Well, A-Ryu is not bad, but definetly below V-Ryu. He lacks the huge corner VC with lots of ways to alter it, making it a lot harder to defend then Supers. A-Ryu also lacks the fast meter build, the additon of f+FP and b+RK into his footsie game.
Anyway you can still punish with c.SP, qcb+RK for lots of dizzy (when you reach the corner with this just go for another c.SP, qcb+RK) and got the SK’s as poking tools with his c.FK into Hadoken or just as single move. Ryu also keeps the hopkick in A and so can still build some nice blockstrings. You also got 3 AC’s, which can come in handy. His supers combo nicely after shorts and c.SP/FK and do ok damage. He is definetly a solid char. If you don’t like V, go with A-Ryu.
I will help you since I am a pretty ok european V-Ryu player .
Ryu’s best pokes are usually all crouching moves :
MP: for very good priority ,and bufferable .
MK: for range ,bufferable also, priority correct .
LK/LP: for maximum priority and also bufferable,very short distance though and useful in combo ,for example LK x2 ,LP , Hadoken / HK Tatsu .
HK: good priority , can know down allowing you to do cross up (with late jump MK ) or to do mind game pattern ( walk forward throw , walk forward shoryu etc…)
Also here are some tricky things to help you :
Forward + HP : A good pressing move ,especially when opponent recovers and is unable to do reversal every time . Possibility to add crouch MK x Hadouken to force opponent to stay in guard .
Back+HK : A monstrous guard crusher. It can depletes a dot of guard bar ,and generally it is good to do LKx 2 ,back+HK ,eventually after a crossup that doesn’t hit .
Back+HP : An ok move . It is comboable on almost every situation althought very hard , and can be tricky on very early wake up from the opponent to force him wether to block or to do perfect reversal .
Special Moves :
Hadouken : Very uncredible move , in fact one of the best out of the game . Use and abuse it if you dominate the mind game part . From long distance and against charger (like charlie bison etc … ) do hadou ken more than his projectile patern .
Also from mid close ,some time it is tricky because He won’t plannify any of these .
In corner and you from mid screen , do LP hado ken and repeat it . It will annoy your opponent ,so he will jump , and launch an anti-air .This is a less effective trick back from Street champion , but sometime useful.
Shoryuken : Monstruous attack ,one of the best in every street game ,it can be also a scrubby tactic (cheap) to do massive LP shoryuken cancelled by another and so on , because it’s hard to counter it . Also it is very damageful for its priority (uncredible) and is usefull after a cross up MK , down MK , HP shoryuken .
Tatsumaki : Again , very good move , which can dizzy very fast (HK version ).
Use 90 % of the time the HK version , since it is 3x8 dizzy per hit , and some character only have 34 hit stun before a dizzy occurs !
In a safe situation , do it with down+MP / down+MK for a combo .
Red Hadou : It is ok against an happy jumper zangief (LP version) because it’s very slow . Apart from that ,nothing special .
Fake Hadou : … For People with an intellectual quotient of more than 250 , it is useful ,if not , no . So that’s not useful , A lure won’t be efficient even on Japanese pro videos .
MAYBE if you want to be looked as a “pro” … and even with that , no way .
Now for something totally different ,best to learn is A-Ryu ,but best overall and one of the best VC in the game is V-Ryu . Trust me , He is on the upper tier, and one can say he can almost compete with V-Gouki .
Later for lots of more tricks ,which are of course to know and to practice with training (online or offline in a freeplay session maybe eh ? :wgrin: )
I was trying to do Ryu’s super cancel of c. Forward to super fireball and found it very difficult to do. While I do it regularly on CVS2. Anyone else have that problem. P.S. I was using the PS1 SFA3 and not Alpha Anthology.
For the love of god, why resurrect this topic? Oh man, I’d almost forgotten about that intelligent quotient shit.
As for your question, Ryu’s super motion is :qcf::qcf: in this game as opposed to most games were you can do :qcf::d::df:. If you do the latter, you’ll just end up getting a DP. His DP motion is pickier than Ken’s as well for whatever reason.