Idk. Did fine vs False last time we played in tourney. He beat me but barely and due to my error.
The way footsies work is really about feel just as much as mobility. Ryu moves slower then them but he doesnt attack slower and with better hitboxes and damage too. So Sheik is safer but Ryus incentive to push a button is still there because he is rewarded.
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Trifroze
Yes you block in anticipation of an attack. Ryu can do the same. Who is rewarded more for a block? Ryu or his opponent? Generally Ryu. Ryu does not have trouble breaking 30%. Two fairs will do just that and that combos. Also is that an argument for bad damage? CF generally doesnt break 25% and I wouldnt call his damage bad.
But back to blocking. Yes sitting in shield is bad, but thats how you made it sound. This is where yomi comes in. This is where reads come in. But thats a player thing. If you are talking raw shield pressure that is simply a character trait. Who can safely hit a shield vs who can't. CF has more ways to do that then pretty much everyone that doesnt have a projectile. Thats his neutral. That is generally NOT Ryus neutral or what he wants to do. How he functions in neutral is different then basically everyone else. This is a copy paste from the Ryu forums I made.
"That space he functions so strongly in is about 3 to 4 character lengths distance from his opponent. This mid range is optimal due to his good dash grab. That is what keeps his mid range game threatening.
This is the range you want. This is where the magic happens. The options available to Ryu are as follows.
Hadouken
Shakunetsu Hadouken
SH Hadouken/Shakunetsu Hadouken
Dash grab
SH FADC for movement/baiting
Empty SHFF for spacing/baiting/mind games
SHFF Bair
Dash Attack
Light Tatsu
Walk up/SH towards opponent then hard jab, hard utilt, or d-smash
These are your main options. Empty SH is VITAL for spacing adjustments and baiting an action so you can respond. Get used to doing SH then fast fall. FADC movement keeps your opponent on their toes. Hadouken options are strong pokes that keep your opponent honest and from stupidly rushing in. An easy counter to hadouken is dash shield. Make them regret that choice by grabbing them or roll behind utilt to collarbone breaker.
Dash attack is just there as a surprise burst attack option. Light Tatsu is super good. Can beat basically anything. Unsafe but very dominant in footsies when you know your opponent wants to press something. Hard jab and hard utilt are very strong anti SH tools. They shut down aerial approaches and make the opponent pause giving Ryu time to establish mid range control. D-smash is THE whiff punisher. Easy 16% if your opponent presses a button at a bad time.
SHFF bair is Ryus main shield pressure option. This is the move you throw out when you are not sure what to do, but you want something pretty safe to rely on.
Ryus dash grab is what ties it all together. He has one of the best dash grabs in the game in terms of distance. When done at the end of his initial dash animation it, it can cover that 4 character length distance. This is the main reason this range is strong for Ryu. Opponents cant just sit in shield vs him. Yeah, he has no grab combos but it only takes a few throws and some pummels to put his opponent into kill percent. So dont stress not having grab combos. He doesnt need them. his throws give him damage and allow him to get easy traps AND reset to his optimal spacing.
Also for when an opponent tries to take that space or rushdown aggressively. SH or even full jump fast fall Fair is great and leads to combos. SH Nair will shut down dash grab attempts and can lead to combos or easy grabs. And again remember Ryus anti air pokes."
The best way I can describe Ryus neutral is...Anti-meta.