It should be important to note that Rashid's st.mp will actually stuff a parry when used in a blockstring. This is because it's a 5 frame startup move that's +3 on block, so he can get it in before the parry's startup of 3 frames.
This is a great video i just learn how to parry effectively in battle but you took it to a new level I didn't know I could parry between a block string this make ryu even more badass
The problem w/ these examples is any SF player worth a grain of salt won't complete the string on block. They'll jump in, do the confirm, since the first two hits are blocked they won't go for the special. They may throw another normal out there, but you'd be predicting at that point, not reacting. This is why you don't see parry inbetween frame traps at a high level. You think Tokido doesn't know a frame trap when he sees it? It's a great video, lots to think about and employ, but real implementation has to be used to see the merits of the theory.
yeah you're right. through countless trials and errors, I still haven't fully mastered this either. it's needless to say that this is a high risk/high reward tactic. I've been called ballsy while doing it so I guess it appropriate to use it when you find yourself in the right conditions. You need to be somewhat reckless in using this tactic. still, it's not better than a solid defense and gameplay. thank you for watching
I think there is still merit in the video. Ryu's parry is not meant to be a get out of jail card but more of a "play me honest" card. I think the whole point of the parry is to tell your opponent not to play you on auto pilot. Even in Season 2, I think that rule still applies, maybe more now than ever.
Call me Vertigo I agree with this. Good players will usually not continue a string unless it's a confirm or safe on block. However I've noticed the parry is a great tool to use against very predictable fighting patterns (consistent jump ins, consistent wake up, etc). If you can predict something with a nice parry, it can really throw your opponent off and force different options.
Evo moment 37. Then again maybe Daigo and Justin Wong aren't "high level" enough? Well they are for me and I learned a lot from this. Having options is great at any level.
I realised that if you parry the jump in attack, when the opponent reaches the ground, you cant follow up with anything as it will be blocked. Why is that so?
I figure it depends on the jump in attack whether it's a heavy or medium jump in. And/or if your opponent sees it, they can block sure. generally most of the time, they won't be expecting the parry so they will try and follow up the jump in. with the successful parry frame advantage, you can attack or, throw or tick throw. i myself generally go for the throw a lot. think of the parry as a means to throw them off rhythm
Sometimes I can get the hit but it depends how high your opponent Is in the air. So if they do a meaty attack they will hit the ground before you can counter attack. But if counter when they are pretty high up off the ground it seems to connect. But I could be wrong. ha.
+stormrider777 Well according to Vframes on mobile, the parry has a 3 frame start up and its active for 7. So you cant parry a meaty attack on wake-up but you can try to parry the follow-up attack instead.
Maybe an ok option to throw in when someones mauling you and you need to gamble big for a comeback. I don't think assuming they will autopilot a tight blockstring is a reliable strategy.
Thats true. IMO, Ryu's normals although strong, lack range compared to most of the roster. And at times, you can't help but remain on the defensive because he's at an disadvantage in many scenarios. Like a V-Reversal, this tactic can throw your opponent's rhythm off shifting the momentum of the match for that brief moment, and to achieve victory, you have to capitalize on that brief moment or settle going back to neutral where again, the range and dynamics of buttons for each character shine. So for this tactic to be effective, match up knowledge is important as well as being familiar with your opponents best blockstrings. I'm not saying this this tactic is a game changer but it can cause your opponent to second guess their approach. And its a high-risk, med-reward considering if your follow up attack and if, IF you can combo into something substantial.
+GamerHiryu hey do you play on PC or ps4? If so regardless id like to play you, I main ryu, but I need a lot of work with him, also do you think pad or stick is easier, I play pad but only because I haven't had the time to go out and look for a good first fighting stick, thanks.
+Cristian Vasquez I play on the PS4. of course we can play. find me and add me. I haven't been on for a while because you know, life. stick or pad, just run with whatever you're comfortable with .
I think Capcom sucks for allowing only Ryu being capable of perrying. This clearly shows how unappropriate Capcom values its creativity by valuing their own character-nationality over character-playability, and how their true intention of creating this game is based with a japanese-first mindset. Unbelivably shallow. Surely people are going to argue that perrying is a skill which takes effort to master, but that's the whole point. A good fighting game should keep each characters's usability in balance, by granting them with various moves at the same strong level. Perrying is definitely a move which overwhelms other moves which makes an experienced Ryu player almost unable to defeat. When one character clearly stands out invincible, there's definitely something wrong with the creation of this game. I had been a SF fan since, but not after IV. Period.
well parrying was introduced in SF3, it was a universal move and it was a 1 frame. high level players can parry almost everything and I bet Capcom thought it'd widen the gap between novices and experts. in SF5, I believe the concept of V-skill was made to be unique to each character therefore adding personality. Ryu's parry in SF5 is a 3 frame move and extremely risky. it's more like high risk/mid reward move. about that notion of Capcom being biased in its character creation, I don't get that sense at all with SF5 Ryu. actually I feel the opposite. and it's a given in any fighting game that there can only be one winner or in some cases, two losers.
A really good Ryu usually has great SF fundamentals. He doesn't really have some of the best pressure options and toolkit like some other characters do. Think of season 1 Mika and her bullshit.
It should be important to note that Rashid's st.mp will actually stuff a parry when used in a blockstring. This is because it's a 5 frame startup move that's +3 on block, so he can get it in before the parry's startup of 3 frames.
Nice. My man issue is so many people know the Ryu matchup inside/out. We need every advantage we can get....
I love this Ryu theme from ex plus alpha
Parry is probably the hardest move to use consistently. And it's rewarding when you get it down right.
I will practice, and I will master this parry, I am pretty good with timing so I think I can do it.
This is a great video i just learn how to parry effectively in battle but you took it to a new level I didn't know I could parry between a block string this make ryu even more badass
+Kendall Jasper Glad you enjoyed it! I hope this improves your gameplay!
The problem w/ these examples is any SF player worth a grain of salt won't complete the string on block. They'll jump in, do the confirm, since the first two hits are blocked they won't go for the special. They may throw another normal out there, but you'd be predicting at that point, not reacting. This is why you don't see parry inbetween frame traps at a high level. You think Tokido doesn't know a frame trap when he sees it? It's a great video, lots to think about and employ, but real implementation has to be used to see the merits of the theory.
yeah you're right. through countless trials and errors, I still haven't fully mastered this either. it's needless to say that this is a high risk/high reward tactic.
I've been called ballsy while doing it so I guess it appropriate to use it when you find yourself in the right conditions.
You need to be somewhat reckless in using this tactic. still, it's not better than a solid defense and gameplay.
thank you for watching
GamerHiryu Hi this is a great video and will probably help many people 😉😉👍👍👍
I think there is still merit in the video. Ryu's parry is not meant to be a get out of jail card but more of a "play me honest" card. I think the whole point of the parry is to tell your opponent not to play you on auto pilot. Even in Season 2, I think that rule still applies, maybe more now than ever.
Call me Vertigo I agree with this. Good players will usually not continue a string unless it's a confirm or safe on block. However I've noticed the parry is a great tool to use against very predictable fighting patterns (consistent jump ins, consistent wake up, etc). If you can predict something with a nice parry, it can really throw your opponent off and force different options.
Evo moment 37. Then again maybe Daigo and Justin Wong aren't "high level" enough? Well they are for me and I learned a lot from this. Having options is great at any level.
Oh how I wish I saw ur video early!! Very good editing and content!!
thank you from watching! hope it'll improve your ground game!
I am pretty good with the parry, thanks for the video
Great video I subbed to your page as a ryu main you help me out a lot thank you
I usually use parry if the opponent is a bit predictable or when they get desprate with jump ins and ill clutch it out
Awesome !!!
I realised that if you parry the jump in attack, when the opponent reaches the ground, you cant follow up with anything as it will be blocked. Why is that so?
I figure it depends on the jump in attack whether it's a heavy or medium jump in. And/or if your opponent sees it, they can block sure. generally most of the time, they won't be expecting the parry so they will try and follow up the jump in. with the successful parry frame advantage, you can attack or, throw or tick throw. i myself generally go for the throw a lot.
think of the parry as a means to throw them off rhythm
Sometimes I can get the hit but it depends how high your opponent
Is in the air. So if they do a meaty attack they will hit the ground before you can counter attack. But if counter when they are pretty high up off the ground it seems to connect. But I could be wrong. ha.
+stormrider777 Well according to Vframes on mobile, the parry has a 3 frame start up and its active for 7. So you cant parry a meaty attack on wake-up but you can try to parry the follow-up attack instead.
Ok. Then it just seemed that way. Guess my opponent was pressed a button after my parry.
GamerHiryu I use Vframes 2
Maybe an ok option to throw in when someones mauling you and you need to gamble big for a comeback.
I don't think assuming they will autopilot a tight blockstring is a reliable strategy.
Thats true. IMO, Ryu's normals although strong, lack range compared to most of the roster. And at times, you can't help but remain on the defensive because he's at an disadvantage in many scenarios. Like a V-Reversal, this tactic can throw your opponent's rhythm off shifting the momentum of the match for that brief moment, and to achieve victory, you have to capitalize on that brief moment or settle going back to neutral where again, the range and dynamics of buttons for each character shine. So for this tactic to be effective, match up knowledge is important as well as being familiar with your opponents best blockstrings.
I'm not saying this this tactic is a game changer but it can cause your opponent to second guess their approach. And its a high-risk, med-reward considering if your follow up attack and if, IF you can combo into something substantial.
Ok man I subscribed as well and i will in the future
Nice vid dude
What song is that again?
Ryu's theme from Street Fighter Ex3
dude how can ı do throw escape,the enemy used combo on me.if ı use mpmk 1 time did it work ?
So sorry for the late response. Throw tech is LP+LK. The parry works for everything else except throws and command grabs.
Hey man ty for this video my Ryu needs ALOT of work in this game, im stuck on gold lv :(
you're very welcome. feel free to challenge me anytime. cfn: GamerHiryu
+GamerHiryu hey do you play on PC or ps4? If so regardless id like to play you, I main ryu, but I need a lot of work with him, also do you think pad or stick is easier, I play pad but only because I haven't had the time to go out and look for a good first fighting stick, thanks.
+Cristian Vasquez I play on the PS4. of course we can play. find me and add me. I haven't been on for a while because you know, life.
stick or pad, just run with whatever you're comfortable with .
+GamerHiryu yeah I feel you on the life bit haha, alright I'll add you later today dude! Thanks again.
how do execute the parry? please teach
In SFV, its Ryu's v-skill, which can be performed by pressing mp + mk together at the same time.
wanna learn how to parry play 3S
how to perform a parry?
In SFV, its Ryu's v-skill, which can be performed by pressing mp + mk together at the same time.
GamerHiryu interesting
I think Capcom sucks for allowing only Ryu being capable of perrying. This clearly shows how unappropriate Capcom values its creativity by valuing their own character-nationality over character-playability, and how their true intention of creating this game is based with a japanese-first mindset. Unbelivably shallow.
Surely people are going to argue that perrying is a skill which takes effort to master, but that's the whole point. A good fighting game should keep each characters's usability in balance, by granting them with various moves at the same strong level. Perrying is definitely a move which overwhelms other moves which makes an experienced Ryu player almost unable to defeat. When one character clearly stands out invincible, there's definitely something wrong with the creation of this game.
I had been a SF fan since, but not after IV. Period.
well parrying was introduced in SF3, it was a universal move and it was a 1 frame. high level players can parry almost everything and I bet Capcom thought it'd widen the gap between novices and experts.
in SF5, I believe the concept of V-skill was made to be unique to each character therefore adding personality.
Ryu's parry in SF5 is a 3 frame move and extremely risky. it's more like high risk/mid reward move.
about that notion of Capcom being biased in its character creation, I don't get that sense at all with SF5 Ryu. actually I feel the opposite.
and it's a given in any fighting game that there can only be one winner or in some cases, two losers.
niggawut
a nash player won EVO, clearly ryu is not invincible
Alex has a parry and he's an american
wan raven no Alex can party 2
A really good Ryu usually has great SF fundamentals. He doesn't really have some of the best pressure options and toolkit like some other characters do. Think of season 1 Mika and her bullshit.
THIS IS SO GROSS
RinOgata what is
Learnt about you from my man Luis M-X