I've watched a lot of character guides for SF6 since it came out but this has to be one of if not the best guide I've seen. Everything is actually useful without being ridiculously long and rambly. I've watched a lot of "character guides" that just end up being combo videos with no explanations.
43:38 Ryu has two more mid screen safe jumps Heavy/Denjin Hasho > DR st.MK Heavy/Denjin Hasho > DR b.HK > LP Hasho You can perform the second one with OD Donkey Kick as well. The first one will cross up the opponent if they dont recover backwards and you jump in on them, but it will leave you right in their face with better oki. Since it can become a cross up, you can't reliably threaten high damage with a j.HK which can link in to a st.HP. The most you can do is j.MK or empty jump and whiff punish their Perfect Parry attempt, cr.LK to catch them walking back or delay meaty to block a wake up Reversal and then whiff punish them. The second one will not cross them up after a jump in, but you have worse oki and cannot threaten a strike throw mix up. Since it will it will never become a cross up though you can always threaten the high damage combo route starting with j.HK. If they don't block j.HK then it can link in to st.HP. If j.HK is blocked then you are +11, but not in throw range to threaten the strike throw mix up. You can press st.HP to create a true block string or manually delay it to create a frame trap. If you do a true block string with st.HP you can create a spacing trap by canceling it in to Hadouken or MK Donkey Kick, chip their Drive Gauge by canceling it in to OD Hasho OR do a LP Hasho to whiff on purpose and set up the whiffed LP Hasho mini game. If they try to parry the LP Hasho, you can walk up and throw them as a Punish Counter. If they try to press a button and fail to Whiff Punish the LP Hasho, you can throw out a button like cr.LP or cr.MP to try and Counter Hit them, leading to a combo. But if they aren't in the corner then they can just walk back and whiff punish the delayed st.HP. Alternatively, you can also press b.HK after they block j.HK to create a frame trap. The first kick of b.HK will not connect, but the second kick will become a frame trap. If the second kick connects then you can cancel it in to DRC to continue your combo or just end it off with a special move or super move. If they block b.HK then you will be -4 but it pushes you too far away. At that point, it is also a spacing trap by itself. If you're cheeky though, you can cancel it in to HP Hasho in an attempt to steal your turn back or HK Donkey Kick to Counter Hit and/or Punish Counter them and then get a Denjin Charge or something. If they block HP Hasho then you're +2 (I don't think you're in throw range though). If they block HK Donkey Kick then you're safe on block (-3) and can try to Perfect Parry if they press a button. I don't remember if Ryu is plus if the first kick of b.HK becomes a trade. I think he should be plus, but i could be wrong. Since this is a frame trap though, Reversals can interrupt it.
This.....is...by far....The.....Best Ryu guide I have ever saw...Awesome video bro.. This guide trumps all ryu guides on youtube!!!!!! Can we get a ken,luke,zangief, guile and akuma guide too? Plz
Hope all is well darksynth! Excited to watch this. Been playing Ryu and jp since launch and jp made it easy to want to dig deep but I mostly just played basic Ryu. Ready to finally grind out the finer points.
My brain is so hardwired on KEN muscle memory that trying to learn Ryu is like trying to learn how to play a violin after learning how to play a guitar. One reason I love killer instinct is the mechanics and the ability to do COMBO BREAKER!! You got my sub bro Ryu is not a simple character to play KEN is and because you main Ryu and know his combos real well its easy peasy. Have to put in the time to learn the combos for any character and it takes motivation if not you resort back to your first MAIN.
I think most shotos are pretty simple to play. Fireballs, DPs and Pokes are all you need. Combos are just a bonus. And the way the combo system is in this game, you pretty much use the combo format from one character to another. Starter > EX Extender/ Drive Rush > Combo Filler > Ender.
You missed a safe jump from denjin hasho. After denjin hasho, drive rush into heavy punch or crouch heavy punch for the juggle and cancel into heavy donkey kick. You can start mid screen but you must end up with him in the corner.
@getterpaolo2473 Well she's only gonna do either of those moves from specific ranges. If she's more midscreen she's more likely to go for spinning knuckle. I notice Cammy players tend to go for dive kicks to extend their blockstring pressure
@getterpaolo2473 Yup! People have patterns and habits. Unless you're a top player and good at masking stuff. People will tend to favor one option over the other more. So it's important to pay attention to what they like to do
@@skyline158 My best advice is to just keep practicing with it. It's gonna take a little to get used to. One input shortcut I can give is DP into Level 3. All you have to do is input the DP and then one quarter circle into kick to get the Level 3. Hope this helps!
my issue with ryu is that everything is slow cr medium kick is god awful, cr med punch is good but stubby and dont lead to anything much. stand hard punch is okay. the med range seems lacking and DR is slow
@terable3536 cr.mk is not awful whatsoever. It's one of the best cr.mk in the game aside from Terry. It's 8f for a reason because it has better range. As for being slow he's really not. Hid heavy buttons have some of the best frame data.
You won't watch this in one sitting...
Oh, I'll try in about 10 minutes💀
Got through it! Awesome stuff, I'll be coming back to this a lot. Made some good notes for myself as well. You are much appreciated!
@@sanguinechaperone Thank you for taking your time and watching :)
Just did :)
Bet
I’ve really been looking for a vid like this, great work!
I hope you find it useful! And thank you!
I've watched a lot of character guides for SF6 since it came out but this has to be one of if not the best guide I've seen. Everything is actually useful without being ridiculously long and rambly. I've watched a lot of "character guides" that just end up being combo videos with no explanations.
After playing Ryu for 1.5 years, I found I don't know Ryu.
Thanks man!
@@liaonardo_me dude ive played ryu for 18 years and i still suck lol.
43:38 Ryu has two more mid screen safe jumps
Heavy/Denjin Hasho > DR st.MK
Heavy/Denjin Hasho > DR b.HK > LP Hasho
You can perform the second one with OD Donkey Kick as well.
The first one will cross up the opponent if they dont recover backwards and you jump in on them, but it will leave you right in their face with better oki. Since it can become a cross up, you can't reliably threaten high damage with a j.HK which can link in to a st.HP. The most you can do is j.MK or empty jump and whiff punish their Perfect Parry attempt, cr.LK to catch them walking back or delay meaty to block a wake up Reversal and then whiff punish them.
The second one will not cross them up after a jump in, but you have worse oki and cannot threaten a strike throw mix up. Since it will it will never become a cross up though you can always threaten the high damage combo route starting with j.HK. If they don't block j.HK then it can link in to st.HP. If j.HK is blocked then you are +11, but not in throw range to threaten the strike throw mix up. You can press st.HP to create a true block string or manually delay it to create a frame trap. If you do a true block string with st.HP you can create a spacing trap by canceling it in to Hadouken or MK Donkey Kick, chip their Drive Gauge by canceling it in to OD Hasho OR do a LP Hasho to whiff on purpose and set up the whiffed LP Hasho mini game. If they try to parry the LP Hasho, you can walk up and throw them as a Punish Counter. If they try to press a button and fail to Whiff Punish the LP Hasho, you can throw out a button like cr.LP or cr.MP to try and Counter Hit them, leading to a combo. But if they aren't in the corner then they can just walk back and whiff punish the delayed st.HP. Alternatively, you can also press b.HK after they block j.HK to create a frame trap. The first kick of b.HK will not connect, but the second kick will become a frame trap. If the second kick connects then you can cancel it in to DRC to continue your combo or just end it off with a special move or super move. If they block b.HK then you will be -4 but it pushes you too far away. At that point, it is also a spacing trap by itself. If you're cheeky though, you can cancel it in to HP Hasho in an attempt to steal your turn back or HK Donkey Kick to Counter Hit and/or Punish Counter them and then get a Denjin Charge or something. If they block HP Hasho then you're +2 (I don't think you're in throw range though). If they block HK Donkey Kick then you're safe on block (-3) and can try to Perfect Parry if they press a button.
I don't remember if Ryu is plus if the first kick of b.HK becomes a trade. I think he should be plus, but i could be wrong. Since this is a frame trap though, Reversals can interrupt it.
This is an excellent guide. You really went above and beyond by adding strategies for each opponent. Great stuff man.
@azarel7 much appreciated :)
@DarkSynth btw, have you ever seen the Cross Counter SF4 Guide to Ryu with Air? That was also an excellent guide, that yours reminds me of.
@azarel7 I have not but I remember Air Ryu!
@@DarkSynth What oki do you use after successfully anti airing with jab dp?
@azarel7 Set up a fireball trap or dash in to cover space
This clearly took a lot of time and effort. Nice work, very helpful.
This guide is INCREDIBLE, THANK YOU!!!
Thank you so much for all your hard work bro! This is an amazing guide, ill be coming back to this regularly. BIG thumbs up :D
Much appreciated :D
Thanks, bro! Your hard work paid off. This is the best Ryu guide I've watched in one sitting!
Thank you for taking your time to watch!
This.....is...by far....The.....Best Ryu guide I have ever saw...Awesome video bro..
This guide trumps all ryu guides on youtube!!!!!!
Can we get a ken,luke,zangief, guile and akuma guide too? Plz
@@glenronyoutuber5524 This took a month to make. No way am I doing it for multiple characters 🙃
Hope all is well darksynth!
Excited to watch this. Been playing Ryu and jp since launch and jp made it easy to want to dig deep but I mostly just played basic Ryu. Ready to finally grind out the finer points.
This is perfect. Gonna watch it all. Appreciate the guide.
Great guide brother. Much appreciated!
It's finally here! Thanks for all your hard work mate, gonna try to pick up ryu again now since I've not played him since launch. Awesome work man 👍
My god, this is exactly what I needed. And right after I got ryu to Masters too!!! Thanks synth, will be watching this 50 times at least
Glad to be of help :)
Thank you DS! Thank you! So organized and well put together!
I tried my best :)
thanks for taking the time of an in depth guide
Thank you for watching!!
Thanks for this fam
This is an awesome guide
My brain is so hardwired on KEN muscle memory that trying to learn Ryu is like trying to learn how to play a violin after learning how to play a guitar. One reason I love killer instinct is the mechanics and the ability to do COMBO BREAKER!! You got my sub bro Ryu is not a simple character to play KEN is and because you main Ryu and know his combos real well its easy peasy. Have to put in the time to learn the combos for any character and it takes motivation if not you resort back to your first MAIN.
I think most shotos are pretty simple to play. Fireballs, DPs and Pokes are all you need. Combos are just a bonus. And the way the combo system is in this game, you pretty much use the combo format from one character to another.
Starter > EX Extender/ Drive Rush > Combo Filler > Ender.
Wow 1 hr+ thanks for this i hope i can win more and probably become a champion in small tournaments LOL!
You missed a safe jump from denjin hasho. After denjin hasho, drive rush into heavy punch or crouch heavy punch for the juggle and cancel into heavy donkey kick. You can start mid screen but you must end up with him in the corner.
Thanks for the guide man, leaerned a lot
Thank you for taking your time and watching it!
This guide is too good. A note, you can do a M/H Shoryu after Solar Plexus :)
great video
Thank you very much!!
The okizeme section is 🥇
dude thanks alot
Oh no, I I played Ryu in s1. You’re gonna level up the Ryu army
I decide to try Ryu after watching this😌
@@TheZeroomg He's really fun!
I'm going to give a and only one criticism. there should be some faint music in the background 2 keep momentum.
Other than that solid so far
I just didn't know what to put behind an hour long video lol
I really x100 love your videos especially the anti videos. Plz make one for bison !! Plz 😢
@mangaslang yeah I still gotta make some full on anti guides for the rest of the cast. I'll try to get him!
Safe jumps
CH Hasho > DR cr.MP > HK Donkey Kick
Heavy/Denjin Hasho > DR cr.HP > HK Donkey Kick
fuck it. if this isnt the universe telling me to play Ryu idk what is. I decided to redownload it since launch bcuz i kinda missed how Shotos felt
This is Ryu from streets!
Let's go!!!!
WOOOOOOO!
I’m gonna play this while doing the moves you do 10x in 20 days.
Respek. It's about time poster boy gets fun stuff. ....the fight is everything....
Unfortunately Ryu is no longer the poster boy 😭
Is the game in low settings, or with some kind of reshade?
It could be my OBS settings. Not sure. But not they're on standard settings
How do you stop instant dive kick on neutral? Like what’s your mental stack ? She can either do spin punch or dive kick.
@getterpaolo2473 Well she's only gonna do either of those moves from specific ranges. If she's more midscreen she's more likely to go for spinning knuckle. I notice Cammy players tend to go for dive kicks to extend their blockstring pressure
@ when Cammy players also instant dive kick when near st hp (a lil bit far) range, how do you stop it ? Dp as well?
@getterpaolo2473 Yup! People have patterns and habits. Unless you're a top player and good at masking stuff. People will tend to favor one option over the other more. So it's important to pay attention to what they like to do
@@DarkSynth thanks as always. Will study more of this guide
Please teach me to pilot my boy now is the time of ryu
Do you play with stick? If you play with stick do you have any tips for better executions?
@@skyline158 My best advice is to just keep practicing with it. It's gonna take a little to get used to. One input shortcut I can give is DP into Level 3. All you have to do is input the DP and then one quarter circle into kick to get the Level 3. Hope this helps!
@DarkSynth You should do a video of your hands one of these days. Showing the stick, how you grip it and that shortcut.
Why no Ed matchup tips :(
I forgot Ed and Gief lol. I do have an anti ed guide on my "Mastering The Matchup" playlist!
@DarkSynth I'll check it out man thanks. Been back to this video like 10 times 😂
FK IT WE DONKEY KICK
DO A DONKEY KICK!
It’s 12:13am here
I’m a shitty player and I’m at 1270MR with him
My best advice would be to play player matches for a while. Focus on actually improving instead of chasing MR.
I watched it in one sitting
my issue with ryu is that everything is slow cr medium kick is god awful, cr med punch is good but stubby and dont lead to anything much. stand hard punch is okay. the med range seems lacking and DR is slow
@terable3536 cr.mk is not awful whatsoever. It's one of the best cr.mk in the game aside from Terry. It's 8f for a reason because it has better range. As for being slow he's really not. Hid heavy buttons have some of the best frame data.
@DarkSynth i guess im comparing him too much to some other chars thanks for your input and great video
Impregnated my wife to this
Umm...
Ryu braindead to play now. lol
Not even. His tools just got buffed a little
?
How is he brains dead
@@2gunzup07 He's not
A little? He’s almost a totally different character with the 2 seasons of buffs.
This is Ryu from streets!