Street Fighter V/Ryu/Matchups

From SuperCombo Wiki

Playing As Ryu

Fighting Against Ryu

Stand LK is one of the longest ranged light attacks in the game, and being 4f he can punish things effectively some characters cannot with LK xx Tatsu such as Alex's Flash Chop. Many Ryu's will still rely on crMK xx Hadoken which is a longtime staple of his, however in SFV this is not a true block string and can be interrupted with f3 armored or invincible attacks. His poking game and fireball game are also far weaker in general than they have been in most Street Fighter games, with Hadokens being 13f and the animation/sound being easy to read, if they are spacing their fireballs poorly you will often have enough time to jump in for a free combo on reaction. The recovery on his VT1 fireballs are much shorter, so this much riskier to try when he's in that state. In V-Trigger 2, be away of their parry and be on the lookout for common situations where they might try it such as a jump in attack, multi-hitting moves with a gap such as Birdie's VT1 Bullhead or Chun-Li EX Lightning Kicks, or common pressure strings with at least a 2f gap such as Ryu's MP MP. Both this and his V-Skill are in a counter state on recovery if they whiff, leading to big damage.