hide results

    Ryu by The V

    Version: 1.1 | Updated: 12/22/02 | Printable Version | Search This Guide

    This FAQ is by "The V", 02-12-22, Version 1.1. Copyright 2002. No part of
    this document can be reproduced and distributed via means mechanical or
    otherwise FOR PROFIT without the consent of the author. Reproduction and
    distribution for any other reason is welcome so long as the author is given
    appropriate credit.
    
    All games, characters, names, etc. are trademark and property of their
    respective company, Capcom.
    
    Comments can be sent to viwong@interchange.ubc.ca
    
    Revision history
    
    02-12-22 : Version 1.1
               -Updated story and bio
               -grammar and spelling revisions
               -some new strategies added throughout document
    
    01-11-06 : Version 1 completed.
    =================================================================================================
                                  Street Figher Alpha/Zero 3
                                       A/Z-Ism Ryu FAQ
    =================================================================================================
    Contents:
    1 Introduction
      1.1 Biography and background
    2 Basic Commands
      2.1 Legend
      2.2 Standard Moves
    3 Moves
      3.1 Specials
      3.2 Supers
      3.3 Regulars
    4 Combos and Strategies
      4.1 Combos
      4.2 Strategies and Tips
    5 Closing
    
    =================================================================================================
    1 INTRODUCTION
    ================================================================================================
    This is an FAQ on the character Ryu for SFZ/A3. This version of Ryu plays
    very close to his SFZ/A2 incarnation. He has been given a new super this
    time around but largely remains unchanged. Players will have to get use to
    the fact that his sweep can't be buffered into at all and the fact that his
    Dragon Punch has lost some priority. Ryu, however, remains a great character
    to use for anyone beginning to play this game. He is well balanced
    defensively and offensively. He is fairly easy to learn but there exists
    nuiances that separates a master Ryu player from an intermediate one. This
    guide is targetted to beginners and intermediate players.
    
    -----------------------------
    1.1 BIOGRAPHY AND BACKGROUND:
    -----------------------------
    -Profile-
    
    Name: Ryu
    Date of Birth: 64-07-21
    Height: 175 cm
    Weight: 68 Kg
    Blood Type: O
    Fighting Style:  Ansatsuken
    Place of Birth: Japan
    Likes: Youkan
    Dislikes: Spiders
    Special Skills: Hitch hiking, Able to sleep anywhere
    
    -Story-
    
       Ryu is an orphaned child who was adopted and raised by an Ansatsuken
       master named Gouken. Gouken later would accept a student named Ken who
       was left in Gouken's care by his father for training and above all
       else, discipline. Ryu and Ken became training partners and the best of
       friends. After years of training Ryu, but not Ken, enters the first
       Street Fighter tournament where Ryu battled his way to the finals and
       faced the Emperor of Muay Tai, Sagat. Although, the battle was
       competitive, Sagat's experience and strength began to overcome Ryu as
       the match went on. When Sagat sensed that the young warrior was
       exhausted and the battle all but over, he approached to aid Ryu to his
       feet.
    
       However, unknown to Sagat, was that while Ryu was slowing losing the
       battle, he became more and more desparate to win to the point that he
       was obsessed with winning. During this moment of weakness Ryu's
       untapped power, the Satsui no Hadou, awakened and overcame him and Ryu
       became Satsui no Hadou Mezameta Ryu (Evil Ryu) for the first and only
       time. As Sagat approached to aid Ryu, the transformation was complete
       and Evil Ryu struck Sagat with his Metsu Shoryuken. The blow was so
       devastaing it not only toppled Sagat but also burned a great wound
       that would heal to a massive scar. Sagat, from that day onward, hated
       Ryu for the way he won (by tapping into the Satsui no Hadou) and for
       scarring him. With Sagat beaten, Ryu became the Street Fighter
       champion, but did not understand what had happened to him when he
       struck down Sagat. Ryu journeyed home to ask Gouken.
    
       Ryu, however, would return home to tragedy. To his horror, he finds
    Gouken,
       his master, slain in a pool of blood. Ryu locates Ken who
       saw the final moments of the Gouken's death and recounts all he
       witnessed to Ryu. Ryu also senses a residue of evil energy which
       lingered after the battle. He learns that this energy belongs to
       Gouki/Akuma, Gouken's brother. Ryu sets off to find Gouki/Akuma for
       answers to his master's death. After much searching, Ryu locates and
       confront Gouki/Akuma on his island of Gouketsutou. During the
       encoutner, Gouki/Akuma noticed that Ryu possesses the Satsui no Hadou
       and is intrigued, as at last he may have a worthy opponent, and seeks
       to awaken the power within Ryu. He informs Ryu about the Satsui no
       Hadou and tells him that once awakened he will be much more powerful
       and he will realize that all his past battles were all too easy. And
       when that time comes, he and Gouki/Akuma can have a true contest. It
       is here that Ryu, for the first time, gained awareness of the Satsui
       no Hadou festering within him. Prior to vanishing, Gouki/Akuma
       demonstrates his power by striking his island with a mighty blow of
       such intensity, the island itself begins to sink.
    
       Ryu returns to shore. Unclear of the implications of what he has
       learned, he returns home where he and Ken meet again. Ken asks Ryu
       what he learned, but Ryu did not wish to talk about it. The two
       friends sparred, with Ken winning the contest. Ken, however, sensed
       that Ryu seemed distracted and, to help, gives Ryu the red headband,
       so that he is reminded of this fight and their friendship. Ryu thanks
       Ken and sets off to train around the globe and to decide on his stance
       on the Satsui no Hadou.
    
       Word of Ryu's victory over Sagat had spread and Ryu gained a
       fan base. A girl named Sakura, a self-proclaimed number one Ryu fan,
       finds the wandering Ryu after much searching and asks enthusiastically
       if Ryu would train her. Ryu tells her that he is unworthy to teach and
       declined, but did have a mock fight with her and let her win. Sakura
       managed to get a photograph of Ryu and vows to see him again. During
       Ryu's travels, Ryu encounters a mysterious woman named Rose who warns
       Ryu that a man named Vega/M. Bison is seeking him. Rose tells Ryu that
       his fighting skill alone cannot defeat Vega/M. Bison and to overcome
       this challenge Ryu must stay focused and fight with his soul. True to
       Rose's warning Vega/M.Bison tracks Ryu down. Vega/M. Bison tells Ryu
       that he has been chosen to be his next host body and attacks his mind
       with his psychic abilities. Ryu resists but is confused by the wash of
       hateful emotions building within him. He is unclear if this is the
       Satsui no Hadou Gouki/Akuma mentioned. Ryu eventually is overcomed by
       Vega/M. Bison's "Psycho Power" and is under the madman's control.
    
       Elsewhere, Sakura, in her persistant Ryu seeking encounters Ken and
       asked if he knew Ryu and where he is. Ken did not know but was happy
       to help her search. Sakura then asked Ken to sparr with her so she can
       be a bit better prepared to spar with Ryu. Ken, being a fun loving
       individual complied. Afterwards, the duo went in search of Ryu and
       would stumble upon something serious.
    
       Some time passed and by now Sagat realises that fighting for revenge is
       a foolish path. Sagat with his new revelation sought to seek out Ryu
       for an honourable fight. Hearing word that Vega/M. Bison found Ryu,
       Sagat immediately sets off to the location but to his dismay
       discovered Ryu under the influence of Vega/M. Bison. Sagat saw no
       honour in battling someone not in control of himself and angrily let
       Vega/M. Bison know this. Sakura accidently stumbled on to the scene
       and demanded Ryu to be released. Vega/M. Bison sent the newly
       recruited Ryu to battle Sagat, while he amused himself with Sakura;
       fortunately, Ken, arrived and both he and Sakura battled Vega/M. Bison
       while the brainwashed Ryu fought Sagat. Sagat defeated Ryu and was
       able to help Ryu overcome his conditioning. Sagat tells Ryu that since
       he was corrupted so easily, he still has much to learn. Sagat awaits
       for Ryu to challenge him again in the future - this time in a fair one
       on one battle with no influence from the Satsui no Hadou or "Psycho
       Power" to see once and for all who is strongest. Sagat would allow the
       back-to-normal Ryu to aid Ken and Sakura in battle against Vega/M.
       Bison, but Sagat would not help. The trio would force Vega/M. Bison to
       flee. Afterwards, Ryu thanks Ken, Sakura, and Sagat for helping him
       overcome Vega/M. Bison and at the same time apologizes for being too
       weak and not overcoming Vega/M. Bison's mental manipulations sooner.
       He decides at this time that the Satsui no Hadou is not the way and
       seeks the path of a "True Warrior". He also tells Sakura that he
       notices much potential in her and looks forward to their next meeting.
    
       Training Five years later, a resurected Vega/M. Bison founds the World
       Warrior tournament. Ryu enters the tournament to fight worthy
       challengers and to further learn the path of the "True Warrior".
       However, Ryu did not win the tournament. Ryu would enter the Street
       Fighter 3 tournament for the same reasons as the World Warrior one.
       Ryu did not win the Street Fighter 3 tournament, as he was eliminated
       by a contestant, a strange old man, named Oro. After the Street
       Fighter 3 tournament Ryu travelled to the USA to seek more challengers
       and to have a friendly match with Ken, who was about to enter the USA
       national championship (Ryu wins the match with Ken). During his stay
       in New York, Ryu stumbles upon the Street Fighter 3 tournament winner,
       Alex, and has a match with him. Ryu wins this battle and is very
       impressed by Alex's fighting spirit. Ryu, however, realises that he
       himself still has much to learn and so long as his body is able, he
       will continue fighting, training, and seeking new challenges.
    
    ________________________________________________________________________________________
    
    Much of what I know of Ryu's storyline comes from Tiamat's Street Fighter
    Plot Canon FAQ found at www.gamefaqs.com. What I present above, according to
    the FAQ, is the official storyline from Capcom Japan.
    
    =================================================================================================
    2 BASIC COMMANDS
    =================================================================================================
    ---------------------------------------------
    2.1 LEGEND - These abbreviations will be used.
    ---------------------------------------------
    Control positions
    U - UP         UF - UP FORWARD     QCF - QUARTER CIRCLE FORWARD
    D - DOWN       DF - DOWN FORWARD   QCB - QUARTER CIRCLE BACK
    B - BACK       DB - DOWN BACK      HCF - HALF CIRCLE FORWARD
    F - FORWARD    UB - UP BACK
    
    Buttons
    LP - LIGHT PUNCH  K - ANY KICK
    HP - HARD PUNCH   P - ANY PUNCH
    LK - LIGHT KICK   KK - TWO KICKS TOGETHER
    HK - HARD KICK    PP - TWO PUNCHES TOGETHER
    MP - MEDIUM PUNCH KKK - THREE KICKS TOGETHER
    MK- MEDIUM KICK   PPP - THREE PUNCHES TOGETHER
    
    Combo shorthand (where X is a button).
    -> - BUFFER TO
    + - LINK TO
    j.X - JUMP IN WITH X
    c.X - CROUCHING X
    s.X - STANDING X
    lv# - Level of super
    
    -------------------
    2.2 STANDARD MOVES:
    -------------------
    
    GUARD - When attacked high, hold B. When attacked low, hold DB.
    
    AIR GUARD - When attacked in the air, hold B or DB.
    
    GUARD METER PROTECTION - Perform a GUARD or AIR GUARD just before an attack
    hits. If done properly, your character will flash blue.
    
    ZERO/ALPHA COUNTER - When blocking and attack hold F and press HP and HK
    together (not available in X-ISM).
    
    THROW - When close to opponent hold F or B and press PP or KK
    
    TECH THROW - When opponent attempts to throw, hold F or B and press PP or
    KK. If done correctly, you will receive a "Tech hit" message.
    
    AIR RECOVERY - When knocked into the air, press PP. Hold F to recover
    slightly towards the opposition and hold B to recover slightly away from the
    opposition.
    
    GROUND RECOVERY - Press KK when knock down or after an AIR-GUARD. Hold F to
    roll a further distance. (not available in X-ISM).
    
    TAUNT - Press start buttton (not available in X-ISM).
    
    COUNTER HIT - Hit an opponent while before they finish the animation for a
    move. When done correctly the screen will pause, a loud hit sound occurs,
    and a "Counter Hit" message appears. Counter hits deal more damage and often
    set up juggles. Sometimes high priority moves will "force" through even
    though you are hit
    If this occurs your character will flash red will completing the move.
    
    DAMAGE REDUCTION - Hold the controller in any direction and press a button
    while hit. Repeat for further damage reduction. If done correctly, your
    character will flash red.
    
    DAMAGE REDUCTION (HOLDS) - Hold the controller in any direction and press a
    button while in a hold. Repeat for further damage reduction. If done
    correctly, your character will flash red (not available in X-ISM).
    
    STUN OPPONENT - Repeatedly get successful hits on your opponent. When
    stunned the opponent will have "birds" around his head and is completely
    helpless for a period of time.
    
    STUN RECOVERY - Hold the controller in any direction and press a button
    while stunned. Repeat for faster recovery.
    
    DAMAGE INCREASE (HOLDS) - Wiggle the controller and rapidly press the button
    while you are performing a hold. If done correctly, your character will
    flash white.
    
    GUARD CRUSH - Repeatedly force your opponent to block to decrease his guard
    meter to zero. When this occurs the opposition is momentarily open for
    attack.
    
    
    ================================================================================================
    3 MOVE LIST - Some translations are my own, but many are from Keo Megura's
    excellent SFZ/A3 move list FAQ found on www.gamefaqs.com
    ================================================================================================
    ------------------
    3.1 SPECIAL MOVES:
    ------------------
    NAME: Hadou Ken (Wave Fist)
    COMMAND: QCF + P
    DESCRIPTION: Ryu puts his hands together and generates a blue energy ball
    which he releases by stepping forward and extending his palms outward.
    FUNCTIONS: Full screen attack, combo finish, block damage, projectile
    nullification.
    COMMENTS: This is the move most associated with Ryu. The best way to utilise
    this move is to use it wisely and not to overuse it. Most of the time you
    want to use this move in combos only and to counter a projectile or two. If
    you want to get some block damage from a distance, then make sure you are at
    least 60% of the screen away from your opponent before using a Hadou Ken.
    Any closer can leave you open for counter attack. Have a plan for what you
    want to do if the opponent jumps towards you. Note that most experienced
    players will be able to evade Hadou Kens quite easily from a distance so it
    is important you have a plan on what to do when they evade. Sweeps,
    air-retailation, and Shouryuu Kens are traditional choices to counter
    jump-ins and rolls.
    
    NAME: Sankunestsu Hadou Ken (Scorching Heat Wave Fist)
    COMMAND: HCF + P
    DESCRIPTION: Ryu puts his hands together and generates a red energy ball
    which he releases by stepping forward and extending his palms outward.
    FUNCTIONS: Full screen attack, combo finish, block damage, knock down
    attack, projectile nullification.
    COMMENTS: This move is very similar to the Hadou Ken, but it is a bit
    slower and deals a bit more damage. When close enough this move will knock
    down in one hit. Make sure you always use this instead of the regular Hadou
    Ken when you are doing close hitting combos because the extra knock down is
    favorable. Follow up the knock down with a cross up or another combo to put
    pressure on the oppponent.
    
    NAME: Tatsumaki Senpuu Kyaku (Tornado Whirlwind Kick)
    COMMAND: QCB + K (available in the air)
    DESCRIPTION: Ryu takes to the air and performs multiple spin kicks.
    FUNCTIONS: Pressuring, combo finish, knock down attack, projectile evasion,
    evasion.
    COMMENTS: This is a very good move. It is very safe to use in the air and
    its one hit knock down property is very useful. It can be used to evade
    projectiles and used to run away from the opponent. Many of Ryu's most
    potent combos will use this move as well. Use it as a subsitute for a jump
    in as well, especially if you anticipate that your opponent will block the
    attack. This will allow you to score some block damage and if not blocked
    the opponent is knocked down so you can follow up with another attack
    (provided they don't roll, if blocked in the air).
    
    NAME: Shouryuu Ken (Rising Dragon Fist)
    COMMAND: F, D, DF + P
    DESCRIPTION: Ryu steps forward and performs a jumping upper-cut.
    FUNCTIONS: Anti-air, combo finish, counter attack.
    COMMENTS: One of the best anti-airs in the game. It is a great way to stop
    predictable pokes because of its priority and power. Do not always use it
    for jump ins though sometimes the opponent will be jumping behind you and
    you may miss. In these cases the HP is a good choice. Always try to hit deep
    with the Shouryuu Ken; otherwise it can be air-blocked. Be aware that some
    moves can trade and even beat the Shouryuu Ken.
    
    NAME: Hadou no Kamae (Pretend Wave)
    COMMAND: QCF + Start
    DESCRIPTION: Ryu puts his hands together and steps forward and extending his
    palms outward.
    FUNCTIONS: Fake opponent out.
    COMMENTS: Many North American players are puzzled by this move. When playing
    someone else at the arcade reaching over and hitting the start button seems
    to be a dead give away that you're using this move. Of course that is true
    because of the way North American machines are set up, but in Japan, arcade
    machines have two screens and are back to back, so the opponent can never
    see your hand movements. In that type of setting the Hadou no Kamae can fake
    the opponent. Tricking them into blocking or committing to an attack.
    
    ----------------
    3.2 SUPER MOVES:
    ----------------
    NAME: Shinkuu Hadou Ken (Vacuum Wave Fist)
    COMMAND: QCF x 2 + P
    DESCRIPTION: Ryu puts his hands together and generates a large multiple
    hitting blue energy ball which he releases by stepping forward and extending
    his palms outward.
    FUNCTIONS: Combo finish, wake-up attack, projectile nullification, anti-air,
    counter attack.
    COMMENTS: The most versatile of Ryuís supers. This move can do anything a
    regular Hadou Ken can and more. The best way to use it is in combos, but if
    timed right it can be an anti-air (have the opponent land on it). It can
    cancel opposing projectiles hit the opponent with the remaining hits. If the
    opponent is too close and misses and attack (like a sweep), this move is an
    excellent counterattack. The only downside to the move is it can be easily
    jump over if used like a Hadou Ken and the damage could be higher.
    
    NAME: Shinkuu Tatsumaki Senpuu Kyaku (Vacuum Tornado Whirlwind Kick)
    COMMAND: QCB x 2 + K
    DESCRIPTION: Ryu does a stationary but continuous Tatsumaki Senpuu Kyaku for
    a short time.
    FUNCTIONS: Combo finish, wake-up attack, anti-air, counter attack.
    COMMENTS: The most damaging of Ryuís supers. This move has the special
    property of vacuuming the opponent into it if the opponent is too close. It
    is an excellent wake up move and a good anti-air. It can be used in combos
    with devastating effect.
    
    NAME: Metsu Shouryuu Ken (Rising Dragon Fist of Destruction)
    COMMAND: QCF X 2 + K (level 3 only)
    DESCRIPTION: Ryu slides forward striking with his elbow and then does a
    Shouryuu Ken.
    FUNCTIONS: Combo finish, counter attack.
    COMMENTS: For a level three only move the Metsu Shouryuu Ken does very poor
    damage. It is not versatile either. The only redeeming property is its range
    since Ryu slides forward a short distance. It can be useful after you roll
    behind the opponent and surprise them with it and it can be put in combos.
    
    NAME: Shin Shouryuu Ken (True Rising Dragon Fist)
    COMMAND: Connect a Metsu Shouryuu Ken at the approriate distance.
    DESCRIPTION: Same as Metsu Shouryuu Ken except Ryu throws in a standing HP
    in the middle of the  Shouryuu Ken.
    FUNCTIONS: Same as Metsu Shouryuu Ken.
    COMMENTS: See Metsu Shouryuu Ken. This move is more damaging but almost
    impossible
    to connect.
    
    ------------------
    3.3 REGULAR MOVES:
    ------------------
    ------
    TAUNT:
    ------
    Ryu ties his headband.
    
    Ryu Fixes his gloves.
    
    -------------------
    ZERO/ALPHA COUNTERS:
    -------------------
    
    Z/A-ISM - Shoryuu Ken
    
    V-ISM - Low HK
    
    --------
    THROWS:
    --------
    NAME: Seoi Nage (Shoulder Throw)
    COMMAND: When close to opponent, F or B + PP
    DESCRIPTION: Ryu clutches the opponent and flips the opponent over his
    shoulder away from himself.
    FUNCTIONS: Knock down attack, anti-blocking.
    COMMENTS: None.
    
    NAME: Kuuchuu Seoi Nage (Mid-Air Shoulder Throw)
    COMMAND: While in air and close to opponent, F or B + PP .
    DESCRIPTION: Same as Seoi Nage but while airborne.
    FUNCTIONS: Knock down attack, anti air-blocking.
    COMMENTS: None.
    
    NAME: Tomoe Nage (Comma Throw)
    COMMAND: When close to opponent, F or B + KK
    DESCRIPTION: Ryu grabs the opponent and does a monkey flip throw.
    FUNCTIONS: Knock down attack, anti-blocking.
    COMMENTS: None.
    
    ----------------
    COMMAND REGULARS:
    ----------------
    NAME: Sakotsu Wari (Collarbone Splitter)
    COMMAND: F + MP
    DESCRIPTION: Ryu does a double hit downwards punch.
    FUNCTIONS: Over-head attack.
    COMMENTS: This can be a very useful move. Most people block low
    instinctively. However, it is important that you do not become predictable
    otherwise it will be blocked or worst yet countered because of the lag at
    the start of the move. Mix up this move with low attacks to keep the
    opponent guessing. Use it in conjunction with a jumping HK as you
    have the option to perform a low attack after the jump in.
    
    NAME: Senpuu Kyaku (Whirlwind Kick)
    COMMAND: F + MK
    DESCRIPTION: Ryu hops forward with a spin kick.
    FUNCTIONS: Cover ground, Low attack evasion, Counter jumps.
    COMMENTS: This is an excellent little move that is often overlooked. It has
    the special property of being able to evade low attacks and best of all it
    is an attack itself. This means you hop over a low attack and hit the
    opponent. Be aware, though, that not all low attacks can be evaded. Most low
    punches can't be evaded.
    You can use it as a pseudo dash to cover ground as well because the range of
    the hop is has good range. There is some lag on the move but it is small.
    One other trick you can use this move with is to stop jumps. Not as an
    anti-air but to stop the initial take off. If you are close and anticipate a
    jump, do this move. Just as the opponent is leaving the ground the Senpuu
    Kyaku should hit disrupting the jump (note this can be air-blocked, but your
    opponent must be very quick), keeping the opponent grounded.
    
    
    
    --------------
    NORMAL MOVES:
    --------------
    ----------
    STANDING:
    ----------
    
    LP (Far) - Ryu does a quick jab. The priority of this move is good but the
    range is short. Most useful as a combo starter. If it connects and you are
    close enough, you can perform a crouching jab and buffer into a special or a
    super.
    
    LP (Close) - A quick elbow to the face of the opponent. Functions almost the
    same as the far standing light punch as you can link this into several
    crouching LP or LKs then buffer to a special or super. This move can be used
    as an anti-air because it is angled upwards slightly. However, Ryu has
    access to much more effective tools for stopping jumpers.
    
    MP (Far) - A standing straight punch. Used for a quick counter strike
    against missed moves and for stopping some initial jumps or jump ins. Ryu
    has much better moves for those situations though.
    
    MP (Close) - Ryu does a body punch. This move can be buffered into special
    moves. The range is low but the priority and speed is pretty good. Damage is
    not high though. Might be a viable attack option during a cross-up.
    
    HP (Far) - Ryu does a straight punch then follows through arcing his arm
    across to his opposite shoulder. Primarily used for counter hits. The range
    exceeds the LP and is slightly less than the MP. The damage and priority is
    good but if missed will leave you open for a counter attack. It can't be
    buffered into any special moves.
    
    HP (Close) - Ryu does a standing uppercut. Excellent combo move, Ryu can
    link any of his special moves from this punch. This is a good anti-air move
    and it has very high priority often scoring you counter hits. You can juggle
    up to three times (if opponent does not air recover) in the corner. The
    power is also very good. Can be utilised in
    
    LK (Far) - Ryu does a standing kick to the ankle of the opponent. This move
    can end a standing LP, crouching LK, standing LK chain. It might be used as
    an in close poke or a tick followed by a throw.
    
    LK (Close) - Same as the far standing LK.
    
    MK (Far) - A standing kick directed at the head of the opponent. Some
    anti-air capability and can be used as a counter attack. Ryu has much better
    moves for those situations though.
    
    MK (Close) - Same as far standing MK.
    
    HK (Far) - A spinning kick directed about 45 degrees. Great anti-air move.
    This move has priority and power. Unfortunately, outside of an anti-air
    function, the move has few other uses. It might be tried as a poke to a
    standing opponent, but because of its recovery time that often is not a
    great choice.
    
    HK (Close) - A double hit axe kick. Good push away move with a lot of
    priority and has good speed. Try it with jump ins and in the opponent is
    getting too close. Can be an anti-air if timed properly.
    
    -----------
    CROUCHING:
    -----------
    LP (Far) - Ryu does a quick punch to the stomach of the opponent. This move
    is more useful than the standing version. You can link this move into a
    super or special.
    
    LP (Close) - Same as above, but better as you can link several of these
    together then buffer to the super or special of your choice. Best used
    during a cross-up or jump-in. Can also link with crouching HP, MK, HK.
    
    MP (Far) - Ryu does quick crouching punch. This move can link into any
    special or super. Useful in juggles for advanced combos. For standard combos
    it is better to use the low MK as it has added range and the property of
    hitting low.
    
    MP (Close) - Use to begin some advanced combos but otherwise same as far
    standing MP. Can be a good anti-air normal attack.
    
    HP (Far) - Ryu does a an uppercut from a crouch. The range of this move is
    low but the priority is high often scoring counter hits, knocking the
    opponent into the air. Can be buffered into specials and supers. Excellent
    anti-air.
    
    HP (Close) - Identical to the far crouching HP. Like the far crouching HP,
    has
    slow recovery time. Can mess combos up because of its high priority will
    give you counter hits knocking the opponent into the air. But if you are
    aware of a counter hit you can take advantage of it and juggle the opponent.
    
    LK (Far) - Ryu does a quick striking kick. Useful as a push away moves and
    linking to his low MK for combos.
    
    LK (Close) - Same as the crouching far version. Most useful in close as a
    push away move becuase it has quick recovery time. Good for linking with LP
    for combos. Especially after a deep hitting jump in. Link several of these
    then buffer to a special or super.
    
    MK (Far) - Ryu does a low striking kick. This is a bread and butter move.
    You will use it to begin combos and for low pokes. It can be buffered into
    any special or super and has fair range and damage. You can chain this move
    from a low LK.
    
    MK (Close) - Same as far version.
    
    HK (Far) - Ryu does a foot sweep. This move has been changed greatly. It is
    no longer bufferable at all. This makes the move much riskier to use do to
    its high recovery time. Best used for opponents jumping in front of you and
    as a counterattack for missed moves. Try to use it at its max range for the
    best recovery.
    
    HK (Close) - Identical to the crouching far version. If in close and
    blocked, you will be wide open for a counter attack. Best to use LK and LP
    in succession when at close range.
    
    ---------
    JUMPING:
    ---------
    LP (Towards) - A leaping punch that retracts quickly. It has high priority
    but short duration. Best used immediately after a jump. The punch is very
    quick and can surprise standing opponents and some crouching ones. Can be
    used to juggle a jumping opponent. You need to hit the opponent in mid air
    (remember to hit the button immediately after you jump). You will land first
    then do the attack again.
    
    LP (Vertical) - Same animation as jumping towards LP, but used mostly to
    deter jumpers.
    
    MP (Towards) - Ryu jumps and strikes with an uppercut. This move hits twice
    and is very hard to start combos with. It is best used as an air retailation
    move or to finish of juggles. The priority is not great and the damage is
    average.
    
    MP (Vertical) - A leaping punch that retracts quickly. Same uses as the jump
    towards HP. Seldomly need this move.
    
    HP (Towards) - A leaping punch that has high damage and priority. Best use
    as a combo starter or as an air retaliation move. This move is not on a
    steep angle like the jump towards HK so it is easier to counter attack. The
    jump attack of choice for most people.
    
    HP (Vertical) - Same as the jump towards version, but Ryu jumps straight up
    has the same properties. Could be use ful over a fallen opponent who likes
    to retaliate with sweeps. Just go right next the opponent then jump straight
    up and land with this punch when they sweep.
    
    LK (Towards) - Ryu does a diving knee. Similar to the jump towards light
    punch, but with less priority and the angle of descent is not as favorable.
    Might be useful as an air retailation move.
    
    LK (Vertical) - Ryu does a aerial front kick. Can intercept jumpers.
    
    MK (Towards) - Ryu does a standard jump kick that is not on steep angle like
    the HK version. Fair damage and good priority. Best use as a combo starter
    because the move allows a good amount of time to link to another move. Use
    this move in cross-ups as well.
    
    MK (Vertical) - Same as light kick version but a bit slower and more damage.
    
    HK (Towards) - Ryu does a standard jump kick that is on a steep angle. High
    damage and great priority. Best use as a combo starter, but be aware that
    the timing is tight after the move hits, you will need to link to another
    move quickly. Not so great as and air retaliation move as if blocked you are
    vulnerable.
    
    HK (Vertical) - Ryu does a heavy kick that is useful for intercepting
    jumping opponents and to start combos. Used in close against people who
    attack low frequently. It can intercept jumpers but with air blocking
    available it is not that useful.
    
    ================================================================================================
    4 COMBOS AND STRATEGIES:
    =================================================================================================
    Ryu posesses some devestating combos but many of them are quite difficult to
    do. My advice for putting supers in combos is to do the super motion while
    you are still air-borne then hit the button for the regular attack then hit
    the super combo activation button. If the activation button and the regular
    attack button are of the same class (i.e., both kicks or punches), hold down
    the regular attack and then hit another button to activate the super.
    
    ---------------
    4.1 SOME COMBOS:
    ---------------
    
    ==Simple==
    
    -j.HP/HK + s.HK
    
    -c.HP -> Shouryuu Ken
    
    -j.MK + c.LK + c.MK -> Hadou Ken
    
    -j.HP/HK/MK + c.MK -> Hadou Ken or Sankunestsu Hadou Ken or Tatsumaki Senpuu
    Kyaku
    
    -j.HP/HK/MK + s.HP -> Hadou Ken or Sankunestsu Hadou Ken or Tatsumaki Senpuu
    Kyaku
    
    -j.HP/HK/MK + c.HP -> Hadou Ken or Sankunestsu Hadou Ken or Tatsumaki Senpuu
    Kyaku
    
    -j.HP/HK/MK + c.MP -> Hadou Ken or Sankunestsu Hadou Ken or Tatsumaki Senpuu
    Kyaku
    
    ==Intermediate==
    
    -(corner only) j.HP/HK -> Shouryuu Ken + (juggle with) Shouryuu Ken
    
    -j.HP + c.MP -> HK Tatsumaki Senpuu Kyaku + (juggle with) s.HP
    
    -j.HP/HK + c.LP + c.LK + c.LP -> Shinkuu Hadou Ken (any level)
    
    ==ADVANCED==
    
    -j.HP/HK + c.MK -> lv3 Shinkuu Hadou Ken
    
    -j.HP/HK + c.MK -> Metsu Shouryuu Ken
    
    -(corner only) j.HP/HK + c.MK -> lv3 Shinkuu Hadou Ken + (juggle with)
    HK Tatsumaki Senpuu Kyaku
    
    -j.HP/HK + c.MK -> lv3 Shinkuu Tatsumaki Senpuu Kyaku
    
    -(corner only) j.HK + d.HP -> lv3 Shinkuu Hadou Ken + (juggle with) d.MP ->
    Tatsumaki Senpuu Kyaku
    
    -(corner only) j.HK + d.MK -> lv2 Shinkuu Hadou Ken + (juggle with) d.MP ->
    lv1 Shinkuu Hadou Ken
    
    -j.HP + c.MP -> HK Tatsumaki Senpuu Kyaku + (juggle with) s.HP -> HK
    Tatsumaki Senpuu Kyaku
    
    -j.HP + c.MP -> HK Tatsumaki Senpuu Kyaku + (juggle with) s.HP -> Shouryuu
    Ken
    
    -j.HP + c.MP -> HK Tatsumaki Senpuu Kyaku + (juggle with) s.HP -> lv3
    Shinkuu Hadou Ken
    
    ---------------------------
    4.2 SOME TIPS & STRATEGIES:
    ---------------------------
    General approach: Ryu is a versatile character. He can be played effectively
    aggressively or defensively. His move set is variable enough to cover any
    situation, but one should decide to be aggressive with him. Practice your
    combos as these are Ryuís most dangerous weapon.
    
    When in close poke with the low MK, MP, LP and LK and follow with combos.
    These are all bufferable moves and many of them link with one another (e.g.,
    c.MP links to c.LP). To get in close utilise Senpuu Kyaku. When it is
    blocked you can often sneak in one of the above pokes or a s.HP. A couple of
    good poke strings are c.LK + c.LP + c.MK -> Hadou Ken and c.LP + c.HP ->
    Hadou Ken. Also upon being knocked down roll towards the opponent. The air
    Tatsumaki senpuu kyaku is a good attacking move. Try to time it so the foot
    just hits the ground opponent, this is hard to counter.
    
    To down the opponent utilise the Sankunestsu Hadou Ken when doing in close
    combos, and c.LP + c.HK along with throws and Shouryuu Kens (as anti air or
    in basic combos). Cross up when the opponent is down, especially larger
    opponents and follow with hard hitting combo. If the opponent likes to block
    a lot use s.HP on cross up along with the second poke string above. You'll
    find the the guard meter will deplete rapidly.
    
    Follow up jump ins with a good mix of safe combos and the Sakotsu Wari if
    blocked. Donít
    overuse the Hadou Ken but if the opponent is pure turtling go a safe
    distance and
    fire away and win by time if you want.
    
    On defense, the Shouryuu Ken is your main weapon but do not underestimate
    Ryuís standing HP and HK both are very good anti-air moves and the close
    standing HK is an excellen push
    away move. Don't forget that air throws are univeral in Zero/Alpha 3.
    
    If an opponent tries to use a sweep or slow poke attack on you and they are
    just out of
    range for the animation to connect, step in and immediately sweep or dragon
    punch, you will catch them as they are momentarily open. You can also use a
    high level Shinkuu Hadouken.
    
    
    
    ================================================================================================
    5  CLOSING
    ================================================================================================
    Thanks for reading!