This video shows all of Ryu's normal and hard trials in Street Fighter IV, with a camera angle that lets you see my hands, so you can see the timing for button presses and joystick movements. I use a MadCatz Tournament Edition FightStick. See some comments on specific trials below. Special thanks to guest cameraman David "DKK5" Kovaz!
Pro tip: When Dan is hit, a special wave of light will fly from left to right across his health bar. When it reaches the right side, Dan recovers. You can use this to time your links! You should try to input the next command for the link before (or just as) the light hits the right side of the health bar. Don't rely on this in a fight, but if it helps you practice your timing initially, use it.
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Normal Trial 5: The first link, cr.MP cr. MP, is pretty easy (and will be useful for Ryu's game). The second one is a bit more difficult, but can be done by guessing until you get it right.
Hard Trial 1: Completely useless in a real fight. Even if you get the two cr.MP, you're better off canceling the second into a special, rather than linking a sweep.
Hard Trial 2: It's easy to get a fireball rather than a shoryu here. I found it personally easier on the 2P side than the 1P side. Try practicing cr.HP xx shoryu xx super without the first two pieces until you're semi-consistent. This is a hard trial.
Hard Trial 3: A Ryu "bread and butter" combo. Using EX Focus Attack to cancel a shoryu into ultra is vintage SF4 Ryu. Learn this well. In a real fight, the first two parts are harder to get, but walk up, empty shoryu FADC ultra is very good.
Hard Trial 4: Surprisingly easy for being so far down the list. Much, much easier in the corner (possible in mid-screen if you FADC the EX Fireball). This will be used in fights frequently. Any EX Fireball or EX Hurricane Kick gets you a free, easy to land ultra. EX Fireball timing is very early.
Hard Trial 5: Difficult for the sake of being difficult. In a real fight, drop the third hit (cr.HP) and totally ditch the EX Shoryu, FADC; it's not even close to being worth the 3 meters. Just do a jumping attack, cr.MP or cr.MK into EX Hurricane, and link ultra after that. It's probably more damaging (and infinitely easier) than this combo, for 1 meter instead of 4! Also, dashing forward (instead of back) will give you more time to execute the the ultra, and it's a motion you should have learned from Hard Trial 3. Dashing back lets you extend the second "back" of your dash into a half-circle to count as your first QCF of the ultra, but must be done faster.
When you srk FADC to ultra, do you prefer to use heavy srk and why ?
lr4iNM4kerl 2 years ago
Heavy SRK does more damage (130, 140, 160 for LP, MP, HP), so it's best. It's also easier to link off jabs than a LP SRK, which might get another chained jab if your timing is off.
Infil 2 years ago
In relation to betterpro's question, can I get some input on which gate is better? I want to swap out the square one in my HRAP3 for an octagonal one, but I hear it's hard to use charge characters after that. On the other hand, I thing I want to start maining shotos.
iamunforgivable 2 years ago
I prefer the square gate. I can't block properly with the octagonal one. It's a preference thing, though. I play shotos just fine with a square gate.
Infil 2 years ago