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The short answer is, don't spam those moves.What should I do against character who's crouches(think kirby) completely invalidate my fireballs, upsmashes(i don't know why it does), focus attacks, and anything mid range?
Just guessing 1-2 frames gives you a light version, 3-4 medium and 5+ heavy. I have no evidence to back this up.Something I've been wondering since Ryu was released is what the frame windows are for performing medium specials. As in, what is the minimum and maximum number of frames you can hold the special button to perfom medium specials? Light and heavy specials are easy to do, but I have trouble doing mediums consistently.
Actually, yes there a medium versions for the hadoukens (input and not) and DP (input and not). It was shown in the opening trailer.There is no "medium" version of moves. There's light versions (tap the button) and heavy versions (hold the button) and then special input versions of the specials.
I've found a way.. It's hard to describe.They are super hard to do consistently.
Oh, is there no medium tatsumaki?Actually, yes there a medium versions for the hadoukens (input and not) and DP (input and not). It was shown in the opening trailer.
there isOh, is there no medium tatsumaki?
I didn't know that but I just tested it and there is a medium one.there is
and for whatever reason i've found it to be more difficult than medium hadouken/shoryuken.. timing just feels different
Are you asking for the number or what hitlag is? His moves I believe on average have a 2.0 hitlag modifier. Hitlag is the effect when strong moves connect with a body and both attacker and victim are frozen in place. Hitlag is usually determined by damage, damage type and of course the hitlag modifier just increases this.So I heard Ryu had a hitlag multiplier.
Does anyone know what is?
Thanks, just wanted the number. Thought the modifier was the same for all of his moves. Also heard it was like 1.89 or something like that. Trying to figure out if it is worthwhile to frame cancel his aerials.Are you asking for the number or what hitlag is? His moves I believe on average have a 2.0 hitlag modifier. Hitlag is the effect when strong moves connect with a body and both attacker and victim are frozen in place. Hitlag is usually determined by damage, damage type and of course the hitlag modifier just increases this.
Unlikely, so this is all I could manage.Is there a video that explains all of Ryu's... special special moves and how to do them? I'd like to see a thumb moving over a gamecube controller, not just some instructions if possible.
Hitlag = (((d/2.6)+5)*h)Thanks! (Yea that's terrible.) How did you calculate that? I would like to be able to compute frame disadvantage for other moves as well.
Definitely get comfortable with his nair. Nair to jab combo is reliable, safe damage that catches people off guard. There are tons of ways to use nair to lead into a true shoryuken.I started trying to use ryu today and I've learned the special inputs and I can do some combos like 3 dtilt1s>dtilt2>red fireball, infinite utilt1s, and dtilt1, utilt1, and jab1 into true shoryuken (but I can't using them in a real game). I know nothing about neutral game or any other combos. What other things about ryu do I need to know to be good with him?
Two good places to look would be these two threadsI started trying to use ryu today and I've learned the special inputs and I can do some combos like 3 dtilt1s>dtilt2>red fireball, infinite utilt1s, and dtilt1, utilt1, and jab1 into true shoryuken (but I can't using them in a real game). I know nothing about neutral game or any other combos. What other things about ryu do I need to know to be good with him?
Even though it was made back in June most of it should till hold up today and give good insight on Ryu's neutral game.When I speak I will be using super old school SF terminology. Let's see if you can keep up.
This post is 100% focused on neutral game, trap game and BnB's.
Let's train harder.
My main pokes during neutral are low roundhouse, Donkey Kick, EX Slow Shakunetsu Hadouken, EX Slow Hadouken, short neutral jump roundhouse, stand forward and stand roundhouse.
Low roundhouse is pretty safe and has great range. Also great damage at 16. Donkey Kick does 17 with the tip of Ryu's foot and can kill, but it also covers a nice angle. Use sparingly but it can stuff aerial approaches if you are on point. Stand roundhouse is a great anti air and stuffs alot of approaches too. Easier to use on reaction as well. Neutral jump roundhouse just has a nice hitbox with not much cooldown on landing. Hadoukens are not zoning tools. They are longer range pokes you use to pressure shields and bait reactions. I tend to use them alot when my opponent is a little beyond Ryu's opening dash animation. Stand forward is simple basic poke with ok range. Pops opponent up at a nice angle though for easy follow-ups and traps.
For combos I keep it simple and effective. low short x2 xx EX Fierce Shoryuken/Fierce Shoryuken. Other basic combos are.
Close stand jab x2 SRK/Tatsu
Low forward xx Tatsu/Hadouken/Shakunetsu
Low short x2 - Tatsu
Close stand jab x2 xx low fierce/stand roundhouse
His jab combo is nice too since his jab is 3 frames.
For block pressure you can do rapid fire lights. Either close jab or low short. They cant grab you as long as you mash quickly. If you are close enough and they try to roll you might even catch their vulnerability frames then you can hit confirm into a combo. For block mix-ups off a light you can tatsu away or mix-in forward strong for a possible shield break though the latter takes alot of conditioning on your part and fear on your opponents. An easy to to set-up for block pressure or a hit confirm opportunity is to empty short hop in then fast fall. Then you can mix up between dash grab, light pressure or poking with low roundhouse or w/e. Walking in is also viable. Just be ready to block or roll on reaction to something your opponent may try. Cross up rolls work too. Roll behind then mash on a light if they are still blocking after you roll. This also works well in landing traps right when your opponent is about to touch the ground. Another good tool is neutral jump short. Decent hitbox and very little recovery on landing. Has the same applications as say Sheiks nair. Use it to cover yourself and deter dash grab ins. Can also be used to disrespect your opponent during attempted follow-ups and get you out of strings. Great for eating projectiles too.
For traps most of Ryus stuff will be based around hadoukens. See how your opponent reacts. If they like to roll be ready to punish with low roundhouse or an SRK depening on spacing. low short hit confirm into anything works as well. Its all spacing dependent. For air traps I rely on throws to get them there then jump hadoukens. Watch how they land and try to bait something then punish with jump roundhouse or neutral jump roundhouse. You can attempt to challenge with a neutral jump roundhouse as well. Amazing hitbox. Ledge trap game is solid. Lots of forward throws and hadouken traps to reset positioning advantage. Tatsus are also good for air traps. They will reset the situation on hit. Nice for chars with burst movement that can get them out of standard trap scenarios. Say vs ZSS if you threw a hadouken while she was in the air and she flip jumped behind you. Ryu could EX tatsu to catch her escape attempt and reset the situation. Or dash SRK if you just wanna end her. Dash EX SRK is very nice as well in landing traps. Some players will try to disrespect your momentum and EX SRK will blow them away due to having lots of invincibility. Played a Bowser two days ago and I d-throw him. I empty jumped to bait something and he did a down b. I EX SRKed him for a kill at 105%.
That's all for now. More later for sure.
If anyone has any questions ask away.
Footsies/Boxing Range
This is where you wanna be. Generally this range is between Ryus max d-smash range and his max dash grab range. Here Ryu has good poke options, whiff punishes and dash grab to threaten with. Success here depends on Ryus reactions. Ryus buttons > Sheiks buttons in terms of raw damage and priority. They are about equally fast. She can punish d-smash and u-smash on block so you can't poke with them much. Hard Jab is fairly safe as is max spaced hard utilt cancelled into FADC backdash or light tatsu away. If she SH's Ryu can hard utilt to blow through fair or hard jab. Another option is if you see her sh you can quickly dash and roll behind her. This is just to be tricky but can throw off her rhythm. Empty SH into dash grab is strong for both chars. Be on your guard for that. If you see her jump OUTSIDE of your hard jab range, then it is most likely an empty sh.
Mr. R is the best Ryu player currently out there and he also uses Ryu in competitive SF. But, even he hasn't fully committed to Ryu, he still plays Sheik most of the time.What high level ryu mains should I watch to learn from?
There are multiple ways to do the short cut. There's the way you've shown. But you can also do, in num pad form, 636A, 363A, and 323A. I find 636 to be the easiest for me.I know you guys have probably been asked this a thousand times, but... How do you do the true shoryuken shortcut? I know it is But I can never seem to be able to do it consistently, is there some trick or method to it? It is the last one I am having trouble with...