![]() ![]() ![]() | ![]() | Hadoken |
![]() ![]() ![]() | ![]() | Blazing Hadoken |
![]() ![]() ![]() | ![]() | Shoryuken |
![]() ![]() ![]() | ![]() | Hurricane Kick |
![]() ![]() | ![]() | Hado No Kamae |
![]() ![]() | ![]() ![]() | Shinkuu Hadoken |
![]() | ![]() ![]() | Shinkuu Tatsumaki Sempuukyaku |
![]() | ![]() ![]() | (level 3) Messhoryuken |
Jump in Forward kick [MK], C.Fierce Punch [FP] into Super Hadoken. If opponent is in a corner a hurricane kick can be used afterward for 10 hits. Unfortunately you can't add anymore hits onto the juggle at the end, I tried a dragon punch but that won't hit.
---Angelica Kelly---
Well not much to say but Ryu's Super Dragon Punch works wonders on opponents energy meter. Do that Super when Ever U see an opening and a few Combo's with Ryu are.
{Xpert} (Corner Opponent then do) 1- Jumpin MP, Low MP, QCB,QCB+HK
{Pro} (Corner Opponent then do) 2- Do a WP Dragon Punch and if they don't do juggle escape jump after them and do MP,then if it connects QCB+K and that is about it.
---Shino---
I'm not sure, but it seems like Ryu can combo the following: Jump in Roundhouse to Standing Jab, to Standing Medium, to Fireball/Hadoken to Shinkuu Tatsumaki Sempuukyaku.
---Nate---
Here's a nasty combo that can wipe out opponents REALLY quickly! First, get them into the corner. Do a C. Forward --> Roundhouse Hurricane Kick --> C. Strong (juggle) --> Roundhouse Hurricane Kick --> (dizzies) --> Super combo OR jump over your opponent and start the combo again for an infinite. Of course, your opponent might juggle recover, interrupting the combo.
---Sabre---
Ryu (X) is still too powerful - crouching short [LK] x2, crouching forward [MK], into super fireball [Shinkuu Hadoken] does at least 45% damage...
---Dale [via alt.games.sf2]---
Your basic Ryu combo: Jump in roundhouse [HK], low forward [MK], fireball [Hadoken].
---Joe---
As posted in alt.games.sf2, there is a nasty corner trap for Ryu and Akuma involving their VC. Set your opponent in the corner and activate your VC. You may than either conduct a fireball or stick a crouching forward 2-in-1 to a fireball. Than after the fireball, do the hop kick (forward + MK) and than a crouching forward 2-in-1 to a fireball. Repeat. I find the jab version of the fireball to be more effective the fierce fireball seems to push u back or something. Guarantee you'll get a guard break unless your opponent alpha counters. It also takes a chunk of energy if blocked.
---Richard---
When fighting against another fireball character, alternate between slow and fast fireballs [Hadokens] to confuse them. If fairly close to the enemy, do one fireball [Hadoken] and follow witha Shinkuu Hadoken.
---Sid---
Whenever their guard meter is low, always rush in. Try not to jump, but Hurricane Kick your way in. After that, if they are close enough, use the Shinkuu Tatsumaki Sempuukyaku (level one if you are close enough, level two if they are a roundhouse [low HK] away from you). Instant stun! Always keep your opponent guessing - for example, when close to the enemy, Hurricane Kick with short [LK]. Usually (about 50 percent of the time), my opponent will stick out a jab [LP] or short [LK]. Then if you use a level 3 Shinkuu Tatsumaki Sempuukyaku, it will take off about 40 percent damage...
---J---
Well, in addition to Travis' post, to all Ryu newbies out there...some important stuff you need to know about footsie - standing short [LK] beats both crouching short [LK] and crouching forward [MK] against almost all characters. Crouching strong [MP] beats standing short [LK]. There's some other stuff, but it goes into character specifics. So get experience with those. A good Ryu should keep the pressure on all the time.
Also, for more experienced Ryu players - if you anticipate an Alpha Counter, do something like crouching forward into a Shinkuu Hadoken to counter. A good trick is to do the motion slowly. If they don't AC, the super won't come out. If they do AC, the pause will let you perform the super. Not easy, but worth practicing. Ever so useful if you still play A2 =)
And last but not least - the strong [MP] Shoryuken is great for knockdowns. It acts just like it did in A2, it knocks them way far. Use it often.
---Raging Demon---
Fireballs [Hadokens] and jab dragon punches [Shoryukens] are good keep away moves while simple combos - like ducking MK, Fireball [Hadoken] - take off block damage and guard energy.
---Travis---
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