Best Ryu oki guide I've seen so far! Just some extra stuff: - Ryu gets meaty DI easily because all you have to do is end any combo in lp dp > st.lp frame kill > DI - Can get a safe jump midscreen off ex donkey kick by doing ex dk > st.lp frame kill > sweep. You'll be +41 at most. However, this will lose to some faster wakeup light lp. - In the corner, light donkey kick and light tatsu grants a meaty ovh that combos into jab if you do light tatsu/donkey > st.lp framekill > f.mp - Corner medium donkey grants a meaty ovh too if you frame kill with st.lk - In the corner, if you confirm into HP > HK target combo, you can do: cr.lp (framekill) > f.mp for a meaty ovh than combos into jab. Very strong. - After sweep you can do autotimed meaty heavy hasho to be plus. If people like to react ex dp or parry you can try to bait them with a light hasho. After counter/pc sweep you can do the same but you have to frame kill with st.lp and then do heavy hasho. I'd recommend the empty jump oki after pc/counter sweep instead because at certain ranges the side you end up on can be ambiguous. - Not oki but a spaced cr.mp into heavy hasho or medium hasho is a pretty decent tool. If they like to DI and you do cr.mp > medium hasho, you can counter their DI. If they mash, mistaking the medium hasho for the heavy version, you'll get a counter hit launch because cr.mp > m. hasho is a natural frame trap. When they're conditioned you can do cr.mp > h.hasho. If you space it right, cr.mp > H.hasho will still make some buttons whiff if they mash through the gap. It's a somewhat gimmicky mindgame tbh but still works at very high MR when used sparingly.
As someone who messes around with Ryu here and there post patch, this is a solid guide to learn some more oki options I could implement in my game plan. Thanks!
Honestly this guide is so important for Ryu especially since he doesn’t have too many gimmicky specials like most characters, so this has to STRONGLY be your gimmicks
Great guide! as a ryu main there are two more oki setups i would also recommend. if you land a medium donkey kick near or at the corner you can do: forward dash --> whiff st.lp --> meaty 5mp. This setup leaves you at +2 OB which is enough to tick throw them and can even delay by 1f into a meaty throw if you want to mix-up the throw timing. if you land a light donkey kick you can do: forward dash --> whiff st.lp --> meaty 5mp/meaty throw. you dont get plus frames like with medium DK but still solid oki. I mainly use these setups since ryus main 5f+ punish is usually PC 5.lk into donkey kick or tatsu especially against common moves like: Ken's low jinrai OB, Juri's three way fuwa stock special move OB, and certain sweeps OB (chun and deejay).
Great video! I wanna add another set-up from Ryu's corner BnB (juggle 623LP). 5MK frame kill gives you a +2 OB/+10 OH/+12 CH 5MP, and you're still in throw range if they block it. This is one of my favorites.
modern player also. this helps me get some new aggressive ideas. i'm gonna stick to modern either way just so i can still spam better fireballs faster.
Very solid guide overall. But if i am allowed to nitpick i think you should have spent a little bit more time on the denjin launch section. For example after a denjin hasho launch midscreen it's almost always worth it to do drive rush 4HP or 2MP (depending on range) into medium tatsu. The opponent is actually gonna juggle in a way that lets the second hit of the medium tatsu to hit instead of the first... this route results in more damage, corner carry and frames on wakeup whilst also being point blank to your opponent, definitely worth 1 bar.
Nice video! If anything could be improved, I'd suggest: don't cover the rare knockdowns at all (or significantly less than you did). Instead: add more layers to your coverage of the most common knockdowns. For instance, it would be useful to know which of these point-blank framekills allow you to shimmy each characters's throw by walking backwards immediately afterwards. (Do you need at least +2f? +3f? More? How many extra frames are needed to back-walk shimmy Zangief, versus Chun?) Another category of oki that would be useful to know more about is safejabs - i.e., light meaties that are safe to DI and slow reversal supers (even better if the safejabs don't leave you throw-punishable when perfect parried, idk if that's a thing). Hope this makes sense, Raidhyn!
Related idea: at the end of the video, you could show an "extended demo" weaving together multiple oki setups into a round-ending sequence. For example: Phase 1) j.HP -> 5HP -> 214LK [Dash framekill midscreen] Phase 2) CH 214LP -> DR -> 2HP -> 214LK [Forward safejump] Phase 3) j.HP -> 4HP -> 236HK -> 623LP [2LP framekill in corner] Phase 4) 236LP -> 5LK -> 236LK This 4-phase sequence probably kills most characters, and strings together several of the setups you described. (I added a juggle 214LK safejump I heard about, though not 100% sure whether it's always safe. It's +41f here; but you can only juggle with DR -> 2HP in Phase 2's context by hitting 214LP late into its active frames.) Anyway, the "extended demo" would be a good opportunity to "put the pieces together" for your audience by giving them a refresher in a flashy way.
If you have a combo ender you're comfortable with the best you can learn is the one at the top for your combo enders. Go into the training room and set your training dummy to press Light Punch on wakeup and block after the first hit. Do your combo and then do your oki where you're always getting a hit on their wakeup instead of getting jabbed. Personally I started off with 623 HP Ender - Dash 5HP 214LK Ender - Dash 214LP 214MK Ender - Dash 2MP/5MP > Fireball/Hasho If you wanted to prioritize IMPORTANT over easy then it would be anything that lets you go into strike throw. I.E. Forward Throw loops in the corner can win you a bunch of games in Plat against turtles and mixing up a strike/throw there. I honestly pick one and just practice the options as I go and continue to drill them into memory. Good luck!
Do you play on numpad or something? I don't get the point of numpad notation. There are ASCII characters for all these directions if you want a concise meaningful notation.
Hard disagree. He’s extremely versatile and even has strengths in places other shotos don’t. He’s just more demanding mechanically which makes his playerbase smaller. Which also makes information around his stronger tech harder to find since you don’t have a lot of people at high level breaking Ryu down like other players with other characters.
Best Ryu oki guide I've seen so far! Just some extra stuff:
- Ryu gets meaty DI easily because all you have to do is end any combo in lp dp > st.lp frame kill > DI
- Can get a safe jump midscreen off ex donkey kick by doing ex dk > st.lp frame kill > sweep. You'll be +41 at most. However, this will lose to some faster wakeup light lp.
- In the corner, light donkey kick and light tatsu grants a meaty ovh that combos into jab if you do light tatsu/donkey > st.lp framekill > f.mp
- Corner medium donkey grants a meaty ovh too if you frame kill with st.lk
- In the corner, if you confirm into HP > HK target combo, you can do: cr.lp (framekill) > f.mp for a meaty ovh than combos into jab. Very strong.
- After sweep you can do autotimed meaty heavy hasho to be plus. If people like to react ex dp or parry you can try to bait them with a light hasho. After counter/pc sweep you can do the same but you have to frame kill with st.lp and then do heavy hasho. I'd recommend the empty jump oki after pc/counter sweep instead because at certain ranges the side you end up on can be ambiguous.
- Not oki but a spaced cr.mp into heavy hasho or medium hasho is a pretty decent tool. If they like to DI and you do cr.mp > medium hasho, you can counter their DI. If they mash, mistaking the medium hasho for the heavy version, you'll get a counter hit launch because cr.mp > m. hasho is a natural frame trap. When they're conditioned you can do cr.mp > h.hasho. If you space it right, cr.mp > H.hasho will still make some buttons whiff if they mash through the gap. It's a somewhat gimmicky mindgame tbh but still works at very high MR when used sparingly.
Goated comment, specially the hp hasho after a sweep.
Great info. I'll keep a note of all these.
Dude we should be following you instead
As someone who messes around with Ryu here and there post patch, this is a solid guide to learn some more oki options I could implement in my game plan. Thanks!
Honestly this guide is so important for Ryu especially since he doesn’t have too many gimmicky specials like most characters, so this has to STRONGLY be your gimmicks
Great guide! as a ryu main there are two more oki setups i would also recommend.
if you land a medium donkey kick near or at the corner you can do: forward dash --> whiff st.lp --> meaty 5mp. This setup leaves you at +2 OB which is enough to tick throw them and can even delay by 1f into a meaty throw if you want to mix-up the throw timing.
if you land a light donkey kick you can do: forward dash --> whiff st.lp --> meaty 5mp/meaty throw. you dont get plus frames like with medium DK but still solid oki.
I mainly use these setups since ryus main 5f+ punish is usually PC 5.lk into donkey kick or tatsu especially against common moves like: Ken's low jinrai OB, Juri's three way fuwa stock special move OB, and certain sweeps OB (chun and deejay).
Great video! I wanna add another set-up from Ryu's corner BnB (juggle 623LP). 5MK frame kill gives you a +2 OB/+10 OH/+12 CH 5MP, and you're still in throw range if they block it. This is one of my favorites.
Omg thank you. Modern, all in one place... Needed this so bad. I have a couple on my repertoire but this is huge for me.
modern player also. this helps me get some new aggressive ideas. i'm gonna stick to modern either way just so i can still spam better fireballs faster.
Best Ryu oki guide so far! Gonna use these and gain more MR💪
Yo, these videos really set you apart. Breaking OKI down toddler style. Great stuff. Make more of these w/ other characters please.
I knew a ton of these but you enlightened me on a bunch that I didn't realize or lab. Thanks, bro
Amazing! Thanks a bunch for this information. This will boost my corner game immensely.
I watched your ken meaty setups. Recently got to master with ken and ryu but really lacking in Ryu okis this will be very helpful. Thanks!
best Ryu oki guide ever !! thank you so much, you just got an instant follow for this fantastic video !!!!!
@@salimk8252 glad you found it helpful!
This is a really sick guide. Thanks ❤️❤️
elite tutorial
Such an awesome guide, so useful. Saved it so I can come back
Excellent work, subscribed and left a like
This is amazing! Please make more 🙏
This is just an outstanding video - excellent work.
Incredibly well done video thank you
thank you so much for sharing your knowledge especially in such a nice format!
Great well formatted guide
This was so helpful!! Thanks for sharing it :)
Really good guide- thank you!
amazing guide, thank you so much, not only learning oki setups but how to take notes on the game
thank you so much!!
Awesome info and delivery! ty
Great video. A few i didn't know about, I'll them to my own Ryu document.
Video is awesome
Very solid guide overall.
But if i am allowed to nitpick i think you should have spent a little bit more time on the denjin launch section. For example after a denjin hasho launch midscreen it's almost always worth it to do drive rush 4HP or 2MP (depending on range) into medium tatsu. The opponent is actually gonna juggle in a way that lets the second hit of the medium tatsu to hit instead of the first... this route results in more damage, corner carry and frames on wakeup whilst also being point blank to your opponent, definitely worth 1 bar.
awesome vid, really good presentation
Wow...that's the best guide ever,do you have these guides with all the characters in the game?
@@LucasCamargo827 haha no. I'd need to be a full time content creator to pull that off. This video probably took 60 hours of work 😂
@@raidhyn I see,but thank you this really helped me
love your guides man - subbed! are you planning to update the guide for season 2? keep up the great work!!
Will probably update the document at some point, but everything you see here should still work!
Awesome video
Great video
Thank you great video
Excellent video. Will you be making more like this? For other characters etc?
a lot of info to digest but great video.
hey!! great video, just wanted to let you know there is a typo at around the 13 min mark, the meaty should be 6HP and not 6MP right?
You right. Thanks for the catch!
Gonna learn these to know the ryu matchup
No, don’t!
Lolol fuck
Nice video! If anything could be improved, I'd suggest: don't cover the rare knockdowns at all (or significantly less than you did). Instead: add more layers to your coverage of the most common knockdowns. For instance, it would be useful to know which of these point-blank framekills allow you to shimmy each characters's throw by walking backwards immediately afterwards. (Do you need at least +2f? +3f? More? How many extra frames are needed to back-walk shimmy Zangief, versus Chun?) Another category of oki that would be useful to know more about is safejabs - i.e., light meaties that are safe to DI and slow reversal supers (even better if the safejabs don't leave you throw-punishable when perfect parried, idk if that's a thing). Hope this makes sense, Raidhyn!
That's what the document is for homie
Related idea: at the end of the video, you could show an "extended demo" weaving together multiple oki setups into a round-ending sequence.
For example:
Phase 1) j.HP -> 5HP -> 214LK
[Dash framekill midscreen]
Phase 2) CH 214LP -> DR -> 2HP -> 214LK
[Forward safejump]
Phase 3) j.HP -> 4HP -> 236HK -> 623LP
[2LP framekill in corner]
Phase 4) 236LP -> 5LK -> 236LK
This 4-phase sequence probably kills most characters, and strings together several of the setups you described. (I added a juggle 214LK safejump I heard about, though not 100% sure whether it's always safe. It's +41f here; but you can only juggle with DR -> 2HP in Phase 2's context by hitting 214LP late into its active frames.) Anyway, the "extended demo" would be a good opportunity to "put the pieces together" for your audience by giving them a refresher in a flashy way.
@@raidhyn Oh nice! I will check that out in more detail
Nice
8:21 i have to try this!
after landing light tastu in the corner. what are my oki options?
What's the song that plays during the Sweep section of the video? It sounds really good
It's from the Under Night soundtrack! Really good fighting game series. 😊
@@raidhyn holy crap 3 minute reply, thanks dude! Great video though still getting the hashogeki dash down lol, omw to listen to the soundtrack
1:50 for me it says 214LP is -3 on block, was it updated?
NVM figured it out!
New with the season 2 balance patch, Ryu is +42 after light donkey kick for a safe jump!
I heard about this! Gonna be fun to route into in the corner for sure.
Good video, but you missed his corner meaty overhead setup after light tatsu. Really easy and strong.
If you cook something like this up for Akuma you''ll be in business.
Thanks for sharing.. are these still relevant in season 2 ?
Yes. There's new ones but all of these still work the same.
I'm praying for the day raidhyn releases the akuma oki guide
Hoping to by the end of the month.
So much information.. I don't even know where to start. I'm plat Ryu and this is A LOT. But seriously, which ones should I prioritise?
If you have a combo ender you're comfortable with the best you can learn is the one at the top for your combo enders.
Go into the training room and set your training dummy to press Light Punch on wakeup and block after the first hit. Do your combo and then do your oki where you're always getting a hit on their wakeup instead of getting jabbed.
Personally I started off with
623 HP Ender - Dash 5HP
214LK Ender - Dash 214LP
214MK Ender - Dash 2MP/5MP > Fireball/Hasho
If you wanted to prioritize IMPORTANT over easy then it would be anything that lets you go into strike throw. I.E. Forward Throw loops in the corner can win you a bunch of games in Plat against turtles and mixing up a strike/throw there.
I honestly pick one and just practice the options as I go and continue to drill them into memory. Good luck!
@@raidhyn Thank you so much!
Any plans for an Akuma oki guide?
Can you do gief or luke
If opponent has OD or super if you throw drive rush you’re cooked because you can’t block.
Me with 160h play time in sf6:
"Wait, you can parry safe jumps????"
Do you play on numpad or something? I don't get the point of numpad notation. There are ASCII characters for all these directions if you want a concise meaningful notation.
Ryu is good until you bump into another shoto or Luke
I main both - can say while Luke is more fluid and hard hitting, if you dont overextend Ryu, he’s the better bet
As a beginner ryu, this has been my experience. Well mainly Ken and Guile
Ehhh even then… he’s ight
Hard disagree. He’s extremely versatile and even has strengths in places other shotos don’t. He’s just more demanding mechanically which makes his playerbase smaller. Which also makes information around his stronger tech harder to find since you don’t have a lot of people at high level breaking Ryu down like other players with other characters.
How can anybody learn all this stuff? Its too complex!
I’ve learned how to do it. It’s a matter of doing it on ranked where frames and connection vary worse than training mode😂
I don’t understand any of the terms you use.
Wtf its an oki
Looks like you might have to update this for the season 2 Ryu buffs lol
Should all still be the same. Mostly. Probably. Look I'm at Combo Breaker and have no way to check.