they enter kill %, because most of these options also lead into dragon punch.
Now, how do we actually land this things in the neutral? Outside of broad statements like use Hado well, or go for a lot of SH fairs, I really don't know. Thoughts?
True Dragon Punch True Fireball, and EX Fireball are not so hard to B-reverse due them involving face forward motions. Just do the motion you do and quickly hit back.Not a competive player, but I found that a good way to perform reverse b shoyuken with street inputs is to put in right, down, down-right, up-left. For reverse hadoken, it's down, down right, right, left.
Dunno how to reverse Hurricane Kick, though...
And if pRyus win condition has not changed in over 20 years.
People do something stupid, you dragon punch them.
Reminds me of Pika's T jolt approach/conditioning. I'll have to give this a shot.I have some matches I'll try uploading. I usually only upload matches where I lost and can't immediately tell why or how,so these are all matches of me losing. That being said, I think that we need to analyze matches and see what worked, how, and why in the neutral when trying to zone in for our combos. I found some degree of success in forcing a shield with shakunetsu and then running in to grab thus punishing the shield. I try to condition opponents to be afraid of shielding so I can then approach with a nair. Essentially, lay some form of frame trap with my hados as to force the to either take dmg from the hado or risk taking damage from either a grab or a nair.
I do believe that our neutral will be focused on spacing with our pokes and frame traps with hado (as I described) forcing poor approaches which we can punish.
Again, I know this isn't very specific, but I feel that we need to analyze footage and devise our neutral from that. Empirical evidence more than theory crafting.
I still think Link is worse, because on top of rather quick multihits over multihits he has far more reach and projectiles than Lucas, also has a Z-air and generelly just pisses me the **** of when I'm playing Ryu... That goddamn two-hit forward smash kills Ryu uncharged at like 70% with bad DI. I really, really hate that MU.His projectile game is pretty good. It's no Link, but you can still use the various ones + jabs to bait a lot of people.
I saw a video on it awhile ago, I just can't find it anymore. Someone did like a running reversed fair (hit them in the face with the back of his thigh) which launched them toward Ryu, allowing him for a footstool.Has anyone tested Ryu footstool combos yet? If not I'll try to do that later.
So a RAR fair? I like it.I saw a video on it awhile ago, I just can't find it anymore. Someone did like a running reversed fair (hit them in the face with the back of his thigh) which launched them toward Ryu, allowing him for a footstool.
I can defend pretty good as Ryu and get some good read kills/Focus' in. I can use projectiles to bait/distract, etc. I just seem to have a problem with actually going in for the kill, rather then letting the kill come to me. It seems like his strong DTilt is a good poke and his strong neutral A is good, as well as run/fair/nair, but compared to shield/grab I can't seem to get off the weak/strong tilts as good.
Keep playing the nuetral, keep pressure on. If you land a soft d or utilt, dragon punch the hell out of them. Also, if you get desperate, Dthrow kills about the same range as Marth Uthrow.I guess I should post this here, since I was directed here too. So sorry if it seems like a repeat of my topic.
Throw fire hadoukens and position sh nairs so that the last very frames hit them at the bottom in case they perfect shield, you can still get them with dtilts or DP even.I guess I should post this here, since I was directed here too. So sorry if it seems like a repeat of my topic.
rush hour smash uploaded one with False doing some combos out of focus attack. he'd reverse weakspot nair into footstool into fast fall nair into whatever after the reset.Has anyone tested Ryu footstool combos yet? If not I'll try to do that later.
yeah I agree, I've been trying to avoid grabbing around those % ranges, telling myself I should have just DP'ed their face instead. but i come from a grab happy main, it's hard to kick that habit. just for reference, it takes 3 pummels and a backthrow to make up for the damage you could've gotten from a DP instead of a grab, so they need to be around 100% to get 3 pummels off.In essence, once our opponent reaches 60% we shouldn't even consider grabbing an option. If your opponent is shielding and is within grabbing range go for a collarbone breaker instead (h ftilt), and if they aren't shielding, depending on their dmg, go for a combo that ends with a true SRK and you should be able to get the stock.
I'm very used to grabbing as well, even if Link isn't grab happy all my alts are (Fox, Sheik, ZSS, Lucina) so I'm used to going for a grab without giving it a second thought. That habit is really hard and annoying to get rid of, but I am quite confident that it is a core part of Ryu's meta. It'll take take, but we need to get unused to grabbing.yeah I agree, I've been trying to avoid grabbing around those % ranges, telling myself I should have just DP'ed their face instead. but i come from a grab happy main, it's hard to kick that habit. just for reference, it takes 3 pummels and a backthrow to make up for the damage you could've gotten from a DP instead of a grab, so they need to be around 100% to get 3 pummels off.
i've been thinking about an off stage gimp tho, if you back throw off stage and immediately throw a slow hadouken and it forces an air dodge, you can punish their air dodge with a dair/nair.
ryu can go off stage pretty far as long as he saves his second jump for his recovery.
It depends on your distance and opponent. I usually throw a True fast shakunetsu to put pressure due to speed and then rush after it. If they jump you can intercept with an aerial, anti air, or SRK. If they shield, you can go for a grab. It's important for it to be a fire hado since it is a multihit move. If they PS a normal hado you're in trouble, but a fire hado forces them to remain in shield or else get hit by the multi-hitboxes.Talking about the conditioning with hados to force shield then grabbing, They always seem to shield the hado and drop their shield before I get a grab. What range/speed of hado can all pull this off with?
It's a worse hard jab poke wise, but can function as a decent mid range combo starter.Guys, what are your thoughts on weak Ftilt?
For Tap utilt you need to be right next to your opponent, so you have to wait for either a solid read or a punish of a Telegraphed laggy move (like a charged smash). Tap utilt is slightly easier because it was more range but the same spacing rule applies basically.What's a good distance to get weak D-Tilt/weak U-Tilt? Nailing these two straight seem to be a bit of a problem, compared to grabbing. Doing NAir sometimes helps, but then also gets guarded the other half the time and I end up getting thrown.
It's called positional advantage and forces them into a trap situation.I was playing some games yesterday and I realized something: grabbing serves no purpose with Ryu past 60%. I mean, think about it, once a character is at 60% or past it, they are within kill range essentially. If you can land a solid combo that ends with a true SRK you should be KOing your opponent (it is still char dependant but true SRK KOs at 80). So why waste an opening with a grab when Ryu's grab serves no other purpose than racking up dmg? He has no follow up, no kill throws, throwing doesn't leave our opponents in a position advantageous to us (and in some cases it actually favors them since we reset spacing), and we don't really want them to be off stage over onstage since Ryu doesn't seem to be a gimping char. I honestly can't think of a valid reason to grab someone past 60%. Yet I kept doing it because I'm so used to it and then I regretted it because it was actually a wasted punishing opportunity.
In essence, once our opponent reaches 60% we shouldn't even consider grabbing an option. If your opponent is shielding and is within grabbing range go for a collarbone breaker instead (h ftilt), and if they aren't shielding, depending on their dmg, go for a combo that ends with a true SRK and you should be able to get the stock.
Could be, by why pursue a positional advantage when you can take the stock? That was my point. To equate to other games, if you have the chance to start a combo that will Def KO your opponent, why go for a grab that you know won't? Likewise, if you opponent is at 60%+, why go for a grab that you know won't kill instead or a basic combo which will take the stock?It's called positional advantage and forces them into a trap situation.
Smash players highly underrate the use of positional advantage.