STREET FIGHTER ZERO 3 : RYU's COMBO GUIDE v2.0 ---------------------------------------------- By Steven Peh, Iax_Ikurachi@hotmail.com, 2/2/99 Unpublished work Copyright 1998 Steven Peh This guide is for private and personal use only.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 . 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. Credits ------- Keo Megura - kmegura@yahoo.com Game Faqs - www.gamefaqs.com Changes ------- 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. Introduction ------------ 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.. Legends: -------- 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 Buttons- 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 enough. 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 supers. 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 Shouryuuken. 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 difference. 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. Credits ------- Keo Megura - kmegura@yahoo.com Game Faqs - www.gamefaqs.com ______________________________________________________ ______________________________________________________ Get Your Private, Free Email at http://www.hotmail.com