Like my other threads, keep it on topic and towards MvC3 discussion or I will beat you down.
Ryu, one of the faces of Capcom, and THE face of their Fighting Game Division, he has headlined Street Fighter and the VS series for a long time. Known for his famous Hadouken and Shoryuken, he is known by most of the gaming world. However his popularity hasn’t helped his standing in the Vs. series, as X-Men vs. Street Fighter has been the only game where he’s been truly relevant. Does that change with the onset of Marvel vs. Capcom 3? Let us find out.
L=:l:
M=:m:
H=:h:
S=:s:
Attack=:atk:
Hadouken (Can be done in air)
:qcf::l://:h: (100,000 Dmg for all versions)
Has 5 Low Priority Durability Points
One of Ryu’s signature attacks. He thrusts both his palms forward releasing an energy fireball towards the opponent. Strength of the button used determines speed and recovery. Has a good amount of durability points, so he should win a decent amount of firefights. For best results, Tiger Knee your Hadoukens, so they’re harder to avoid.
Shoryuken
:dp::l://:h: (:l: 100,000, 120,000, :h: 150,000)
:l: Invincible from frames 1-2
Invincible from frames 1-5
:h: Invincible from frames 1-9
THE signature move of Ryu, all shotos, and the entire SF franchise. Ryu thrusts his fist upward, and launches himself into the sky, hitting anyone directly in front of him in his path. Also, another move that hasn’t exactly been as good as in SF, but only because it does not knockdown in the Vs. Series. It doesn’t hamper it TOO bad though, since its main use will be in combos. KEEP IT TO COMBOS HOWEVER. If you whiff or it gets blocked, it leaves him WIDE OPEN to punishment…
Tatsumaki Senpukyaku aka Hurricane Kick (Can also be done in air)
:qcb::l://:h: (Ground: :l: 90,000, 114,000, :h: 143,500) (Air: :l: 100,000, 117,600, :h: 135,800)
The last of Ryu’s signature moves that people truly know him by (but not as famous as the above two). Ryu spins around, leg extended, propelling himself forward and kicking anyone near him. It’s a solid move, with its main use being to extend combos and possibly escaping corners. Since it can also be canceled into Shinku Hadouken, just connecting it can lead to great damage.
Joudan Sokotou Geri aka Donkey Kick
:bdp::l://:h: (100,000 all versions)
A lesser known move for Ryu, as he only has it in 3 games/series (SF3 series, TvC series, soon to be SFxT). Ryu extends his leg forward, kicking his opponent with such great force, it knocks them to the wall and causes wall bounce. A great move in combos, as at any spot in the screen, if it connects, it sets up an easy Shinku Hadoken. Do it in the corner however, and it combos into EVERYTHING including ALL his Hypers, including the Shin Shoryuken. Knowing your field presence makes this move so deadly. You got an opponent in a combo and you have meter, make sure to land this.
Hyper Moves:
Shinku Hadouken (can also be done in air)
:qcf::atk::atk: (261,700)
I’ll say it before you do, KAMEHAMEHA!!! For those unfortunate souls who did not get that reference, Ryu thrusts his palm forward just like his Hadouken motion, only this time a blue beam comes out hitting any and all opponents in its path. THIS MOVE IS THE REASON TO USE RYU. With Cable seemingly sitting this game out, this is the BEST BEAM HYPER IN THE GAME. It’s insanely fast, and as such is a great punisher. A Ryu with meter is dangerous at any point on the screen because of this. It’s also easily comboable, especially off of Tatsumaki Senpukyaku and Joudan Sokotou Geri. Does good damage, and the best part, it’s AIMABLE. That’s right, right before it unleashes, you can aim in any direction and Ryu will aim the beam there, and you can move it during the move (though it’s slow when doing it during, so it’s best if you make sure you hit your target to begin with). It can also combo into itself off of KFC, which does insane damage, and hell, it just looks pretty. This should be the center of your play with Ryu as its this move that makes him DANGEROUS.
Shinku Tatsumaki Senpukyaku (can also be done in air)
:qcb::atk::atk: (257, 900)
Hyper version of his hurricane kick. Instead of propelling himself forward, he stays in place, spinning at an insane speed, vacuuming those nearby into his vortex of death. Unfortunately…this isn’t very good…at all. Damage is fine, but comboing into this is an insane hassle (only off of Joudan Sokotou Geri in the corner) and it’s not good for much else. There might be other uses for this move in the future, but as of now…seems bleh.
Shin Shoryuken (Level 3)
:dp::atk::atk: (380,000)
The epicness of the SRK, only greater. Ryu blasts his opponent in their stomach with a massive punch, then does another mighty punch unto their chins with his other hand, and then finishes the SRK off with an ultimate SRK into the sky. You can sneeze into this Hyper (for example, just doing a ABC series into ShinSho is possible, and under X-Factor, can possibly kill you no matter the health). It does really good damage, especially considering its comboability. In this game of overkills, use it to end people’s lives and look awesome doing it. Just don’t whiff it, otherwise you’re a dead man. Also, if you really feel the need to, you can combo after it, but just make sure the ShinSho is done early, otherwise the damage scaling becomes a bitch.
Assists:
a: :h: Shoryuken (150,000)- Sadly, this is a meh assist. With no invincibility on the assist version, it becomes easily stuffed, and not worth it.
B: :l: Hadouken (100,000)- Solid assist, it can take punishment and get you in.
y: :h: Tatsumaki Senpukyaku (135,400)-Uh…yeah…he does a hurricane kick in front of the point character, then leaves. It’s not that great. If it lands, you can set yourself up for a combo, but other than that…meh.