Bafael's Ryu guide breaks down core spacing and defensive mechanics that separate competent players from stronger ones. The video covers shoryuken FADC options—light punch for raw damage, medium for invincibility frames, and EX for extended combos—alongside when to end strings with tatsu for corner positioning instead of shoryuken's riskier knockdown. Footsie strategy gets detailed attention: crouching medium kick serves as a safe fireball setup, while crouching heavy kick functions as a punish tool despite its vulnerability on block. The guide emphasizes projectile pressure as Ryu's primary midscreen control tool, explaining how varying fireball speeds—particularly light punch versions—forces opponents into predictable jump-in attempts that Ryu's anti-air arsenal can punish. Rather than spamming fireballs recklessly, the tutorial teaches measured pressure to bait defensive mistakes. This layered approach to neutral game management and risk assessment provides practical fundamentals applicable across matchups.
Ending combos with tatsu rather than shoryuken is largely player preference as it comes with better corner carry for lower damage, conversion, and less okizeme potential. When FADCing shoryukens, use light for damage, medium for invincibility. Hard has no FADCability at all. EX shoryuken does more damage than light, has more invincibility than medium, and allows ryu to fadc…
Show more →Ending combos with tatsu rather than shoryuken is largely player preference as it comes with better corner carry for lower damage, conversion, and less okizeme potential. When FADCing shoryukens, use light for damage, medium for invincibility. Hard has no FADCability at all. EX shoryuken does more damage than light, has more invincibility than medium, and allows ryu to fadc the second hit rather than the first. Ryu can safely use cr. MK fireball to space close opponents. His furthest poke is cr.HK which is massively unsafe and should mostly be used in for counterpoking, outside combos. R
From Bafael's YouTube channel