Ryu's Akuma Mode
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During his fights with Akuma, Ryu was forced to use the Dark Shotokan Techniques to defeat him. This left a trace of evil within the warrior. Though he's generally a nice guy, Ryu's evil side sometimes surfaces, turning him into Evil Ryu. After turning his back, Ryu's costume turns black and he has access to all of Akuma's moves and supers. Use the "evil intent" to kick some major bootie! Watch out because while in this mode, Ryu takes damage like Akuma used to.

Move Commands

Collarbone Slice Chop +MP
Ryu lunges forward and karate chops downward. This move is unblockable from a crouching position. This makes it extremely useful to pull off on turtles that love to crouch block all day. Watch out because it takes him a while to actually start the punch. Careful opponents will see it coming and either block correctly or counter.

Demon Spin Kick +MK
Ryu takes a hop forward while spinning his leg around. This is a great move to use in his ground combos because it will help him get extremely close to his opponents while hitting them at the same time.

Gou Hadoken +P
The Akuma version fireball is the fastest of the three. While in the air, he hurls small projectiles diagonally downward at his opponent. Ryu is able to throw several of them in a row, making it a great keep away move. Good speed, good damage, range and versatility make this one of Ryu's most effective attacks, both offensively and defensively.

Gou Shoryuken +P
The Akuma version Dragon Punch hits multiple times and sets the opponent on fire just like the Ken version. It's sort of in the middle of the pack when it comes to Shotokan DP's. It doesn't have the horizontal range of the Ken version but it's got more than Ryu's and it does the least amount of damage per hit. A good move to use once in a while but if you're a Dragon kind of guy, pick Ken mode.

Gou Tatsumaki-Senpuukyaku +K
The Akuma mode Hurricane Kick is the best of the three. It's quick, comboable and hits multiple times while electrifying the opponent. Ryu has almost not recovery lag on this move and he can OTG immediately afterward. It also has extremely high priority allowing it to beat out certain supers. Use this move very often while in Akuma mode.

Diving Demon Kick (air) +K
While in the air, Ryu changes direction and comes down at a sixty degree angle while kicking the opponent. It hits multiple times and has almost no recovery lag, making it an extremely difficult move to counter. Make sure that he makes contact with his opponent though cause he'll be vulnerable to beam supers and all kinds of other nasty stuff if it misses. Also, he's not invincible against air defenders so make sure that you surprise em with it. Mix it up with air fireballs to keep em guessing

Teleport or +3P or 3K
A useful tactic for confusing your opponent or getting out of tight situations, such as corners. Ryu slides along the ground in a funky stance making him totally invincible while moving. However, he pauses quickly while recovering, leaving him vulnerable for a split second. The direction of the motion determines which direction he slides and the punch versions go farther than the kicks.

Supermove Commands

Messatsu Gou Shoryu +2P(Level One)
The evil version of the Shoryu Reppa. This triple Dragon Punch attack is extremely quick making it a great super for punishing mistakes and for countering. It's speed also makes this move very easy to combo. Ryu is completely invincible during the first attack, allowing him to beat any other move, as long as he's close to his opponent. Ryu's most effective super in this mode, use it very often.

Tenma Gou Zankyu(air)+2P(Level One)
Ryu opens up his palms and releases 30+ air fireballs at his opponent. A good surprise move to pull off and it's even possible to use this as an AC finisher. It's his best chipping super because of the fact that each fireball that is blocked does it's own share of block damage.

Messatsu Gou Hado +2P(Level One)
Ryu rears back and releases a beam of death at his opponent. It's very similar to the normal Shinkuu Hadoken except for the fact that it doesn't do as many hits and it doesn't last as long. The damage that it does is roughly the same as a Shinku Hadoken, so it's just as useful if used in a combo. It's useless as a chipping super though so I don't recommend using it for that. I've gotta admit though that the chi gathering for the Messatsu Gou Hado looks a lot cooler than the Shinku Hadoken.

Shun Goku Satsu (The Raging Demon!) JP, JP, , SK, FP(Level Three)
Ryu with the "Evil Intent"! You gotta love it. After a burst of light, Ryu slides along the floor and grabs his opponent. The screen goes black as the sound of flesh being pummeled is heard. They reappear with the mangled opponent lying on the floor as Ryu triumphantly stands above his victim. It's unblockable so the only escape is to jump out of the way or to throw Ryu out of it. A definite crowd pleaser and the mark of a master. Save up your super meter to do it, but only if you wanna show off. It does good damage, but it's not exactly worth three levels of super meter in a close fight.

Shotokan Switch +P(Level One)
Ryu turns his back and changes identities. Use it to switch over to Ryu or Ken mode when you get sick of the "evil intent".

 
Ryu Ken Akuma

Team Counter

Gou Shoryuken HP+HK(Level One)
This is an ideal counter because of the speed and the invulnerability that he has while pulling it off. This move will counter any up close attack, making it great against moves like Senretsu Kyaku and Bereserker Barrage X. Trying it on beam supers is a risk because Ryu will probably end up getting hit.

Team Super

Messatsu Gou Hado HP+HK(Level Two)
This is a good team super because it complements any other attack, making Ryu a great backup character. However, it's very easy to combo this attack as well. Start off the team super with Ryu in order to do some incredible damage.

 
Combos Strategies

� 1998 Migs Rustia: [email protected]
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