MajesticBlue
Active Member
A topic for questions and anything else to do with Ryu gameplay. We can mourn our old friends 8K and 10 frame jab, while saying hi to our new bffs 3F+K and QcbP. He has changed a lot I feel. Let us frame trap everybody till we win! Yes, Tc is a follower.....all the cool kids are making character threads.
Doa 5 has reimagined everybody's favorite super ninja into a pseudo grappler this go- round. He isn't a grappler. He isn't very fast. What does that leave us with? Ryu has the tools to limit the options of the opponent. He has the answer if you are willing to commit to it. High risk, MEDIUM reward. A character for the superior tactician. Do you enjoy beating your opponent with matchup knowledge and good reads? If you are not afraid to back off and play smart, Ryu Hayabusa may be a safe bet.
Moves
PP2K4_PP6P4. Use these to get into Ongyoin for mixups. PP6P4 leaves you at neutral. PP2K4 is at a disadvantage unless you are in the water or snow. You got to have pretty good insight to know what follow up works best.
6P(K). His fastest mid. Use it to try and score a counter hit after you block something. The second P is too slow to really be any good. The K at the end makes the move safe on block, it is a high though. You can hit confirm the move. Also have the option to go into Ongyoin. You will be at a large disadvantage but the move is throw safe due to pushback. If you go for his parry you can be hi counter thrown though.
2P. Fastest low. Use it to try and tap out of stuff if you need some space. Resets the situation to neutral.
3PPP. If the second hit connects the third is guaranteed. Gives a great stun on counter hit. It wall splats. You can even use it as a wall combo. Very delayable, 3PPP wall splat into air grab is always fun. First hit is safe and goes under highs. The third hit is throw punishable.
2K.Instant high crush. You can use this for handstand mixups if you get the counter hit. If it hits on normal hit your best bet is to back off.
7K. A pretty fast mid kick. Good players will throw you if they block it. Throw safe at max range. Another tool he has to use because he has no other options. Beats out string delay or mixups.
3KK. Good range. Can be made safe via string or range. Just an option. The low is pretty bad.
666P. Mid punch move that is safe, knocks down and wall splats. If you get the knock down you can try and go into Ongyoin for follow up options
4PK_4P2P. Gives you a large guard break. Nothing is guaranteed off of it so just treat it as frame advantage. If they start to mash you out of the kick use 4P2P. You also have the jab string versions of these moves.
3F+K. A guard break tracking kick. Leaves him at small advantage. If you know your matchup you can read your best follow up option. When in doubt you can try and follow it with 3P, 6P or jab string mixups.
6KP. Another large guard break. Useful at the wall. Smart players will stop the move so don't rely on it. Can be free stepped for free back throw.
66K. The move is good, If you can get them to block it. I find it to be a very high mid without much priority though. Even though the move is a guard break you are going to play a total guessing game. Still, this might be his best move. Use matchup knowledge for your best Ongyoin follow up.
4P+K. Frame advantage on block and still evasive. If you get the guard break you can set them up for a 3 hit CB! via 3PP P+K.
33P4_33P2K . You can use this to get in and close the gap. Pretty quick. Mix up the kick and the Ongyoin cancel to create hesitation. If you get a counter hit it even launches for a nice juggle.
3P+K(K). Mid punch launcher. A high crush. Has a mid kick follow up that can make it a little safer. If used correctly you won't need the kick. Use it when you know they will go high or after a stun.
4K. launcher on counter hit. Sets you up for a "Will he attack? Will he parry? Not realy in his favor but if you feel lucky go for it. The kick is also a high crush. Good damage as a launcher. Throw safe from pushback.
8K. Not as good as it was but still useful. Launcher on normal hit. Nets you a free air grab or juggle.
6K. You can use this after you get a stun as a mid kick launcher. Just follow it up with the air grab for easy damage.
2F+K. Low sweep kick. Gets under stuff, a good mixup tool. Use it if you see they are weak in the knees. Can follow up with handstand depending on the hit type. Good range and great for annoying
1P(K). A low poke that crushes highs and has a sweep follow up. On normal hit it isn't that good unless you play mind games with the second part. Can be used to setup his OH.
9K. Goes over low moves if you use it at the right time. This tool is risky. Still a great option if you feel a low coming. Has handstand follow ups. Also good for setting up an Izuna.
QcfP+KPP478963214T. Shoho Izuna. Does great damage. Goes under all highs and some mids. Great on ceiling stages. You can just spin the stick and time the throw for the last part.
QcbP. The only reason I can see using this move is when you know you are being baited for 3F+K or 66K. Be very careful with it. You can freestep it. If you manage to get it off without being held or stepped, you are left in a pretty good position. On block get ready to 50-50 a little in your favor. On hit you get a free launcher like 3P+K or 33P etc.
7P_9P. 7P automatically puts you into Ongyoin. You can use it if you have the range to do so. 9P is a jump over move. It's main use was beating wakeup kicks. I don't think the move is as good as it used to be but it can be made to work. The timing is harder.
Handstand (WS 4KK_P WS 4T). He still has his handstand follow ups on some of his moves. Now that 2K no longer trips on ice their use is diminished. Still, you can set them up if you want to go for them. WS 4T is still an OH. 2K on counter hit can be useful.
Critical burst (P+K). Only use this when you have them setup for a CB! It is pretty slow. Not very useful for Ryu. At least he has the option I guess.
Power blow (1P+K). Free off of the first part of the Izuna on stages with ceilings.
Ongyoin.
F. A teleport parry that stops all high and mid attacks. You can be high counter thrown out of it. Just an option to throw out and mixup with. Never leaves you with any real advantage.
66_22_44_88. Ultra slow teleport. Good players will kill you for it if you use dumb follow ups. Once again, just another option.
PPP. 12 frames First 2 hits are safe. Last hit is +5 or charge up for a guard break. The second hit can also cause an unholdable limbo stun at random on counter hit.
K. Mid kick launcher knee. Slow but it has its uses. Can also reset for juggles. Unsafe on block.
P+KPPK_478963214T. Shoho Izuna. Does great damage. Goes under all highs and some mids. Great on ceiling stages. You can just spin the stick and time the throw for the last part. Same as QcfP+K
2P+K. Same as 3P+K.
6P4. A long range dash elbow. +1 block. Not really an amazing move but it covers a quite a distance. You can create fake pressure with this move by going into random things out of it or using it like a get in dash.
8P_8K. Evasive teleport attacks. Can be beat with a freestep. Both are safe though. Not the best idea but it is an option. Another iffy tactic.
6P+K_6K. The old torpedo moves. Still unsafe up close. 6P+K is really fast and you can use it when people are beating you out of Ongyoin. More mixup options. The kick version is can be made safe via range.
SS (Side step)
P. Gives a nice stun on counter hit. Unsafe on block.
K. Slower but launches. -1 on block. All hits give you a free air grab.
Throws
T. 4 frame breakable throw. Unbreakable on high counter.
6T. 6 frame throw. Use this to punish moves that are -7 or more and leave them in standing. You could also use 4T if you want.
2T_1T. A 5 and 6 frame low throw. 2T does a little less damage. Use 1T to punish low holds. You should also use them when you block unsafe lows. 1T is only 1 frame slower so it should be pretty safe to use that.
66T. 6 frame throw. Use this to switch sides and position yourself. If you are on the ball you can even punish with it and get your back off the wall.
WS4T. An OH. Good to throw out if you set it up. Use it after counter hit moves that leave you crouching.
41236T 23698T 4789632 T (Izuna). 12 frame throw, his signature move. Does great damage. Sadly there is not too much environmental damage to abuse anymore. It does give you free follow ups in stages with ceilings though. The easiest way to get the throw out is do the first part, spin the stick and press throw when combo throw pops up.
QcfT (When in air state) This is a new air grab he has. A juggle ender for the most part. Used in most of his juggles so better get used to it.
Ongyoin throws
8T. A teleport throw. Can be freesteped. Pretty risky. Still, sometimes the move comes in handy.
T 41236T 478963214T. New throw with great damage. Needs to be baited for or setup. The input is pretty strict so be sure to practice it
Izuna holds.
If you are going to main Ryu you HAVE to be able to do them. Ryu needs to scare all your punch tools out of you! Make them think twice about going for their good punch moves. If you are good enough with this you can limit their move set and stand a chance. This one thing alone gives Ryu a shot. Might be his best tool. You can do them the same as the regular Izuna. Spin the stick and time the button press.
Get ready. Fight!
Round one
His options here are pretty limited. You can use the fear of Izuna holds to limit their options. You need pretty good matchup knowledge to win here. 3P+K can crush highs. 9k hops over some lows. 6P is your fastest mid. 33P can be pretty good as well depending on the range. The goal here is to bait them into doing a jab so you can Izuna hold it. Very few people will start a round off with throws. Depending on the matchup, if you use you fastest mid they will have to do something that beats it or hold. This is why matchup information is crucial.
Under pressure. (Up close and personal).
This is what you want to avoid with Ryu. He has options but most of them are pretty risky. Your best bet is to have solid defense and make them go for something unsafe. If you get some frame advantage from blocking you can go for 6P(K), 3P, 1P(K) or jabs. His quickest options should net you a counter hit if they do something dumb. If you know what they will do, try your best to use his crush moves. 7K is important for breaking out of tap games as well. The move is throw punishable though. Creating space and having room is something that takes lots of practice. Small stages can be problematic as well.
Space trucking. (The range game.)
Even though he still only has a few options here, he does way better. 3F+K can create lots of pressure. Even if they hold it you will need to throw it out, and it will need to be respected. Ongyoin can create some interesting shenanigans. 6P+K4 into whatever. Ongyoin 6P covers some crazy ground and is safe. Ongyoin 6K can be made safe. If this kind of stuff is getting you killed stop doing it. Stick with 3F+K and 33P4.
Dazed and confused. (What are my stuns?)
3P on counter hit is really good. Safe mid punch that gets under highs just kinda slow. At first I thought it was just a great stun till I had an idea. You can play a pretty screwed up guessing game on counter hit with this move.
CH 3P 3P_6K air grab_Izuna. You can't SE the ch 3P stun in time to avoid 3p or 6K. (You can even mix in high moves like 4K or 8K if you wish.) By using the same stun twice he gains a 15 frame mid punch launcher!
This gave me another idea. Let’s break down 6P.
Guessing game on counter hit 6P 4K_6K_8K_3P+K_Izuna
all options should beat SE.
I found a setup for CB that can't be Stagger escaped.
Ch6P 3PP P+K. Not worth it most of the time but it is an option.
Bricks in the wall game.
The plan here is simple, get them to the wall and keep them there so you can splat them for free damage. Getting them to the wall is something you do with good spacing. Once you get them there the plan is to trap them at the wall so they respect you options. PP4PK, 4PK and 6KP are all great options. If you do a Mid move after any of those you will beat out any attack they doing giving you your wall splat.
If you do the trap right they should be with their back to the wall at massive disadvantage. Your options, reset the trap or go for the splat.
You can reset the trap with something like 4PK or 6KP. Both are pretty slow. Good players will beat you out of lots of this on reaction so be ready.
Now multiple splat options.
3PPP. A very good option. First hit goes under highs and the second an third are ultra delayable. First hit is safe as well. If you can get the second hit to connect the third is free if you don't delay. If they block all 3 they get a free throw. I prefer this option.
PP4P6P_PP4PP_PPK_*PP4PK*
You can use all of these if you know what they will do. You can also see how to pressure them into eating a reset. Since he has some really good options out of his jab strings. These mixed up can be pretty hard to deal with.
PP6P4. First off, more of a parlour trick option, 3 high that are neutral on block. You can use any Ongyoin setup you can imagine here. Go for an 8P or 8K if you want. If the last hit wall splats you can get Ongyoin PPP.
666P. A really safe mid punch option, not much to say. Gets the job done.
3K(K). An unsafe mid kick option. Use it if you feel you need to. Just an option
After you get your wall splat you have a few options. If you are fast enough most of the time you can get an air grab. If you want something more consistent go For PP4PK. If you get a really low wall splat or lag try 3PPP.
The roof is on fire. (Taking advantage of ceilings)
This is where you want to be with Ryu when you can. It opens up a whole new layer to his gameplay. Let's Izuna (41236T) our way to victory.
When you get the Izuna with your opponents back to the wall you should go for things in this order. Powerblow_Shoho Izuna_QcfP PP4P air grab.
Out in the open he has some more options. Since QcbP sitsdown and gives you a free follow up.
Light 41236T QcbP 3P+K P+KP(P) Full charge.
Medium 41236T 33P4 K 8P air grab
Heavy (Bass) (Bayman) (Akira)
Here is where things get cool. If you score a high counter Izuna you get a free CB! combo!
41236T QcbP P+K(CB!) At this point you can do whatever you want. If you can powerblow I would go for that. If not Shoho Izuna is always awesome.
Keep in mind that there is an invisible half wall under the stairs in Temple of the Dragon. If you are lucky you can hit the above combo on all the weight classes. Who knows what kind of shenanigans you can create there.
Slippery when wet. (Playing in the water)
Ok, for the most part Ryu is very bad in the water. Most of his lows just give worthless stuns. PP2K4 can give you a free mixup if you want to go for it. He is left with decent advantage. If you net a low keep attacking but otherwise watch out. Stay out of water the best you can and be carefull on ice. Fast lows will eat him alive.
Juggles on counter hit.
Light/Mid/Heavy
Light and Mid/Heavy
3P+K. PP4P air grab/ P+KPP.
33P4. K 8P air grab/ K air grab
8K. PP4P air grab/ 8P air grab/air grab
4K. K 8P air grab/ K air grab
QcfP. PP4P air grab/ 8P air grab
6K. air grab
8P. air grab
Ongyoin K. 8P air grab/ air grab
**The guide will be updated in the near future. Just want to get it out there to help out. Over time I will make changes and go a little more in depth then the Ign version. I have things to say that are really not appropriate for a wiki hahahah.**
**Update**
Super Ninja eh? Playing Ryu HayabusaDoa 5 has reimagined everybody's favorite super ninja into a pseudo grappler this go- round. He isn't a grappler. He isn't very fast. What does that leave us with? Ryu has the tools to limit the options of the opponent. He has the answer if you are willing to commit to it. High risk, MEDIUM reward. A character for the superior tactician. Do you enjoy beating your opponent with matchup knowledge and good reads? If you are not afraid to back off and play smart, Ryu Hayabusa may be a safe bet.
Moves
PP2K4_PP6P4. Use these to get into Ongyoin for mixups. PP6P4 leaves you at neutral. PP2K4 is at a disadvantage unless you are in the water or snow. You got to have pretty good insight to know what follow up works best.
6P(K). His fastest mid. Use it to try and score a counter hit after you block something. The second P is too slow to really be any good. The K at the end makes the move safe on block, it is a high though. You can hit confirm the move. Also have the option to go into Ongyoin. You will be at a large disadvantage but the move is throw safe due to pushback. If you go for his parry you can be hi counter thrown though.
2P. Fastest low. Use it to try and tap out of stuff if you need some space. Resets the situation to neutral.
3PPP. If the second hit connects the third is guaranteed. Gives a great stun on counter hit. It wall splats. You can even use it as a wall combo. Very delayable, 3PPP wall splat into air grab is always fun. First hit is safe and goes under highs. The third hit is throw punishable.
2K.Instant high crush. You can use this for handstand mixups if you get the counter hit. If it hits on normal hit your best bet is to back off.
7K. A pretty fast mid kick. Good players will throw you if they block it. Throw safe at max range. Another tool he has to use because he has no other options. Beats out string delay or mixups.
3KK. Good range. Can be made safe via string or range. Just an option. The low is pretty bad.
666P. Mid punch move that is safe, knocks down and wall splats. If you get the knock down you can try and go into Ongyoin for follow up options
4PK_4P2P. Gives you a large guard break. Nothing is guaranteed off of it so just treat it as frame advantage. If they start to mash you out of the kick use 4P2P. You also have the jab string versions of these moves.
3F+K. A guard break tracking kick. Leaves him at small advantage. If you know your matchup you can read your best follow up option. When in doubt you can try and follow it with 3P, 6P or jab string mixups.
6KP. Another large guard break. Useful at the wall. Smart players will stop the move so don't rely on it. Can be free stepped for free back throw.
66K. The move is good, If you can get them to block it. I find it to be a very high mid without much priority though. Even though the move is a guard break you are going to play a total guessing game. Still, this might be his best move. Use matchup knowledge for your best Ongyoin follow up.
4P+K. Frame advantage on block and still evasive. If you get the guard break you can set them up for a 3 hit CB! via 3PP P+K.
33P4_33P2K . You can use this to get in and close the gap. Pretty quick. Mix up the kick and the Ongyoin cancel to create hesitation. If you get a counter hit it even launches for a nice juggle.
3P+K(K). Mid punch launcher. A high crush. Has a mid kick follow up that can make it a little safer. If used correctly you won't need the kick. Use it when you know they will go high or after a stun.
4K. launcher on counter hit. Sets you up for a "Will he attack? Will he parry? Not realy in his favor but if you feel lucky go for it. The kick is also a high crush. Good damage as a launcher. Throw safe from pushback.
8K. Not as good as it was but still useful. Launcher on normal hit. Nets you a free air grab or juggle.
6K. You can use this after you get a stun as a mid kick launcher. Just follow it up with the air grab for easy damage.
2F+K. Low sweep kick. Gets under stuff, a good mixup tool. Use it if you see they are weak in the knees. Can follow up with handstand depending on the hit type. Good range and great for annoying
1P(K). A low poke that crushes highs and has a sweep follow up. On normal hit it isn't that good unless you play mind games with the second part. Can be used to setup his OH.
9K. Goes over low moves if you use it at the right time. This tool is risky. Still a great option if you feel a low coming. Has handstand follow ups. Also good for setting up an Izuna.
QcfP+KPP478963214T. Shoho Izuna. Does great damage. Goes under all highs and some mids. Great on ceiling stages. You can just spin the stick and time the throw for the last part.
QcbP. The only reason I can see using this move is when you know you are being baited for 3F+K or 66K. Be very careful with it. You can freestep it. If you manage to get it off without being held or stepped, you are left in a pretty good position. On block get ready to 50-50 a little in your favor. On hit you get a free launcher like 3P+K or 33P etc.
7P_9P. 7P automatically puts you into Ongyoin. You can use it if you have the range to do so. 9P is a jump over move. It's main use was beating wakeup kicks. I don't think the move is as good as it used to be but it can be made to work. The timing is harder.
Handstand (WS 4KK_P WS 4T). He still has his handstand follow ups on some of his moves. Now that 2K no longer trips on ice their use is diminished. Still, you can set them up if you want to go for them. WS 4T is still an OH. 2K on counter hit can be useful.
Critical burst (P+K). Only use this when you have them setup for a CB! It is pretty slow. Not very useful for Ryu. At least he has the option I guess.
Power blow (1P+K). Free off of the first part of the Izuna on stages with ceilings.
Ongyoin.
F. A teleport parry that stops all high and mid attacks. You can be high counter thrown out of it. Just an option to throw out and mixup with. Never leaves you with any real advantage.
66_22_44_88. Ultra slow teleport. Good players will kill you for it if you use dumb follow ups. Once again, just another option.
PPP. 12 frames First 2 hits are safe. Last hit is +5 or charge up for a guard break. The second hit can also cause an unholdable limbo stun at random on counter hit.
K. Mid kick launcher knee. Slow but it has its uses. Can also reset for juggles. Unsafe on block.
P+KPPK_478963214T. Shoho Izuna. Does great damage. Goes under all highs and some mids. Great on ceiling stages. You can just spin the stick and time the throw for the last part. Same as QcfP+K
2P+K. Same as 3P+K.
6P4. A long range dash elbow. +1 block. Not really an amazing move but it covers a quite a distance. You can create fake pressure with this move by going into random things out of it or using it like a get in dash.
8P_8K. Evasive teleport attacks. Can be beat with a freestep. Both are safe though. Not the best idea but it is an option. Another iffy tactic.
6P+K_6K. The old torpedo moves. Still unsafe up close. 6P+K is really fast and you can use it when people are beating you out of Ongyoin. More mixup options. The kick version is can be made safe via range.
SS (Side step)
P. Gives a nice stun on counter hit. Unsafe on block.
K. Slower but launches. -1 on block. All hits give you a free air grab.
Throws
T. 4 frame breakable throw. Unbreakable on high counter.
6T. 6 frame throw. Use this to punish moves that are -7 or more and leave them in standing. You could also use 4T if you want.
2T_1T. A 5 and 6 frame low throw. 2T does a little less damage. Use 1T to punish low holds. You should also use them when you block unsafe lows. 1T is only 1 frame slower so it should be pretty safe to use that.
66T. 6 frame throw. Use this to switch sides and position yourself. If you are on the ball you can even punish with it and get your back off the wall.
WS4T. An OH. Good to throw out if you set it up. Use it after counter hit moves that leave you crouching.
41236T 23698T 4789632 T (Izuna). 12 frame throw, his signature move. Does great damage. Sadly there is not too much environmental damage to abuse anymore. It does give you free follow ups in stages with ceilings though. The easiest way to get the throw out is do the first part, spin the stick and press throw when combo throw pops up.
QcfT (When in air state) This is a new air grab he has. A juggle ender for the most part. Used in most of his juggles so better get used to it.
Ongyoin throws
8T. A teleport throw. Can be freesteped. Pretty risky. Still, sometimes the move comes in handy.
T 41236T 478963214T. New throw with great damage. Needs to be baited for or setup. The input is pretty strict so be sure to practice it
Izuna holds.
If you are going to main Ryu you HAVE to be able to do them. Ryu needs to scare all your punch tools out of you! Make them think twice about going for their good punch moves. If you are good enough with this you can limit their move set and stand a chance. This one thing alone gives Ryu a shot. Might be his best tool. You can do them the same as the regular Izuna. Spin the stick and time the button press.
Get ready. Fight!
Round one
His options here are pretty limited. You can use the fear of Izuna holds to limit their options. You need pretty good matchup knowledge to win here. 3P+K can crush highs. 9k hops over some lows. 6P is your fastest mid. 33P can be pretty good as well depending on the range. The goal here is to bait them into doing a jab so you can Izuna hold it. Very few people will start a round off with throws. Depending on the matchup, if you use you fastest mid they will have to do something that beats it or hold. This is why matchup information is crucial.
Under pressure. (Up close and personal).
This is what you want to avoid with Ryu. He has options but most of them are pretty risky. Your best bet is to have solid defense and make them go for something unsafe. If you get some frame advantage from blocking you can go for 6P(K), 3P, 1P(K) or jabs. His quickest options should net you a counter hit if they do something dumb. If you know what they will do, try your best to use his crush moves. 7K is important for breaking out of tap games as well. The move is throw punishable though. Creating space and having room is something that takes lots of practice. Small stages can be problematic as well.
Space trucking. (The range game.)
Even though he still only has a few options here, he does way better. 3F+K can create lots of pressure. Even if they hold it you will need to throw it out, and it will need to be respected. Ongyoin can create some interesting shenanigans. 6P+K4 into whatever. Ongyoin 6P covers some crazy ground and is safe. Ongyoin 6K can be made safe. If this kind of stuff is getting you killed stop doing it. Stick with 3F+K and 33P4.
Dazed and confused. (What are my stuns?)
3P on counter hit is really good. Safe mid punch that gets under highs just kinda slow. At first I thought it was just a great stun till I had an idea. You can play a pretty screwed up guessing game on counter hit with this move.
CH 3P 3P_6K air grab_Izuna. You can't SE the ch 3P stun in time to avoid 3p or 6K. (You can even mix in high moves like 4K or 8K if you wish.) By using the same stun twice he gains a 15 frame mid punch launcher!
This gave me another idea. Let’s break down 6P.
Guessing game on counter hit 6P 4K_6K_8K_3P+K_Izuna
all options should beat SE.
I found a setup for CB that can't be Stagger escaped.
Ch6P 3PP P+K. Not worth it most of the time but it is an option.
Bricks in the wall game.
The plan here is simple, get them to the wall and keep them there so you can splat them for free damage. Getting them to the wall is something you do with good spacing. Once you get them there the plan is to trap them at the wall so they respect you options. PP4PK, 4PK and 6KP are all great options. If you do a Mid move after any of those you will beat out any attack they doing giving you your wall splat.
If you do the trap right they should be with their back to the wall at massive disadvantage. Your options, reset the trap or go for the splat.
You can reset the trap with something like 4PK or 6KP. Both are pretty slow. Good players will beat you out of lots of this on reaction so be ready.
Now multiple splat options.
3PPP. A very good option. First hit goes under highs and the second an third are ultra delayable. First hit is safe as well. If you can get the second hit to connect the third is free if you don't delay. If they block all 3 they get a free throw. I prefer this option.
PP4P6P_PP4PP_PPK_*PP4PK*
You can use all of these if you know what they will do. You can also see how to pressure them into eating a reset. Since he has some really good options out of his jab strings. These mixed up can be pretty hard to deal with.
PP6P4. First off, more of a parlour trick option, 3 high that are neutral on block. You can use any Ongyoin setup you can imagine here. Go for an 8P or 8K if you want. If the last hit wall splats you can get Ongyoin PPP.
666P. A really safe mid punch option, not much to say. Gets the job done.
3K(K). An unsafe mid kick option. Use it if you feel you need to. Just an option
After you get your wall splat you have a few options. If you are fast enough most of the time you can get an air grab. If you want something more consistent go For PP4PK. If you get a really low wall splat or lag try 3PPP.
The roof is on fire. (Taking advantage of ceilings)
This is where you want to be with Ryu when you can. It opens up a whole new layer to his gameplay. Let's Izuna (41236T) our way to victory.
When you get the Izuna with your opponents back to the wall you should go for things in this order. Powerblow_Shoho Izuna_QcfP PP4P air grab.
Out in the open he has some more options. Since QcbP sitsdown and gives you a free follow up.
Light 41236T QcbP 3P+K P+KP(P) Full charge.
Medium 41236T 33P4 K 8P air grab
Heavy (Bass) (Bayman) (Akira)
Here is where things get cool. If you score a high counter Izuna you get a free CB! combo!
41236T QcbP P+K(CB!) At this point you can do whatever you want. If you can powerblow I would go for that. If not Shoho Izuna is always awesome.
Keep in mind that there is an invisible half wall under the stairs in Temple of the Dragon. If you are lucky you can hit the above combo on all the weight classes. Who knows what kind of shenanigans you can create there.
Slippery when wet. (Playing in the water)
Ok, for the most part Ryu is very bad in the water. Most of his lows just give worthless stuns. PP2K4 can give you a free mixup if you want to go for it. He is left with decent advantage. If you net a low keep attacking but otherwise watch out. Stay out of water the best you can and be carefull on ice. Fast lows will eat him alive.
Juggles on counter hit.
Light/Mid/Heavy
Light and Mid/Heavy
3P+K. PP4P air grab/ P+KPP.
33P4. K 8P air grab/ K air grab
8K. PP4P air grab/ 8P air grab/air grab
4K. K 8P air grab/ K air grab
QcfP. PP4P air grab/ 8P air grab
6K. air grab
8P. air grab
Ongyoin K. 8P air grab/ air grab
**The guide will be updated in the near future. Just want to get it out there to help out. Over time I will make changes and go a little more in depth then the Ign version. I have things to say that are really not appropriate for a wiki hahahah.**