SPECIAL MOVES


Hadouken (g/a)- QCF+P
Shoryuken (g)- DP+P
Tatsumakisempukyaku (g/a)- QCB+K
Overhead Punch(g)- F+SP

HYPER SPECIAL COMBOS

Shinkuu-Hadouken (g/a)- QCF+2P Shinkuu Tatsumakisempukyaku (g)- QCB+2K

COMBOS

Ground Magic:Zigzag
Air Magic:Zigzag
Super Jump Magic:Zigzag
Aerial Rave Launcher:C.FP
AC Finishers:
1)FP or RK
2)Hadouken
3)Tatsumakisempukyaku
4)Air Throw (F+SP/FP)

Jump to:
1)Beginner Combos
2)Intermediate Combos
3)Expert Combos
4)Ryu Insane

Some Valuable Info Before We Start!

-=Details about the Air Combos=-

Ryu's Air Combos are slow and awkward. His Super Jumping moves don't stick very long so more timing is needed to do his Air Combos as they don't flow as easily as Magneto or Wolverine. His Jumping Strong can hit twice and will usually knock the enemy out of range for more hits.

-=Miscellaneous Information=- Ryu has two extra moves: If he holds Towards on the controller and hits Strong, he will perform his Overhead punch, which cannot be buffered nor chained. If he hits Forward while holding Towards on the controller, he will perform his Hopping Kick, which also cannot be buffered or chained.

Ryu's dash, along with most of the Street Fighters, is rather slow and unresponsive. Getting the dash after a Jumping attack is more difficult for Ryu than it is with other characters, but it is possible.

While Jumping, Holding Up and pressing Forward or Roundhouse will make Ryu perform the Jumping Straight Up Forward and Roundhouse from the Alpha Series. Source:JC's X-Men vs. Street Fighter Site



BEGINNER COMBOS

1)S.Jab, S.Short, S.Fierce XX Hadouken

2)S.Short, S.Forward XX Tatsumakisempukyaku

3)In the corner:S.Jab, S.Strong, S.Fierce XX Shinkuu-Hadouken

This will work on most characters, but you really have to be quick when cancelling the S.Fierce into the Shinkuu-Hadouken.

4)C.Short, C.Forward, C.Roundhouse XX Shinkuu-Tatsumakisempukyaku

Ok, this combo works best in the corner but if you're lucky you might get it to work anywhere in the screen. It all depends on the size of the opponent and be careful because all opponents can roll out of a sweep!

5)In the corner:S.Jab, S.Short, S.Forward XX Roundhouse Hurricane Kick XX Shinkuu-Hadouken

The reason this one has to be done in the corner is because there's a 50/50 chance that the Shinkuu-Hadouken will connect afterwards if you're anywhere else. However, it will most certainly work on Juggernaut anywhere in the screen as long as you cancel both moves quickly!

6)C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Fierce

The computer uses this combo most of the time in Marvel vs. Capcom, but I guess it also works here as long as you cancel the second hit of the SJ.Strong into the Fierce.

INTERMEDIATE COMBOS

1)J.Roundhouse \/ C.Fierce /\ SJ.Jab,SJ.Short,SJ.UP.Forward XX HaDouKen (FS)

2)J.Forward,J.Fierce \/ D.S.Jab,C.Fierce /\ SJ.Jab,SJ.Short XX Forward-Air TatsuMakiSenPuuKyaku (FS)

3)J.Forward,J.Fierce \/ D.S.Short,S.Fierce XX ShinKuu HaDouKen

4)J.Forward,J.Fierce \/ D.S.Jab,C.Fierce /\ SJ.Jab,SJ.Short XX ShinKuu HaDouKen

5)Have enemy in corner:J.Roundhouse XX Air TatsuMakiSenPuuKyaku \/ C.Fierce /\ SJ.Jab,SJ.Short,SJ.UP.Forward XX Roundhouse-Air TatsuMakiSenPuuKyaku (FS) \/ C.Short(OTG),C.Strong,S.Roundhouse, S.Fierce

After the S.Fierce at the end, it's very easy to sneak in a throw and catch the enemy completely off guard.

6)Near corner:J.Forward,J.Roundhouse \/ D.S.Jab,C.Fierce /\ SJ.Jab, SJ.Short,SJ.UP.Forward,SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse \/ C.Short(OTG),C.Strong,S.Forward [2 hits],S.Fierce -> S.Roundhouse

7)J.Forward,J.Roundhouse \/ D.S.Jab,C.Fierce /\ SJ.Jab,SJ.Short,SJ.UP.Forward, Strong-Air Throw, ShinKuu HaDouKen

By the way, this is one of my favorites as well as my first challenging combo to try!

8)In corner:J.Forward,J.Fierce \/ D.S.Jab -> C.Fierce /\ Roundhouse-Air TatsuMakiSenPuuKyaku (FS) \/ C.Short (OTG) -> C.Strong,S.Roundhouse, S.Jab,S.Strong,S.Forward [2 hits],S.Fierce,S.Roundhouse

After Launching the enemy, Super Jump up and IMMEDIATELY do the Air Hurricane Kick. It will hit the enemy three times on its way up and since the Air Hurricane Kick is an Air Combo Finisher, all three hits will do very good damage.

9)Have Juggernaut in the corner:J.Strong \/ S.Jab, S.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong(one hit only), SJ.UP.Forward XX Shinkuu-Hadouken

Ok, it seems as though you cannot cancel the second hit of the SJ.Strong but you could be wrong!Yes you can and you can do it by immediately holding up and pressing Forward. After the SJ.Forward, Juggernaut will still be in his stun animation and that's when you hit'em with the Shinkuu-Hadouken.

10)In the corner:S.Short, S.Strong XX Fierce Hadouken XX Shinkuu-Tatsumakisempukyaku

Be quick when cancelling the fireball into the super hurricane or else your opponent will recover from his stun and block the super.

EXPERT COMBOS

NOTE:Most of these need to be tested on Juggernaut as well as in the corner of the screen first!

1)In the corner:J.Fierce, J.Roundhouse \/ D.S.Jab, S.Short, C.Roundhouse XX Shinkuu-Tatsumakisempukyaku XX Shinkuu-Hadouken

Let's see if you can figure this one out by yourself! Remember that the Shinkuu-Hadouken will only connect as long as your opponent is still in his/her stun animation!

2)In the corner:J.Strong, J.Roundhouse \/ D.S.Jab, S.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward XX Strong Air Throw, Shinkuu-Hadouken

Ok, this one is similar to James Chen's combo #12 but the only difference is the number of hits I've added to the combo. After the air throw, Juggernaut will be tossed to the other side of the screen and when that happens you should already have performed the Shinkuu-Hadouken. Also, remember that all characters can tech-hit out of ground and air throws even though they were being comboed!

3)J.Strong, J.Roundhouse \/ D.S.Jab, S.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong (one hit), SJ.UP.Forward XX Shinkuu-Hadouken

Similar to combo #14, the only difference is the number of hits added to the combo.

4)In corner:J.Forward,J.Roundhouse \/ D.S.Jab,C.Short,C.Fierce /\ SJ.Jab,SJ.Short,SJ.UP.Forward,SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse (FS) \/ C.Short -> T.Forward, Roundhouse-Throw, C.Short(OTG),C.Fierce /\ SJ.Jab,SJ.Short XX ShinKuu HaDouKen

After the Hopping Kick, you have to time the Throw PERFECTLY or it will not keep the Combometer counting! Practice, practice, practice the timing.

5)In corner:J.Roundhouse XX Roundhouse-Air TatsuMakiSenPuuKyaku \/ C.Fierce /\ SJ.Jab,SJ.Short,SJ.UP.Roundhouse (FS)SJ.UP.Roundhouse(FS) \/ C.Short (OTG),C.Strong -> S.Forward (2 hits),S.Fierce,S.Roundhouse, Roundhouse-Throw, C.Short,C.Fierce /\ SJ.Jab,SJ.UP.Forward, Strong-Air Throw, ShinKuu HaDouKen

Again, the ground throw after the S.Roundhouse must be perfectly timed, or it won't combo.

6)This probably works on many characters, but I know the distancing for this combo perfectly against Rogue. Get Rogue into the corner and walk Ryu into her. Have Rogue jump over Ryu OUT of the corner.After she lands,have Rogue walk away from Ryu about half a step. Then, right from where you two are: ShinKuu TatsuMakiSenPuuKyaku, C.Roundhouse (OTG) XX ShinKuu TatsuMakiSenPuuKyaku, C.Fierce /\ SJ.Jab,SJ.Short XX ShinKuu HaDouKen Infinite

7)In the corner vs. Juggernaut: J.Fierce, J.Roundhouse \//\ J.Jab, J.Forward XX Fierce Hadouken or Hurricane Kick(any version) XX Shinkuu Hadouken

This is a new combo that I've found over the last few days since my last update for this character. What goes on here is that you jump in with a J.Fierce, J.Roundhouse into a Hurricane Kick which will knock Juggy up into the air and stun him long enough for you to land and jump again to do the rest. This combo is pretty easy if you think about it, but the reason I put it in the "Expert Combos" section is cuz some ppl have a hard time dealing with the types of combos which include landing and jumping up again right afterwards.

8)In the corner vs. Juggernaut: J.Fierce, J.Roudhouse XX Roundhouse Hurricane Kick \/ Shinkuu Tatsumakisempukyaku (make sure that Juggy ends up in the corner after this super), C.Short (OTG), C.Fierce /\ SJ.Jab, SJ.Short, SJ.Forward XX Fierce Hadouken or Roundhouse Hurricane Kick XX Shinkuu Hadouken

Ok, this combo is much harder in a sense that you have to make sure that Juggernaut ends up in the corner after the Super Hurricane Kick. Unfortunately,I don't think anyone has control over that so you better hope that the super has Juggernaut landing in the corner so that you can OTG with a C.Short into a C.Fierce launcher and finish with an air combo! Of course, there is another alternate ending for this combo! Here it is:

Use the same setup:....jump-in, land and do Shinkuu Tatsumakisempukyaku (again, make sure Juggy ends up in the corner), C.Roundhouse (OTG) XX Shinkuu Tatsumakisempukyaku XX Shinkuu Hadouken (optional)

Ok, this time you just otg with a C.Roundhouse after the first Super Hurricane Kick and cancel it into another Super Hurricane Kick. You may also Hyper Cancel the 2nd Hurricane Kick super into a Shinkuu Hadouken if you time it well, but I suggest that you don't cuz the timing is somewhat difficult and you'll be wasting a level of super if the Shinkuu Hadouken misses!

Insane: 1)And now, Ryu's Insane, Quadruple Infinite IMPOSSIBLE Combo!!! Why do I call it impossible? If I do the combo, they get dizzy part way through.If I do it when they are dizzy, they die part way through. Since neither the arcade or the Saturn home version contain a way to have the enemy have Infinite energy (like a Training Mode or Hidden Code or something), I have never performed the entire combo from beginning to end.However, I've done ALL THE PARTS of it, so I KNOW IT WORKS. So what is this combo? Here it is:

Get enemy dizzy in the corner (preferably someone middle sized, like Cyclops or Gambit).J.Roundhouse XX Roundhouse-Air TatsuMakiSenPuuKyaku \/ S.Jab,S.Strong XX Short TatsuMakiSenPuuKyaku,S.Jab,S.Strong XX Short- TatsuMakiSenPuuKyaku, [Repeat as often as you like], S.Jab, C.Fierce /\ SJ.Jab,SJ.Short,SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse \/ J.Jab,J.UP.Forward,J.UP.Roundhouse \/ J.Jab, J.UP.Forward -> J.UP.Roundhouse[repeat as many times as you'd like] \/ C.Short (OTG),C.Strong, S.Jab,C.Strong, S.Jab,C.Strong, [Repeat as many times as you'd like], S.Jab,S.Strong,S.Forward [2 hits]S.Fierce,S.Roundhouse, S.Jab,S.Strong,S.Forward [2 hits] S.Fierce,S.Roundhouse, [Repeat as many times as you'd like], Roundhouse-Throw, C.Short(OTG),C.Fierce /\ SJ.Jab,SJ.UP.Forward, Strong-Air Throw, ShinKuu HaDouKen

Okay, broken down into parts, it's:

  1. Jump-in set-up
  2. Hurricane Kick Infinite
  3. Launch into Air Combo
  4. Jumping Corner Infinite
  5. OTG set-up into Bobbing Infinite
  6. Full five-button corner Juggle Infinite
  7. Kick Throw and quick OTG/Launcher
  8. Air Combo into Air Throw into Super

I have SUCCESSFULLY done the combo from 1 to 5 (they fall dizzy in the middle) and from 3 to 8 (where the first hit of the Super Combo dizzies them).So knowing that, I know the combo DOES WORK, but I can't ever get the chance to do it ALL!! And the two parts that I have done, the Combometer NEVER STOPS COUNTING. Both throws can be comboed.It's all one sick combo that I will never do simply because I have no ability to keep them alive. And anytime I mess up while they are already dizzy, it's all gone, because the next combo I do will dizzy them. Thus, I call it the Impossible Combo because I will never, ever do the whole thing (unless I someday find a Game Shark-like device that gives me Infinite Health, or I actually find the will to play the PlayStation version again...).

(Insane combos combos #1-2 all came from:JC's X-Men vs. Street Fighter site)



2)In the corner against Juggernaut only:J.Strong, J.Roundhouse \/ D.S.Jab, S.Short, C.Fierce /\ (straight up) SJ.Jab, SJ.Short, SJ.UP.Roundhouse (FS), SJ.UP.Roundhouse (on your way down), land and jump straight up again again with J.Jab, J.UP.Roundhouse, land and otg with C.Short, S.Forward, S.Roundhouse

Well the jump-in for Ryu in this combo is different from Ken and Akuma because he's using his J.Strong which hits twice. So jump in with J.Strong and then J.Roundhouse to keep Juggy in his stun reel. Now just land and do 3 hits ending with Ryu's launcher (C.Fierce) and then super jump straight up, but do not jump in an arc cuz it will mess things up. The rest of the combo is just like Akuma's and Ken's!





Don't know what I'm talking about? Go to the Legend & Definitions Page


If you're into Infinite Combos, go to:Shoryuken.com


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