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    Ryu by SPeh

    Version: 2.0 | Updated: 02/02/99 | Search Guide | Bookmark Guide

    By Steven Peh, Iax_Ikurachi@hotmail.com, 2/2/99
    Unpublished work Copyright 1998 Steven Peh
    This guide is for private and personal use only.  It can only 
    be reproduced electronically, and if placed on a web page or site, 
    may be altered as long as this disclaimer and the above 
    copyright notice appears in full. This guide is not to be used 
    for any commercial/profitable/promotional purposes; this includes 
    being used by publishers of magazines, guides, books, etc. or 
    being incorporated into magazines, etc. in ANY way. This guide was 
    created and is owned by me, Steven Peh <Iax_ikurachi@hotmail.com>.
    Any and all copyrights and trademarks are acknowledged that are 
    not specifically mentioned in this FAQ. Please give credit where 
    it is due.
    The Street Fighter game series are (c) Capcom of Japan and (c) 
    Capcom of America.
    Keo Megura    -    kmegura@yahoo.com
    Game Faqs     -    www.gamefaqs.com
    1) Z-ism Ryu Combos added
    2) Fixes to some of the errors in the combo count for X-ism Ryu
    3) X-ism Ryu's 10+ hit combo extended to 11+ hit. (Yay! One more hit!)
    3) Juggle notes.
    The combos in this guide are all original (especially
    X-ism Ryu's 11+ hit super combo), in that I learned and discovered 
    them by my own at home.  Any similarities are purely coincidental. 
    Any duplication without proper credits is prohibited. However, 
    the names for the basic moves are not mine and was "taken" from 
    Kao Megura's faq from www.gamefaqs.com And now, on to the moves 
    and combos..
      Common Terms-
        ,    -   used to seperate moves in succession
        +    -   used to group moves in concurrence
        (air)-   can be done in the air
        X    -   X-ism Mode
        Z    -   Z-ism Mode ( or A-ism Mode for some )
        V    -   V-ism Mode
        P    -   Any Punch
        K    -   Any Kick
        LP   -   Light Punch
        MP   -   Medium Punch
        HP   -   Heavy Punch
        LK   -   Light Kick
        MK   -   Medium Kick
        HK   -   Heavy Kick
      Direction Pad/Stick-
        ub  u  uf
          \ | /
        b --c-- f
          / | \
        db  d  df
      Frequent moves-
        QCF  -   d,df,f
        QCB  -   d,db,b
        HCF  -   b,db,d,df,f
        HCB  -   f,df,d,db,b
    Basic Moves List
      Hadouken (XZV)                      QCF + P
        This is the shotokan's famed fireball move.
      Hadou no Kamae (XZV)                QCF + Start
        This is a fake.  Ryu does the Hadouken movement but
        nothing comes out.
      Shakunetsu Hadouken (XZV)           HCF + P
        This is Ryu's Red Fireball.  The Heavy Punch version 
        hits multiple times.
      Shouryuuken (XZV)                   f,d,df + P
        The move that started it all in Street Fighter. The
        infamous Dragon Punch that left a scare on Sagat's
        chest and on my brain =P
      Tatsumaki Senpuu Kyaku (XZV) (air)  QCB + K
        Better known as the Hurricane/Cyclone Kick.
      Sakotsu Wari (XZV)                  f + MP
        This is Ryu's overhead attack. Hits twice if near enough.
      Seichuu Nidan Tsuki (XV)            f + HP
        This is a new move in SFZ3. Ryu thrust his elbow in a forward
        motion for a 2 hit attack, 1 hit if opponent is not close 
      Senpuu Kyaku (ZV)                   f + MK
        This is a very annoying and useful move against opponents
        who like to sweep and squat.
    Super Move List
      Shinkuu Hadouken (XZ)               QCF, QCF + P
        Super fireball.  This move is really cool in X-ism Mode and
        more damaging also.
      Shinkuu Tatsumaki Senpuu Kyaku (Z)  QCB, QCB + K
        Super Hurricane Kick.  This move has the most hits among Ryu's
      Metsu Shouryuuken (Z)               QCF, d, df + K
        This is Ryu's new super. It actually looks like a combination
        of Seichuu Nidan Tsuki (his new elbow move) followed by a
    X-ism Ryu Combo List
      3-hit - uf + HK/HP, d + MK/HP, Hadouken
        This is the standard combo for Ken, Ryu and Gouki.
      3-hit (corner only) - uf + HK/HP, Shouryuuken, Shouryuuken OR
    			LP, Shouryuuken, Shouryuuken
        Yes! This is a juggle, Ryu's Shrouryuuken can juggle in the 
        corner. But this is a very very extremely difficult move to 
        master. I can only do it like 30 percent of the time and you have 
        to do it really really  fast! You have to time it so the second 
        Shouryuuken is executed the moment he lands after the first 
        Shouryuuken. It is extremely COOL and can really make yer 
        opponent look Bad! =)
      4-hit (5 hit in corner) - uf + HK/HP, d + MP/HP, 
                                Tatsumaki Senpuu Kyaku
        This is a common one also, but not used much since if
        the opponent was able to block/dodge it, you are vulnerable
        during or after the Tatsumaki Senpuu Kyaku.
      7-hit (or 8 hit, see below)- uf + HK/HP, d + MK, Shinkuu Hadouken
        This is a hard move to perfect and this is why I have great
        respect for a person who can master Ryu. The bottleneck
        of this move is getting the Shinkuu Hadouken executed fast
        enough after the 2nd hit (d + MK). One strategy I use to 
        master this move is to start the Shinkuu Hadouken motion right
        after the 1st hit (uf + HK/HP). Here's a detailed list of
        what I do: uf + HK/HP, (before Ryu hits the ground do - 
                   d, df, f ), d + MK, df, f + P.
        So as you can see it actually looks like the 3-hit combo above
        with the only extra QCF in the time between the first hit and 
        when Ryu lands on the ground. Hehe so with this you don't have
        to twist your direction stick like mad to get the 2 QCF fast
        enough to combo. 
        Note: With Z-ism Ryu's new super, Metsu Shouryuuken, most
        of the time when I try to do the 7-hit, I get the Metsu 
        Shoryuuken instead of the Shinkuu Hadouken. Hence I get like
        5 hits instead of 7 with the Shinkuu Hadouken. I guess its
        fine since there's not much significance in the damage 
      8-hit (alternative) - uf + HP/HP, f + HK, Shinkuu Hadouken
        Well if you ever notice, when you do a standing HK near an 
        opponent, Ryu will execute a Chopping kick like in SF2 World 
        Warriors.  This move hits twice and can be chained into a combo! 
        Note: Z-ism Ryu CANNOT chain into a combo (Boo!).  Since I 
        discovered this, I've never used the 7-hit above much anymore 
        because this move is easier to execute. Anyway, one 
        point to note, you have to do the Shinkuu Hadouken fast enough 
        cause his f + HK tends to "push" Ryu back away from the opponent 
        so if you don't do it fast enough, the opponent can recover 
        before the Shinkuu Hadouken hits so you won't get to combo.
      10-hit/11-hit (corner only) - Do the 7-hit/8-hit above + 
                                    Tatsumaki Senpuu Kyaku
        This is my favorite move using X-ism Ryu. You can actually
        juggle the opponent after a Shinkuu Hadouken, and what's better
        than an additional 3-hit with a Tatsumaki Senpuu Kyaku? With
        the new way of accumulating combo points in SFZ3, you can 
        actually get a 10+ hit count.  For example if you execute
        a combo that stuns the opponent with the last hit and leaves
        him stunned in the corner, do this 10-hit and it will be added
        to whatever combo count you did to stun the opponent.  I've
        done like 17-hits before in training.  Since in training you
        get a super bar that recharges instantly, I bet you can get
        20 hits with simultaneous 10-hit combos. Thats how I got the
        17 hit.  My first 10-hit happened to stun the dummy in training
        right after the 7th hit in the corner, after that I did another
        10 hit to accumulate to 17-hit!
        New: Instead of a Tatsumaki Senpuu Kyaku you can alternatively do,
             d + HP, Tatsumaki Senpuu Kyaku. However this will also give 
             you only 3 hits cause for some reason, the Tatsumaki Senpuu 
             Kyaku will only hit 2 times instead of 3 times.  Anyway, as 
             you can see, there can be numerous ways to juggle. So far 
             i've only been able to juggle for 3 additional hits. If 
             anyone can juggle for more please mail me! =)
    Z-ism Ryu Combo List
      3-hit - uf + HK/HP, d + MK/HP, Hadouken
        This is the standard combo for Ken, Ryu and Gouki.
      3-hit (corner only) - uf + HK/HP, Shouryuuken, Shouryuuken OR
                            LP, Shouryuuken, Shouryuuken
        Well same stuff as X-ism Ryu above, see above for comments.
      4-hit (5 hit in corner) - uf + HK/HP, d + MP/HP, 
                                Tatsumaki Senpuu Kyaku
        See X-ism Ryu above for comments.
      7-hit - uf + HK/HP, d + MK, Shinkuu Hadouken
        Well sad to say no 8-hits for Z-ism Ryu.
      10-hit (corner only) - Do the 7-hit above + Tatsumaki Senpuu Kyaku
        See X-ism Ryu above for tons of comments on this combo.
      5-hit - uf + HK/HP, d + MK, + Metsu Shouryuuken
        Tis a shame his Metsu Shouryuuken takes 3 levels or else Ryu can
        have a Double Super Combo worth 9 hits. Aye, You can try his only
        in practice where his super bar recharges instantly,
        uf + HK/HP, d + MK, + Shinkuu Hadouken (level 2/3), + 
        Metsu Shouryuuken.
      15-hit - uf + HK/HP, d + MK/MP, + Shinkuu Tatsumaki Senpuu Kyaku
        Well this is his legacy combo since SF Zero 1. Nothing new here.
        Note: one side point, I've never really tried to juggle after 
              this move who knows, mebbe you can. Anyway I dont use Z-ism 
              Ryu much and definitely dont use this combo much at all.
    Juggle Notes
    Well one new feature in SFZ-3 is juggle opponents (Believe it or not 
    juggles have been present since SF3 new generation).  However one must 
    note that another new feature of SFZ-3 is the ability to break an air 
    attack.  This means that an opponent can recover instantly when hit in 
    the air.  Hence opponents can actually (although very very unlikely) 
    escape from juggles. Most of Ryu's juggle
    are very close to the ground and are executed very fast so its pretty 
    much impossible to break away. However there are some characters juggle 
    that are very easy to break away from. Wait till my Sagat Combo Faq 
    comes out and you'll see why.
    V-ism Notes
    Heh, what can I say, V-ism sucks! =P. Don't think i'll be covering any 
    V-ism guides at all. Maybe when I discover an insane combo then i'll add 
    in a section.
    Keo Megura    -    kmegura@yahoo.com
    Game Faqs     -    www.gamefaqs.com
    Get Your Private, Free Email at http://www.hotmail.com

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