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    Ryu Basics by CGrey

    Version: 1.5 | Updated: 04/02/97 | Printable Version | Search This Guide

    From: YCJY54C@prodigy.com (Mr. Charlie F. Grey)
    Newsgroups: alt.games.sf2
    Subject: [XMEN/SF] Ryu Basic Guide 1.50
    Date: 2 Apr 1997 21:33:08 GMT
    
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    Ryu Basic Guide for XMEN/SF
    Version 1.50
    Updated: 4/2/97
    Original: 2/18/97
    by ICEOUT MKT<ICE>(ycjy54c@prodigy.com)
    
    NEW:
    *Air combos added
    *More vs. CPU strategy added
    *FAQs listings updated
    
    This is a basic Ryu guide for the new player or
    one who isn't familiar with how different he is
    in XMEN/SF. A "black belt" may not find anything
    striking here(except a lot of inside humor).
    
    What is "XMEN/SF"?
    It is a crossover genre using fighters from the
    comic series and some Street Fighter characters,
    including most of Ryu's shoto-scrub friends.
    
    How is Rye-yoo in this one?
    A poll I ran on rec.games.video.arcade rated him
    at least as popular as Akuma,Ken,and C******. The
    most notable change here is the simplified super
    moves and high jumps which are universal for all
    characters and his "new" Super fireball, one that
    I have seen often in a gameroom. Ryu is VERY
    popular in my area, as is the other "uppercut"
    characters. A large amount of rounds I've seen and
    played have ended with Ryu shooting his "super
    fireball". Here is a review of his known moves:
    
    Terminology:
    1 2 3 punches
    4 5 6 kicks
    B=back DB=down/back D=down DF=down/forward
    F=forward
    
    Fireball: D,DF,F+Punch
    NOW can also be done in air, use as a two-in-one
    in midair. His also look different from Akuma and
    Ken's. If coming down from a high jump, you can do
    this to halt your descent.
    
    Dragon Punch: F,D,DF+Punch
    Now also an air move. It makes two-in-one jump combos
    harder to do though.
    
    Hurricane Kick: D,DB,B+Kick
    Hits only once(or 2 hits in corner)(Ken and Akuma's
    hit 4-6 times)
    
    Double Noogie: F+2
    This will hit turtles who crouch-block and is a canned
    2-hit attack(meaning it can't be followed up.)
    
    Throws: B or F position + 2/3/5/6 (very close)
    These can't be blocked, but can be escaped by
    doing the same motion right when you're being
    thrown. Escaped throws are called "TECH HIT"s.
    Excessive use of these is considered "cheap" or
    dirty fighting.
    Air throw: F+3(meet in midair)(unconfirmed)
    
    Standing Uppercut: D+3
    Hits them up into the air quickly and can be followed
    with a more hits if you're quick(this is very difficult
    unless you two-in-one into a dragon punch.), since they
    can air-block shortly after. This can also be air-blocked
    itself.(each XMEN/SF fighter has one of these.)
    
    Juggling punches: 1 or D+1
    Unlike previous games, it is possible to hit an airborne
    opponent with at least two of these before they land.
    These serve as good anti-air counters. I have gotten this
    combo on jumping-in opponents: ducking 1,ducking 1(by
    this time you will have turned around as they fly over
    your head.),dragon punch. This is a nice 3-hit he never
    had before.
    
    Super Attacks - you need to have your gauge at the bottom
    have at least a "1" to use these.
    
    Streak fireball:
    D,DF,F + any two punches simultaneously
    This is Ryu's power hitter. The second most powerful
    super in the game(only behind C******'s it-takes-up-90%
    -of-the-screen eyebeam.) too. No doubling of the motion,
    much harder(if not impossible) to counter-attack, and
    now an instant hit(no travelling - just a white hot
    streak.) Very powerful, very scrub-friendly. This is the
    focal point of Ryu strategy here. Since victory depends
    on moving,moving,moving and getting at your opponent,
    it's hard to anticipate when your opponent will shoot this
    instead a regular fireball. The damage and hits done depends
    on the distance between you and your opponent. Oh yeah,
    this can be done in the air too.
    (Pray you're blocking if your opponent shoots this one.)
    BASIC TIP: Rapidly tap the punch buttons to add hits!
    The max is 27 hits, or if you finish off their lifebar,
    33 hits! (The reason is you can juggle the "dead" opponent
    as they reel back!)
    
    Centrifugal hurricane kick:
    D,DB,B + any two kicks simultanelosly
    Short range super(about 1/3 screen) from the Alpha(Zero)
    games. If you get sucked-in, oh well.
    MAX: 18 hits(tap buttons rapidly)
    
    Why does "Z" appear when I win?
    The "Z" stands for "Zero". This is what the SF Alpha
    series is known as in Japan. XMEN/SF Ryu is based on
    the "Zero" Ryu(and then some.)
    
    ** Basic combos **
    
    Two-in-one air fireball:
    1)meet in air with jumping 1
    2)two-in-one into fireball
    
    3-hit guard drop combo:
    1)2 ducking 1's
    2)into fireball
    This can also juggle an airborne opponent in the
    corner.
    
    3-hit link combo:
    1)ducking 1
    2)ducking 3(up they go)
    3)two-in-one into dragon punch
    
    3-hit trip:
    1)2 ducking 1's
    2)ducking 6
    
    4-hit air combo:
    1)ducking 3(up they go)
    2)immediately jump UP(must be very quick!)
    3)tap 1,2
    4)2-in-one into hurricane kick
    
    5-hit air combo:
    1)ducking 3(up they go)
    2)immediately jump UP
    3)tap 1,2,3
    
    Cheapo character switch:
    1)With Ryu offscreen, throw opponent in air
    2)Switch Ryu in(3+6), he will kick them!
    
    51 hit combo:
    (partner must be Ken or Akuma and opponent
    must have less then 50% life on first character.
    And you must have 2 levels charged!)
    1)Team super(QCF+3+6)
    2)tap the buttons rapidly
    
    How do I fight the computer?
    1)Shoot the streak fireball every chance you get!
    Especially when their energy is low.
    
    WHY: Throwing fast fireballs from a full screen
    length will get you an easy perfect on the first
    level. In later levels the can keep the CPU from
    getting in and cheesing. You'll have to bait them
    to keep them from blocking the Streak Fireball
    sometimes, though. Don't do this with C******
    though, or you'll be nicked down with his eye
    beam.
    
    2)Don't try to showboat too much, because it's
    hard to connect with a standing uppercut against
    the computer.
    
    WHY: The CPU is very, very damgerous at close
    range. You'll probably get thrown or comboed
    from the dash. Dragon punch time!
    
    3)Make sure you know how to play Ryu
    better then your other team member because,
    should you defeat Apocalypse, you gotta fight it
    out with your teammate for the victory in a
    single round match!
    
    WHY: This plays like an old-school SF match. Be
    careful what you do. No switches allowed!
    NOTE: If you continue at this point, you must
    the same match-up until you win.
    
    To defeat Apoclypse, a streak fireball aimed at
    face level does best.
    
    Ryu's XMEN/SF ending:
    First screenshot: he shakes hands with C******
    (forget what it says)
    Second screenshot: Ryu is out on his own,
    "still searching for the ultimate challenge"?
    
    Let me guess, Ryu taught C****** how to fight?
    
    Where can I learn more?
    James Chen's COMBO FAQ
    ftp://brawl.ecom.net/pub/
    go to "XSF" (A beast at over 180k!)
    
    John Culbert's BEST COMBOS FAQ(over 100k)
    NammyX's XMEN/SF FAQ(over 100k)
    http://www.gamefaqs.com 
    go to "Arcade Games"
    
    Where you can find this guide:
    ICEOUT's homepage:
    http://pages.prodigy.com/ycjy54c/rguide.txt
    http://www.gamefaqs.com/
    
    XMEN/SF, STREET FIGHTER, characters and concepts
    (c)1991-97 CAPCOM
    ICEOUT logo by Charles Grey
    "Talking minus thinking equals rambling."