Neutral jumping fireballs against a Ryu that has a full Super meter
In vanilla Street Fighter 4, a normal tactic for many characters against Ryu (or any projectile character for that matter) is to neutral jump over projectiles. From mid-range out, it allows you to avoid chip damage while simultaneously not giving up ground against your opponent.
However, against Ryu with full Super meter, neutral (and forward) jumping is not an option. The recovery on his Hadoken is fast enough that he can activate his super before you land from the jump.
This, combined with the raw speed of the projectiles along with this the ability of Ryu to tweak the speed of the projectiles (by using different punch inputs) gives him an option to almost always have the opponent land in the Super.
This is known as the Ryu Super Trap.
Given this, neutral and forward jumping should not be used as an option when Ryu has full Super meter.
There are exceptions to this:
- Characters that have the ability to change the arc their neutral jump with a normal move (e.g. Boxer, Honda)
- Characters that have an exceptionally long jump animation (Dhalsim)
- Characters that have special moves that change their trajectory in mid-air or prevent them from landing as they would normally (e.g. Ken and Ryu's hurricane kick, C. Viper's Buring Kick)
In Super Street Fighter 4, this is no longer the case, as Ryu can no longer activate his Super combo while there is a Hadoken on the screen. Without the ability to execute his Super combo after he baits his opponent into jumping up or towards him, the Ryu Super Trap no longer exists.
