This FAQ is by "The V", 02-12-22, Version 1.1. Copyright 2002. No part of this document can be reproduced and distributed via means mechanical or otherwise FOR PROFIT without the consent of the author. Reproduction and distribution for any other reason is welcome so long as the author is given appropriate credit. All games, characters, names, etc. are trademark and property of their respective company, Capcom. Comments can be sent to viwong@interchange.ubc.ca Revision history 02-12-22 : Version 1.1 -Updated story and bio -grammar and spelling revisions -some new strategies added throughout document 01-11-06 : Version 1 completed. ================================================================================================= Street Figher Alpha/Zero 3 A/Z-Ism Ryu FAQ ================================================================================================= Contents: 1 Introduction 1.1 Biography and background 2 Basic Commands 2.1 Legend 2.2 Standard Moves 3 Moves 3.1 Specials 3.2 Supers 3.3 Regulars 4 Combos and Strategies 4.1 Combos 4.2 Strategies and Tips 5 Closing ================================================================================================= 1 INTRODUCTION ================================================================================================ This is an FAQ on the character Ryu for SFZ/A3. This version of Ryu plays very close to his SFZ/A2 incarnation. He has been given a new super this time around but largely remains unchanged. Players will have to get use to the fact that his sweep can't be buffered into at all and the fact that his Dragon Punch has lost some priority. Ryu, however, remains a great character to use for anyone beginning to play this game. He is well balanced defensively and offensively. He is fairly easy to learn but there exists nuiances that separates a master Ryu player from an intermediate one. This guide is targetted to beginners and intermediate players. ----------------------------- 1.1 BIOGRAPHY AND BACKGROUND: ----------------------------- -Profile- Name: Ryu Date of Birth: 64-07-21 Height: 175 cm Weight: 68 Kg Blood Type: O Fighting Style: Ansatsuken Place of Birth: Japan Likes: Youkan Dislikes: Spiders Special Skills: Hitch hiking, Able to sleep anywhere -Story- Ryu is an orphaned child who was adopted and raised by an Ansatsuken master named Gouken. Gouken later would accept a student named Ken who was left in Gouken's care by his father for training and above all else, discipline. Ryu and Ken became training partners and the best of friends. After years of training Ryu, but not Ken, enters the first Street Fighter tournament where Ryu battled his way to the finals and faced the Emperor of Muay Tai, Sagat. Although, the battle was competitive, Sagat's experience and strength began to overcome Ryu as the match went on. When Sagat sensed that the young warrior was exhausted and the battle all but over, he approached to aid Ryu to his feet. However, unknown to Sagat, was that while Ryu was slowing losing the battle, he became more and more desparate to win to the point that he was obsessed with winning. During this moment of weakness Ryu's untapped power, the Satsui no Hadou, awakened and overcame him and Ryu became Satsui no Hadou Mezameta Ryu (Evil Ryu) for the first and only time. As Sagat approached to aid Ryu, the transformation was complete and Evil Ryu struck Sagat with his Metsu Shoryuken. The blow was so devastaing it not only toppled Sagat but also burned a great wound that would heal to a massive scar. Sagat, from that day onward, hated Ryu for the way he won (by tapping into the Satsui no Hadou) and for scarring him. With Sagat beaten, Ryu became the Street Fighter champion, but did not understand what had happened to him when he struck down Sagat. Ryu journeyed home to ask Gouken. Ryu, however, would return home to tragedy. To his horror, he finds Gouken, his master, slain in a pool of blood. Ryu locates Ken who saw the final moments of the Gouken's death and recounts all he witnessed to Ryu. Ryu also senses a residue of evil energy which lingered after the battle. He learns that this energy belongs to Gouki/Akuma, Gouken's brother. Ryu sets off to find Gouki/Akuma for answers to his master's death. After much searching, Ryu locates and confront Gouki/Akuma on his island of Gouketsutou. During the encoutner, Gouki/Akuma noticed that Ryu possesses the Satsui no Hadou and is intrigued, as at last he may have a worthy opponent, and seeks to awaken the power within Ryu. He informs Ryu about the Satsui no Hadou and tells him that once awakened he will be much more powerful and he will realize that all his past battles were all too easy. And when that time comes, he and Gouki/Akuma can have a true contest. It is here that Ryu, for the first time, gained awareness of the Satsui no Hadou festering within him. Prior to vanishing, Gouki/Akuma demonstrates his power by striking his island with a mighty blow of such intensity, the island itself begins to sink. Ryu returns to shore. Unclear of the implications of what he has learned, he returns home where he and Ken meet again. Ken asks Ryu what he learned, but Ryu did not wish to talk about it. The two friends sparred, with Ken winning the contest. Ken, however, sensed that Ryu seemed distracted and, to help, gives Ryu the red headband, so that he is reminded of this fight and their friendship. Ryu thanks Ken and sets off to train around the globe and to decide on his stance on the Satsui no Hadou. Word of Ryu's victory over Sagat had spread and Ryu gained a fan base. A girl named Sakura, a self-proclaimed number one Ryu fan, finds the wandering Ryu after much searching and asks enthusiastically if Ryu would train her. Ryu tells her that he is unworthy to teach and declined, but did have a mock fight with her and let her win. Sakura managed to get a photograph of Ryu and vows to see him again. During Ryu's travels, Ryu encounters a mysterious woman named Rose who warns Ryu that a man named Vega/M. Bison is seeking him. Rose tells Ryu that his fighting skill alone cannot defeat Vega/M. Bison and to overcome this challenge Ryu must stay focused and fight with his soul. True to Rose's warning Vega/M.Bison tracks Ryu down. Vega/M. Bison tells Ryu that he has been chosen to be his next host body and attacks his mind with his psychic abilities. Ryu resists but is confused by the wash of hateful emotions building within him. He is unclear if this is the Satsui no Hadou Gouki/Akuma mentioned. Ryu eventually is overcomed by Vega/M. Bison's "Psycho Power" and is under the madman's control. Elsewhere, Sakura, in her persistant Ryu seeking encounters Ken and asked if he knew Ryu and where he is. Ken did not know but was happy to help her search. Sakura then asked Ken to sparr with her so she can be a bit better prepared to spar with Ryu. Ken, being a fun loving individual complied. Afterwards, the duo went in search of Ryu and would stumble upon something serious. Some time passed and by now Sagat realises that fighting for revenge is a foolish path. Sagat with his new revelation sought to seek out Ryu for an honourable fight. Hearing word that Vega/M. Bison found Ryu, Sagat immediately sets off to the location but to his dismay discovered Ryu under the influence of Vega/M. Bison. Sagat saw no honour in battling someone not in control of himself and angrily let Vega/M. Bison know this. Sakura accidently stumbled on to the scene and demanded Ryu to be released. Vega/M. Bison sent the newly recruited Ryu to battle Sagat, while he amused himself with Sakura; fortunately, Ken, arrived and both he and Sakura battled Vega/M. Bison while the brainwashed Ryu fought Sagat. Sagat defeated Ryu and was able to help Ryu overcome his conditioning. Sagat tells Ryu that since he was corrupted so easily, he still has much to learn. Sagat awaits for Ryu to challenge him again in the future - this time in a fair one on one battle with no influence from the Satsui no Hadou or "Psycho Power" to see once and for all who is strongest. Sagat would allow the back-to-normal Ryu to aid Ken and Sakura in battle against Vega/M. Bison, but Sagat would not help. The trio would force Vega/M. Bison to flee. Afterwards, Ryu thanks Ken, Sakura, and Sagat for helping him overcome Vega/M. Bison and at the same time apologizes for being too weak and not overcoming Vega/M. Bison's mental manipulations sooner. He decides at this time that the Satsui no Hadou is not the way and seeks the path of a "True Warrior". He also tells Sakura that he notices much potential in her and looks forward to their next meeting. Training Five years later, a resurected Vega/M. Bison founds the World Warrior tournament. Ryu enters the tournament to fight worthy challengers and to further learn the path of the "True Warrior". However, Ryu did not win the tournament. Ryu would enter the Street Fighter 3 tournament for the same reasons as the World Warrior one. Ryu did not win the Street Fighter 3 tournament, as he was eliminated by a contestant, a strange old man, named Oro. After the Street Fighter 3 tournament Ryu travelled to the USA to seek more challengers and to have a friendly match with Ken, who was about to enter the USA national championship (Ryu wins the match with Ken). During his stay in New York, Ryu stumbles upon the Street Fighter 3 tournament winner, Alex, and has a match with him. Ryu wins this battle and is very impressed by Alex's fighting spirit. Ryu, however, realises that he himself still has much to learn and so long as his body is able, he will continue fighting, training, and seeking new challenges. ________________________________________________________________________________________ Much of what I know of Ryu's storyline comes from Tiamat's Street Fighter Plot Canon FAQ found at www.gamefaqs.com. What I present above, according to the FAQ, is the official storyline from Capcom Japan. ================================================================================================= 2 BASIC COMMANDS ================================================================================================= --------------------------------------------- 2.1 LEGEND - These abbreviations will be used. --------------------------------------------- Control positions U - UP UF - UP FORWARD QCF - QUARTER CIRCLE FORWARD D - DOWN DF - DOWN FORWARD QCB - QUARTER CIRCLE BACK B - BACK DB - DOWN BACK HCF - HALF CIRCLE FORWARD F - FORWARD UB - UP BACK Buttons LP - LIGHT PUNCH K - ANY KICK HP - HARD PUNCH P - ANY PUNCH LK - LIGHT KICK KK - TWO KICKS TOGETHER HK - HARD KICK PP - TWO PUNCHES TOGETHER MP - MEDIUM PUNCH KKK - THREE KICKS TOGETHER MK- MEDIUM KICK PPP - THREE PUNCHES TOGETHER Combo shorthand (where X is a button). -> - BUFFER TO + - LINK TO j.X - JUMP IN WITH X c.X - CROUCHING X s.X - STANDING X lv# - Level of super ------------------- 2.2 STANDARD MOVES: ------------------- GUARD - When attacked high, hold B. When attacked low, hold DB. AIR GUARD - When attacked in the air, hold B or DB. GUARD METER PROTECTION - Perform a GUARD or AIR GUARD just before an attack hits. If done properly, your character will flash blue. ZERO/ALPHA COUNTER - When blocking and attack hold F and press HP and HK together (not available in X-ISM). THROW - When close to opponent hold F or B and press PP or KK TECH THROW - When opponent attempts to throw, hold F or B and press PP or KK. If done correctly, you will receive a "Tech hit" message. AIR RECOVERY - When knocked into the air, press PP. Hold F to recover slightly towards the opposition and hold B to recover slightly away from the opposition. GROUND RECOVERY - Press KK when knock down or after an AIR-GUARD. Hold F to roll a further distance. (not available in X-ISM). TAUNT - Press start buttton (not available in X-ISM). COUNTER HIT - Hit an opponent while before they finish the animation for a move. When done correctly the screen will pause, a loud hit sound occurs, and a "Counter Hit" message appears. Counter hits deal more damage and often set up juggles. Sometimes high priority moves will "force" through even though you are hit If this occurs your character will flash red will completing the move. DAMAGE REDUCTION - Hold the controller in any direction and press a button while hit. Repeat for further damage reduction. If done correctly, your character will flash red. DAMAGE REDUCTION (HOLDS) - Hold the controller in any direction and press a button while in a hold. Repeat for further damage reduction. If done correctly, your character will flash red (not available in X-ISM). STUN OPPONENT - Repeatedly get successful hits on your opponent. When stunned the opponent will have "birds" around his head and is completely helpless for a period of time. STUN RECOVERY - Hold the controller in any direction and press a button while stunned. Repeat for faster recovery. DAMAGE INCREASE (HOLDS) - Wiggle the controller and rapidly press the button while you are performing a hold. If done correctly, your character will flash white. GUARD CRUSH - Repeatedly force your opponent to block to decrease his guard meter to zero. When this occurs the opposition is momentarily open for attack. ================================================================================================ 3 MOVE LIST - Some translations are my own, but many are from Keo Megura's excellent SFZ/A3 move list FAQ found on www.gamefaqs.com ================================================================================================ ------------------ 3.1 SPECIAL MOVES: ------------------ NAME: Hadou Ken (Wave Fist) COMMAND: QCF + P DESCRIPTION: Ryu puts his hands together and generates a blue energy ball which he releases by stepping forward and extending his palms outward. FUNCTIONS: Full screen attack, combo finish, block damage, projectile nullification. COMMENTS: This is the move most associated with Ryu. The best way to utilise this move is to use it wisely and not to overuse it. Most of the time you want to use this move in combos only and to counter a projectile or two. If you want to get some block damage from a distance, then make sure you are at least 60% of the screen away from your opponent before using a Hadou Ken. Any closer can leave you open for counter attack. Have a plan for what you want to do if the opponent jumps towards you. Note that most experienced players will be able to evade Hadou Kens quite easily from a distance so it is important you have a plan on what to do when they evade. Sweeps, air-retailation, and Shouryuu Kens are traditional choices to counter jump-ins and rolls. NAME: Sankunestsu Hadou Ken (Scorching Heat Wave Fist) COMMAND: HCF + P DESCRIPTION: Ryu puts his hands together and generates a red energy ball which he releases by stepping forward and extending his palms outward. FUNCTIONS: Full screen attack, combo finish, block damage, knock down attack, projectile nullification. COMMENTS: This move is very similar to the Hadou Ken, but it is a bit slower and deals a bit more damage. When close enough this move will knock down in one hit. Make sure you always use this instead of the regular Hadou Ken when you are doing close hitting combos because the extra knock down is favorable. Follow up the knock down with a cross up or another combo to put pressure on the oppponent. NAME: Tatsumaki Senpuu Kyaku (Tornado Whirlwind Kick) COMMAND: QCB + K (available in the air) DESCRIPTION: Ryu takes to the air and performs multiple spin kicks. FUNCTIONS: Pressuring, combo finish, knock down attack, projectile evasion, evasion. COMMENTS: This is a very good move. It is very safe to use in the air and its one hit knock down property is very useful. It can be used to evade projectiles and used to run away from the opponent. Many of Ryu's most potent combos will use this move as well. Use it as a subsitute for a jump in as well, especially if you anticipate that your opponent will block the attack. This will allow you to score some block damage and if not blocked the opponent is knocked down so you can follow up with another attack (provided they don't roll, if blocked in the air). NAME: Shouryuu Ken (Rising Dragon Fist) COMMAND: F, D, DF + P DESCRIPTION: Ryu steps forward and performs a jumping upper-cut. FUNCTIONS: Anti-air, combo finish, counter attack. COMMENTS: One of the best anti-airs in the game. It is a great way to stop predictable pokes because of its priority and power. Do not always use it for jump ins though sometimes the opponent will be jumping behind you and you may miss. In these cases the HP is a good choice. Always try to hit deep with the Shouryuu Ken; otherwise it can be air-blocked. Be aware that some moves can trade and even beat the Shouryuu Ken. NAME: Hadou no Kamae (Pretend Wave) COMMAND: QCF + Start DESCRIPTION: Ryu puts his hands together and steps forward and extending his palms outward. FUNCTIONS: Fake opponent out. COMMENTS: Many North American players are puzzled by this move. When playing someone else at the arcade reaching over and hitting the start button seems to be a dead give away that you're using this move. Of course that is true because of the way North American machines are set up, but in Japan, arcade machines have two screens and are back to back, so the opponent can never see your hand movements. In that type of setting the Hadou no Kamae can fake the opponent. Tricking them into blocking or committing to an attack. ---------------- 3.2 SUPER MOVES: ---------------- NAME: Shinkuu Hadou Ken (Vacuum Wave Fist) COMMAND: QCF x 2 + P DESCRIPTION: Ryu puts his hands together and generates a large multiple hitting blue energy ball which he releases by stepping forward and extending his palms outward. FUNCTIONS: Combo finish, wake-up attack, projectile nullification, anti-air, counter attack. COMMENTS: The most versatile of Ryu’s supers. This move can do anything a regular Hadou Ken can and more. The best way to use it is in combos, but if timed right it can be an anti-air (have the opponent land on it). It can cancel opposing projectiles hit the opponent with the remaining hits. If the opponent is too close and misses and attack (like a sweep), this move is an excellent counterattack. The only downside to the move is it can be easily jump over if used like a Hadou Ken and the damage could be higher. NAME: Shinkuu Tatsumaki Senpuu Kyaku (Vacuum Tornado Whirlwind Kick) COMMAND: QCB x 2 + K DESCRIPTION: Ryu does a stationary but continuous Tatsumaki Senpuu Kyaku for a short time. FUNCTIONS: Combo finish, wake-up attack, anti-air, counter attack. COMMENTS: The most damaging of Ryu’s supers. This move has the special property of vacuuming the opponent into it if the opponent is too close. It is an excellent wake up move and a good anti-air. It can be used in combos with devastating effect. NAME: Metsu Shouryuu Ken (Rising Dragon Fist of Destruction) COMMAND: QCF X 2 + K (level 3 only) DESCRIPTION: Ryu slides forward striking with his elbow and then does a Shouryuu Ken. FUNCTIONS: Combo finish, counter attack. COMMENTS: For a level three only move the Metsu Shouryuu Ken does very poor damage. It is not versatile either. The only redeeming property is its range since Ryu slides forward a short distance. It can be useful after you roll behind the opponent and surprise them with it and it can be put in combos. NAME: Shin Shouryuu Ken (True Rising Dragon Fist) COMMAND: Connect a Metsu Shouryuu Ken at the approriate distance. DESCRIPTION: Same as Metsu Shouryuu Ken except Ryu throws in a standing HP in the middle of the Shouryuu Ken. FUNCTIONS: Same as Metsu Shouryuu Ken. COMMENTS: See Metsu Shouryuu Ken. This move is more damaging but almost impossible to connect. ------------------ 3.3 REGULAR MOVES: ------------------ ------ TAUNT: ------ Ryu ties his headband. Ryu Fixes his gloves. ------------------- ZERO/ALPHA COUNTERS: ------------------- Z/A-ISM - Shoryuu Ken V-ISM - Low HK -------- THROWS: -------- NAME: Seoi Nage (Shoulder Throw) COMMAND: When close to opponent, F or B + PP DESCRIPTION: Ryu clutches the opponent and flips the opponent over his shoulder away from himself. FUNCTIONS: Knock down attack, anti-blocking. COMMENTS: None. NAME: Kuuchuu Seoi Nage (Mid-Air Shoulder Throw) COMMAND: While in air and close to opponent, F or B + PP . DESCRIPTION: Same as Seoi Nage but while airborne. FUNCTIONS: Knock down attack, anti air-blocking. COMMENTS: None. NAME: Tomoe Nage (Comma Throw) COMMAND: When close to opponent, F or B + KK DESCRIPTION: Ryu grabs the opponent and does a monkey flip throw. FUNCTIONS: Knock down attack, anti-blocking. COMMENTS: None. ---------------- COMMAND REGULARS: ---------------- NAME: Sakotsu Wari (Collarbone Splitter) COMMAND: F + MP DESCRIPTION: Ryu does a double hit downwards punch. FUNCTIONS: Over-head attack. COMMENTS: This can be a very useful move. Most people block low instinctively. However, it is important that you do not become predictable otherwise it will be blocked or worst yet countered because of the lag at the start of the move. Mix up this move with low attacks to keep the opponent guessing. Use it in conjunction with a jumping HK as you have the option to perform a low attack after the jump in. NAME: Senpuu Kyaku (Whirlwind Kick) COMMAND: F + MK DESCRIPTION: Ryu hops forward with a spin kick. FUNCTIONS: Cover ground, Low attack evasion, Counter jumps. COMMENTS: This is an excellent little move that is often overlooked. It has the special property of being able to evade low attacks and best of all it is an attack itself. This means you hop over a low attack and hit the opponent. Be aware, though, that not all low attacks can be evaded. Most low punches can't be evaded. You can use it as a pseudo dash to cover ground as well because the range of the hop is has good range. There is some lag on the move but it is small. One other trick you can use this move with is to stop jumps. Not as an anti-air but to stop the initial take off. If you are close and anticipate a jump, do this move. Just as the opponent is leaving the ground the Senpuu Kyaku should hit disrupting the jump (note this can be air-blocked, but your opponent must be very quick), keeping the opponent grounded. -------------- NORMAL MOVES: -------------- ---------- STANDING: ---------- LP (Far) - Ryu does a quick jab. The priority of this move is good but the range is short. Most useful as a combo starter. If it connects and you are close enough, you can perform a crouching jab and buffer into a special or a super. LP (Close) - A quick elbow to the face of the opponent. Functions almost the same as the far standing light punch as you can link this into several crouching LP or LKs then buffer to a special or super. This move can be used as an anti-air because it is angled upwards slightly. However, Ryu has access to much more effective tools for stopping jumpers. MP (Far) - A standing straight punch. Used for a quick counter strike against missed moves and for stopping some initial jumps or jump ins. Ryu has much better moves for those situations though. MP (Close) - Ryu does a body punch. This move can be buffered into special moves. The range is low but the priority and speed is pretty good. Damage is not high though. Might be a viable attack option during a cross-up. HP (Far) - Ryu does a straight punch then follows through arcing his arm across to his opposite shoulder. Primarily used for counter hits. The range exceeds the LP and is slightly less than the MP. The damage and priority is good but if missed will leave you open for a counter attack. It can't be buffered into any special moves. HP (Close) - Ryu does a standing uppercut. Excellent combo move, Ryu can link any of his special moves from this punch. This is a good anti-air move and it has very high priority often scoring you counter hits. You can juggle up to three times (if opponent does not air recover) in the corner. The power is also very good. Can be utilised in LK (Far) - Ryu does a standing kick to the ankle of the opponent. This move can end a standing LP, crouching LK, standing LK chain. It might be used as an in close poke or a tick followed by a throw. LK (Close) - Same as the far standing LK. MK (Far) - A standing kick directed at the head of the opponent. Some anti-air capability and can be used as a counter attack. Ryu has much better moves for those situations though. MK (Close) - Same as far standing MK. HK (Far) - A spinning kick directed about 45 degrees. Great anti-air move. This move has priority and power. Unfortunately, outside of an anti-air function, the move has few other uses. It might be tried as a poke to a standing opponent, but because of its recovery time that often is not a great choice. HK (Close) - A double hit axe kick. Good push away move with a lot of priority and has good speed. Try it with jump ins and in the opponent is getting too close. Can be an anti-air if timed properly. ----------- CROUCHING: ----------- LP (Far) - Ryu does a quick punch to the stomach of the opponent. This move is more useful than the standing version. You can link this move into a super or special. LP (Close) - Same as above, but better as you can link several of these together then buffer to the super or special of your choice. Best used during a cross-up or jump-in. Can also link with crouching HP, MK, HK. MP (Far) - Ryu does quick crouching punch. This move can link into any special or super. Useful in juggles for advanced combos. For standard combos it is better to use the low MK as it has added range and the property of hitting low. MP (Close) - Use to begin some advanced combos but otherwise same as far standing MP. Can be a good anti-air normal attack. HP (Far) - Ryu does a an uppercut from a crouch. The range of this move is low but the priority is high often scoring counter hits, knocking the opponent into the air. Can be buffered into specials and supers. Excellent anti-air. HP (Close) - Identical to the far crouching HP. Like the far crouching HP, has slow recovery time. Can mess combos up because of its high priority will give you counter hits knocking the opponent into the air. But if you are aware of a counter hit you can take advantage of it and juggle the opponent. LK (Far) - Ryu does a quick striking kick. Useful as a push away moves and linking to his low MK for combos. LK (Close) - Same as the crouching far version. Most useful in close as a push away move becuase it has quick recovery time. Good for linking with LP for combos. Especially after a deep hitting jump in. Link several of these then buffer to a special or super. MK (Far) - Ryu does a low striking kick. This is a bread and butter move. You will use it to begin combos and for low pokes. It can be buffered into any special or super and has fair range and damage. You can chain this move from a low LK. MK (Close) - Same as far version. HK (Far) - Ryu does a foot sweep. This move has been changed greatly. It is no longer bufferable at all. This makes the move much riskier to use do to its high recovery time. Best used for opponents jumping in front of you and as a counterattack for missed moves. Try to use it at its max range for the best recovery. HK (Close) - Identical to the crouching far version. If in close and blocked, you will be wide open for a counter attack. Best to use LK and LP in succession when at close range. --------- JUMPING: --------- LP (Towards) - A leaping punch that retracts quickly. It has high priority but short duration. Best used immediately after a jump. The punch is very quick and can surprise standing opponents and some crouching ones. Can be used to juggle a jumping opponent. You need to hit the opponent in mid air (remember to hit the button immediately after you jump). You will land first then do the attack again. LP (Vertical) - Same animation as jumping towards LP, but used mostly to deter jumpers. MP (Towards) - Ryu jumps and strikes with an uppercut. This move hits twice and is very hard to start combos with. It is best used as an air retailation move or to finish of juggles. The priority is not great and the damage is average. MP (Vertical) - A leaping punch that retracts quickly. Same uses as the jump towards HP. Seldomly need this move. HP (Towards) - A leaping punch that has high damage and priority. Best use as a combo starter or as an air retaliation move. This move is not on a steep angle like the jump towards HK so it is easier to counter attack. The jump attack of choice for most people. HP (Vertical) - Same as the jump towards version, but Ryu jumps straight up has the same properties. Could be use ful over a fallen opponent who likes to retaliate with sweeps. Just go right next the opponent then jump straight up and land with this punch when they sweep. LK (Towards) - Ryu does a diving knee. Similar to the jump towards light punch, but with less priority and the angle of descent is not as favorable. Might be useful as an air retailation move. LK (Vertical) - Ryu does a aerial front kick. Can intercept jumpers. MK (Towards) - Ryu does a standard jump kick that is not on steep angle like the HK version. Fair damage and good priority. Best use as a combo starter because the move allows a good amount of time to link to another move. Use this move in cross-ups as well. MK (Vertical) - Same as light kick version but a bit slower and more damage. HK (Towards) - Ryu does a standard jump kick that is on a steep angle. High damage and great priority. Best use as a combo starter, but be aware that the timing is tight after the move hits, you will need to link to another move quickly. Not so great as and air retaliation move as if blocked you are vulnerable. HK (Vertical) - Ryu does a heavy kick that is useful for intercepting jumping opponents and to start combos. Used in close against people who attack low frequently. It can intercept jumpers but with air blocking available it is not that useful. ================================================================================================ 4 COMBOS AND STRATEGIES: ================================================================================================= Ryu posesses some devestating combos but many of them are quite difficult to do. My advice for putting supers in combos is to do the super motion while you are still air-borne then hit the button for the regular attack then hit the super combo activation button. If the activation button and the regular attack button are of the same class (i.e., both kicks or punches), hold down the regular attack and then hit another button to activate the super. --------------- 4.1 SOME COMBOS: --------------- ==Simple== -j.HP/HK + s.HK -c.HP -> Shouryuu Ken -j.MK + c.LK + c.MK -> Hadou Ken -j.HP/HK/MK + c.MK -> Hadou Ken or Sankunestsu Hadou Ken or Tatsumaki Senpuu Kyaku -j.HP/HK/MK + s.HP -> Hadou Ken or Sankunestsu Hadou Ken or Tatsumaki Senpuu Kyaku -j.HP/HK/MK + c.HP -> Hadou Ken or Sankunestsu Hadou Ken or Tatsumaki Senpuu Kyaku -j.HP/HK/MK + c.MP -> Hadou Ken or Sankunestsu Hadou Ken or Tatsumaki Senpuu Kyaku ==Intermediate== -(corner only) j.HP/HK -> Shouryuu Ken + (juggle with) Shouryuu Ken -j.HP + c.MP -> HK Tatsumaki Senpuu Kyaku + (juggle with) s.HP -j.HP/HK + c.LP + c.LK + c.LP -> Shinkuu Hadou Ken (any level) ==ADVANCED== -j.HP/HK + c.MK -> lv3 Shinkuu Hadou Ken -j.HP/HK + c.MK -> Metsu Shouryuu Ken -(corner only) j.HP/HK + c.MK -> lv3 Shinkuu Hadou Ken + (juggle with) HK Tatsumaki Senpuu Kyaku -j.HP/HK + c.MK -> lv3 Shinkuu Tatsumaki Senpuu Kyaku -(corner only) j.HK + d.HP -> lv3 Shinkuu Hadou Ken + (juggle with) d.MP -> Tatsumaki Senpuu Kyaku -(corner only) j.HK + d.MK -> lv2 Shinkuu Hadou Ken + (juggle with) d.MP -> lv1 Shinkuu Hadou Ken -j.HP + c.MP -> HK Tatsumaki Senpuu Kyaku + (juggle with) s.HP -> HK Tatsumaki Senpuu Kyaku -j.HP + c.MP -> HK Tatsumaki Senpuu Kyaku + (juggle with) s.HP -> Shouryuu Ken -j.HP + c.MP -> HK Tatsumaki Senpuu Kyaku + (juggle with) s.HP -> lv3 Shinkuu Hadou Ken --------------------------- 4.2 SOME TIPS & STRATEGIES: --------------------------- General approach: Ryu is a versatile character. He can be played effectively aggressively or defensively. His move set is variable enough to cover any situation, but one should decide to be aggressive with him. Practice your combos as these are Ryu’s most dangerous weapon. When in close poke with the low MK, MP, LP and LK and follow with combos. These are all bufferable moves and many of them link with one another (e.g., c.MP links to c.LP). To get in close utilise Senpuu Kyaku. When it is blocked you can often sneak in one of the above pokes or a s.HP. A couple of good poke strings are c.LK + c.LP + c.MK -> Hadou Ken and c.LP + c.HP -> Hadou Ken. Also upon being knocked down roll towards the opponent. The air Tatsumaki senpuu kyaku is a good attacking move. Try to time it so the foot just hits the ground opponent, this is hard to counter. To down the opponent utilise the Sankunestsu Hadou Ken when doing in close combos, and c.LP + c.HK along with throws and Shouryuu Kens (as anti air or in basic combos). Cross up when the opponent is down, especially larger opponents and follow with hard hitting combo. If the opponent likes to block a lot use s.HP on cross up along with the second poke string above. You'll find the the guard meter will deplete rapidly. Follow up jump ins with a good mix of safe combos and the Sakotsu Wari if blocked. Don’t overuse the Hadou Ken but if the opponent is pure turtling go a safe distance and fire away and win by time if you want. On defense, the Shouryuu Ken is your main weapon but do not underestimate Ryu’s standing HP and HK both are very good anti-air moves and the close standing HK is an excellen push away move. Don't forget that air throws are univeral in Zero/Alpha 3. If an opponent tries to use a sweep or slow poke attack on you and they are just out of range for the animation to connect, step in and immediately sweep or dragon punch, you will catch them as they are momentarily open. You can also use a high level Shinkuu Hadouken. ================================================================================================ 5 CLOSING ================================================================================================ Thanks for reading!