Ryu -- "You Must Defeat Sheng Long To Stand A Chance." (The Ryu FAQ for MSH vs. SF v1.0) This FAQ is not written just for you to learn the moves and combos for Ryu, it is written to describe a playing style for you, my playing style. This FAQ will not only tell you what the moves and combos are, it will also give you pointers on how to use them. This FAQ will not contain all the combos for Ryu, but all the combos that I use. With that said here we go... The Key : u - Up d - Down l - Left r - Right f - Forward b - Back uf - Up and forward ub - Up and back df - Down and forward db - Down and back WP - Jab punch MP - Strong punch SP - Fierce punch WK - Short kick MK - Forward kick SK - Roundhouse kick Regular Moves : The moves that you should know but that some FAQ's don't tell you. Ryu's launcher (Uppercut) : d + SP Thrust kick : f + MK Downward punch : f + MP Sweep kick : d + SK Special Moves : The good stuff Dragon Punch : f, d, df + punch This dragon punch has been downgraded a lot since it appeared in SF II. First of all it is not as invincible as it used to be, most of the time it's not even worth using as a counter to a jumping in attack. It does have its uses however, if the opponent gets too close or is leaping in at you and blocking then use the jab punch version to knock the opponent back because this move has a great push off effect. If you use any punch stronger than a jab though, you're going to get nailed by something nasty because even though the push off effect is good, it's not that good. Fireball : d, df, f + punch [air] This is Ryu's trademark move. With the great yell of Hadoken he releases a huge blue fireball at the opponent. This is a good move because you can use it as a keep away move. A neat trick that you can do with the fireball is to jump and do a jab punch fireball and then throw a fierce one when you land forcing your opponent to either take it or super jump over it, most of the time they'll take it. Hurricane Kick : d, db, b + kick [air] The hurricane kick is an excellent move to use because it is a one hit knockdown and if they block it will knock them far enough back that they won't be able to counter. Also if you use this against an opponent with armor they'll end up taking two hits before they fall down. The air version of this move can be used as an air combo finisher instead of a normal fierce punch or roundhouse kick. Super Moves : The really good stuff.. Super Fireball : d, df, f + 2 punches This is the definer of all beam fireballs. This move will combo with a standing fierce punch (very hard to do) and will add an extra 20+ hits to the combo but this move acts as a better air combo finisher than a ground combo finisher because in the air it just looks sweet, is easy to pull off and will leave your opponent with their mouth wide open. Another thing that you can do with this move is to trick your opponent into a fireball war and then after the second or third fireball throw a super fireball in and it will eat theirs right up and toast them for 20+ hits. Remember to hit the buttons to add on extra hits. Super Hurricane Kick : d, db, b + 2 kicks This move has many more uses than any of Ryu's other super moves. The first use for this is if the opponent misses a move that takes them up in the air and leaves them defenseless, like a dragon punch, get under them and super hurricane them for up to 18 hits. The next use is if the opponent jumps in at you, just pull off this move and if they don't block their nailed for 18 hits and if they block they'll take massive block damage. Another use for this, and another jaw dropper, is to two-in-one a super hurricane off of a sweep kick. If you time it right you will suck them into the hurrican before they hit the ground for a nasty looking combo. The final, and cheapest use for this move is after you finish off your opponent's first character get in the middle of the screen where their new character is coming in at and super hurricane. If they block they'll take massive block damage, and if they try to attack, 99% of the time they'll get sucked in a wasted. I've had times when I've done this and killed the opponent even when they block because most of the time they're already weak. Use this move wisely though because if you miss it you are left open for a counter attack with a super fireball. Another thing to watch out for is that there is a small portion of Ryu that will not suck them in and will allow them to hit located by his head. Super Dragon Punch : f, d, df + 2 punches This move is a pretty good move if you can pull it off and that's the trick. If you hit them on the ground with it will hit them in a cool looking way. If you hit them in the air it doesn't look as good but gets more hits. Use it more as a defensive weapon than as an offensive weapon because it will knock them back pretty far. Team Play : You have a team mate so help him out... Counter : Dragon Punch Like all dragon punches, this is a good counter. Team Attack : Fireball This is good team move to use. With this move Ryu throws either a jab or a medium fireball, I'm not sure. This move is good to use as a keep away move but a better use for it is to have ryu throw his fireball and then follow it up with another one causeing two fireballs to be in approximately the same area and hit at about the same time. Team Super : Super Fireball It's a super beam so it will help no matter what however, if your team mates super leaves them in the air for a while then it doesn't really help. Good teammates for Ryu to use this move with are Cyclops, Akuma, Wolverine, and Ken. Others may exist but I'm not sure who they are. General Combos and Combo Strategies : The combos and how they can be used... Here will be listed the combos that I use and how I use them. d + SP, (super jump), WP, WK, D+MP two-in-one into Super Fireball This is one of my favorite combos in the whole game, it inspires awe into all those who see it and fear into all those who feel it. Use this combo whenever you have a super bar and have launched your opponent because it takes off a massive amount of damage. It should be noted that it is possible to throw in the Super Fireball anytime after the WP and it will still be damaging. Another thing that you can do is if you don’t have a super bar you can use a SP, SK, Hurricane Kick, or a fireball to end this combo. d + SK two-in-one into Super Hurricane Kick This is my favorite Ryu combo just because of how it looks, you’ll know when you see it, having your opponents body flung back from nearly hitting the earth into your now spinning legs. Awesome. The other great thing about this combo is that it can be used in any combo that ends with a sweep kick to on the ground them for more hits. WP (WK), MP (MK), SP (SK) This is the basic combo that works good in any situation because as long as the weak attack hits the others will connect in a combo if timed correctly. Note, the buttons in parenthesis can be used instead of the one that is not. Game Play Strategies : How I myself personally plays... When I use Ryu he is normally a defensive player meaning that I try to capitalize off of the opponents mistakes. An example of this is like if your opponent is playing Ken and misses a Dragon Punch you should get under them and do a Super Hurricane Kick because they will be defenseless on the way down. The other thing you have to watch out for is if they jump in try to launch them and do the Air Super Fireball combo. Another strategy you can use when playing as Ryu, and probably the oldest, is to get a fireball war started and then throw a Super Fireball and smoke them. When using Ryu defensively remember to use the Super Hurricane Kick a lot because it is really hard to hit when they’re jumping in and if they block they’ll take massive block damage. If they change partners smoke them with a Super Fireball and also remember that when you kill one of their characters the other will be in shortly so get toward the center of the screen and use a Super Hurricane because either they’ll get hit or take more block damage which, depending on how late in the match it is, may kill them. Finally, remember that Ryu is a good team player and should be used like so. When he is out remember that you can use his team attack to throw one fireball and follow it with one from the character that is in to make it a two hit fireball. Remember also that Ryu’s counter is a Dragon Punch so it is a fairly safe one to counter with unless its during a Super Fireball. And last but not least his Team Super is his Super Fireball which can really help add on the damage when you finally pull off that Team Super. Conclusion : That's All Folks That is about all I can say about Ryu, I'll probably add more at a later date when I have learned more, but until then feel free to send me e-mail at nmercy@geocities.com if you have any comments, questions, or additions you would like to see added in a later edition of this FAQ. You can receive the latest copy of this FAQ at http://www.geocities.com/TimesSquare/Arena/9561/. Thank you for reading The Ryu FAQ, I've had fun writing it, John Meyer nmercy@geocities.com Moves List : Fireball : d, df, f + punch [air] Hurricane Kick : d, db, b + kick [air] Dragon Punch : f, d, df + punch Super Fireball : d, df, f + 2 punches [air] Super Dragon Punch : f, d, df + 2 punches Super Hurricane Kick : d, db, b + 2 kicks