Street Fighter EX Plus Alpha/Ryu: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 12: Line 12:
=Moves List=
=Moves List=
==Normals Moves==
==Normals Moves==
Seoi Nage                      When close, b / f + MP / HP
Seoi Nage                      When close, 4 / 6 + MP / HP


Tomoe Nage                      When close, b / f + MK / HK
Tomoe Nage                      When close, 4 / 6 + MK / HK
==Special Moves==
==Special Moves==
Hadou Ken                      qcf + P
Hadou Ken                      236 + P


Shouryuu Ken                    f,d,df + P
Shouryuu Ken                    623 + P


Tatsumaki Senpuu Kyaku          qcb + K  (perform 3 times)
Tatsumaki Senpuu Kyaku          214 + K  (perform 3 times)


Senpuu Kyaku                    f + MK
Senpuu Kyaku                    6 + MK
==Super Moves==
==Super Moves==
Shinkuu Hadou Ken              qcf,qcf + P
Shinkuu Hadou Ken              236,236 + P
   
   
Shinkuu Tatsumaki Senpuu Kyaku  qcb,qcb + K  (air)
Shinkuu Tatsumaki Senpuu Kyaku  214,214 + K  (air)
=The Basics=
=The Basics=
=Advanced Strategy=
=Advanced Strategy=

Revision as of 20:22, 23 January 2024

Introduction

Ryu doesn't wear shoes. Ryu has unblockables. Ryu can kill anyone in two midscreen combos.

Despite appearances, Capcom's poster boy plays the same game he always has in Street Fighter EX. Ryu is a great example of just what Arika changed in EX and EXA. Some decisions enhance, others tweak, but very little of what's different keeps Ryu from feeling like himself.

  • Uppercuts in SFEX are crazy good. Longer Kara Cancel windows let big brains threaten with 2HK~DP at roundstart. Unlike other games in the Street Fighter series, uppercuts in Arika games will never trade.
  • SFEX predates "being minus." Jokes aside, Ryu has it up to his headband in plus frames: Nearly his entire kit either grants advantage or can cancel to Hado for safety.
  • Tatsu (214K) has been totally reworked from Street Fighter II, and would go on to be reworked again in EX2 Plus. Tatsu is now a Rekka, and Ryu can steer himself in the air or end Hurricane Kicks prematurely.

Moves List

Normals Moves

Seoi Nage When close, 4 / 6 + MP / HP

Tomoe Nage When close, 4 / 6 + MK / HK

Special Moves

Hadou Ken 236 + P

Shouryuu Ken 623 + P

Tatsumaki Senpuu Kyaku 214 + K (perform 3 times)

Senpuu Kyaku 6 + MK

Super Moves

Shinkuu Hadou Ken 236,236 + P

Shinkuu Tatsumaki Senpuu Kyaku 214,214 + K (air)

The Basics

Advanced Strategy

Unblockables

Throwing the opponent "Off Axis" is far easier in EXA than EX2+.

Any time Ryu cancels a confirm or Anti Air to Air Shin Tatsumaki (STK), he's in position to hit his opponent with unblockable Oki. Midscreen, meaty j. MK will either OS an ambiguous crossup or hit the opponent off axis on their wakeup. This often leads to a full combo, an unscaled backturned super, or can be routed to loop unblockables.

Midscreen Setup:

Anti Air 623P xx 214214K, Sideswitch, (Hold Forward/Macrowalk), j. MK Unblockable

(Punish) / Corner Setup:

(j. 5HP), 5LK xx 623HP xx 214214K, Sideswitch, (Hold Forward/Macrowalk), j. MK Unblockable

Match-Ups