Street Fighter 3: New Generation/Ryu: Difference between revisions

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==Super Moves==
==Super Moves==
=The Basics=
=The Basics=
(1) Jump-in, Crouch MK qcf + P, S.A.I- 9 Hits
(2) Jump-in, Crouch MK, qcf + P l, S.A.II, Fierce Qcf+P - 8 Hits
Jump-in, Crouch MK, Qcf+P, S.A.II, Qcb+HK - 8 Hits
Jump-in, Crouch MK, Qcf+P, S.A.II, hcf+HK - 8 Hits
(3) Jump-in, Crouch MK, Qcf+P, S.A.II, Dash Towards, DP+P - 8 Hits
Jump-in, Crouch MK, Hcf+LK - 3 Hits
Jump-in, Crouch MK, Qcb+K - 3 Hits
Jump-in, Standing/Crouch HP, S.A.I- 7 Hits
(4) Jump-in, Standing/Crouch HP, S.A.II, Fierce Qcf+P/
Roundhouse HK/Roundhouse Hcf+K/dash-in DP - 8 Hits
(6) Crossup Forward, Close HP, DP+P, S.A.I - 8 Hits
Crossup Forward, Close HP, DP+P, S.A.II, Fierce
Qcf+P/ HK/ Hcf+HK/dash-in DP - 8 Hits
=Advanced Strategy=
=Advanced Strategy=
With Super Art 2 (Shinshoryuken) it is possible for Ryu to do 100% damage if he has his opponent cornered. This is one way to achieve it.
With Super Art 2 (Shinshoryuken) it is possible for Ryu to do 100% damage if he has his opponent cornered. This is one way to achieve it.

Revision as of 11:17, 6 December 2015

Introduction

Moves List

Normal Moves

Special Moves

Super Moves

The Basics

(1) Jump-in, Crouch MK qcf + P, S.A.I- 9 Hits (2) Jump-in, Crouch MK, qcf + P l, S.A.II, Fierce Qcf+P - 8 Hits Jump-in, Crouch MK, Qcf+P, S.A.II, Qcb+HK - 8 Hits Jump-in, Crouch MK, Qcf+P, S.A.II, hcf+HK - 8 Hits (3) Jump-in, Crouch MK, Qcf+P, S.A.II, Dash Towards, DP+P - 8 Hits Jump-in, Crouch MK, Hcf+LK - 3 Hits Jump-in, Crouch MK, Qcb+K - 3 Hits Jump-in, Standing/Crouch HP, S.A.I- 7 Hits (4) Jump-in, Standing/Crouch HP, S.A.II, Fierce Qcf+P/ Roundhouse HK/Roundhouse Hcf+K/dash-in DP - 8 Hits (6) Crossup Forward, Close HP, DP+P, S.A.I - 8 Hits Crossup Forward, Close HP, DP+P, S.A.II, Fierce Qcf+P/ HK/ Hcf+HK/dash-in DP - 8 Hits

Advanced Strategy

With Super Art 2 (Shinshoryuken) it is possible for Ryu to do 100% damage if he has his opponent cornered. This is one way to achieve it.

Jump-in fierce, standing fierce, fierce shoryuken xx shinshoryuken, jumping fierce x n, (dizzy) jump-in fierce, standing fierce, fierce shoryuken.

As long as the first jumping fierce after the shinshoryuken dizzies, the rest should work. This particular combo will not work on characters with large stun meters, including but not limited to, Alex and Dudley.

Match-Ups