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

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m (Scanman moved page Ryu(SF3NG) to Street Fighter 3: New Generation/Ryu: moving NG Ryu page to be a subpage)

Revision as of 00:10, 30 July 2020

Introduction

Moves List

Normal Moves

Special Moves

Super Moves

The Basics

Combos

  • (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