Third Strike Ryu Matchups Notes#

Definitions:

Joudan
Ryu "donkey kick" 41236 + kick
P2HPJ
Parry > 2HP > Joudan Kick EX

Ryu Pressure#

Blockstrings#

Mixups and things#

Denjin Charge#

Use PP + Diagonals to charge.

  1. Level 2: 8 points
  2. Level 3: 32 points
  3. Level 4: 80 points
  4. Level 5: 160 points

Matchups#


Vs Chun-li#

Chun-li standing normals:

LP
+2 on block, 3f startup. don't challenge if spammed.
MP
-2/0 on block.
HP
-2/0 on block, impossible to regain advantage after if spaced correctly, but P2HPJ Works.
4 + HP
-1/+1 on block, impossible to punish due to pushback.
LK
+1+3 on block, mid.
MK
close -2 (followup possible), far is -5, hard to punish due to pushback.
6 + MK
0/+2 on block.
HK
close is -3/-1 and starts in 4 frames, far is 0/+2 on block, avoids lows, can move forward. Almost impossible to punish as Chun-li has stronger buttons.
3 + HK
+8 on block.

Chun-li crouching normals:

Due to Ryu's crouching bug, almost all moves are impossible to punish.

2 + LP
*+3/+5 on block, startup is 2 frames.
2 + MP
-2 on block.
2 + HP
-1/+1 on block.
2 + LK
+5* on block.
2 + MK
0 on block.
2 + HK
-5 on block.

Chun-li specials:

Spinning Bird Kick
Safe (from -2 to -3) when guarded standing. Whiff when crounching, safest punish is 2MP.
Kikoken
LP is -17, MP is -10, HP is -4, EX is -7. If done close in the corner, Shoryuken EX works.
Hazan Shu
All versions are -2 on block.

Chun-li SA2 :


Vs Dudley#

It's important to prevent Dudley from jumping by using stand HK, 2HP and stand LP as anti-airs. Stand HK disjointed hitbox kills a lot of Dudley normals. Be also careful to guard most of his attacks while standing to avoid Ryu's bug and make some of Dudley's moves easier to punish.

Dudley standing normals:

LP
+3 on block, target with MP is +1.
6 + LP
+1/+3 on block, better range than LP but 1 frame slower on startup.
MP
-1/+1 on block, 3f startup, don't challenge if spammed.
6 + MP
-1/+1 on block.
HP
-1/+1 on block, can be whiff punished by far MK easily if out of range, HK also work. 2MK is dangerous. P2HPJ Works.
HP (charged)
-1/-3 on block, can be whiff punished by 2HK during startup, otherwise it trades. P2HPJ works.
LK
+2/+4 on block.
MK
0/+2 on block.
6 + MK
+2/+4 on block.
HK
+4/+6 on block, can be whiff punished by MK, 2MK or 2HK.
6 + HK
-2 on block, overhead.

Dudley Crouching normals:

All normals are either 0 or positive on block except for 2MK.

2 + MK
-10 on block but put Dudley out of range of everything fast enough except for 2HK.
2 + HK
+3 on block, don't challenge after.

Dudley specials:

Machine Gun Blow (41236 + P)
-3/-1, -9/-7, -12/-15 and -15/-13 (EX) on block. Pushes Dudley back on block. Light version cannot be punished, medium and strong can be punished with 2MK > Tatsumaki, EX can be punish with raw Ex Joudan.
Ducking Straight (41236 + K > P)
-7 on block (standing, does not hit low). Punishable on block with HP Shoryuken if Dudley is not at max range.
Ducking Uppercut (41236 + K > P)
-12/-14 on block. Punishable on block with 2MK > Medium Tatsumaki, but needs to be done fast.
Short Swing Blow (63214 + K)
0/+2 on block. Resets situation.

Dudley Super Arts:

Rocket Uppercut
Startup is 0, easy to punish with HP > Joudan EX when Dudley falls down.
Rolling Thunder
Startup is 1, -9/-11 on block. Can be punished with DP.
Corkscrew Blow
Startup is 0, -10/-12 on block. Can be punished with 2MK > Tatsumaki if guarded standing and if Dudley is not too far. Beware of frame traps Corkscrew Blow > Corkscrew Blow.

Vs Yun#

Against Yun you want to be using moves to keep them out of the air like HK and air-to-airs, and you want to buffer parry (then immediately go back to block) to deal with their divekicks. You need to prove to the opponent that you will shut them down if they get too aggressive on you, and they'll play more cautiously. You have to make them respect you.

Yun standing normals:

All normals are either positive on block, or not enough negative to be punished even when standing, or push Yun too far when done at the right distance to prevent punition. Therefore there is not standing/blocking frame data details below.

LP
close +4 on block, far +1.
MP
*close +6 on block*, far -3.
HP
close is -2 on block, and can be used as a meaty. Far is -5 on block, can be spaced to avoid punition. Best way to shut it down is stand MP or 2HK. P2HPJ Works.
6 + HP
-7, almost impossible de punish due to pushback.
LK
+2/+4 on block, is a mid.
MK
-4 on block when standing, can whiff crouching.
6 + MK
overhard, -1 on block.
HK
-5 on block, can be spaced to avoid punition.

Yun Crouching normals:

Yun Dive Kicks:

All dive kicks have different frame datas depending of the height. But more importantly even the HK divenkick made at the worst height (like in the head) is at worst -4, with a good speacing leading up to +9 for Yun.

The only way to deal with dives is to air-to-air them, try to parry and then immmediately block. Don't challenge after guarding one.

Yun Specials:

236 + P
All versions are -11 when blocked close. But they can be spaced so only the last active frames hit, which can result, especially with the HP version, to -2 on block. Ex version is always -2.
636 + P
LP is -1, MP is -3, HP is -5, EX is -7. Due to pushback, it's almost impossible to punish.
214 + P
All versions lead to 0, so neutral.

During Genei:

All his normals have the best priority and can't be challenged, their frame data is better. It's better to just guard and try to survive. The only exception is its 6+MK overhead which becomes -4 on close range. But it's impossible to punish due to pushback.


Initially published: Sun, 01 Oct 2023 00:00:00 UTC
Last modification: Tue, 29 Oct 2024 18:04:40 UTC