Ryu
"I've had better challenges back in the day..."
Magic Series
| Ground Magic: | Stronger |
|---|---|
| Air Magic: | Stronger |
| Super Jump Magic: | ZigZag |
| Strikes: | None |
| Knockdowns: | C.Roundhouse |
| Air Launchers: | C.Fierce |
| AC Finishers: | Fierce, Roundhouse, Hadoken, Hurricane Kick, Strong Air Throw, Shinkuu Hadoken(Ryu), Dragon Punch(Ken), Tenma Gou Zankyu(Akuma) |
Special Comments
2) D.C.Fierce --> Shoryuken
3) D.C.Short --> Tatsumaki-Senpukyaku
4) D.S.Short, S.Fierce --> Hadoken
4) J.Roundhouse \/ C.Short, C.Forward --> Hadoken
5) D.S.Short, S.Forward, S.Roundhouse
6) J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward, SJ.Strong --> AC Finisher
Ryu Combos
1) D.C.Short, C.Roundhouse --> Shinkuu Tatsumaki-Senpukyaku(OTG)
This combo is extremely simple to pull off and does an amazing amount of damage. Just make sure that your opponent doesn't roll!
2) D.S.Short, S.Fierce --> Shinkuu Hadoken or Team Super
Cancel the Fierce immediately with the Shinkuu and the opponent will be unable to block it! For the team super version, have a partner that can back it up for maximum damage!
3) Helper Attack --> Shinkuu Hadoken or Team Super
Have a helper that'll keep the opponent stunned long enough for the beam to reach them for some easy damage!
3) D.C.Short, C.Fierce --> Shin Shoryuken
The launcher will set up the air version of the Shin Shoryuken perfectly. Just make sure you pull off the super immediately
4) In Corner: D.C.Short, C.Fierce --> Shin Shoryuken \/ C.Fierce --> Shin Shoryuken \/ Shinkuu Tatsumaki-Senpukyaku
After the air Shin Shoryuken, the opponent will fall to the ground, unable to block, just relaunch and repeat! You can finish up with a third Shin Shoryuken or an air combo.
Ken Combos
1) J.Short, J.Forward \/ C.Short, C.Forward --> Shoryu Reppa or Team Super
If you're good at cancelling, then this move will connect every time! It doesn't do that much damage but that can be remedied by doing a team super instead of a Shoryu Reppa!
2) J.Short \/ D.C.Short, C.Fierce --> Shinryuken
The launcher will set your opponent up perfectly for the Shinryuken. Immediately cancel into it as soon as they go into the air and ram on the buttons.
3) J.Roundhouse \/ C.Roundhouse --> Shoryu Reppa or Team Super
This is another good way of getting Ryu's Ken mode team super to connect. Ryu will knock his opponent off the ground and his partner should be able to hit him at this point.
4) J.Roundhouse --> Air Hurricane \/ C.Forward, C.Fierce --> Shinryuken(FS)
5) D.S.Short, S.Fierce --> Shippu Jinrai Kyaku
Same idea as Ryu's Shinku Hadoken combo. Cancel immediately for the kick to connect.
Akuma Combos
1) Roundhouse-Hurricane, C.Short(OTG) --> Roundhouse-Hurricane
The classic Akuma hurricane OTG. Just learn the timing and hit em as soon as you land from the first one.
2) D.S.Short, S.Fierce --> Messatsu Gou Hado or Team Super
Same idea as the Shinkuu Hadoken combo for Ryu mode.
3) J.Short, J.Forward \/ D.C.Short, C.Forward --> Messatsu Gou Shoryu
4) J.Strong \/ D.S.Jab, S.Jab,
, S.Short, S.Fierce
If you look closely at this combo, you'll notice that it is the button sequence for the Raging Demon! Use the two punches to start off the motion and finish it off while they're reeling. It'll catch them even if they're blocking.
5) C.Roundhouse, Raging Demon
Another Raging Demon setup. Make sure to start the demon just as they're getting up so that they won't expect it and jump away.
Don't understand any of these terms? Go to the Legends and Definitions Page
| Moves | Strategies |
� 1998 Migs Rustia: [email protected]
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