So since the other thread is somewhat lacking in basic information I thought I would write up a proper Ryu thread. Just post if you have anything to add or any questions. Thanks!
Normals: (direction assumes player 1 side)
-standing-
:snka: - basic jab. Comes out the fastest of his standing normals. Wiffs over some crouching opponents. Only hits short characters when you are directly next to them.
:snkb: - Ryu hits with his knee. Can be chained to lots of other useful normals like cr.B and C’s)
:snkc: - Standard fierce punch. This move hurts, it is Ryu’s most damaging normal on the ground. Can only be chained from B normals though. It also will wiff on a lot of crouching characters unless your right next to them.
:r::snkb: - Ryu’s slow two hit overhead. Can be comboed into all of Ryu’s special moves (strength specific). Also, can be comboed into shinku-hadoken or shin-shoryu. You are also able to baroque out of this move into the combo of your choice. Pretty cool.
:r::snkc: - Roundhouse kick. The best thing about this move is that it can be used to combo from a sweep into a hurricane kick or any other special move. Mostly used in combos, but it’s used a lot.
-crouching-
:snka: - good quick low poke. Ryu’s fastest crouching normal. Hits low and is a great combo starter.
:snkb: - this move also hits low, but seems to have considerable recovery. definitely not a move to use by itself. Chain from it or into it.
:snkc: - Sweep. Low hit that knocks down. Can be comboed into forward C for good combos.
:df::snkc: - Basic launcher. Has pretty bad range. Use this to go into an air combo.
-aerials-
:snka: - Jumping jab in the air. Comes out fast and hits below and in front of Ryu. Cannot be used to cross up.
:snkb: - Ryu’s jumping MP. Comes out fast and hits twice. Good air-to-air normal.
:snkc: - Jumping Roundhouse. This aerial is a bit slower than his other two, but can cross up pretty easily do to it’s fat hit box behind Ryu. This is Ryu’s most damaging normal attack.
Special Attacks:
Hadoken - :qcf: + :p: - Ryu’s fireball. Can be used in the air. Changing attack strengths changes the fireball’s speed. Should only really be used full-screen for zoning purposes. This move is VERY punishable on block and hit! You can, however, baroque out of this move and continue a combo/make it safer.
Hurricane Kick - :qcb: + :p: - Can be used in the air. This move is great. Most combos want to lead into this move, usually after a sweep into forward C. The A version hits twice and has the fastest start-up, but least movement forward. The B version hits three times. The C version hits four times and travels the furthest, also doing the most damage / meter building (builds over a third meter by itself!). All three versions of this move knockdown. Can be canceled into Shinku-Hadoken or shin-shoryu. Note that this move will only hit once if used in an aerial rave combo (after the launcher). Finally, you can baroque out of the last hit of this move and continue a combo. It has also recently been brought up that this move actually hits as an overhead if Tiger Knee’d. This gives you a nice set-up to use after you knockdown your opponent (or whenever you feel you have time for the overhead). Something like knockdown -> TK’d hurricane kick ->standing B etc.
Shoryuken - :dp: + :p: - Ryu’s best anti-air. All three versions have varying amounts of invincibility with A having the least and C having the most. The a version hits only once while both the B and C versions hit twice. All versions can be super canceled after the first hit, with only shin-shoryu comboing after the first hit. You can also baroque out of the first hit and super jump into an air combo.
Step Kick - :bdp: + :p: - Ryu takes a step and then Kicks the opponent usually bouncing them off the wall for more combo goodness. This move is somewhat punishable on block, but might be safe if do to end a string at the right range? It seems this moves main utility is in combos though. Also once this move is used to bounce an opponent off the wall once in a combo repeating the move does not have the same effect.
**
Supers:**
Shinku-Hadoken - :qcf: + :2p: - This super is FAST. It also deals pretty decent damage and hits many times, meaning it will still do decent damage if used late in a combo. This seems to be Ryu’s best stand alone super.
Super Hurricane Kick - :qcb: + :2p: - The start-up on this super is what really kills it. It is very hard to combo into (maybe not possible?). It’s too bad to because this super does more damage and hits than Shinku-Hadoken. Most likely Ryu’s worst super.
Shin-Shoyuken - :dp: + :2p: - This is a level three only super. Does more damage than his other supers, but not by very much. It is possible to combo after this super, although the timing seems very tricky. All in all I think this super is usually not worth the meter cost, especially if done late in a combo (where shinku-hadoken actually does MORE damage).
B&B Combos
Ryu’s most damaging combos come from ground strings into C-Hurricane Kick. These are also the combos that knock down and build the most meter. These combos also give you the opportunity to trade your knock down for more damage by canceling into Shinku-hadoken. The best B&Bs for Ryu right now are:
Mid-screen- (damage based off of ryu)
:snka:, :snkb:, :d::snkb:, :snkc:, :d::snkc:, :r::snkc:, C-Step Kick (wall bounce), :snkb:, :r::snkc:, C-Hurricane Kick
Damage without super: 1,6159
Damage with super: 2,1347
For the above combo to work on Chun-Li and Morrigan you must add an A after the wall bounce.
:snka:, :snkb:, :d::snkb:, :snkc:, :d::snkc:, :r::snkc:, C-Hurricane kick
Damage without super: 1,3040
Damage with super: 1,8552
:snka:, :snkb:, :d::snkb:, :snkc:, :r::snkc:, A-hadoken, Super Hurricane Kick
Damage: 19452
*This combo provides a knockdown right next to Ryu. Only do this one if you already know your going to use the meter!
Corner-
:snka:, :snkb:, :d::snkb:, :snkc:, :d::snkc:, :r::snkc:, C-Step Kick (wall bounce), :d::snkb:, :snkc:, :d::snkc:, :r::snkc:, C-Hurricane Kick
Damage without super: 1,8139
Damage with super: 2,3291
*This combo will not connect on Roll or Viewtiful Joe as they will usually bounce over your head when you do the step kick.
*Also against Ippatsuman omit the crouching C after the wallbounce
Combo Notes-
-While doing any combos that wall bounce it is important to note your distance from a wall. For instance if you were to be full screen from a wall and simply connected crouching C, forward C, Step Kick then the wall bounce would not allow you to combo anymore as they would be too far away. For this reason it is important to add normals into your ground strings to move your opponent closer to the wall. Adding things like standing and crouching B help out a lot. Also if you happen to be doing a block string and the crouching C is what breaks the opponents guard then you should go for the shorter combo realizing your wall bounce would not allow for a follow-up. That being said you could always baroque out of the step kick for a guaranteed combo.
-While comboing short characters such as roll and viewtiful joe make sure to hit with crouching B into standing C or the standing C will wiff.
-For a little more damage omit the A starters. So if you land a jumping attack go straight to B, crouching B, ect.
-You can always baroque out of the last hit of the Hurricane kick and then dash and continue the combo as if they just bounced off the wall.
Video-
A video of me performing some of Ryu’s basic stuff so you can get an idea what it actually looks like.
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video part II
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