Street Fighter 3: 3rd Strike/Ryu/Introduction: Difference between revisions

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== Introduction ==
== Introduction ==
Traveling the world to become a true warrior, Ryu continues his search for strong opponents and fierce battles everywhere.
Traveling the world to become a true warrior, Ryu continues his search for strong opponents and fierce battles.


Still your classic all around Shoto, he brings the classic trio of Hadoken, Tatsumaki, and Shoruken to the table with Joudan Sokutou Geri (Donkey Kick) as a new special move. Ryu plays neutral well and, with a bit of meter, punishes mistakes with huge damage. Though all his supers are viable at the highest level of play, his SAIII turns Ryu into a set play bully that churns out stuns like nobody's business.
Still your classic all around Shoto, he brings the classic trio of Hadoken, Tatsumaki, and Shoryuken to the table with Joudan Sokutou Geri (Donkey Kick) as a new special move. Ryu plays neutral well and, with a bit of meter, punishes mistakes with huge damage. Though all his supers are viable at the highest level of play, his SAIII turns Ryu into a set play bully that churns out stuns like nobody's business.


=== Super Arts ===
=== Super Arts ===


==== SAI (Shinkuu Hadouken) ====
==== SAI (Shinkuu Hadoken) ====
An upgraded version of the Hadouken that can hit up to 5 times. It easily slots into many combos for added damage and a Hard Knock Down. Two long bars mean you'll have lots of meter for EX Donkey Kick and EX Hadoken, both of which hugely benefit Ryu. This super lets you play the stereotypical versatile and well rounded Ryu.
An upgraded Hadoken, this super lets you play the stereotypical versatile and well rounded Ryu. It easily slots into many combos for added damage and a Hard Knock Down. Two long bars mean you'll have lots of meter for EX Donkey Kick and EX Hadoken.  


==== SAII (Shin Shoryuken) ====
==== SAII (Shin Shoryuken) ====
An upgraded version of the Shoryuken. If the first hit connects, the move does a huge amount of damage and sends your opponent flying into the air. If it does not, the move turns into a low-damage, multi-hit Shoryuken. The one long bar makes spending EX a harder decision, but holy cow does it feel good to send your opponent to the moon (with a followup juggle). It's hard to comeback in a round where Ryu hits you with this. This Ryu looks to strike fear into opponents and turn openings small and large into game winning blows.
A devastating "True" Shoryuken. If the first hit connects, the move does a huge amount of damage and sends your opponent flying into the air. If it does not, the move turns into a low-damage, multi-hit Shoryuken. The one long bar makes spending EX a harder decision, but holy cow does it feel good to send your opponent to the moon (with a followup juggle). It's hard to comeback in a round where Ryu hits you with this. This Ryu looks to strike fear into opponents and turn openings small and large into game winning blows.


==== SAIII (Denjin Hadouken) ====
==== SAIII (Denjin Hadoken) ====
One of the strongest supers in the game, Denjin Hadoken is an unblockable attack and must be parried (though you still get a mixup on the opponent if they do). Ryu will charge up an electric fireball for max 3 seconds if the punch button was held. The fastest Denjin Hadouken fireball may come out in 75 frames assuming perfect motion inputs. The most unorthodox but generally agreed to be strongest super out of the three. Ryu turns into a setplay character with the ability to steal games like candy. An extremely deep super with complex mind games attached. However, Denjin Hadoken is held back by its extremely short bar that limits available EX Moves to ONE.
One of the strongest supers in the game, Denjin Hadoken is an unblockable and must be parried (though you still get a mixup on the opponent if they do). Ryu can charge up an electric fireball for a maximum of 3 seconds if the punch button was held. The fastest Denjin Hadoken fireball may come out in 75 frames assuming perfect motion inputs. The most unorthodox but generally agreed to be strongest super out of the three. Ryu turns into a setplay character with the ability to steal games like candy. An extremely deep super with complex mind games attached. However, Denjin Hadoken is held back by its extremely short bar that limits available EX Moves to ONE.


{{ ProConTable
{{ ProConTable
| pros=
| pros=
* '''Versatile Shoto Kit:''' Great normals all around for poking, anti airing, pressure and general use; Specials have consistent damage, corner carry, and/or oki; movement is solid with a great dash to boot
* '''Versatile Shoto Kit:''' Great normals all around for poking, anti airing, pressure and general use; Specials have consistent damage, corner carry, and/or oki; movement is solid with a great dash to boot
* '''Great Metered Options:''' A great selection of EX moves and supers that offer damage or utility
* '''Great Metered Options:''' A great kit of EX moves and supers that offer damage or utility
* '''Well Balanced Supers:''' Three excellent and fun supers that offer a different way to play Ryu; Denjin Hadoken sticking out with the oppressive sequences it can set up
* '''Versatile Super Selection:''' Three excellent and fun supers that offer a different way to play Ryu with Denjin Hadoken in particular sticking out with the oppressive sequences it can set up
* '''Post-Parry Damage:''' Ryu hits like a freight train in punish scenarios with moves like EX Donkey Kick or his supers
* '''Post-Parry Damage:''' Ryu hits like a freight train in punish scenarios with moves like EX Donkey Kick or his supers
| cons=  
| cons=  
* '''Well Designed Supers:''' No super to satisfy all of Ryu's needs
* '''No Catch-All Super:''' No super to satisfy all of Ryu's needs
* '''Meterless Confirms:''' Without Meter, a Parry, a clear punish, or jump-in, Ryu sometimes struggles to confirm into his most rewarding enders in neutral
* '''Meterless Confirms:''' Without Meter, a Parry, a clear punish, or jump-in, Ryu sometimes struggles to confirm into his most rewarding enders in neutral
}}
}}

Latest revision as of 01:13, 15 July 2024

Introduction

Traveling the world to become a true warrior, Ryu continues his search for strong opponents and fierce battles.

Still your classic all around Shoto, he brings the classic trio of Hadoken, Tatsumaki, and Shoryuken to the table with Joudan Sokutou Geri (Donkey Kick) as a new special move. Ryu plays neutral well and, with a bit of meter, punishes mistakes with huge damage. Though all his supers are viable at the highest level of play, his SAIII turns Ryu into a set play bully that churns out stuns like nobody's business.

Super Arts

SAI (Shinkuu Hadoken)

An upgraded Hadoken, this super lets you play the stereotypical versatile and well rounded Ryu. It easily slots into many combos for added damage and a Hard Knock Down. Two long bars mean you'll have lots of meter for EX Donkey Kick and EX Hadoken.

SAII (Shin Shoryuken)

A devastating "True" Shoryuken. If the first hit connects, the move does a huge amount of damage and sends your opponent flying into the air. If it does not, the move turns into a low-damage, multi-hit Shoryuken. The one long bar makes spending EX a harder decision, but holy cow does it feel good to send your opponent to the moon (with a followup juggle). It's hard to comeback in a round where Ryu hits you with this. This Ryu looks to strike fear into opponents and turn openings small and large into game winning blows.

SAIII (Denjin Hadoken)

One of the strongest supers in the game, Denjin Hadoken is an unblockable and must be parried (though you still get a mixup on the opponent if they do). Ryu can charge up an electric fireball for a maximum of 3 seconds if the punch button was held. The fastest Denjin Hadoken fireball may come out in 75 frames assuming perfect motion inputs. The most unorthodox but generally agreed to be strongest super out of the three. Ryu turns into a setplay character with the ability to steal games like candy. An extremely deep super with complex mind games attached. However, Denjin Hadoken is held back by its extremely short bar that limits available EX Moves to ONE.

Strengths Weaknesses
  • Versatile Shoto Kit: Great normals all around for poking, anti airing, pressure and general use; Specials have consistent damage, corner carry, and/or oki; movement is solid with a great dash to boot
  • Great Metered Options: A great kit of EX moves and supers that offer damage or utility
  • Versatile Super Selection: Three excellent and fun supers that offer a different way to play Ryu with Denjin Hadoken in particular sticking out with the oppressive sequences it can set up
  • Post-Parry Damage: Ryu hits like a freight train in punish scenarios with moves like EX Donkey Kick or his supers
  • No Catch-All Super: No super to satisfy all of Ryu's needs
  • Meterless Confirms: Without Meter, a Parry, a clear punish, or jump-in, Ryu sometimes struggles to confirm into his most rewarding enders in neutral