X-Men vs Street Fighter/Ryu: Difference between revisions

From SuperCombo Wiki
m (fix motion tags)
Line 1: Line 1:
= Introduction =
[[image:XvSFRyu.png]]
[[image:XvSFRyu.png]]


Line 9: Line 8:
{| border="1em" cellpadding="5" cellspacing="0" width="400" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellpadding="5" cellspacing="0" width="400" style="border: 1px solid #999; background: #F2F2F2;"
|-
|-
|Collarbone Breaker ||{{#motion: f + MP}}
|Collarbone Breaker ||{{ {{f}} + MP}}
|-
|-
|Hop Kick ||{{#motion: f + MK}}
|Hop Kick ||{{ {{f}} + MK}}
|-
|-
|Jumping Side Kick ||{{#motion: u + HK}}
|Jumping Side Kick ||{{ {{u}} + HK}}
|}
|}


Line 19: Line 18:
{| border="1em" cellpadding="5" cellspacing="0" width="400" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellpadding="5" cellspacing="0" width="400" style="border: 1px solid #999; background: #F2F2F2;"
|-
|-
|Hadoken||{{#motion: qcf + P}}
|Hadoken||{{ {{qcf}} + P}}
|-
|-
|Shoryuken||{{#motion: dp + P}}
|Shoryuken||{{ {{dp}} + P}}
|-
|-
|Tatsumaki Senpuu Kyaku||{{#motion: qcb + K}}
|Tatsumaki Senpuu Kyaku||{{ {{qcb}} + K}}
|}
|}


Line 29: Line 28:
{| border="1em" cellpadding="5" cellspacing="0" width="400" style="border: 1px solid #999; background: #F2F2F2;"
{| border="1em" cellpadding="5" cellspacing="0" width="400" style="border: 1px solid #999; background: #F2F2F2;"
|-
|-
|Shinkuu Hadoken||{{#motion: qcf + P P}}
|Shinkuu Hadoken||{{ {{qcf}} + P P}}
|-
|-
|Shinkuu Tatsumaki Senpuu Kyaku||{{#motion: qcb + K K}}
|Shinkuu Tatsumaki Senpuu Kyaku||{{ {{qcb}} + K K}}
|}
|}


Line 43: Line 42:
2) C.LK , C.HK XX ShinKuu TatsuMakiSenPuuKyaku<br>
2) C.LK , C.HK XX ShinKuu TatsuMakiSenPuuKyaku<br>
3) J.HP , S.HP XX ShinKuu HaDouKen<br>
3) J.HP , S.HP XX ShinKuu HaDouKen<br>
4) J.MK , J.HK XX ShinKuu HaDouKen<br><br>
4) J.MK , J.HK XX ShinKuu HaDouKen
 
 


Intermediate<br>
Intermediate<br>

Revision as of 01:22, 9 December 2020

XvSFRyu.png

Ryu travels thr globe on foot, continually training in the art of Shotokan, constantly working to become the best fighter he can.

Moves List

Normal Moves

Command Moves

Collarbone Breaker {{ F.png + MP}}
Hop Kick {{ F.png + MK}}
Jumping Side Kick {{ U.png + HK}}

Special Moves

Hadoken {{ Qcf.png + P}}
Shoryuken {{ Dp.png + P}}
Tatsumaki Senpuu Kyaku {{ Qcb.png + K}}

Super Moves

Shinkuu Hadoken {{ Qcf.png + P P}}
Shinkuu Tatsumaki Senpuu Kyaku {{ Qcb.png + K K}}

The Basics

Advanced Strategy

Combos/Infinites

Beginner
1) J.HK , C.MK XX HaDouKen
2) C.LK , C.HK XX ShinKuu TatsuMakiSenPuuKyaku
3) J.HP , S.HP XX ShinKuu HaDouKen
4) J.MK , J.HK XX ShinKuu HaDouKen


Intermediate
1) J.HK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK XX HaDouKen (FS)
2) J.MK , J.HP , D.S.LP , C.HP SJ SJ.LP , SJ.LK XX MK-Air TatsuMakiSenPuuKyaku (FS)
3) J.MK , J.HP , D.S.LK , S.HP XX ShinKuu HaDouKen
4) J.MK , J.HP , D.S.LP , C.HP SJ SJ.LP , SJ.LK XX ShinKuu HaDouKen
5) Have enemy in corner. J.HK XX Air TatsuMakiSenPuuKyaku , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK XX HK-Air TatsuMakiSenPuuKyaku (FS) , C.LK (OTG) , C.MP , S.HK, S.HP

  **Note: After the S.HP at the end, it's very easy to sneak in a throw
          and catch the enemy completely off guard.

6) Get enemy near corner. J.MK , J.HK , D.S.LP , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK , SJ.UP.HK (FS), SJ.UP.HK , C.LK (OTG) , C.MP , S.MK [2 hits] , S.HP , S.HK
7) J.MK , J.HK , D.S.LP , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw, ShinKuu HaDouKen
8) Have enemy in corner. J.MK , J.HP , D.S.LP , C.HP SJ HK-Air TatsuMakiSenPuuKyaku (FS) , C.LK (OTG) , C.MP , S.HK, S.LP , S.MP , S.MK [2 hits] , S.HP , S.HK

  **Note: After Launching the enemy, Super Jump up and IMMEDIATELY do the Air
          Hurricane Kick.  It will hit the enemy three times on its way up
          and since the Air Hurricane Kick is an Air Combo Finisher, all
          three hits will do very good damage.

Expert
1) Have enemy in corner. J.MK , J.HK , D.S.LP , C.LK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK , SJ.UP.HK (FS), SJ.UP.HK (FS) , C.LK , T.MK, HK-Throw, C.LK (OTG) , C.HP SJ SJ.LP , SJ.LK XX ShinKuu HaDouKen

  **Note: After the Hopping Kick, you have to time the Throw PERFECTLY or it
          will not keep the Combometer counting!  Practice, practice,
          practice the timing.

2) Have enemy in corner. J.HK XX HK-Air TatsuMakiSenPuuKyaku, C.HP SJ SJ.LP , SJ.LK , SJ.UP.HK (FS), SJ.UP.HK (FS) , C.LK (OTG) , C.MP , S.MK (2 hits) , S.HP , S.HK, HK-Throw, C.LK , C.HP SJ SJ.LP, SJ.UP.MK, MP-Air Throw, ShinKuu HaDouKen

  **Note: Again, the ground throw after the S.HK must be perfectly
          timed, or it won't combo.

3) This probably works on many characters, but I know the distancing for this

  combo perfectly against Rogue.  Get Rogue into the corner and walk Ryu
  into her.  Have Rogue jump over Ryu OUT of the corner.  After she lands,
  have Rogue walk away from Ryu about half a step.  Then, right from where
  you two are: ShinKuu TatsuMakiSenPuuKyaku, C.HK (OTG) XX ShinKuu
  TatsuMakiSenPuuKyaku, C.HP SJ SJ.LP , SJ.LK XX ShinKuu HaDouKen

Match-ups