User:Mathieu Fortin

SFIVAE Player with relatively good experience. Not competition level yet but I think I can help fuel this Wiki with some good information. Wow, this field must be 50 words long eh? Welp I'll fill it in with some crap that I just wrote down for Ryu then, things I would post on the SFIVAE - Ryu page:


Move Analysis:

Normal Moves: - c.HK good long range but very low recovery and can be punished if blocked. - c.HP good priority but very low recovery and can be punished if blocked. - c.MK good overall poke move that easily links into a Hadoken. However, becareful since you may make the mistake of not finishing your Hadoken stick move completely, and if you recently pressed the forward direction, that means you will do a Shoryuken. And if the Shoryuken is blocked, then you can get severely punished.' - standing.HK - Good anti-air from far jumpers. - c.HP - Good anti-air that is fast to pull off on-reflex. - c.lp / c.lk - Good anti-groundrolls (Abel, Ibuki…)

Unique Attacks: Collarbone Breaker: Good attack o pull off onto someone that wakes up. Mix this with a variation of Block (especially if you fight someone who has a Shoryuken type of wake-up move), Grab, and crouch attack, EX Tatsu. Solar Plexus Strike: Good normal punisher when someone lands or recovers from a long recovery move (such as a Ultra that you dodged), and you can link this with a HP Shoryuken.

Focus Attack: Medium range.

Special Moves: Hadoken - The basics about Fireballs / Hadoken is to know when to pull them. Some characters will punish you hard if they can predict you are launching an Hadoken, even sometimes at full screen (see Seth's Ultra 2, EX Daemon Kicks (Gouken and Akuma), Chun-Li's Ultra 1, Abel's ground roll, Balrog's EX forward dashing punch, Zangief's facepalm). Ryu's EX Fireball is a great tool and can surprise enemies a lot if you pull it off at close range when you know they aren't going to jump. As opposed to the normal version, the EX Version will knock someone out. So its good to include the EX version into a bread and butter (such as j.HK > c.MK > EX Hadoken). Also, since the EX Version has 2 hits, it breaks Focus Attack shields. Ryu's fireball are also his ultimate demise. Enemies that can predict your about to launch a fireball will jump on you and land heavy combos. This is mostly true when they are medium range away from you. But you can also feign it a bit by crouching real fast. This can lure someone into jumping, and where you can land sweet Dragon Punches (like LP Shoryuken > Ultra 1 (or Ex Hadoken)).

Tatsu - Those are useful in various scenarios: Goes above Sonic Booms (Guile's Fireballs). You know someone is about to launch a fireball. At certain ranges you will travel above the fireball (even Ryu's or Ken's). The best way to demonstrate this is if the match starts, Ryu/Ken does Hadoken, and you do a Medium or High Tatsu. You should hit him. Air Tatsu - Solid yet not infailable anti-air air attack. And also, this can slow down your landing, so if you are back jumping into a fireball, you can attempt to slow your landing with one (EX obviously is the best but expensive for damage save). I also use it to build up Super Meter when at long range, with straight jumps above fireballs. You mix this up with Focus Attack Absorbs and your own Hadokens and you are a winner in the end by always keeping the enemy on the unknown. You can also use it to get away from a corner and it covers a good distance if done early into a jump. You can also use that to land closer to the enemy but landing has a few recovery frames so either buff a Shoryuken to protect yourself (which can be dangerous) or hold block. You can cross-up with an air-tatsu which can link into a Super. Hard to pull off but done by masters like Daigo. LK Tatsu - I'll use those when the fight is at a stale and we are at medium range. This can fool the opponent into making an anti air move. Since Ryu's LK Tatus is rather short, you'll land before him, watch him do a Shoryuken and punish him after. Not the best tactic, but works against my Bro (Gouken). Also a great damage dealer into a knockback bread and butter of my own (240 damage) (j.HK > c.HP > LK-Tatsu). Because a regular bread and butter combo that finishes with a normal Hadoken doesn't knock down an opponent, this can be a great destabilize. EX Tatsu - Great anti-air when done in mid-air, and great link into Ultra when the opponent is in the corner (j.HK > EX-Tatsu > Ultra 1) EX Tatsu - Great to include into a rotation of things to attack someone who wakes up, and particularly effective against a Gouken who likes to wake-up with a shield (Kongoshin).

Shoryuken Note: Because of Lenient Move, you can pull off a Shoryuken by simply doing DF > DF > Punch Main Ultra 1 link in various forms When opponent jumps: LP-Shoryuken > Ultra 1 (or EX Hadoken) Solar Plexus Strike > LP-Shoryuken >FADC > Ultra 1 (you have to wait a bit when the opponent is in a corner) Normal combo: j.HP/HK/MK/MP > standing.HP/standing.MP/c.MK/c.MP > LP-Shoryuken > FADC > Ultra 1 (you have to wait a bit when the opponent is in a corner) Great anti air obviously. Great anti normal moves that hits you laterally. Great wake-up move to punish someone who tries to attack you when you wake up. Great to break Focus Attack shield when doing the High Punch (2 hits) version when close. You can sometimes do a LP Shoryuken to build up Super Meter when things are Stale, you are relatively far away from the opponent, and you know he isn't going to throw a Fireball.

Super: Ryu's Super is easy to link into combos, and I often accidently do so (which isn't too bad in essence, except when you know you were about to win a round, and there is a round left to play. In this case, you'd want to keep the Super meter for the next round). Does like 10 hits, so it will absorb fireballs that are on the way. If you are close enough, you'll catch an opponent that is recovering from throwing their own fireballs. So it's sometimes good to pull this one off. Especially if you know your opponent always starts a round with a fireball. You can link an Ultra 1 after a Super, if you are close. But the damage scaling is rather high at that point and the Ultra 1 won't hit all of its potential hits. Example on how to try this: j.HK > c.HP > Hadoken > Super > Ultra 1. I don't think there is anything other than an Ultra 1 that can link after a Super.

Ultra 1 - Long to fire 10 hit Fireball, with a VERY Long recovery. So if you miss (if someone jumps over for example), expect to be punished. There are so many opportunities to throw an Ultra 1 though so keep it for those, or for circumstances where you know you can counter a Fireball or catch a jumping opponent. Here are some Ultra 1 Links: FA hit (2 or 3 so they are crippled) > Solar Plexus > LP.Shoryuken > FADC > Ultra 1. LP.Shoryuken > FADC > Ultra 1 (when opponent is on ground). LP.Shoryuken > Ultra 1 (when opponent is medium to high in the air). j.MP > Ultra 1 (when the opponent is medium to high in the air, and you counter his attack with the MP).

2 - Hard to link except for anti-air attacks. I don't even think you can normally link this shit.

Bread and Butter j.HK > c.MK > Hadoken j.HK > c.HP > LK-Tatsu j.MK > c.MK > Hadoken (crossup) Solar Plexus > HP-Shoryuken j.HK > c.LK > c.LP > c.MK (plinked) > Hadoken FA > Ultra 1 FA > Solar Plexus > Shoryuken > FADC > Ultra 1 LP-Shoryuken > Ultra 1 (when opponent is medium to high in the air) LP-Shoryuken > EX Hadoken (when opponent is medium to high in the air) j.HK > c.MK > Hadoken > FADC > c.HK j.HK > c.MK > Hadoken > FADC > c.MK > Hadoken j.HK > c.MK > Hadoken > FADC > s.HP > Shoryuken > FADC > Ultra 1