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Capcom vs SNK 2/Ryu/Strategy

From SuperCombo Wiki

Video Guide


The Basics

At mid-screen, Ryu can control space with st.MP, cr.MP, cr.MK, and st.HP. These moves have decent to long range, and are good for whiff punishing or poking.

st.MP and st.HP are super cancelable, while cr.MP and cr.MK are both special and super cancelable.


At close range, Ryu's best normals to use are cl.LP, cr.LP, cl.LK, cr.LK, and st.MK due to their fast startup speed and frame advantage. cr.LK makes for a useful tool for hit-confirming, and can be special canceled into Tatsu for a simple combo, or buffered into a Shinku Hadoken.


For building meter, Ryu can safely build meter from a long range via whiffing:

- cr.MP
- dp + LP
- j.qcb + HK
- qcb + LK

These are all ideally done from a full-screen distance away in order to minimize the risk of being punished.

Ryu's go-to anti-airs are:

- st.LK or st.MK
- cl.HP
- cr.HP
- st.HK
- dp + P


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