Super Street Fighter 2 Turbo/Ryu: Difference between revisions

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===Normal Moves===
===Normal Moves===
====Throws====
====Throws====
Ryu can throw using mp, fp, mk, and hk.
====Command Normals====
====Command Normals====
F + Mp = over head punch<br>
F + Mp = over head punch<br>

Revision as of 12:22, 23 May 2007

Introduction

A great all around character. He has no real weaknesses. Use a flying strong, flying strong, land, super fireball. Hilarity ensues. Profit!

Color Options

New Ryu Colors

New Ryu's color options in Super Turbo
To choose the "Hold" color, press and hold any button except Start for 2 seconds. To choose any other color, simply tap the desired button.

--Raisin (April 6, 2007)


Old Ryu Colors

Old Ryu's color options in Super Turbo
Old Ryu's input code is RRRL. Pressing Short simultaneously with Jab or Fierce will give you the alternate color.

--Raisin (April 6, 2007)


Moves List

Normal Moves

Throws

Ryu can throw using mp, fp, mk, and hk.

Command Normals

F + Mp = over head punch
F + Fp = dash punch *upclose has two hits

Target Combos

Special Moves

All motions are listed under the assumption that Ryu is facing right.

↓↘→ + P: Fireball, also known as the Hadouken. Ryu throws a blue ball of energy at his opponent. The strength of the punch determines its speed: Jab flies the slowest, while Fierce flies the fastest.

Although all 3 versions (Jab, Strong, Fierce) have Ryu release the fireball at the same interval, Ryu will recover from the vulnerable "after-throw" state fastest after a Jab fireball and slowest after a Fierce fireball. However, the difference is almost imperceptible.

It's been rumored (though not verified, to my knowledge) that this normal fireball has more dizzying power than the red fireball.

←↙↓↘→ + P: Red Fireball. This is very similar to the normal fireball, except it will knock a grounded opponent down if it hits at close range or put them in a burning hitstun if it hits a grounded opponent from farther away.

Some Ryu players use plenty of red fireballs, while others opt for the normal one almost exclusively. It seems to be at least partially a matter of taste.

Getting a knockdown with a red fireball can be a good opportunity to flick in a Short Hurricane Kick just to build meter. You have a moment or two of free time as the opponent falls and rises anyway, so you can look to land from the Hurricane Kick in time to throw another meaty fireball onto the opponent who's just standing up and continue your pressure.

→↓↘ + P: Dragon Punch, also known as the Shoryuken or uppercut. Ryu does a rising punch which is invincible during its early stages but completely defenseless as he falls back to the ground. Jab makes him jump the lowest and most vertical, Fierce the highest and most horizontal.

Since a properly-timed Dragon Punch will beat virtually any move, its simplest and most common application is as a general anti-air counter, because you have a lot of time to react and time the attack as you see the opponent approaching through the air. Because it'll knock down, you can continue pressuring with whatever you like, such as a meaty fireball or a cross-up attack.

You can also use it to stuff virtually any ground attack from your opponent, but the timing for this is much more difficult. It's high-reward but also high-risk, since missing can result in you being wide open to punishment. Unless your opponent is very predictable, this can be considered a very high-level strategy that should only be attempted with caution. Again, it seems largely a matter of taste; some excellent Ryu players attempt a lot of ground Dragon Punches, while other great players almost never try them. Sometimes players will immediately do another ground Dragon Punch if the first one misses, reasoning that the second might connect with the opponent's counterattack if they time it just a bit too late.

The Dragon Punch is an excellent reversal move in general.

↓↙← + K (on ground): Hurricane Kick. Ryu advances with a spinning kick that will knock down the opponent if it hits. Different kicks have different effects: Short has the lowest duration and speed, while Roundhouse has the highest.

The Hurricane Kick safely travels right over some projectiles and, with good positioning and timing, can be used to punish characters like Dhalsim and Guile for trying to use them. More information can be found in the specific character matchups.

Another trick with the Hurricane Kick is to use it to set up throws. Often this is done at close range with the Short version so that it takes place quickly, hopefully before the opponent can react in time. They see the Hurricane Kick come out and stay ducking, and then you land and immediately throw them.

↓↙← + K (in air): Air Hurricane Kick. The Hurricane Kick can also be done while airborne. Again, stronger kicks give it longer duration. Unlike the ground version, it doesn't always move Ryu forward; if performed while jumping backwards, Ryu will continue moving in that direction.

The Air Hurricane Kick has some interesting effects on the speed and trajectory of the jump, as felineki writes:

The character's vertical velocity is not directly affected. Rather, their gravity value is temporarily adjusted. Every character has their own jump gravity value (as I'm sure you've noticed, Dhalsim falls much more slowly from a jump than Claw). This normally stays constant throughout a jump. However, when a shoto performs a mid-air hurricane kick, their gravity value is temporarily decreased. This gives them the effect of falling more slowly if it is performed on the way down, or allowing them to gain more height if done on the way up.

The decreased gravity value lasts as long as the character's leg is out, able to hit. As soon as they pull their leg back in, the gravity value returns to normal.

In addition, they are given a slight boost in horizontal velocity as the kick starts (a forward boost if jumping forward or straight up, a backward boost if jumping back). This additional velocity lasts until they actually touch the ground.

The Air Hurricane Kick has a multitude of uses. It serves as an alternative air attack with alternative properties than Ryu's normal attacks and may interact with opponent anti-air moves differently. As it changes jump properties, it can surprise the opponent. Done correctly, it can actually cross-up enemy air counters like the Flash Kick to hit the opponent from behind. Or it can be used for purposes as simple as building meter on the way down from a jump that you otherwise aren't interested in doing an attack in, such as when jumping far back away from an opponent or jumping straight up over a projectile from a distance.

--Raisin (March 29, 2007)
--Special thanks to felineki for the info on the Air Hurricane Kick.

Super Art

Move Analysis

Combos

This section lists useful combos that are plausible for match play. Combos that end in a hadouken can use either the blue or red versions, and may knock down if the red version is used.

Ryu Combo 1.png

Bread & Butter

  • j.hk, cr.mk xx fp hadouken
  • j.fp, cr.fp xx fp hadouken
  • j.hk, st.fp xx fp hadouken


Meaty Combos

  • meaty f + fp, cr.fp xx hadouken
  • meaty f + fp, cr.mp, cr.hk (xx fp hadouken if blocked)
  • meaty cl.hk, cr.hk (xx fp hadouken if blocked)
  • meaty cl.mk, cr.mk xx hadouken


Crouching Opponent Only

  • f + mp, cr.hk
  • cross up j.hk, f + fp, cr.fp xx fp hadouken


Cross Up Only

  • cross up j.hk, cr.mp, cr.mk xx fp hadouken


Corner Only

  • meaty cr.mk, cr.mk xx fp hadouken


Juggles

  • j.mp (2 hits), j.mp (xx hurricance kick for meter)
  • j.mp (2 hits), j.mp (1 hit), super
  • anti-air super (2 hits), j.mp (xx hurricane kick to regain some meter)


Super Combos

  • Any of the above combos that end with a crouching move xx hadouken can be modified to end with a super instead. To cancel a crouching normal into Ryu's super, press the button for the normal at the beginning of the second fireball motion for the super. Examples:
    • cr.mk xx super (d, df, f, d + mk, df, f + lp)
    • cr.fp xx super (d, df, f, d + fp, df, f + lp)
    • cr.mp, cr.mk xx super (d + mp, pause, df, f, d + mk, df, f + lp)

Goryus 18:44, 22 May 2007 (UTC)

Frame Data

Normals

Throws

Command Normals

Special Moves

Super Arts

Additional Frame Data

Strategies

Overview

c.mk xx red hadouken/hadouken/shoryuken/tatsumaki.

cross up mk, s.hp, shoryuken.


Keep the person cornered. If a person tries to jump then shoryukne is u'r main priority. Use the over head or a throw if there guarding alot. Use c.mk xx red hadouken or shoryuken if there standing and always cross 'em up.


Basics

Zoning

Mixups

Additional Notes

Match-ups

    • Balrog (Boxer)
    • O. Balrog (Boxer)
    • Blanka - Keep him cornered. Counter his roll move with shoryuken and hadouken and always cross him up.
    • O. Blanka
    • Cammy
    • O. Cammy
    • Chun-Li
    • O. Chun-Li
    • Dee Jay
    • O. Dee Jay
    • Dhalsim
    • O. Dhalsim
    • E. Honda
    • O. E. Honda
    • Fei Long
    • O. Fei Long
    • Guile
    • O. Guile
    • Ken
    • O. Ken
    • M. Bison (Dictator)
    • O. M. Bison (Dictator)
    • Ryu
    • O. Ryu
    • Sagat
    • O. Sagat
    • T. Hawk
    • T. Hawk
    • Vega (Claw)
    • O. Vega (Claw)
    • Zangief
    • O. Zangief


Serious Advantage Match-ups

Advantage Match-ups

Fair Match-ups

Disadvantage Match-ups

Serious Disadvantage Match-ups