Legal Stuff: This faq was created by uh me, so don't use it without my permission or copy it. If you want to use it just email me to give you the ok. Enough mumbo jumbo. FAQ created by Richard "Ryu" Pajooh RYU5@prodigy.net RYU: Moves, Combos, and Strategies Special Moves: Hadouken (Fireball): D, DF, F + P Shoryuken (Dragon Punch): F, D, DF + P Tatsumaki Sempuukyaku* (Hurricane Kick): D, DB, B + K Joudansokutou Geri (Snap Kick): D, DF, F + K Tile Bone Splitter (will go through a low block): F + MP EX Moves: EX Hadouken: D, DF, F + 2P EX Shoryuken: F, D, DF + 2P EX Tatsumaki Sempuukyaku*: D, DB, B + 2K EX Joudansokutou Geri: D, DF, F + 2K Supers: Isshinkuu Hadouken (Super Vacuum Fireball, can store two): D, DF, F x 2 + P Shin Shoryuken (Power Dragon Punch, can store one): D, DF, F x 2 + P Denjin Hadouken (Electric Fireball, can store two): D, DF, F x 2 + P, hold down P to increase power and amount of stun damage done to opponent. Combos: 1. Standing FP, standing RK. 2. Jump in FP, standing MP, standing FP, standing RK. 3. Jump in FP, standing FP, FP Hadouken or EX Hadouken. 4. Jump in FP, standing FP, RK Joudansokutou Geri or EX Joudansokutou Geri. 5. Jump in MP (two hits), crouching FK, RK Tatsumaki Sempuukyaku or EX Tatsumaki Sempuukyaku. 6. Jump in MP (two hits), crouching FK, FP Shoryuken or EX Shoryuken. 7. Jump in FP, standing FP, FP Shoryuken or EX Shoryuken. 8. Jump in MP, crouching FK, FP Hadouken or EX Hadouken. 9. Jump in RK, standing FK, RK Joudansokutou Geri or EX Joudansokutou Geri. 10. Jump in RK, standing FK, FP Shoryuken or EX Shoryuken. 11. Jump in RK, standing FK, FP Hadouken or EX Hadouken. 12. Jump in FP, standing FP, FP Hadouken or EX Hadouken, super cancel into an Isshinkuu Hadouken. 13. Jump in MP, crouching FK, FP Hadouken or EX Hadouken, super cancel into an Isshinkuu Hadouken. 14. Jump in FP, standing MP, FP Shoryuken or EX Shoryuken, super cancel into an Isshinkuu Hadouken. 15. Jump in FP, standing FK, EX Joudansokutou Geri (opponent will bounce off wall), WP Hadouken, super cancel into an Isshinkuu Hadouken. 16. Jump in FP, standing FK, EX Joudansokutou Geri (opponent will bounce off wall), EX Joudansokutou Geri (opponent will bounce off wall), WP Hadouken, super cancel into an Isshinkuu Hadouken. 17. Jump in FP, standing FP, FP Shoryuken, super cancel into a Shin Shoryuken, dash in (F, F), FP Shoryuken. 18. Jump in FP, standing FP, super cancel into a Shin Shoryuken, dash in (F, F), WK Joudansokutou Geri. 19. Jump in MP, FP Shoryuken, super cancel into a Shin Shoryuken, jumping FP. 20. Jump in RK, standing FK, super cancel into a Shin Shoryuken, jumping RK. 21. Jump in FP, WP Shoryuken, immediately super cancel into a Denjin Hadouken, release as opponent gets up, if opponent is stunned, jump in FP, standing FP, EX Tatsumaki Sempuukyaku. Advanced Strategies: Ryu is the best character. He has the best arsenal of special attacks and supers; also some of the best basic attacks in the game. Ryu has excellent speed and immense power. He can defeat an opponent with two combos, or play a complete defensive game. This will be a step by step strategy, ranking moves, working on defense and offense, and what to do and not to do. Hadouken: Ranking 5/10 Ryu charges back and throws a blue fireball that goes across the whole screen. Now that the parry system is in place, this move is almost useless against anybody but beginners. Never use it up close! Even if your opponent blocks, they will have time to counter attack, especially with a faster character such as Yun or Yang. Best used in a combo, or if you can time it when the opponent jumps. Also, it does nearly zero stun damage, and little block damage. Shoryuken: Ranking 8/10 Ryu thrusts himself in the air, with one of his arms going in an uppercut like fashion. This is a great defensive and offensive move. Ryu can easily nail someone with a Dragon Punch when they jump in, or after a parry. It is easily one of the best combo finishers. Try using the WP and MP versions for defense, and the FP version for finishing off combos. Be careful when using this move, if you miss, your opponent will have plenty of time to counter. Tatsumaki Sempuukyaku: Ranking 9/10 Ryu jumps in the air, while spinning with one leg extended, hence the name "hurricane kick". This move does serious amounts of damage and stun meter damage. Ryu can do two quick combos, such as jump in FP, standing FP, RK Tatsumaki Sempuukyaku, which will leave his opponent stunned, and him with a full tank of super bar. This is a great wake up attack, and an easy way to get out of the corner. Also, the air version will override almost any jumping attack. Just don't do this when the opponent is a full screen's distance away, because they will parry or blast you with a super. Joudansokutou Geri: Ranking 8/10 Ryu snaps forward with incredible speed, launching a huge snap kick. This move has power and speed, but one problem, a horrible recovery time. As with most of Ryu's specials, try to use it in a combo. If you have the timing down, try to use it against an opponent who jumps in. Also, if your fighting against a player who likes to stay back and charge his bar all day, get within 3 character distances and blast him with one. The snap kick is a great counter against a blocked super. Tile Bone Splitter: Ranking 8/10 Ryu takes a small step, punching downward, and hitting twice. This is one of the best overheads in the game, for its speed and recovery time. It can start one of the most cheesiest ways of beating an opponent; overhead, sweep, overhead, sweep.etc. If you opponent catches on to that, try to mix in Ryu secondary overhead (D, D + FP). This will give you the chance to jump in against turtlers. Isshinkuu Hadouken: Ranking 9/10 Ryu charges his fists with blue flames, then releases all that power with a huge jagged fireball. The Isshinkuu Hadouken has improved greatly over his Street Fighter 3 version. Now it can hit opponents in air, and all of it will connect. Also, he can store two of them, and now it takes off much more energy. It's one of the few supers that can go all the way across the screen. It's great after a parry and can lead to one of Ryu's prolonged combos. Shin Shoryuken: Ranking 10/10 Ryu uses all of his might to blast his opponent with a four hitting uppercut, it's so strong, it releases power waves. This is the strongest, fastest, and best super in the game. It takes off 50% to 70% amount of damage, plus you can connect with an extra attack after it. Never use it as an air attack when an opponent is jumping in, unless he is on 10% or less of energy. You must be in throw range to get the full effect of this super. You can only store one of these, so use it wisely. Denjin Hadouken: Ranking 7/10 Ryu charges an electric fireball, which can immediately stun an opponent if charged long enough. This super is great for people who like to play defensively. Considering that you want all the hits to connect, it is not very useful in combos. But if used properly, it can stun your opponent, and leave him open for a phat combo. The longer you hold the button, the stronger and faster it will go. Also, it cannot be blocked, but it can be parried. Defense and Offense: As always, Ryu dominates everyone. He has strengths against all characters, and very few weaknesses. He can also adapt to the situation, he can play defensively or offensively. You should always be controlling the fight, by attacking, or moving in and out, setting up for an attack. Remember that the parry is an important part of Ryu's arsenal, you should let you opponent try to attack you. And when you can predict the move, parry it, and punish him for thinking that he could attack. Ryu has the best basic attacks in the game. His standing RK can hit opponents out of the air with ease, and it has priority over most attacks. His standing forward is very difficult to parry, and is great for hitting opponents from outside of throw distance. His standing WP and low WK are great ways of creating distance from your opponent. When you are not pecking at your opponent, you should always be charging up your super bar. You can confuse your opponent by changing your fighting style in the middle of the battle. If your playing very defensively, then get risky, go for a hard hitting combo, then follow through with basic attacks. If you have your opponent in the corner, that's when the cheese really starts to flow, cause you can hit them with low shorts or forwards, and make them block low. Now that they have conditioned themselves to block low, walk up and do the Tilebone Splitter. If they still block low, do another one, if they get up, then sweep. As usual, the best we to become the best, is to PRACTICE.