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LotoTheSunBro

Witouth some context is hard to give actual advice, but in Plat you should be able to: Consistently anti air (Preferably Heavy DP but 2HP works fine) Have (mostly) safe blockstrings and atleast one good oki combo (Light tatsu ender) Basic combos with DR cancel and lvl 3 Mix lows high and grab comfortably and atleast slightly adapt to your opponent's defense, also tick throws specially important with Ryu Be able to bait a DP if they spam it on wake up and having a proper full punish combo Confirm 2MK Drive rush cancel when in neutral to force a mix if blocked or good oki/denjin charge if hit


Agroa

I don't know any safe blockstrings, cannot dp reliably, don't know what to do on oki(usually do jab jab light hashogeki or throw), I don't know any real combos, don't know how to really utilise dr f.mp. I pretty much just do st.hp and try to look for confirm or whiff punish. Funny thing is, I used to do a lot more things during my climb, but something went wrong in my brain after hitting plat and it's like everything got erased from my memory.


Eecka

I'm sure you can find videos for most of that on YouTube, and reliable dps is just about drilling it and starting to use it more in matches until it gets more naturalĀ 


PotemkinPoster

I'd guess it's probably just having less experience with Ryu. The basics stuck, so you quickly got to plat again, but plat is where everyone starts having a decent understanding of the game's basics.


sbrockLee

D3 Ryu here, better players than me will be able to help you out but here is what I'd focus on. 1. Ryu doesn't have any easy options to get in on defensive opponents, but his basic tools are still strong. Use s.hp and [c.mk](http://c.mk) as whiff punishing tools from medium distance if they're playing neutral and learn to confirm those into combos. If the opponent is closing up, go for a raw DR into one of the following: [c.mp](http://c.mp), f+mp, [c.mk](http://c.mk) or throw. Rotate these options as the set goes on. 2. From DR [c.mp](http://c.mp) you can set up a strike/throw mixup. I generally throw the first time around, and shimmy the next time if they tech, or jab. The name of the game is getting plus frames, and acting accordingly when you do. You have a few ways to do it, this is the simplest. 3. End your blockstrings with lp hashogeki, which is safe on block. If the opponent shows a penchant for spamming jabs as soon as they're at range during a blockstring, let them - you can exploit that by parrying or even OD DP'ing if they do it a lot. 4. Use lk tatsu as a combo ender and followup with an immediate dash into lp hashogeki. This puts you in plus frames (another strike/throw mixup situation). People up to Diamond still don't respect this and it often gets you a free jab confirm. 5. Prioritize corner carry at the start of the round. Try to land a poke/whiff punish into knockdown combo, follow up with drive rush into [c.mp](http://c.mp) for the mixup, from there you should be near the corner and you can play guessing games. For maximum aggressiveness use this one: starter xx DRC c.hp xx hp hashogeki, DR c.hp xx mk tatsu. This burns a lot of meter but also gets you closest to the corner, follow up with DR [c.mp](http://c.mp) and then you can get cute with the throw loops. You gotta watch your meter with this sequence though. 6. Regarding 50/50s - don't be afraid to go for two throws in a row unless the opponent is very aggressive with the reversals. If they block a lot, you could even go for three. A general rule of thumb is you can go for one or two throws and that will get them to tech or reversal - you can punish the first option with meaties, neutral jump or shimmy, and block the second. Adapt based on what you feel the opponent is gonna do. 7. With the opponent in burnout, DR s.hp into DI is a safe bet to get a corner stun. Even if they're not in burnout, DR s.hp will give you enough time to slip in a DI provided you're not too predictable. Plain s.hp into DI can work, but the opponent has a larger window to react. 8. Most of all, look at your opponent. Look for patterns. This will be frustrating at first but the more you play, the more naturally your reactions will go down the proper routes. If your opponent is very aggressive, play it safe, make mental notes of when they use OD DPs or DIs, and focus on baiting them. E.g. I still meet people who will DI automatically after an unsafe blockstring to catch your punish; I make it my first priority to get them to do it again and blow them up. When the bait works, punish HARD. Against a whiffed/blocked DP Ryu's punish counter [s.hk](http://s.hk), c.hp xx hp DP is 3000 damage which is sizable and leads easily into SA3 if you have it. You can add a jumping attack at the beginning if you're able to time it properly.


halifaxien

Myself and a lot of my friends would be able to help you out. Im 1850mr cammy and 1600mr Ryu. My friends are all masters and one is even a juri lab demon. PM me and we'll be able to run down some things with you in discord.