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

Was there any doubt? Of course this guy would be in the game! I mean, it is a Streetfighter game ain't it? Anyways, still searching for the meaning of the word "fight" Ryu is back to challenge his fellow Streetfighters and Marvel Heroes alike! He is an all around good fighter, because of his strength and the fact that he has the best fireball! His supers take off massive damage and he has a ton of ground combos! His air combos take some getting used to but they are devastatating once you learn how to stick in a Shinkuu Hadoken or Shin Shoryuken in there! He also loses very little life whenever he gets hit! Like riding a bike, old time Street Fighters will be very familiar with this guy in their control!

Move Commands

Hadoken +P
This is THE definitive fireball! It is huge! It's almost as tall as he is! It can be done in the air as well and often tag unsuspecting opponents when they jump! The strength of the punch determines the speed of the fireball! It comes out quite quickly and it can be used as an air combo finisher! Throw a lot of these out at random and after comboes! They are the basis of Ryu's offense and should be used often!

Shoryuken +P
Ryu's dragon punch doesn't hit multiple times like Ken's or Akuma's, however, it does the same amount of damage because it is very strong! This makes it a better anti-air move than the other Shotkaner's Dragon's because of the fact that it doesn't need to hit many times! It combos after most of his crouching punches and kicks! Throw it out at the last moment against jumping opponents, but beware if it's blocked cause like other Dragon Punches, it has horrible recovery time!

Tatsumaki-Senpuukyaku +K
Ryu jumps up a little and spins with his feet sticking out! As usual, Ryu's moves don't hit multiple times like Ken's or Akuma's but do massive damage during the few hits! This can be done in the air and follows the arc of his jump! Ryu's Hurricanes always down the opponent and they can also be used as air combo finishers!

Supermove Commands

Shinku Hadoken +2P(Level One)
Ryu charges a little ball in his palms and then lets loose a beam of death towards his opponent! This super comes out very fast and will beat out all other beam supers! It can be used as an air combo finisher for massive damage and eye candy! This is his most versatile super and should be used when possible! However, blocking opponents can nullify almost all of the block damage by using the advancing guard so use it wisely!

Shinkuu Tatsumaki-Senpukyaku +2K(Level One)
Ryu jumps up a little and spins around really really fast! He creates a vortex and anyone that gets sucked in gets pummeled by his feet! This move can be pushed away which leaves Ryu way open to attack, but pushing is a gamble because sometimes a blocking opponent might get sucked in while trying to push it away! The huge amount of damage that this move does is simply ridiculous!

Shin Shoryuken +2P(Level One)
This was the most popular super in Streetfighter three so Capcom decided to stick it in here! Ryu does a three hit dragon punch which just kills the opponent! I mean that it does massive damage! The problem is that I often find myself doing Shinkuu Hadokens instead of this move! They should have made it a fireball motion with a kick but that's just wishful thinking. Anyways, if the opponent is next to Ryu, he will do the three hit power version and if the opponent is up in the air, he will do the seven hit version! It will connect after his launcher and is his most intimidating super in my opinion!

Team Attack

Hadoken MP+MK
A good team move because Ryu does have the best fireball in the game! Use it to support your current team member in offense but it's not that great for defense!

Team Counter

Hadoken HP+HK
This is a good counter because it can reach quite far away from your partner and tag opponents who are mid screen away! You can use this move to counter single hit fireballs as well as up close attacks!

Team Super

Shinkuu Hadoken HP+HK(Level Two)
This is an awesome team super because of it's damage potential and it's long range! Anything and everything compliments this move! It can even combo if you pull off the move fast enough! Jam on the buttons to get as many hits as possible!

Weakness and Nemesis

Ryu is probably the most well balanced character! He is average or above average in just about every aspect of the game! Though his attacks are slower than some of the other characters, it's compensated by the fact that his dash is extremely fast and his Jabs and Shorts come out very quickly! Ryu has an equal amount of difficulty with most of the characters, and he doesn't have a really hard time against anybody!

Hulk can be a bit of a problem for him cause he's a chracter that loses life at a slower rate than Ryu and clearly out matches him in the power department! Hulk's super armor will protect him from Ryu's fireballs and allow him to do whatever he wants while he's in his fireball stun! Don't throw a fireball at Hulk if you're only half a screen away from him! That big S.Fierce of his can just plow right through that Hadoken of yours! Also, his ground wave and Gamma Wave's will stop your Shinku Hadoken if done quickly enough! To beat Hulk, you should stay away and use the jumping Shinku Hadoken! He shouldn't be too much of a problem as long as you don't rely on your fireballs if you're up close!

Watch out when fighting Wolverine and Spiderman! But then again, those two give every single character in the game a problem anyway! You can keep Wolverine away by super jumping and throwing out those fireballs! Spidey has his Web balls but they're no match for the Hadoken! Use the speed of his dash to pull off surprise attacks and for retreating quickly to confuse them!

Learn to time Ryu's C.Fierce as an air counter because this is one of his most valuable moves! Not only will it stop most jump in combos, it'll launch your opponent for a punishing air combo too! The Dragon Punch is also an alternative because he is invulnerable while on his way up, but it doesn't do as much damage as an air combo and it leaves him vulnerable if it misses!

Combos!

Special Comments
Like the other traditional Shotokans, Ryu is a combo master! His ground, air and super jumping combos are just awesome! He can chain most of his special moves into the combos and he still has his very impressive looking air combo finishing Shinku Hadoken! He can attack from any angle but he has the unsteady air combo rhythym like the rest of the Shotokans! Avoid using his strong punch in SJ air combos cause it will just screw everything up for him! The Shin Shoryuken opens up all kinds of combo possibilities for him!

Ground Magic: Stronger
Air Magic: Stronger
Super Jump Magic: Zigzag
Air Launchers: C.Fierce
AC Finishers: Fierce, Roundhouse, Hurricane, Fireball, Forward-Air Throw, Shinkuu Hadoken

Easy Combos
1) D.C.Short --> Hadoken

2) J.Roundhouse \/ C.Short, C.Forward --> Hadoken

3) C.Short, C.Roundhouse --> Shinku Tatsumaki-Senpukyaku(OTG)
This is one of his easiest and most damaging combos! Just remember to pull off the Super Hurricane as soon as you knock down your opponent! Don't do it too often cause people usually learn to roll after three or four of these!

4) J.Fierce \/ S.Fierce --> Shinku Hadoken

5) J.Forward, J.Roundhouse --> Air Shinku Hadoken
Hit them very very deep with the J.Roundhouse and cancel immediately with the Shinku Hadoken! Easy to pull off once you learn the timing! You might have to skip the J.Forward against smaller opponents!

6) S.FD.Forward --> Shin Shoryuken
This will make Ryu do that little hop with a kick and immediately after, you cancel with the Shin Shoryuken

7) C.Fierce --> Shin Shoryuken
Doing this will cause Ryu to do the air version of his Shin Shoryuken and it works best in the corner but it's not necessary!

Harder Combos
1) J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward --> AC Finisher

2) J.Forward, J.Fierce \/ D.S.Jab, C.Fierce /\ SJ.Jab, SJ.Short --> AC Finisher

3) J.Forward, J.Fierce \/ D.S.Short, S.Fierce --> Shinku Hadoken

4) J.Forward, J.Fierce \/ D.S.Short, S.FD.Forward, Shin Shoryuken

Theoretical Combos
1) In corner: Shinku Tatsumaki-Senpukyaku, C.Short(OTG) --> Shinku Tatsumaki-Senpukyaku
The hard part of this combo is timing the OTG hit as soon as you hit the ground! I dunno if Ryu recovers fast enough to OTG, so it'd be appreciated if I got some help verifying this!

2) J.Forward, J.Roundhouse \/ D.S.Jab, C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward, Strong-Air Throw, Shinku Hadoken
A very tough combo to pull off! Ryu will throw the opponent across the screen and you must execute the command for the Shinku Hadoken right away to catch them in time! This worked in XSF, I haven't tried it here yet!

3) J.Forward, J.Fierce \/ D.S.Jab, C.Fierce /\ Roundhouse-Air Hurricane(FS) \/ C.Short(OTG), C.Strong, S.Forward, S.Fierce, S.Roundhouse
To get this combo to work, you must do ther motion for the Hurricane as soon as you jump! This will make the hurricane hit the opponent three or four times and they will land at your feet! OTG right away and it should work! Verification anyone?

4) J.Jab, J.Fierce \/ C.Strong, C.Fierce --> Shin Shoryuken, C.Fierce --> Shin Shoryuken, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong --> Shinku Hadoken
You have to hit the launcher as soon as you see the opponent coming down from the air version of the Shin Shoryuken! Different characters come down at different speeds! For heavier characters, you will have to do it right away and for lighter characters, delay a while!

4) J.Jab, J.Fierce \/ C.Strong, C.Fierce --> Shin Shoryuken, C.Fierce --> Shin Shoryuken, C.Fierce --> Shin Shoryuken, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, SJ.Fierce, SJ.Roundhouse, SJ.Short, SJ.Forward, SJ.Roundhouse
This is a tricky combo to fully connect, but just remember to pause for a little while before you hit the SJ.Fierce so that the Roundhouse will connect as well! The last three hits are done while falling down! Really complicated so i couldn't put this in as a valid combo without confirmation!

� 1998 Migs Rustia: [email protected]
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