Tatsunoko vs Capcom: Ultimate All Stars/Ryu

From SuperCombo Wiki

Introduction

Moves List

Normal Moves

  • 6B-Overhead punch-This is a two-hit overhead punch. You can use this in a combo. For example, Ryu does his 6B on a crouching (or standing) enemy -> 236AB super.
  • 6C-Standing Roundhouse Kick-Ryu does a standing roundhouse kick. If you use this in a combo, you have two routes. If you do not sweep your enemy before you use 6C, your enemy will be in a mild stagger state (example: 5ABC6C). If you do sweep your enemy right before your 6C, you will have your enemy in an air stagger, in which you will be able to continue your combo (example: 5ABC2C6C ->214A -> 236AB).

Special Moves

  • Hadoken (236A/B/C; this can be performed both on the ground and in the air)-Ryu's fireball. The A version travels slowly across the screen, the B version is faster than the A version, while the C version is the fastest. Keep in mind that if your enemy avoids this correctly, you are potentially left open for a "punishment" or where the enemy has a chance to attack you.
  • Shoryuken (623A/B/C)-Ryu's dragon punch. The A version hits once and makes the enemy fly in the air slightly above your head, the B version hits twice and makes the enemy fly half way in the air, and the C version hits twice as well, but makes the enemy fly at the same height as a launcher. You can use this in a combo; however, if you use this, it would more likely to push your enemy away from you. If you whiff this special move, you are open for "punishment" or where the enemy has a chance to attack you.
  • Tatsumaki Senpukyaku (214A/B/C; this can be performed both on the ground and in the air)-Ryu's spinning kick special. The A version travels 1/3 across the screen and does two hits, the B version travels half-way across the screen and does three hits, and the C version travels 4/5th's across the screen and does four hits. Tatsumaki Senpukyaku is very useful in a chain combo; however, if you are not in the corner, or if you do not do 2C6C into his C Tatsumaki Senpukyaku, it is possible that you will "whiff" or miss some hits, leaving you open for attack. This move in the air will slam the enemy in the ground. This special move is also great for run-away, especially if you are trying to win from a "Time-out."
  • Jodan Sokutou Geri (421A/B/C)-I've heard this being called the "blade kick" or the "donkey kick (from 3S)." All three versions cause a wall-slam/wall bounce on the enemy. This special move is wonderful to continue your ground combo. However, you cannot wall-slam/wall bounce your enemy twice. If you attempt this, all you will get is the enemy flying slightly above the ground like a bullet shot from a gun.

Super Moves

  • Shinku Hadoken (236+any two attack buttons, this can also be done in the air)-Ryu's super fireball. This super is great to use at the end of a ground or air combo. This super is also great to punish your enemies when they have made a mistake. It's very fast and well worth the super bar.
  • Shinku Tatsumaki Senpukyaku (214+any two attack buttons)-Ryu's super spinning kick. While it looks impressive and does more damage (when you are close to your enemy), it does not fare in a combo well. Even if you are able to get this super to connect in a combo, chances are, you won't get all the hits, and you would waste a super bar in the process. Use this if you know this will kill your enemy (and if this wins you the match), otherwise, stick with Shinku Hadoken.
  • Shin Shoryuken (Level 3, requires three super bars, 623+any two attacks)-Ryu's super dragon punch. If done close, you will get an up close animation of Ryu decking the enemy (with electricity effects) twice in the chest, followed by a third powerful blow to the chin, making the enemy fly in the air for 3-4 seconds. This super can be used in a combo (especially in the corner) and has potential to continue your combo. The only drawback is if you use this super as an anti-air, you will not get the three-hit animation, but instead, you will get 6-8 hits of his dragon punch in which you will not be able to follow up with a combo (and may do significantly less damage compared to the three hit animation).

As An Assist

Ryu's assist is his fast paced Hadoken. This is an excellent assist to continue combos, or to simply get your enemy off of you. You can also use his assist to run-away from your enemy, since his fireball travel's all the way across the screen (of course, this depends on where you summon Ryu to assist you).

The Basics

Advanced Strategy

Match-Ups