Street Fighter 2: Hyper Fighting/Ryu: Difference between revisions

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[[Category:Street Fighter 2: Hyper Fighting]]
[[Category:Street Fighter 2: Hyper Fighting]]
[[Category:Ryu]]

Revision as of 11:42, 2 June 2009

Introduction

Moves List

Normal Moves

C. mk xx Hadouken or C. mk xx tatsumaki

Special Moves

Hadouken: Quarter-Circle Forward + Punch (236 + Punch).

Shoryuken: Forward, Down, Down-Forward + Punch (623 + Punch).

Tatsumaki Senpuu Kyaku: Quarter-Circle Back + Kick (214 + Kick). This move can also be done in the air.

The Basics

Advanced Strategy

redizzy combo cross up roundhouse, low short, low short cps1 chain standing fierce xx fierce fireball.

(RH) Tatsumaki Senpuu Kyaku passes through fast fireballs at startup

Match-ups

Vs. Balrog (boxer):

Vs. Blanka:

Vs. Chun-Li:

Vs. Dhalsim:

Vs. E. Honda:

Ryu only needs two moves to win this match, jab fireball and crouching roundhouse. Ryu wants to make sure that he is at a distance against E. Honda, so he can do jab fireballs (which E. Honda can't jump straight up over). When E. Honda jumps forward from the fireball, just before his feet touch the ground, you can sweep him, and begin the fireball trap again. E. Hondas only move out of this is his butt slam (which has to be timed right to pass through the fireball), other than that, Ryu shouldn't have much problem with this match, as long as he is distanced away from E. Honda. If E. Honda gets close to Ryu, Ryu can hurricane kick away from Honda to get some distance and begin the pattern again.

Vs. Guile:

Vs. Ken:

Vs. M. Bison (dictator):

Vs. Ryu (self):

Vs. Sagat:

Vs. Vega (claw):

Vs. Zangief: