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Ryu
"I've had better challenges back in the day..."

Ryu is an incredible character in this game. The number of supers and specials that he has at his disposal is simply insane. With every mode change comes a whole new set of combos for him to choose from. Ground combos are his strongest point, being able to chain all three of his supers from them. His air combos are not as easy to pull off as the Marvel dialers. However, once mastered, he can do some amazing things up in the air. Universal combos can be pulled off while in any mode. I'll also have a specific combo section for every one of his mode changes.

Magic Series
Ground Magic: Stronger
Air Magic: Stronger
Super Jump Magic: ZigZag
Strikes: None
Knockdowns: C.Roundhouse
Air Launcher: C.Fierce
AC Finishers: Fierce, Roundhouse, Hadoken, Hurricane Kick, Forward Air Throw, Shinkuu Hadoken(Ryu), Dragon Punch(Ken), Tenma Gou Zankyu(Akuma)

Special Comments
Like the other traditional Shotokans, Ryu is a combo master! His ground, air and super jumping combos are just awesome! He can chain most of his special moves into the combos and he still has his very impressive looking air combo finishing Shinkuu Hadouken! He can attack from any angle but he has the unsteady air combo rhythm like the rest of the Shotokans! Avoid using his Strong punch in SJ air combos cause it will just screw everything up for him! The Shin Shoryuken opens up all kinds of combo possibilities for him! Ryu normally takes very little damage when compared to the other characters. In Ken mode, he takes about average damage and in Akuma mode, he is a total pansy! Your lifebar should help you decide which mode you should switch to.

Combos
Universal Combos
1) D.C.Short --> Hadoken
2) D.C.Fierce --> Shoryuken
3) D.C.Short --> Tatsumaki-Senpukyaku
4) D.S.Short, S.Fierce --> Hadoken
5) J.Roundhouse \/ C.Short, C.Forward --> Hadoken
6) D.S.Short, S.Forward, S.Roundhouse
7) J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward, SJ.Strong --> AC Finisher

Ryu Combos
1) D.C.Short, C.Roundhouse --> Shinkuu Tatsumaki-Senpukyaku(OTG)
This combo is extremely simple to pull off and does an amazing amount of damage. Just make sure that your opponent doesn't roll!

2) D.S.Short, S.Fierce --> Shinkuu Hadoken or Team Super
Cancel the Fierce immediately with the Shinkuu and the opponent will be unable to block it! For the team super version, have a partner that can back it up for maximum damage!

3) Helper Attack --> Shinkuu Hadoken or Team Super
Have a helper that'll keep the opponent stunned long enough for the beam to reach them for some easy damage!

3) D.C.Short, C.Fierce --> Shin Shoryuken
The launcher will set up the air version of the Shin Shoryuken perfectly. Just make sure you pull off the super immediately.

4) In Corner: D.C.Short, C.Fierce --> Shin Shoryuken \/ C.Fierce --> Shin Shoryuken \/ Shinkuu Tatsumaki-Senpukyaku
After the air Shin Shoryuken, the opponent will fall to the ground, unable to block, just relaunch and repeat! You can finish up with a third Shin Shoryuken or an air combo.

Harder Ryu Combos
1) J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward --> AC Finisher
2) J.Forward, J.Fierce \/ D.S.Jab, C.Fierce /\ SJ.Jab, SJ.Short --> AC Finisher
3) J.Forward, J.Fierce \/ D.S.Short, S.Fierce --> Shinkuu Hadoken
4) J.Forward, J.Fierce \/ D.S.Short, S.FD.Forward, Shin Shoryuken

Ken Combos
1) J.Short, J.Forward \/ C.Short, C.Forward --> Shoryu Reppa or Team Super
If you're good at cancelling, then this move will connect every time! It doesn't do that much damage but that can be remedied by doing a team super instead of a Shoryu Reppa!

2) J.Short \/ D.C.Short, C.Fierce --> Shinryuken
The launcher will set your opponent up perfectly for the Shinryuken. Immediately cancel into it as soon as they go into the air and ram on the buttons.

3) J.Roundhouse \/ C.Roundhouse --> Shoryu Reppa or Team Super
This is another good way of getting Ryu's Ken mode team super to connect. Ryu will knock his opponent off the ground and his partner should be able to hit him at this point.

4) J.Roundhouse --> Air Hurricane \/ C.Forward, C.Fierce --> Shinryuken(FS)

5) D.S.Short, S.Fierce --> Shippu Jinrai Kyaku
Same idea as Ryu's Shinku Hadoken combo. Cancel immediately for the kick to connect.

Harder Ken Combos
1) J.Roundhouse \/ C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.UP.Forward --> AC Finisher
2) J.Roundhouse --> Air Hurricane \/ C.Forward, C.Fierce /\ SJ.Jab --> AC Finisher
3) J.Roundhouse \/ C.Short --> Hurricane, Shoryuken(OTG)
4) J.Roundhouse --> Air Hurricane \/ C.Forward, C.Fierce --> Shinryuken(FS)
5) In corner: J.Roundhouse --> Air Hurricane \/ C.Jab, C.Short --> Hurricane, C.Short(OTG), C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.UP.Forward, SJ.UP.Roundhouse(FS), SJ.UP.Roundhouse
6) Have enemy in corner. J.Roundhouse --> Air Hurricane \/ C.Forward, C.Fierce --> Shinryuken (FS), J.Short, J.UP.Roundhouse \/ C.Short(OTG), S.Forward

Akuma Combos
1) Roundhouse-Hurricane, C.Short(OTG) --> Roundhouse-Hurricane
The classic Akuma hurricane OTG. Just learn the timing and hit em as soon as you land from the first one.

2) D.S.Short, S.Fierce --> Messatsu Gou Hado or Team Super
Same idea as the Shinkuu Hadoken combo for Ryu mode.

3) J.Short, J.Forward \/ D.C.Short, C.Forward --> Messatsu Gou Shoryu

Harder Akuma Combos
1) J.Fierce \/ D.S.Jab, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong --> AC Finisher

2) J.Forward, J.Fierce \/ D.S.Short, C.Forward --> Messatsu Gou Shoryu
As a warning, you shouldn't try this against heavier characters cause you will still end up being countered even if it connects.

3) J.Roundhouse --> Air Hurricane \/ C.Short, S.Fierce --> Messatsu Gou Hado

4) J.Strong \/ D.S.Jab, S.Jab, à , S.Short, S.Fierce
If you notice the buttons of this move, you'll notice that it is the sequence for the Raging Demon. This is the combo which makes it hardest to escape from this poweful move. Use the two punches to start off the motion and finish it off while they're reeling! It'll catch them even if they're blocking.

5) In corner: J.Forward, J.Roundhouse \/ D.S.Jab, C.Fierce /\ SJ.Jab, SJ.Short, SJ.UP.Forward, SJ.UP.Roundhouse(FS), SJ.UP.Roundhouse
This combo is simple enough to do but it seems impossible because there are more air combo moves tacked on after the AC Finisher. What gives right? Well, what you have to do is pause slightly before the SJ.UP.Forward and for some reason, the flying screen will not be initiated.

5) C.Roundhouse, Raging Demon
Another Raging Demon setup. Make sure to start the demon just as they're getting up so that they won't expect it and jump away.


Moves, Combos, Strategies