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    Ryu Offensive by CBulsara

    Version: 1.2 | Updated: 07/29/09 | Search Guide | Bookmark Guide

    Offensive Ryu Guide Version 1.2
    (SFA & SFA2)
    Author: Cyrus Bulsara
    New to this version 1.2:
       * Added some stuff as mailed by kssuh@acs.ucalgary.ca
    New to version 1.1:
       * Added more on normal moves, and best uses for them.
       * Added Ryu vs. Characters guides
    Normal Moves:
    You should know them all. 6 buttons, standing, ducking and jumping.This
    isn't a novice faq, so I'll assume you know what each button does.
      1. short kick:
         The short kick can and should be used fairly often.If you're facing an
         offensive player who likes to fly in with hurrican kicks (using
         Ken,Ryu or Akuma of course) jamming on the low shorts will usually hit
         when they land near you. Of course, you'll have to push them away with
         something more substantial unless you want to be counter attacked once
         they're out of short range. Shorts are also very useful in combos.
         They've got a somewhat larger range than ducking jabs, and it's better
         to combo with them. Buffering in a super move is harder to do with a
         jab than it is with a short kick(super fireball, anyways). Short
         hurricane kicks are useful for charging up your super meter, and
         they'll get you over fireballs easily.
         It's also been mentioned to me that a standing short from up close is
         a good way to psyche your opponent into attacking. Toss in a dragon
         punch after the shortest of seconds and you'll probably hit.
      2. Forward:
         towards+forward kick produces a 'hop' attack. Good for keeping up in
         somebody's face, but hard to combo into/out of. Take care when using
         it, and don't use it often.
         This move is also good after a whole slew of shorts. Inevitably, the
         opponent willl want to sweep you after the shorts, so you can get
         better positioning with the hop, and get a free hit. As well, an
         uppercut/Super HK/Super FB after the hop is usually a good tactic.
         neutral+forward produces a 2-hit axe kick. It's good for defensive
         purposes, but for offense it's hard to use effectively(unless you
         decide to end a combo with it). The flying forward is probably the
         best move to attack with for jump in's (aside from the fierce) as it
         leaves you very close to your opponent. It's also fairly easy to
         cross-up with this move. Low forward->fireball is a useful 2 hit
         combo,and it succeeds in pushing away an opponent when you feel he/she
         is too close. Be careful though, since it's very predictable;
         Everybody uses it!
      3. Roundhouse:
         Roundhouse is useful for air defense, and of course, for knockdowns to
         set up your meaties. Other than that, I mainly use it for air/grounf
      4. Jab:
         The jab button is very very useful. Jab dragon punches should be the
         only ones you ever use for defensive purposes; they're harder to stuff
         and, even if you whiff, they're hard to counter-attack. They're also
         useful to toss into combos. Jab fireball is a good choice, as you can
         air HK in after throwing one and you'll usually catch your opponent
         blocking, so you'll pretty much be able to get right up in thier face.
         Again, this is what you want to do as an offensive player! Get them to
         panick when you're up close.
      5. Strong:
         towards+strong = overhead. 2 hitter, you should know this already.
         air+toward/away: Ryu does a two-hit air punch, which will hit twice in
         the air(juggles) or twice on a ground-borne character. People try this
         attack far too late to get 'meaties'.
         In reality, you can start this attack anywhere near the ground
         opponent, as it will hit from pretty high up. The only thing is, it
         will not hit a ducked opponent. This means that if your opponent knows
         you'll do one, he/she can simply jam on the low shorts and hit you
         when you land.
         It's hard to wake-up reversal this attack since it will hit as soon as
         the enemy becomes vulnerable to an attack. Very useful IMO.
      6. Fierce:
         Pretty useful, especially for air defense, if somewhat overpowerful.
         It can also be thrown into select combos, and two-in-one'd with
         fireball/DP. C.short->C.Fierce is a 2 hit combo. When Ken misses a
         DP(which happens often) one of my favorite counters is S.Fierce->jab
         DP. Sometimes, if you try fierce DP, you'll whiff the dp, and Ken gets
         a free 4-hit DP(or more, depending) Use rarely. Fierce fireballs are
         just stupid to use anywhere but in a combo.(Or a corner trap, but I
         hate that)
    Fireball: the offensive players tool, not his entire game. You should
    already know how to perform one.
    Timing for a fireball is very important. A wise opponent watches for a
    pattern in your fireball throwing, and takes advantage of it. For this
    reason alone you either have to be extremely precise in throwing your
    fireballs when they least expect it, or you'll have to reserve them for
    characters who are far away from you. This however, isn't offensive, and
    this is an offensive faq, so I'll leave that particular strategy till the
    Basically, a lot of people will use the F.fierce, fierce-> fireball combo.
    This should never be used on an opponent in the corner!! If he/she blocks
    it, it means they get free hits on you! Instead, for opponents in the
    corner, F.fierce, fierce->jab dp works good.It's very rare that they have
    enough time to recover and hit you.(unless they've got a super. Be wary)
    The problem with attacking with the fireball is that it's easily reversed
    and/or it is seen coming a mile away.
    Dragon punch: Reserve the dragon punch for defensive purposes, and then
    only use the jab dp. I see too many people use the fierce and whiff,
    opening themselves up for a rather large combo.
    Hurricane Kick: Your best friend.
    Ryu's hk will knock down with one hit. Some don't think this is very
    useful, but they're just not positional players. For example, when you hit
    with one, you can move to almost anywhere on the screen you'd like, to be
    at whatever distance you'd like. Want to know why the HK is so effective
    nowadays? People don't expect it! You'll catch a lot of players off guard
    with it. It goes over fireballs, and sometimes, in the corner, you can land
    behind a character who ducks it.Yes, it's a crossover tactic, and it works
    damn good.
    Another good time to use a HK is when your opponent blocks a fireball from
    just out of sweep range. Chances are they'll throw a fireball at you, which
    you'll soar right over and smack them in the head.
    Air HK: your second best-friend
    This move rules. In SFA1, it was nearly half my attacks, it was just so
    damn effective. When you use it fly in on somebody, you can do it 3 ways.
      1. Land in front of them and block thier attack, this will set you up for
         option number 3 in the future. Best way to land in front is to use a
         short air hk.
      2. Hit them with it. This works best against non-dp characters. From this
         move you can do a number of things. This can be used to 'tick' if
         you're into that stuff. If not, follow it up with a low roundhouse or
         something. This move is hard to AC and connect with for ground
         ac-ers.(the air hk, that is)
      3. Fly over them. The conservative ryu/ken/akuma/sagat players will try a
         jab dp, and they'll usually whiff it. You land behind them, free hits.
         Also, if timed right, you can actually catch somebody in the back of
         the head with it. One of the easiest cross-overs ever. These crossover
         air-hk's are extremely difficult to ac, and to block.
    I use it to retreat when things are too tight sometimes, and then I usually
    fly right back in, which catches your opponent off guard half the time.
    It's a gamble, but it has lots of priority. It's also useful to jump
    straight up and hurricane kick at the top of your leap. You'll carry over
    most fireballs and move forwards that extra bit to hit a cornering
    Note:In SFA2 Ryu's gained more hang time to this move, which makes the
    timing more like that in ST, but it's still easy to adapt.
    Super Combos:
    Okay, your 2 ultimate best friends, and when to use them effectively.
    Super fireball:
    This is one damn overpowerful move in SFA1, and SFA2 isn't much different.
    When to use it:
      1. Any fireball war.
      2. When an opponent is jumping towards you. Great air defence, and it
         never fails to make your opponent yell out "Aiyaa!!"
      3. Air hk backwards, land and toss one out. chances are(if you're
         fighting anybody with half a fireball recovery) they'll throw a
         regular fireball towards you as you land.Free hits.
      4. Anytime you're far away(execept against birdie!!)block damage is fair,
         especially when you follow it up with an air-hk. They either block it,
         or jump straight up. If they jump backwards(and aren't in the corner)
         your advancing character makes the screen move backwards and they'll
         land on it. If they choose to block it(and not ac it) you're in thier
         face again. It's best to short-air hk in this situation.
      5. Right after you've just thrown one. It hits half the time.
      6. After a standing strong.
      7. After a towards+forward kick.
      8. If you don't jump at a knocked down opponent(who has a fireball)
         they'll most likely get up and throw one towards you right away. Good
         opportunity to punish them with a super.
    Super HK:
    Some good times to use this move:
      1. dizzy opponents(duh)
      2. Right after you miss somebody with one. They always try to low attack
         you as you land. If you time it right, they'll stick thier leg out,
         and get sucked in to your attack. Works like a charm
      3. After a failed overhead attack. Same reason as #2
      4. Air defence
      5. Against Guy: whenever he rushes in! Looks especially good when he uses
         his rush sc, and you counter with a level 3 super HK! Once again,
         never fails to produce an "Aiyaa!" from your opponent(or the crowd
         watching) It's best to chuckle after doing this(or taunt, if you're
         really cocky) ;)
      6. Right after forcing your opponent to air-block a normal HK in the
         corner. You'll land first, they'll be vulnerable for a spilt second to
         any attack you use now, but this one just looks the best. Take care
         not to use it too often, as I've been called cheap for doing it.
      7. Whenever a ryu or akuma tosses a super fireball your direction. Kind
         of a waste, but it looks nice, and freaks out the person you're
         playing against.
      8. After a missed overhead or towards+forward kick.
       * F(anything),c.jab,c.short,c.short,(insert special or super of your
         choice here)
       * Same combo, but as a crossup works very nicely too, and looks nicer,
    Japanese mags bigass Ryu combo:
    In corner: F.strong(deep hit) C.jab, C.short,C.short,C.forward, lvl3 super
    HK, and while opponent is in air after you land, jump towards them and hit
    strong punch(it juggles). The picture I saw showed 19 hits.
    Note: With the chains in SFA1, it's too easy to make up your own combo, so
    I'll leave it to you to find your own big-hit combo. My personal favorite
    goes like this: F.strong, S.jab,C.short,C.short,C.forward,Super
    I also like deep F.forward cross-up combos.Same combo, but it's a cross-up,
    with forward instead of strong.
    With the loss of chain combos, I've seen too many people using mere 3 hit
    combos with Ryu. If you're like this, I have one thing to say to you- Baka!
    Try these out:
    F.Strong, C.jab,C.short,fireball
    Toss in a super instead of the fireball for good effect. A roundhouse HK
    works fine as well.
    Best non-chain chain combo:
    F.(anything),C.strong, C.Forward->fireball.
    What not to do:
       * Don't use your overhead until the 3rd round(assuming you go 3 rounds)
       * Don't fireball cheese. Its too boring, and besides, it's damn easy to
         get past if you're good.
       * Don't attack a turtler! 2 things to do are as follows:
           1. Turtle his/her ass right back. Don't ever press the attack on
              these people. If they throw a fireball, throw one back and negate
              thiers. Don't ever throw one out unless they've already got one
              on the way!!!
           2. Ignore them. I'm serious! This works! If they're throwing
              fireballs incessantly, just yawn and sort of glance away from the
              machine, showing your obvious boredom at the tactic. Not only
              will this make him/her turn red in the face, but it never fails
              to get the crowd chuckling ;) If you're really daring, talk to
              one of your friends or even a total stranger about something
              completely unrelated.(If you mention how bored you are, it
              instead shows how riled you really are.) Good topics are:
                1. weather
                2. exams
                3. The cost of cafeteria food
                4. Why you hate the fruitopia ads before movies
                5. Did you ever have a Teddy Bear when you were a child?
                6. Innie or outie?
                7. Do you ever get rashes?
              Once again, try not to use the tired old "I smell something
              cheesy" topic, cuz that just incites the 'cheeser' to greater
              amounts of cheese.
    Strategies against other characters:
       * Ryu:
         Probably the hardest matchup you'll face, since most Ryu players out
         there are turtles. In this case, you shouldn't have to worry about
         being out manouvered offensively; it's rare to find offensive Ryu's
         like us. Instead, concentrate on breaking thier defense, or making
         them come to you. Basically, a defeinsive character is good when
         they're on the defensive. What you do is force them to attack you,
         then you push them back on the defensive again, but this time, it's on
         your terms.
       * Ken:
         Offensively, Ken is one of the better fighters out there. Be careful
         everytime you jump in! Air HK's are great against most Kens, since
         they'll whiff a lot of DP's trying to hit you. Whenever Ken is nearby
         it doesn't hurt to throw out a jab DP or two now and again, on the off
         chance you'll connect. Again, unless he's got a super, he'll have a
         hard time counter-attacking it. In SFA2 his DP knocks down even less,
         so even if he attempts to fierce DP you from afar, you get a free
       * Akuma:
         Akuma is a bastard, and it really often depends on what type of Akuma
         you're fighting. Turtle Akuma is easy to defeat, Offensive isn't quite
         so easy.
           1. Turtle:
              Turtle Akuma's tend to jump backwards and air fb a lot. Air HK is
              the way in. If you don't want to get too close, just charge your
              supers and throw them out often.Then follow them up and you're in
              close, a defensive turtlers nightmare.
           2. Offensive:
              There isn't much you can do against an offensive Akuma, since his
              offence is far more potent than Ryu's. Be on the lookout for
              HK's, as they're a favorite move of most offensive Akuma's. The
              dive kick is useful for him as well. Be prepared to use reversals
              a lot when you're rising, since he's got that cheese air-throw.
       * Dan:
         Jump kick early in your jump, so that you'll stuff any DP attempt. Be
         careful of that gale kick! It's still useful in SFA2. Watch out for
         his Super Desperation! Oh, and don't laugh when he taunts you, cuz
         that's one of his best attacks! While you're choking on laughter,
         he'll walk up and super combo you! Be wary of his super fb, it'll hit
         you out of a HK, and it'll catch lazy people a lot. Don't
         underestimate a Dan player.
       * Chun Li:
         Jab dragon punch is the hardest to stuff, so use it lots. Be careful
         of turtling Chun's, as they're more dangerous than scrubby offensive
         Chun's. That spin kick is hard to reverse, it's best to block and then
         push her away with a C.forward->fireball. Don't air HK often, as
         you'll pay for it against Chun Li. Try staying on the ground against
         her, but press the attack when you've got the chance, since it's far
         more fun than being a turtle ;)
       * Guy:
         Guy is damn fast! Watch out for his speed, he's dangerous. Try not to
         let him get you on your heels, the best way to defeat a Guy is to go
         all out offensive on him! Don't be afraid to throw fireballs from far
         away, or jab dragon punch from afar, either. It makes him wary of your
         timing to pull one off if he tries jumping in. Those low forward pokes
         work against him pretty well,and cross-up's are a good attack.Often if
         he tries to reverse a meatie by spin kicking, he'll whiff if you're
         trying a cross-up meatie...then it's free hit time.
       * Charlie:
         As a turtle, Charlie is hard to fight. You'll have to turtle the
         turtler to beat him effectively. While extremely boring, it's the
         easiest way to beat a turtling Charlie, if only because Charlie is so
         overpowerful! An offensive Charlie is rare to find, and when you find
         one, it's best to play offensively as well. That flying forwad comes
         in handy. The only air HK worth trying is the roundhouse, and on the
         way up so you'll soar far.
       * Sodom:
         A good Sodom is hard to beat with Ryu.Low roundhouse's come in handy,
         as do super HK's. Your best DP to use against him is the strong, as
         the jab often leaves you open for a throw. The F. Strong attack is
         useful against unwary opponents, since it hits from very high up, but
         be wary since he's got great air defense.
       * Birdie:
         Corner the bastard! Keep the pressure on Birdie and don't throw
         mistimed fireballs!
       * Zangief:
         An offensive Ryu has a hard time with a pressing Zangief. You'll have
         to work on your psyche-out moves a lot in order to make Zan make a
         mistake that's punishable.
       * Bison:
         Use that air HK to it's full potential. You see him teleport, ground
         HK.Fireball? Jump straight up and HK over it.Jab DP whenever he gets
         too close, and press with the flying roundhouse lots. It's one of the
         harder moves for Bison to cut through.
       * Sagat:
         No brainer here. Knock him down. When he's getting up, Flying strong
         attack, then follow up with whatever combo you'd like. Low roundhouses
         will work wonders against a Sagat who's just out of sweep range.Be
         wary of using a sc up close on him.
       * Rose:
         Rose is aptly named the Ryu killer. Air hk's are useless against a
         good Rose player, your best use for HK's are ground based ones.
         Fireballs are useful, but don't go following up on them all n the off
         chance she'll reflect them. This is a hard matchup
       * Sakura:
         Good Sakura's tend to be offensively minded, and that air HK works
         wonders on them. Jab DP anytime she gets too close! I haven't really
         fought any Sakura's yet, so I'll fill this in later.
       * Rolento:
         Agh! Why do I get the feeling they created this guy just to kill Ryu?
         Still, not enough experience against a good Rolento to put anything
         down here just yet.
       * Gen:
         Never played a human Gen!
       * Dhalsim:
         It's hard to get up close on a good Dhalsim plaer, but once you're
         there, don't leave!!! Half of Dhalsim's game is to keep you away from
         him, so once you're in he's limited. Watch out for throws, as he has
         good throw range. Those jab DP's come in handy here.
       * Adon:
         Adon is one tricky bastard to fight. He can poke you to death easily,
         due to all his damn speed! Try jab DP's from outside sweep range, but
         don't neglect fireballs! Once you toss a couple fireballs his way
         he'll assume you're another fb/dp ryu and he'll try to predict your
         next fireball. Don't throw another fb for a long long time, and he'll
         keep thinking you're going to throw one. F. Fierce is a good attack.
    For further clarifications about this faq, contact me, Cyrus
    Many thanks to:
       * Liam Briggs (lbriggs@chat.carleton.ca): with whom I've had many an
         intrigueing conversation about the many aspects of SFA (and SF in
       * Tim Lim(no email address):A good friend who also uses Ryu, and plays a
         hell of a lot like I do, for some reason.(Plays a mean Guile in ST
       * That guy in the arcade we like to beat up on(no known email address):
         Yah, he used to be good, but then one day I beat his ass good and he
         said the forever immortalized words"I can't believe I lost!!" which of
         course inspired us to never ever lose to him again.Cocky SOB.
       * James Terris(as848@freenet,carleton.ca): The man who always tells me
         that puzzle games are better than Street Fighter. Just thought I'd
         mention his name.
       * Capcom: they keep putting out this damn game, I guess I should thank
         them for single-handedly making all my marks drop.
       * (kssuh@acs.ucalgary.ca): For offering more advice! Thanks for the

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