Ryu
"All of us have potential. Few ever realize it...."


Not much is known of Ryu's past. He's a warrior that lives for the fight. He started learning to fight in a dojo with his master, Gouken and his best friend, Ken. Both became celebrated fighters and together, they dominated the Street Fighter tournament held by Sagat. Since then, he's been hunted by the evil Akuma, a fighter who was seduced by the dark side of Shotokan. For the latest fight against Onslaught, Ryu has somehow adapted both Ken and Akuma's respective styles and can use them as he wishes. Definitely one of the more powerful characters in the game. Expect him to dominate without being cheap.

Move Commands

Overhead Punch +MP
Ryu lunges forward and punches downward. This move is unblockable except in a standing position. This makes it extremely useful to pull off on turtles that just love to crouch block all day. Watch out because it takes him a while to actually start the punch, so careful opponents will see it coming and either block correctly or counter.

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. Most opponents get faked out and try to hit him after they block this. Hit them with a quick attack and follow through with a combo.

Hadoken +P
You all know what this is right? If not then I think you're in the wrong site! Well, for you newcomers, this is the standard Shotokan projectile. Ryu's version is extremely fast, powerful and comboable. They are his greatest assets and should be used often. He can also throw them out while in the air to keep em on the ground or to act as an AC finisher.

Shoryuken +P
Ryu's Dragon Punch is a very potent attack. It hits only once or twice but boy does it hurt. It's great as an anti air attack and it will also combo after any of his quick ground attacks. Watch out for the Fierce version because, although it does the most damage, it leaves him wide open to counter attack.

Tatsumaki-Senpuukyaku +K
The classic spinning kick. Ryu's version is slow and powerful. It hits once and always acts as a knockdown attack. It has very good priority too, so it will beat out most of his opponents counter attacks. When done in the air, it somewhat follows the arc of his jump and is his most powerful AC finisher.

Supermove Commands

Shinkuu Hadoken +2P(Level One)
Ryu gather his power before a huge beam of energy errupts outward from his palms. It's fast, powerful and has incredible range. It is an extremely versatile move and can be set up in many different ways. Though the procedure is much more difficult now, it is still useful as an AC finisher. It will also combo after a helper attack or a S.Fierce. His ability to do it in the air makes it a great counter attack move because he can pull it off immediately after his opponent misses a counter attack or super.

Shinku Tatsumaki Senpukyaku +2K(Level One)
Ryu spins in the air, creating a huge vortex and pummeling his opponent with his feet. This move will OTG any downed opponent, making Ryu's C.Roundhouse the best setup for it. The damage that it does is nuts and it's useful for turning the tide in your favor. Ryu is invincible to any physical attack while in the middle of it. Rushing supers like Berserker Barrage X will always lose to this one. Even extremely fast attacks like Maximum Spider will trade hits at best. Only beam supers will be able to penetrate this move consistently. Push blocking and rolling are both gambles cause your character will risk getting hit anyway.

Shin Shoryuken +2P(Level One)
Ryu's super from SF3 is back yet again. Ryu does a three hit Dragon Punch that does incredible damage. It is an awesome air defender because he is invincible during the moves start up frames. The best way to make the ground version connect is to anticipate a jump in and hit em right after they attack. If he doesn't manage to connect while on the ground, Ryu will jump up and do a seven hit air version. The air version will combo perfectly off of his launcher. After it connects, the opponent will fall toward the ground, unable to block, setting up some awesome combos for Ryu.

Shotokan Switch +P(Level One)
Ryu turns his back and changes identities. I don't know how they're gonna explain this story-wise, but it seems that Ryu has absorbed Akuma and Ken. He can become either one at will. Jab results in Ryu, Strong results in Ken and Fierce results in Akuma.

Ryu Ken Akuma

Team Counter

Hadoken HP+HK(Level One)
This is a good counter because it can reach quite far and tag opponents who are mid screen away. You can use this move to counter single hit fireballs as well as up close attacks. Don't use it to counter beam supers and multi hitters though because Ryu will just end up getting hit as he comes in.

Team Super

Shinkuu Hadoken HP+HK(Level Two)
An awesome team super. This will complement just about any other move when Ryu is the back up character. The range is very useful and the damage that he does is very very good. The best thing about it is that he can combo it if he's the lead character.

Combos Strategies

� 1998 Migs Rustia: [email protected]
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