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

From SuperCombo Wiki
(formatting)
Line 68: Line 68:


*<b>Vs. Dhalsim:</b>
*<b>Vs. Dhalsim:</b>
Against Sim, you don't want to throw a bazillion fireballs. You just want to throw enough to get him into a fireball contest so you can do a random hurricane kick and knock him down, and then follow up with c.LK/cross-up/tick-throw shenanigans. (SweetJohnnyV)




*<b>Vs. E. Honda:</b>
*<b>Vs. E. Honda:</b>
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.
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. Honda's 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.


*<b>Vs. Guile:</b>
*<b>Vs. Guile:</b>

Revision as of 15:43, 3 December 2013

Street Fighter 2: Hyper FightingSf2hf-logo.png
Street Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#CharactersStreet Fighter 2: Hyper Fighting#System InfoStreet Fighter 2: Hyper Fighting#MiscellaneousStreet Fighter 2: Hyper Fighting#Basic StrategyMvC3HeaderButtons.png

Ryu

Sf2hf-ryu-portrait.gif

Ryu learned his Ansatsuken martial art alongside his rival-become-"friend" Ken. Ryu was always the more serious student, resulting in a far superior mastery of fireballs and spinning hurricane kicks.
After defeating Sagat at the Street Fighter 1 tournament in an staggering display of deception skill, Ryu went on to tour the globe with no shoes on. Yearning to learn the meaning of "fight" and to find ever stronger combatants, Ryu became famous for leaving tournaments just before the ceremonies, leaving podium photographs missing the #1 place (much to the chagrin of the organisers).

In a nutshell

Ryu is probably the best character in Hyper Fighting. His moveset covers all the bases, with an excellent projectile, several invincible moves, fantastic anti-airs, and also has very potent combos to cover many situations. He outright dominates E.Honda, and only has a couple of very minor bad matchups.


Color Options

Moves List

Normal Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Standing Light Punch
{{#motion: lp }}
 ?
-
4
40
 ?
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}

Unique Moves

Throws

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

Fireball counter
Ryu's Tatsumaki Senpuu Kyaku is completely invulnerable during start-up and recovery. You can use the move to pass through projectiles on reaction during the move's start-up and punish them for using projectiles from close to mid distance, depending on the recovery of their projectile. This completely nullifies Ken's projectile game, for instance.


Combos

Bread And Butter

  • j.HK, s.HP xx QCF+HP
  • c.MK xx QCF+HP

Meaty Combos

  • meaty cr.MP, cr.MK xx QCP+HP

Redizzy

  • crossup j.HK, cr.LK, cr.LK, cps1 chain s.HP xx QCF+HP
  • cr.LK, cr.LK, cr.LK, cps1 chain s.HP xx QCF+HP (char specific) [unverified]

Match-ups

  • Vs. Balrog (boxer):


  • Vs. Blanka:


  • Vs. Chun-Li:


  • Vs. Dhalsim:

Against Sim, you don't want to throw a bazillion fireballs. You just want to throw enough to get him into a fireball contest so you can do a random hurricane kick and knock him down, and then follow up with c.LK/cross-up/tick-throw shenanigans. (SweetJohnnyV)


  • 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. Honda's 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: