Street Fighter Alpha 3/Ryu/Introduction

From SuperCombo Wiki

Introduction

The "star" of the Street Fighter series and arguably Capcom's mascot. Ryu is always recognized by his trademark white gi and is likely the most well-known character in the world of fighting games. He is the master of the Hadoken and Shoryuken. His training partner, rival, and best friend is Ken Masters. Ryu has a burning desire to fight the strongest fighters in the world. He cares not for glory or wealth, but always lives for his next match and tours the world in solitude looking for opponents. He is winner of the first Street Fighter tournament and defeated Sagat there. He was the one who scarred Sagat's chest and Sagat has had a vengeful rivalry with Ryu since. Akuma killed Ryu and Ken's master (who was Akuma's brother) Gouken while Ryu was away at the tournament. In Street Fighter Alpha 3, he is being hunted by M. Bison and his forces to be used as a new host for Bison's mind.

Pros Cons
  • A great fireball and strong footsie normals for both offense and defense
  • RH tatsu does the single highest stun of any move in the game and will almost always stun when combo'd into
  • One of the best cross-ups in the game
  • Hopkick low crushes, is great on block/hit, and can be late cancelled into red fireball or DP
  • j. MP gives him great damage off crouch cancel juggles from j. jab
  • Hard to keep cornered due to air tatsu trajectory
  • All supers are safe on block, with level 3 tatsu super doing a ton of chip/guard
  • Can do a lot of guard damage with b. RH strings on V-ISM
  • Corner hadou rave is a guaranteed guard crush or mix-up into a potential untechable infinite if the opponent does not alpha counter or counter-activate
  • DP makes it difficult for the opponent to counter-activate or alpha counter to punish his setups
  • Amazing meter build on par with Akuma and Dan for the best in the game
  • Fireballs do less damage the further they travel, making his zoning game less scary than usual from a damage perspective
  • Tatsu combos only work on standing opponents
  • Mid-screen customs are somewhat jank and don't always result in great damage or setups depending on distance to the corner. Must be able to adapt on the fly based on positioning.
  • Air tatsu rotates much more slowly than the other shotos, and isn't as useful offensively


Color Options

X-Ism A-Ism V-Ism
Sfa3 ryu pxism.png Sfa3 ryu kxism.png Sfa3 ryu paism.png Sfa3 ryu kaism.png Sfa3 ryu pvism.png Sfa3 ryu kvism.png
Punch Kick Punch Kick Punch Kick