The Ryu Thread, everything you need to know!

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.

[media=youtube]3hK6x8uhN9o[/media]

video part II

[media=youtube]IfapXmdRJuM[/media]

And I was just about to create this thread…great job with it, esp. the video. And I liked that combo where you IAD Hurricane Kick. Keep it up!

Mine on the corner on training mode is:

Corner-

:snka:, :snkb:, :d::snkb:, :snkc:, :d::snkc:, :r::snkc:, C-Step Kick (wall bounce), :snka:, :snka:, :snkc:, :df: :snkc: (launcher), (aerial rave) :snka:, :snka:, :snkb:, :snkc:

Don’t know about damage though. It’s something I never catch when it flashes on the screen. I also was never really good at aerial raves.

:snka::d::snka::snkb::d::snkb::snkc::r::snkc: :qcf: :snka:/:snkb:/:snkc::qcb::snka::snkb:

Combo into Shinkuu Tatsu. Does around 19,500. Thats what I use as my BnB.

A better aerial rave to do is :snka:,:snka:,:snkb:,:snkb:,:qcf::snka: around 8600dmg and you can combo into air hadouken super, but if you want around same damage + knockdown then use :snkc:after the two Bs.

I am very interested in this combo, thanks for the idea!

Ok so I’ve been playing around with a few things. First of all anton123 your combo does not work as you cannot combo A into C. However it works with A, B, C, launch C and I got to say I don’t like the combo. Seems like you get a worse knockdown and worse damage. Giving up those three C hits after the wall bounce sucks.

Next onto the shinku tatsu combo. Well I’m kinda split on this one. On one hand landing the super does less damage than the full combo into shinku hadoken. On the other hand we have a FAT knock down right next to Ryu. So I’m going to say that it just depends on the situation. If you wanna push them out go for the shin hado if you want to stay in close go for the shin tatsu. Anyways I’m going to add it to the first post.

Finally i have discovered a pretty neat/useful baroque. It looks something like this:

:snka:, :snkb:, :d::snkb:, :snkc:, :r::snkc:, A-Hadoken, (baroque), TK C-Hurricane Kick, :snkb:, :d::snkb:, … combo of your choice.

(done with 10% red life)
damage without super: 2,1333
damage with super: 2,6485

Just remember that it doesn’t work on people that are crouching or the short characters.

So who are people using as their teammate so far with Ryu? Most assists help him to do at least one more rep of C-Tatsu. Just curious to see what teams are being made out there. As for me I’m playing mostly morrigan right now, but I haven’t put in enough time with her to really think it’s permanent.

I’m using Ryu+megaman since I want a character with an infinite. I want people to say pringles and all that shit. I want people to break their controllers from my infinite.

And a good wakeup combo is TK-CHurricane Kick into B etc., since it hits as an overhead and allows you to combo, unlike the B forward which requires a baroque to be useful.

step kick? Man i liked the 3s name better

2 me it will for ever be

Joudan kick :stuck_out_tongue:

Haha, the real name for it is like shining arrow kick or something? I figured step kick was simple and new players would have an easy time undersrtanding what I was talking about.

The TK’d Hurricane oki set-up is pretty cool. I will add it to the first post under tatsu information.

Edit- I’ll probably try to get up another small video today showing the shinku tatsu combo, the new baroque I’ve been working on, and the combo out of over head stuff, anything anyone thinks I should add to it as well?

OK part two of ryu combos is now up. I tryed showing some basic things you can do with assists and a couple new combos that weren’t in the last one.

[media=youtube]IfapXmdRJuM[/media]

Also has been added to the first post.

Sweet combos pack, nice to see variations in Ryu.

Ryu seems to have a glitch with his donkey kick on the left corner. This only works on Ryu from what I’ve seen so far. Anyways the combo I’ve been using to pull this off is (on the left corner) A,A,A,B,C,4C,623C (WALL BOUNCE) A,A,B,C,4C,623C (Again). What will happen is there will be a weird wall bounce/ flying screen, and ryu will end up out of the corner and fly to the other side. I’ll try to find out some more about it but it seems useless thus far IMO. Who knows though, it might have some use later down the road.

EDIT: This works on Batsu as well. Also Soki

That’s pretty interesting I’ll have to check this out next time I’m practicing. Thanks for the info!

Today, as Ryu, I baited Kara’s reflector by spamming Hadouken then Super cancelling into Shinkuu Hadouken :rofl:

I’m trying this and get nothing out of the ordinary… More info would be appreciated…

Edit: Okay, I’m still not getting it with that combo, but I am getting it another way and it seems perfectly normal (assuming it’s the same). I think that’s just what happens if you do the second donkey kick on the opposite side of the first one. 421A > A+P (BRQ) > 421A gives me the effect you discribe, so does 421A > A+P (BRQ) > dash to other side > 421A… You must be crossing up right before the second donkey kick, which I have no idea how (good find), but yeah as long as it’s the same, it’s normal…

tigerknee hurricane kick is a sweet find, i’m gonna start implementing that. it’s a good deal more damage than fireball -> baroque -> IAD C etc.

also i never thought to try fireball -> hurricane super. it’s a good deal more damage than shinkuu and leads to better DHC opportunities (ahem, DHC into chun li into infinite)

:shake:

Well I recorded it for people who have not seen it yet, but basically what i did was A,A,A,C,2C,4C>DONKEY KICK>A,B,4C>DONKEY KICK less jabs will make it work better. Sorry about that shitty footage but i recorded it on my phone :shake: [media=youtube]S2ZSkgfrDdg&feature=channel_page[/media]

Wow being able to combo into tatsu super from fireball is nice. If teamed with karas, you can easily do something like 2A 5B 2B 5C 6C Baroque TK Tatsu 2A 5B 2B 5C 6C 236A 214ABC DHC 236ABC and it does like 80% on ryu with only 20% baroque.

Today I killed batsu near wall, polymar came out, I oki’d overhead baroque into long ass wall combo in which my opponent put down the controller from the baroque. Ryu makes you feel GODLY.

Is there anything new with Ryu? Or is this it?

About TK’d Hurricane Kick, it can whiff if opponents are ducking, which is not nice.