Published match, lesson, combo, matchup, and research videos from Iori Channel.
Start here: get past Hadoken without feeding Shoryuken
Iori’s Ryu matchup lesson explains why jumping at a fireball can still lose to an anti-air. The important question is not simply whether Ryu threw a Hadoken: it is whether your jump reaches him before he can recover. The examples use Ken against Ryu.
This lesson was recorded on December 21, 2023. The notes below explain its decision-making examples, not current frame guarantees. Test the same situation with your own character and use Ryu’s current frame data for numerical reference.
1. Recognize the distance where the second fireball is safe
In the opening demonstration, Ken blocks a Hadoken and then jumps at the next one. Ryu still has time to use Shoryuken. Repeating this jump does not solve the spacing problem. Iori then moves closer until the same fireball sequence becomes vulnerable to a jump.
Use this distinction when a defensive Ryu keeps pushing you back. Work toward a position where his next projectile carries a risk, instead of treating every visible fireball as permission to jump.
The next example compares repeated walk-and-block with neutral-jumping a distant Hadoken. In the recording, the projectile stays on screen during the neutral jump, delaying Ryu’s next one and creating an opportunity to walk forward. The goal is to gain ground after avoiding it, rather than remain in place indefinitely.
This is a long-range example. Do not turn it into an automatic neutral jump at every distance: watch whether Ryu can reach or anti-air you from the position you actually occupy.
3. Have a real punish ready for a blocked reversal
When Ryu’s reversal is blocked, the lesson contrasts a light-attack starter with a heavier punish. Decide on a route in advance so that hesitation does not reduce the reward for a correct defensive read. Choose a route for your own fighter and available resources; the Ken demonstration is not a universal combo.
4. Check reach before calling a blocked move punishable
The sweep and High Blade Kick examples return to distance. A punish that reaches after a deep block may miss near the tip. Learn a response that you can execute reliably, then check it at more than one spacing. Do not copy the old video’s numerical values into your current training plan.
Record Ryu throwing Hadoken, then preparing an anti-air. Start far away and compare a forward jump with a neutral jump followed by walking.
Repeat from progressively closer positions. Note where the forward jump still gets anti-aired and where the projectile becomes risky. Keep your character and the recording timing consistent.
Record a reversal, block it and practice your chosen punish. Then record sweep and High Blade Kick separately and check which responses still reach after a tip-range block.
The common mistakes this drill targets are jumping immediately after every blocked Hadoken, avoiding projectiles without gaining any ground, and using the same punish without checking distance.
RYU video lessons
Choose a lesson, a matchup example or a historical match recording. The written Hadoken lesson above provides a starting point without requiring Japanese audio.
Original video titles and Japanese commentary are preserved. Balance-update opinions and numerical examples belong to the version recorded; use the linked frame and combo pages for current reference data.
Moves and lessons (5)
Lesson
リュウで勝てない人への熱血コーチング
Coaching for Ryu players who are struggling to win.