Tatsunoko vs Capcom/Ryu: Difference between revisions

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=Moves List=
=Moves List=
==Normal Moves==
==Normal Moves==
*F+B - Two Punch Overhead, or a two hit punch. It's very useful for crouching opponents. If you do this on a crouching opponent, you can link it with his QCF+AB super.  
*F+B - Two Punch Overhead, or a two hit punch. It's very useful for crouching opponents. If you do this on a crouching opponent, you can link it with his QCF+AB super or a super move like a hadouken.
*F+C - A roundhouse kick. This can be used in a combo. It can also be cancelled into a super (example, F+C xx QCF+AB super).
*F+C - A roundhouse kick. This can be used in a combo. It can also be cancelled into a super (example, F+C xx QCF+AB super).


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==Super Moves==
==Super Moves==
*QCF+AB (Can also be done in the air) - Super fire ball wave - This super does around 19 to 20 hits. Good to use at the end of a combo.
*QCF+AB (Can also be done in the air) - Super fire ball wave - This super does around 19 to 20 hits. Good to use at the end of a combo.
**It has a large hitbox  and comes out fast, very good punisher.
*QCB+AB - Super Spin Kick - This does around 43 hits. It can be used in a combo, but slightly more difficult to connect.
*QCB+AB - Super Spin Kick - This does around 43 hits. It can be used in a combo, but slightly more difficult to connect.
**It has invincibility on startup so it can be used to bait a normal or IAD.
*DP+AB (Level 3 Super) - Shin-Shoryuken Super- Ryu does 3 powerful lightning punches on the enemy, causing them to fly REALLY HIGH into the air (literally off screen for about 3 seconds). This can be used to continue your combo. If your enemy jumps during this super, Ryu will do around 8 hits.
*DP+AB (Level 3 Super) - Shin-Shoryuken Super- Ryu does 3 powerful lightning punches on the enemy, causing them to fly REALLY HIGH into the air (literally off screen for about 3 seconds). This can be used to continue your combo. If your enemy jumps during this super, Ryu will do around 8 hits.
**This also has invincibility, after the animation is finished Ryu can continue the combo mid screen or in the corner with any normal, special or super.


=The Basics=
=The Basics=

Revision as of 16:22, 18 September 2011

Introduction

TvC says that Ryu originated from the first Street Fighter (which is true).

Moves List

Normal Moves

  • F+B - Two Punch Overhead, or a two hit punch. It's very useful for crouching opponents. If you do this on a crouching opponent, you can link it with his QCF+AB super or a super move like a hadouken.
  • F+C - A roundhouse kick. This can be used in a combo. It can also be cancelled into a super (example, F+C xx QCF+AB super).

Special Moves

Hadouken

  • Quarter Circle Forward + Attack (Can also be done in the air)
    • Weak version travels slow, medium version travels in moderate speed, and the strong version travels pretty fast.

Tatsumaki Senpuu Kyaku

  • Quarter Circle Forward + Attack (Can also be done in the air)
    • Weak version does 2 hits, medium version does 3 hits, and strong version does 4 hits.

Shoryuken

  • Forward, Down, Down-Forward + Attack
    • Weak version does 1 hit, medium version does 2 hits and launches them mid-screen, and the strong version does 2 hits, but launches them 3/4ths of the screen.

Joudan Sokutou Geri

  • Back, Down, Down-Back + Attack
    • All three versions kick the enemy into the wall, causing a wall bounce.

Super Moves

  • QCF+AB (Can also be done in the air) - Super fire ball wave - This super does around 19 to 20 hits. Good to use at the end of a combo.
    • It has a large hitbox and comes out fast, very good punisher.
  • QCB+AB - Super Spin Kick - This does around 43 hits. It can be used in a combo, but slightly more difficult to connect.
    • It has invincibility on startup so it can be used to bait a normal or IAD.
  • DP+AB (Level 3 Super) - Shin-Shoryuken Super- Ryu does 3 powerful lightning punches on the enemy, causing them to fly REALLY HIGH into the air (literally off screen for about 3 seconds). This can be used to continue your combo. If your enemy jumps during this super, Ryu will do around 8 hits.
    • This also has invincibility, after the animation is finished Ryu can continue the combo mid screen or in the corner with any normal, special or super.

The Basics

Advanced Strategy

Match-Ups