Ryu vs Rose
March 31, 2011 in Match Up
This is one of my bad matchup..and I am sure it is to a lot of Ryu players out there because that’s why you guys voted it on the poll. I would say this is 6:4 match up in Rose’s favor if she picks U2. I had so much trouble against her and I couldn’t understand the match up. However, the person who taught me this match up was Daigo at Canada Cup. This is what he said to me when I asked him about the match up, “I don’t really know the match up myself because I don’t play against Roses enough” But he still managed to give me some useful INFO like they are predicting with their reflects against fireballs thrown @ mid screen(I always thought they can react to it) and Rose actually cannot reflect to Ryu’s ex fireball unless it’s an ex Soul Reflect. Even though it’s just some basic info, it totally helped my game against Rose.
Far Range/Full Screen: Don’t throw fireball otherwise you are just giving Rose some free meters….either you can whiff jab Srk to build meter or focus her projectiles for your ultra meter. Other than that, slowly walk towards to push her near the corner.
Mid Range: This is where you want to throw fireball just to make her block and mess up her reflect timing. Her low strong is very powerful that it beats most of Ryu’s normals. Ryu’s low strong at best trades against her low strong but usually loses to it. If you are beating her move with low strong it’s because you are hitting her before she does. Really depends on who presses the button faster……however, Ryu’s far st.strong and far st.forward kick can beat Rose’s low strong clean if timed + spaced correctly.
Close Range: Rose has very fast low jabs and short, therefore it makes her extremely hard to be frame trapped. She has a scary frame trap with her st.forward mixes up with her kara throw at this range, other than that she doesn’t have much options but to end her poke string with low strong into Soul Spiral or throw which is not as fearsome.
Soul Spark: Very slow recovery…ex fireball or forward jump air tatsu works well.
Ex Version: Faster recovery with 2 hits….however forward jump air tatsu will work well.
Soul Spiral (Drill): No invincibility start-up, usually use to end a poke string for chip. It’s usually safe on block unless the drill stops at very close range.
Ex Version: Has invincibility on start-up, however can be beat with Ryu’s “perfect timed (slightly delayed)” meaty st.Rh kick. The ex version Drill is not safe on block, therefore Ryu can punish it with low jab > combo
Soul Reflect: Reflects fireball, but can’t reflect Ryu’s ex fireball.
Ex Version: Can reflect ex fireball
Against Ultra 1: This ultra goes through fireball and it’s a really good to use against AA. Think before you throw each fireball and it’s always a bad idea jumping on Rose in any circumstances.
Against Ultra 2: This is probably by far the gayest Ultra in the game. It is a 5 frame ultra with invincible on start-up that has no recovery, therefore allowing her to block instantly plus it destroys mix-ups. (a.k.a a get out of jail free card). Once she has ultra meter, expect a wakeup ultra after every knock down. Play at your safest distance and don’t risk trying to attack. However, you can easily bait them with empty jump ins or being beside them on their wake up just to make them activates it.
On Ryu’s Wakeup:
Rose has practically no mix ups but throw and frame traps on Ryu. Any of Rose’s jump-in attack on Ryu’s wakeup can be AA with Mp SRK.
Mind games and Option Select:
After each knock down, jump in OS hurricane kick would be great to punish her back dash + pushes her in the corner. On ground, if it’s not at zero distance OS sweep will whiff. Therefore Ryu’s st.rh becomes a very useful tool countering her back dash (even if she focus back dashes, since the kick has 2 hits, she will have to take it) and as I mentioned above, a timed meaty st.rh beats her ex Soul Spiral which means 1 kick covers two things. On top of that, this kick also somewhat works “OK” against Rose’s ultra 2. Well first of all, if you do it as a meaty..you WILL get hit by one of the orbs, BUT! Rose cannot connect to anything because of the block stun + the range being pushed back to. If she mashes on any normal trying to connect a combo off the orb that hit Ryu, it will not work and her ultra 2 will somehow trades with Ryu’s st.rh. Calculating your own health, taking some damage might be worth it depending how you want to play this match up or what strategies you are trying to use.
As I always say, don’t forget about simple cross up jump in attacks, IT WORKS! Also mid range fireball pressure mixing with ex fireball is important in order to control this match up. Not forget to mention that safe jump also works against Rose even when she has U2. If activated, Ryu can still block in time and it forces her to waste an orb.
*You can also use st.LK to make Rose’s Lk drill whiffs like below video 0.11*
Things to be aware of:
Playing at far range is impossible against Rose, she can totally zone you out. Play him like how you should play against Sagat, keep walking forward to push her in the corner and block low while doing that incase she uses her slide on you. Her slide, if it’s not done at max distance it is punishable with Ryu’s fierce SRK. Rose’s main normal, low strong has fast recovery, therefore it is almost impossible to punish on whiff unless PSYCHIC!
*I don’t know this match up too well to be honest….I still have a lot of trouble and find this match up hard. Feel free to add your opinion in the comment box below or let me know what I am missing so I can learn as well. CHEERSSSS*