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    Ryu by TYin

    Updated: 10/04/99 | Search Guide | Bookmark Guide

    | Marvel VS. Capcom: Ryu                                             /
    | " The Dragon "                                                    /
    | Written by Tenkei Yin                                           /
    | E-mail: tienchii@hotmail.com                                   /
    | AIM: Tenkei SF                                                /
    | All Marvel characters are (c) Marvel Comics                 /
    | All Capcom characters are (c) Capcom Entertainment         /
    | Strider Hiryu is (c) Moto Hikaku                          /
    -=[ Author's Notes ]=-
    - This is not a expert FAQ. This contains from beginner to average
      strategies. I know that this kind of sucks, but because I do not live
      in a neighborhood where a lot of players goes to, I lack experience
      against human players and the knowledge of expert strategies. So,
      please don't think I am dumb enough to make this FAQ. Ryu have been
      my oldest character, along with Spider-Man, even though I don't use
      them now. In this FAQ, I intend to try to push all of my knowledge
      and do my best to be as informative as possible.
    - Verifications and new combos would be greatly appreciated and for the
      benifit of newer players.
    -=[ Updates ]=-
    * 10/04/99
      - Combo section, fixed some, and did some little changes around
        there. Added Author's Notes section.
    * 09/19/99
      - Changed a lot of layouts out here. Damn, I haven't got time to make
        other FAQs, nor even having time going to the arcades either. I
        will try to find a time though...
    * 09/02/99
      - School's tormenting me. I managed to do some more small corrections
        and added the Table of Contents. Heck, almost every FAQs got one,
        so why not?
      - This is probably my last update, I might start making other FAQs,
        including Captain America and Chun-Li, if I have enough time.
    * 08/28/99
      - Added this Update section (obviously) and the Story section.
        Also fixed some grammar and spelling errors.
    -=[ Table of Contents ]=-
    * Introduction
    * Story
    * Special Moves
    * Super Moves
    * Ken Mode
    * Gouki Mode
    * Combos
      - Ken Mode
      - Gouki Mode
    * Fighting Onslaught
    * Notes
    * Credits
    -=[ Introduction ]=-
    Ryu is one of the best characters in the famed game of Marvel VS.
    Capcom, obviously. He have been one of the best characters throughout
    the entire Street Fighter series and the VS series. He have become the
    "main" Street Fighter character eventually through time, despite the
    arguements which is the best between him and Ken in the old Street
    Fighter 2 days.
    Ryu is back, better than ever. Strangely, Capcom decided to mix him up
    with Ken and Gouki. A new super move was given, which gives him the
    ability to "switch" styles between him and the other Shotokan warriors
    This new addition made Ryu even more versatile, and many people would
    picture him as a three in one. That way, Ryu can adapt in more
    different kind of combat. He can change to Ken for comboablity, or to
    to Gouki for a mixture of comboability and keep away. Ryu himself
    as a keep away character.
    Not only because of his versatility, Ryu is also a very easy character
    to pick. Almost everybody would pick him in a first time, since because
    they were familiar with Ryu in the SF2 days. Anybody, even the least
    experienced player, can play Ryu easily and be adjusted to. You can say
    he's a scrub, but I rather refer to him more like a non cheap scrub.
    This FAQ, hopefully, will explain every details about Ryu. Have fun!
    -=[ Story ]=-
    Born as a young Japanese orphan child, Ryu grew up under the care of
    his master, Gouken, a master of the Shotokan arts. Throughout his
    entire childhood, Ryu was trained and taught with the martial arts,
    along with his American friend and companion, Ken Masters. Both grew up
    to be powerful Shotokan warriors, but their training ended when their
    master was killed by a mysterious evil Shotokan warrior named Gouki.
    Ever since that day, a vow was made that Ryu will someday avenge his
    master by eliminating Gouki.
    Soon, a new tournament was made, led by a Thailand kickboxer, Sagat.
    The words of the Street Fighter tournament spread worldwide. Hearing
    the news of the fighting tournament, Ryu and Ken joined in and faced
    many different fighters. After defeating all of the competitors, Ryu
    faced his final compititor, Sagat, the self proclaimed Emperor of Muay
    Thai himself. The battle was tough, but Sagat lost to his new rival,
    along with a mark of the Shouryuken Ryu had used to finish the round.
    Shamed and enraged, Sagat vowed to train harder to be strong enough to
    defeat his rival.
    Throughout the Alpha tournaments, Ryu encountered his enemy, Gouki,
    several times, but attempts to defeat him had failed. He fought Gouki
    but was once forced to use the Dark Shotokan technique in order to
    defeat Gouki. Gouki escaped at every encounter, but it left a "evil"
    side of Ryu. For the rest of the journey, Ryu struggled between his
    good and evil side, trying to resist the Satsui no Hadou within
    Another tournament was created, known as Street Fighter 2, this time
    led by Vega, a leader of a secret criminal organization called Shadaloo
    whom weilds the destructable Psycho Power. However, before the final
    battle against Vega, Gouki appeared from nowhere and murdered him with
    his death sentence technique, the Shun Goku Satsu. With Vega lost body
    and soul, Ryu was left to face his old enemy. After much struggle,
    Gouki finally lost to Ryu, but retreated and returned in the Street
    Fighter 3 tournament.
    Ryu continues to journey on the way of a true warrior. Day after day,
    he would train himself, perfecting every technique possible. In his
    entire life, his heart only devote itself to fighting, emotionless to
    his surrounding area. Years passed by, as he ages, he trains harder,
    becoming stronger every day.
    But for how long?
    -=[ Special Moves ]=-
    | Hadouken: D, DF, F + P (air)                                       /
    | " Surge Fist "                                                    /
     THE so-called fireball. As far as I can know, this is the FIRST
     fireball invented (possibly with exception of Dragon Ball.) Once the
     command is done, Ryu will push forward with both of his palms in a
     clam-like formation, releasing a large burst of bluish Ki. This is
     Ryu's prime weapon for keep away, but don't overuse it, especially
     against Venom. This is the move you will probably find yourself using
     the most.
    | Shouryuken: F, D, DF + P                                           /
    | " Rising Dragon Fist "                                            /
     Ryu does a jumping uppercut which knocks the opponent back, used as an
     anti-air attack. Beware of it's delay though, it takes Ryu time to
     land after attacking.
    | Tatsumaki Senpuu Kyaku: D, DB, B + K (air)                         /
    | " Whirlwind Tornado Leg "                                         /
     Ryu jumps up slighly and spins around, sticking out one of his legs
     horizontally. This move is good for ground attack, however, if
     blocked, the delay can fail himself.
    -=[ Super Moves ]=-
    | Shinkuu Hadouken: D, DF, F + 2P (air)                              /
    | " Vacuum Surge Fist "                                             /
     This is basically a rip off from the Kamehameha from the Dragon Ball
     series. Ryu will do his Hadouken posture and release a beam of massive
     energy horizontally across the screen. The reason why this super is so
     popular is because of it's capablity of almost anything: damage,
     comboablity, air comboablity, speed, counter, etc. This is the super
     you must rely on most of the time.
    | Shinkuu Tatsumaki Senpuu Kyaku: D, DB, B + 2K                      /
    | " Vacuum Whirlwind Tornado Leg "                                  /
     Geez. Why such a long name? I hate typing it out... This super is
     exactly the same as it's name states. Ryu will do a continous version
     of his Tatsumaki Senpuu Kyaku, creating a vortex around himself,
     sucking in any opponent in. This can OTG, leading him to massive
    | Shin Shouryuken: F, D, DF + 2P                                     /
    | " True Rising Dragon Fist "                                       /
     Ryu's new super form Street Fighter 3. He does a low blow on his
     opponent, followed with a mid uppercut, then an other side version of
     Shouryuken (meaning Ryu uses the other arm than the one he use in
     Shouryuken.) This damage is excellent, possibly his most powerful
     super, but hard to connect. If this super hits opponent when the
     opponent is in the air, it'll do a weaker 8-hit version instead. This
     super can be connected after the launcher, and a nice anti-air super,
     but I wouldn't recomment wasting a level of super bar energy on a
     weaker version of this super.
    | Style Change: F, DF, D, DB, B + P                                  /
    |  ( Jab = Ryu, Strong = Ken, Fierce = Gouki )                      /
     This is Ryu's new super. Using this enables him to switch to different
     styles of the other two Shotokan warriors. Ken mode can be used in
     offensive and comboablity, while Gouki can do mixture of Ken and Ryu,
     but in slightly weaker state. Experiment with this super to adapt in
     certain situation (ex. Ken mode against Wolverine.)
    ( Ken Mode )
     " The Fist "
    -=[ Special Moves ]=-
    | Hadouken: D, DF, F + P (air)                                       /
    | " Surge Fist "                                                    /
     Same as the original, but it goes 1/3 across the screen. Don't try in
     fireball wars.
    | Shouryuken: F, D, DF + P (air)                                     /
    | " Rising Dragon Fist "                                            /
     THE Shouryuken. Same as the original, but more horizontal range,
     faster, and better priorty. The difference is that Ryu's fist will be
     surrounded by huge burst of flames when this move is done.
    | Tatsumaki Senpuu Kyaku: D, DB, B + K (air)                         /
    | " Whirlwind Tornado Leg "                                         /
     This is like the original, but it's multi hitting, and in a more
     diagonal direction. If this connect, Ryu will finish the move with a
     mid-air axe kick, slamming the opponent to the ground. Use this only
     for combos and flashiness. Don't try this randomly.
    -=[ Super Moves ]=-
    | Shouryuu Reppa: D, DF, F + 2P                                      /
    | " Rising Dragon Render "                                          /
     Ryu will do three quick Shouryukens in a row. This super is very fast,
     comboable (preferably after C.Forward) and extreme horizontal range.
     The recovery delay is the same as regular Shouryuken, so watch out.
     The damage is okay compared to the others.
    | Shinryuken: D, DF, F + 2K                                          /
    | " True Dragon Fist "                                              /
     Releasing a huge burst of flaming energy, a tall pillar of fire
     surrounds Ryu, and he will do a spinning vertical version of
     Shouryuken. This is an excellent anti-air attack, along with chipping
     damage. This can be chained after his launcher.
    | Shippuu Jinrai Kyaku: D, DB, B + 2K                                /
    | " Leg with Lightning Speed "                                      /
     Ryu sends a flurry of kicks ending with a Ken mode Tatsumaki Senpuu
     Kyaku. This is probably the weakest super in Ken Mode, so use this
     in combos and flashiness.
    | Style Change: F, DF, D, DB, B + P                                  /
    |  ( Jab = Ryu, Strong = Ken, Fierce = Gouki )                      /
     Same as the original.
    ( Gouki Mode )
     " The Great Demon "
    -=[ Special Moves ]=-
    | Gou Hadouken: D, DF, F + P (air)                                   /
    | " Great Surge Fist "                                              /
     Same as Ryu's, but weaker and the Ki is purplish.
    | Gou Shouryuken: F, D, DF + P                                       /
    | " Great Rising Dragon Fist "                                      /
     Similar to Ken's, except slightly less horizontal range.
    | Tatsumaki Zankuu Kyaku: D, DB, B + K (air)                         /
    | " Whirlwind Slashing Sky Leg "                                    /
    | THE Tatsumaki... well, Senpuu/Zankuu Kyaku. Ryu does a faster   |
    | version of the original covered with electricity. The chipping  |
    | damage is excellent, and, of course, the damage is great.       |
     THE Tatsumaki Senpuu/Zankuu Kyaku. This is just like the original, but
     more comboable, excellent damage, and great chipping. Plus, for nice
     effect, he gets surrounded by electricity when doing this.
    | Tenma Kuujin Kyaku: (air), D, DF, F + K                            /
    | " Demonic Air Blade Leg "                                         /
     Ryu will tilt his leg in 45 degree angle and dive kicks the opponent.
     Use this as a surprise move and jump in, but the start up delay is
     slightly longer than average.
    | Ashura Senkuu: F, D, DF + 2P/2K or B, D, DB + 2P/2K                /
    | " Ashura Sky Flash "                                              /
    | Ryu lifts one of his legs up and slides on the ground with      |
    | after images trailing him. It's a teleport and goes through     |
    | opponents, but it's not a very highly recommended move. Use     |
    | this only when trapped. How far and the direction of the        |
    | teleports depends on which motion and buttons you use.          | 
     Ryu raises one of his knees up and slides on the ground followed by
     afterimages. This is a teleport, but not highly recommmended and
     should only be done when in certain situation, such as corner combos.
     The direction and how far this move goes depends on which motions and
     buttons you use.
    -=[ Super Moves ]=-
    | Messatsu Gou Shouryuu: D, DF, F + 2P                               /
    | " Destructive Murderous Great Rising Dragon "                     /
     Basically a copy of Shouryuu Reppa with purplish black flames.
    | Messatsu Gou Hadou: D, DB, B + 2P                                  /
    | " Destructive Murderous Great Surge "                             /
     Same as Shinkuu Hadouken with purple Ki. It's weaker and the time is
    | Tenma Gou Zankuu: (air), D, DB, B + 2P                             /
    | " Destructive Murderous Great Sky Slash "                         /
     Ryu releases a barrage of multiple Hadoukens made of flame and
     electricity. The chipping damage is good, and can be used as a air
     raid. It's difficult to counter once this Super is done.
    | Shun Goku Satsu: Jab, Jab, F, Forward, Fierce                      /
    | " Instant Hell Murder "                                           /
     Behold the true power of the "Evil Intent"! Ryu will do a slow posture
     of his Ashura Senkuu and slides towards the opponent. This is
     unblockable, and once connected, the screen whitens and you see 15
     sparks popping out everywhere. As the screen clears, you see Ryu
     standing, with his back turned, revealing the "Ten" symbol written in
     blood on his back. The opponent lays on the ground. If I were you,
     I wouldn't recommend using this super to waste the entire Level 3
     super energy. Use this in desperate situations and flashiness.
    | Style Change: F, DF, D, DB, B + P                                  /
    |  ( Jab = Ryu, Strong = Ken, Fierce = Gouki )                      /
     Same as the original.
    -=[ Combos ]=-
    * D.S.Short, S.Fierce, Hadouken
    * D.S.Short, S.Forward, S.Roundhouse
    * D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward,
       Tatsumaki Senpuu/Zankuu Kyaku
    ( Ryu Mode )
    * D.S.Short, S.Fierce XX Shinkuu Hadouken
    * D.C.Short, C.Roundhouse XX Shinkuu Tatsumaki Senpuu Kyaku
    * D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong (1st hit)
       XX Shinkuu Hadouken
    ( Ken Mode )
    * J.Fierce, Hadouken
    * C.Short, C.Forward XX Shouryuu Reppa
    * C.Short, C.Fierce, Shouryuken
    * C.Short, C.Fierce XX Shinryuken
    * S.Short, S.Fierce XX Shippuu Jinrai Kyaku
    * J.Short, J.Forward \/ C.Short, C.Forward XX Shouryuu Reppa
    * D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, Shouryuken
    * D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward,
       Tatsumaki Senpuu Kyaku, Shouryuken
    ( Gouki Mode )
    * J.Fierce XX Tenma Gou Zankuu *(unverified)*
    * S.Short, S.Fierce XX Messatsu Gou Hadou
    * C.Short, C.Forward XX Messatsu Gou Shouryu
    * Roundhouse Tatsumaki Zankuu Kyaku, C.Short, Roundhouse Tatsumaki
       Zankuu Kyaku
    * D.S.Jab, S.Jab, F, S.Short, S.Fierce
    -=[ Fighting Onslaught ]=-
    ( 1st Form )
    - I highly suggest the normal Ryu mode or Gouki mode (if you can avoid
      being hit well.) Ken mode doesn't stand much of a chance, but you can
    - When Onslaught corners you, do one of the following.
      * Do the crouching ground combo: C.Jab, C.Strong, C.Roundhouse.
         Actually, to be honest, I never really tried this combo, but I'm
         almost sure that the C.Roundhouse connects.
      * If you have a fast multi hitting helper attack (ex. Colossus,
         Psylocke, US Agent) use it, then do a Shinkuu Hadouken or Messatsu
         Gou Hadou. Messatsu Gou Shouryuu can do the same, but it's more
         risky. Don't forget, Gouki mode Ryu takes hits terribly, so be
      * I usually do this for fun; I Shin Shouryuken him. It does a lot of
         damage. Onslaught will be too busy reeling, so he can't counter
    - Do the first choice if you are next to him doing his eye beam super.
    - Also, never, never, NEVER switch to your partner unless Onslaught is
      busy doing something else (ex. standing next to his back when he does
      his eye beam super.) If you switch, 95% of a chance Onslaught will
      immediately attack your partner while he/she is taunting.
    ( 2nd form )
    - This tactic is very obvious. Simply punch/kick his head with J.Fierce
      or J.Roundhouse until the super meter is charged. If this happens, do
      a Shinkuu Hadouken on the head. It does very well against him.
    - Shin Shouryuken can be connected if you are underneath him and he's
      on the ground level, but the damage isn't very good compared to the
      Shinkuu Hadouken.
    - Forget about air comboing his head. Try to conserve to at least one
      or two hits, then fall away. If you combo too long, Onslaught can
      interrupt your combo by shooting out his triple eye beams. And it
      really, REALLY hurts.
    - Super jump immediately when he moves off screen to avoid his rushing
      fist/hand (similar to Apocalypse's drill, but faster.) You can block
      it, but if you want to avoid chipping, better go to jumping instead.
    - Ken's Shinryuken does okay work of Onslaught, but it leaves him
      vulnerable. Not highly suggested. Tenma Gou Zankuu can do good too,
      but Shinkuu Hadouken would be better since because of it's range and
    - Switching is safter for 2nd form, but be aware of his eye beams.
    - Hadouken at his head will do fine, but it will leave Ryu vulnerable.
      If you want to, try to Tatsumaki Senpuu Kyaku his head when you jump.
      I sometimes usually do this, but beware of it's recovery.
    -=[ Notes ]=-
    - Always, always, ALWAYS, start a ground combo with C.Short. It's very
      quick and good average range, and extremely easy to cancel.
    - Before switching to different modes, you must remember the advantages
      and disadvantages of each mode. Here's a listing.
      * Ryu: The strongest defense of all, with average offense, but the
         slowest. His dash is excellent, and his supers are very useful and
      * Ken: Average defense, low offense, but the fastest. His dash is
         horrible, his supers are very combotive and fast, but the damage
         is weak.
      * Gouki: Low defense, high offense, and average speed. His dash is
         useful, but slower than Ryu's, his supers are versatile, but
         slightly weaker than the other two modes (with exception of Shun
         Goku Satsu.)
    - Ground combos may be Ryu's strongest point, but air combos can play
      the same role. When Ryu goes to the air, he can do much more things
      than his limited ground combos. Learn, learn, learn to air combo and
      you will be able to do much more insane things in the air.
    - If you are facing a situation your current mode cannot handle well,
      switch to another specific mode to adapt in the battle more easily.
      Know what each mode does and what benifits they provide for you.
    - If you switch to Gouki mode, you better be off trying to avoid being
      hit. He takes damage terribly, so be careful when using this mode.
      Plus, don't panic if you accidently switch to him (which I used to
      do.) =)
    - This is not really much of a note, but I noticed that Ryu's original
      J.Strong is retained in the other modes, which Ken and Gouki was
      supposedly not to have the same J.Strong as Ryu. I don't know why
      Capcom put this way, or it was an error. In case you didn't know what
      Ryu's J.Strong looks like, it's like an air uppercut which he punches
      upwards, which is 2 hits and can knock opponent upwards in air, thus
      setting up perfectly for Ken mode's aerial Shouryuken.
    -=[ Credits ]=-
    * Kao Megura
      - For the Japanese name translations and also for making some of the
        best SF FAQs out there.
    * Migs Rustia
      - For creating the best MvC site out there where I can find resources
        and combos for this FAQ.
    * Mike Hu
      - For taking me out to the arcades at every chance so I can play this
        game. He even taught me how to do my first air combo with
    * Russell Lark
      - Most of you MvC players may not know him, but he happens to own the
        MvCMaster's Page. I know some of you dislike legitimate playing,
        but other than that, he holds a lot of useful and expert
    * Tenkei Yin
      - Me for making this FAQ. =)
    | Comments, suggestions, etc.? E-mail: tienchii@hotmail.com          /
    | NOTE: I really suck in grammar sometimes, so please email me if   /
    |  you note any errors in this FAQ.                                /

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