Street Fighter EX Plus Alpha/Ryu: Difference between revisions

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=The Basics=
=The Basics=
Don't jump. Play footsies. Cancel Sweep.
Don't jump. Play footsies. Cancel Sweep.
EXA Ryu has everything he needs: He plays the system to his strengths, and isn't more than one jump in away from a spectacular comeback.


=Advanced Strategy=
=Advanced Strategy=

Revision as of 20:27, 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. In fact, 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

Throws

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

Don't jump. Play footsies. Cancel Sweep.

EXA Ryu has everything he needs: He plays the system to his strengths, and isn't more than one jump in away from a spectacular comeback.

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