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STA Ranbat Season 4 Standings

1) LPN – 27 pts
2) Hoodaman – 23 pts
3) SBA.Harrison – 19 pts
4) Kineda – 13 pts
5) Hargi – 11 pts
6) One Time Hero – 5 pts
6) UyuuPop – 5 pts


1) IGL.HonzoGonzo – 34 pts
1) [STA]WindZero – 34 pts

2) CrispyTacoz – 12 pts
3) Jeffy – 6 pts
3) Cesar – 6 pts
3) [STA]Alex – 6 pt
4) RHF Druid – 5 pts
5) Heroic – 4 pt
5) Robert – 4 pts


1) LPN – 23 pts
2) [STA]Willpower – 10 pts
2) iLLiterate – 10 pts
3) BadIntent – 8 pts
4) Jsze – 7 pts
5) JudoTrip – 5 pts
6) Haunts – 4 pts


1) BBZ – 40 pts
2) Fixel – 24 pts
3) Hellpocketz – 16 pt
4) El Gallo Negro – 7 pts
5) N4US – 6 pt
6) Charizard – 5 pts
6) Haunts – 5 pts


1) Leezy – 40 pts
2) Phil – 19 pts
3) LionX – 12 pts
4) Dave Tran – 7 pts
4) Shinobi – 7 pts
5) Crackfiend – 5 pts
5) Josh – 5 pts
6) Mr. Warzard – 4 pts
6) GH – 4 pts
6) ChocoThunda – 4 pts

SSFIV GUIDES
RUFUS | STREET FIGHTER 4 | SAGAT
Monday
May112009

001. RYU - INTRO & STRATEGY - STREET FIGHTER 4

NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UP NOTES & VIDEOS

OVERVIEW

  • With a combination of speed and power, Ryu is the most well rounded character in Street Fighter 4.
  • A great character to use for newcomers in that it is easy to learn all aspects of the Street Fighter IV gameplay system while playing him.
  • Combining his fast walking speed with many high priority normal moves allow him to easily out poke and zone many of his opponents.
  • Once Ryu gets in on the opponent and starts to apply pressure, many of his light normal attacks lead him into some very damaging combos.
  • Very solid cross up game in that when he gets a knock down or starts to apply pressure, his jumping light kick, jumping medium kick and hurricane kick allow him to set up many ambiguous cross ups.
  • Multiple ways to land his Ultra make him a threat from almost anywhere on the screen when he has full Revenge Meter.

RESOURCES

RYU SUPER GUIDE - 1UP.COM MY CHEATS

RYU FORUM - SHORYUKEN.COM

RYU FRAME DATA - SHORYUKEN.COM

Monday
May112009

002. STREET FIGHTER 4 - RYU - NORMAL MOVES

JAB (LIGHT) PUNCH

  • Crouching light punch is one of Ryu's best normal attacks, allowing him to start many combos and set up tick throws.

STRONG (MEDIUM) PUNCH

  • Crouching medium punch is a solid poke which also sets up many combo opportunities.
  • Jumping Medium punch is a good air-to-air move which allows him to follow up with an Ultra or EX Fireball on hit.

FIERCE (HARD) PUNCH

SHORT (LIGHT) KICK

  • Crouching light kick, although not as fast as crouching light punch, is still a good combo starter when in close.

FORWARD (MEDIUM) KICK

  • Crouching medium kick is one of his best pokes, if not the best, allowing him to apply a lot of pressure when comboing into his fireballs.

ROUNDHOUSE (HARD) KICK

  • Crouching hard kick is his furthest reaching move, which also leads to a knock down.

COMMAND NORMALS

OVERHEAD PUNCH

FORWARD + STRONG PUNCH

 

SOLAR PLEXUS STRIKE

FORWARD + FIERCE PUNCH

  • Two hit punch that moves Ryu forward. You can combo after it with a dragon punch and also many of his normal moves such as crouching strong and crouching fierce.
Monday
May112009

003. STREET FIGHTER 4 - RYU - SPECIAL MOVES

CLICK FOR FULL IMAGE

HADOUKEN (FIREBALL)


QUARTER CIRCLE FORWARD + PUNCH

  • Good move for zoning - forcing jumps or pushing the opponent into the corner.
  • EX version is two hits, knocks down. Can follow up with Ultra in the corner or mid-screen after a FADC.

SHORYUKEN (DRAGON PUNCH)

FORWARD, DOWN, DOWN FORWARD + PUNCH

  • Great anti air to punish jumping opponent.
  • You can FADC and follow up with and Ultra.
  • When used as an anti-air, if you trade hits with the opponent you can follow up with an Ultra.

TATSUMAKI SENPUUKYAKU (HURRICANE KICK)


QUARTER CIRCLE BACK + KICK

  • Can be done in air which is a useful cross up on downed opponents.
  • EX version spins in place, great when used in combos -  inflicts a lot of stun.
  • Goes through fireballs and low Tiger Shots.

SUPER

SHINKUU HADOUKEN

QUARTER CIRCLE FORWARD X2 + PUNCH

  • Follow up with a Super after a light kick Hurricane Kick or light punch Dragon Punch.

ULTRA

METSU HADOUKEN

QUARTER CIRCLE FORWARD X2 + THREE PUNCHES

  • Ryu's Ultra, like many other character's Ultras, has a big amount of start-up and recovery frames. Opponents will be able to jump over the Ultra projectile on reaction. The real key to using this Ultra is in a juggle combo. There are several situations where this is possible, such as:
  1. Close Shoryuken, Focus Attack Dash Cancel forward immediately, Ultra.
  2. Connect with a late-hitting Shoryuken (at around the apex of the Shoryuken), land, Ultra
  3. EX Hadouken in the corner, immediately Ultra.
  4. Air-to-air Strong Punch (strong is a 2-hit juggle), land, Ultra
  5. If your anti-air Shoryuken trades, recover from the hit while they're still in the air, Ultra
Monday
May112009

004. STREET FIGHTER 4 - RYU - COMBOS

 

 

MASTER GUIDE COMBOS

  • c.lk, c.lp, hp shoryu, fadc, ultra
  • c.lk, c.lp, c.mp, c.rh
  • c.lk, c.lp, c.hp cancel to lp/mp super
  • (corner) c.lk, c.lp, c.hp cancel to ex tatsu, ultra
  • (corner) c.mk cancel to ex hadouken, fadc, ultra
  • c.mk cancel to hp hadouken supercancel into hp super
  • focus attack (opponent collapse), dash cancel, f+hp cancel to hp shoryu
Monday
May112009

005. STREET FIGHTER 4 - RYU - MATCH UPS

Choose a character to view match up notes and videos.

VS.VS.VS.VS.VS.

VS.VS.VS.VS.VS.

VS.VS.VS.VS.VS.

VS.VS.VS.VS.VS.

VS.VS.VS.VS.VS.

ABEL | AKUMA | BALROG | BLANKA | C. VIPER | CAMMY | CHUN-LI | DAN | DHALSIM | FEI-LONGE.HONDA | EL FUERTE | GEN | GOUKEN | GUILE | KEN | M. BISON | ROSE | RUFUS | RYU | SAGAT | SAKURASETH | VEGA | ZANGIEF

 

vs. Sagat


Don't Jump. Beware of traded uppercuts and standing hard kick.

Duck high tiger shots when they get too close. High Tiger Shots will beat your fireballs since they are faster.

Slowly work your way in, cross up, throw, pressure and bait uppercuts from close range.

During Tiger Knee block string pressure, block and wait. Crouching Medium Kick will go under Tiger Knees if you know its coming.

Keep a close eye on EX meter.

Tiger Knee breaks armor so dont use FA all that often out in the open.

vs. Ryu


Watch for throws, tech throws.

Hurricane Kick will go through fireballs if you can anticipate it.

Standing jab to bait jumps from mid range.

EX Fireball from midrange to counter pokes and stop dashes.

vs. Dhalsim


Standing Hard Punch to stop close range teleport shenanigans.

Slowly work your way in and push him into a corner. He has weak defense so exploit that.

Dont jump - he has too many anti airs.

vs. Zangief


Stay within Banishing Fist range, bait it and punish! Practice this in training mode. You can punish with throw or Dragon Punch on block.

Use vertical jump MK to stop lariats.

vs. Balrog


Don't get too predictable with fireballs.

Punish jump ins with uppercut more.

He can be thrown out of all of his EX rushes.

C. MK will go under his dash punches - cancel into Hurricane or Fireball.

vs Cammy


Block low!

Punish blocked Cannon Drill with uppercut.

Punish blocked Cannon Spike with Ultra, Sweep or EX Fireball

vs. Blanka


Block low!

Watch for slide - bait it then punish with whatever you want after it's blocked. cr.hk is an easy punish for either a slide which is blocked or if the slide falls short of hitting.

If he is not sitting on a charge use Focus Attack to hit his limbs and try to land crumple.

If he is sitting on charge watch out if he has EX meter becuase his ball will go through fireballs.

Blocked Rainbow Ball can be punished with Fireball or Ultra.

Punish Blocked Rolling Attack with HP Super.

When he activates Ultra, block low, then block high.

vs. Guile


Be patient and push him into a corner. Punish his jumps with Dragon Punch.

Level Two Focus Attack the second hit of his sweet - or Ultra!

vs. M Bison


Punish his stomps with Jump Forward Fierce Punch as soon as he is in there air.

Cross him up so he loses his charge.