Guys, I have breaking news on relevant and common MU that I have to drop. It all changed with the update and has changed how the MU is played. I bet you the GFs are all gonna be played like this. It's so serious, that I'm actually on my laptop instead of my phone (that's why there are always a slew of mistypes). So you wonder which MU? I'll tell you.....
v
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Damn what did I tell you? It's such a crucial MU to know as it's so relevant to our meta.
On a serious note I will talk about the MU for real. As you know, Emblem Lord has converted to being Ryu main and is pretty darn good with him if I say so myself and I have DK as my main. I recall Emblem Lord calling shots against DK and we sparred for a bit and from that, I have come here to talk about the MU.
Ryu in general: I don't play the character much myself, but I do know how to play heavies and against heavies (My most used characters are heavies). Many heavies have just bad frame data and because of this fact many are afraid to bust out hitboxes will nilly and thus hide in shield a lot. Take advantage of that and use collarbone breaker to break shields. You don't even have to land it, but just instill the fear of it as then the heavies will then start putting out hitboxes and you punish that with the easiest shoryu of your life. Also R.H is better than B.H in all situations against heavies as it's a looping hitbox, in other words, the heavy has to stay in shield and take it or if they throw out a hitboox, it only blocks 1 hit putting them in a horrible position.
The MU itself. Despite what people may think.....it's not the worst thing in the world. I will still say it's in Ryu's favor, if and only if the shoryu game is on point (which it has to be or else why would you main Ryu and go to tourneys?). Shoryu is particular easy to land on heavies because of their large hurtbox and many of the setups he has works flawlessly on fat boys like DK. So how does DK even stand a chance? Well, Ryu's game and KOs are mainly centralized in if you have a strong FGC inheritance and know how to properly input the controls (no duh). Shoryu is one of those moves that was described and it's often used as the trump card for KOs, yet it so predicatble.
On DK's end, it's not so bad (probs 55:45 Ryu's favor). Of course he can't play footsies with Ryu, but has great vertical setups for Ryu which really can bring DK back into the game. Often times, I found myself outpaced by the barrage of moves that Ryu would be throwing out cuz he can and DK can't. Many of these hitboxes could and would lead to Shoryu. What should you do? Run away and let them throw their Hadoukens. At some point (your judgement and experience) you can actually bair then out of it. Keep playing passively until they feel "forced" into approaching you (probably crossup nair or fair). If with fair, they usually space the part as far as possible so that shield grabs or dash grabs can't reach when they land. If you go in for a grab, prepare for a Shoryu to the face as it's a trap! Instead, go for Hand Slap as it racks up quick 14%and pops them up (sadly has an exploitable 43 frames of end lag that can be punished on hit in low%). Now cross up nair.... the best you can do is keep holding shield as having a frame 8-11 utilt coverage on a move BEHIND DK is too slow for Ryu. Really take the grab and don't do anything there are so many more intricacies and I can go through general words of advice, but I feel like they kinda go out the window if your opponent has a frame 3 invincible move that kills pretty well.
Stages: I feel like this MU is so stage dependent.
Ryu does well on nice flat stages or stages with low ceilings so as to kill way easier. Delfino, Smashville, FD, Dreamland, Castle Seige come to mind for stages good for Ryu in this MU.
DK does well basically on stages where he can land safely or can vertically assault the player (weird that he has short jumps and horizontal based recovery for a vertically based character). BF, Lylat, Duck Hunt are good in this MU. Also DK's hoo ha is ridiculous as it killed Ryu at 88% no rage in T&C.
Stages that don't really change the MU in a lopsided fashion: T&C, Halberd...well pretty much every other stage.
Overall:
Ryu has far more versatility and a great footsie game that should and probably would body other heavies, but since DK has a hoo ha, decent spacing tools and can instill fear with Giant Punch, the MU isn't as nearly one sided as people might it is. As long as Ryu always has Shoryu, DK must be wary of what moves are thrown out as that's stock. If I had to put numbers to it 55:45 Ryu up.
And there you it, the MU that people will see all over in GFs.
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NachoOfCheese
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Emblem Lord