Street Fighter Alpha/Ryu: Difference between revisions

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= Introduction =
= Introduction =


= Moves List =
+Roll punish combos are Very good


==Normal Moves==


Stand LP


Crouch LP
+Hp fireball knocks down  when done up close


Jump LP




Stand MP
+Shoryu Is the best reversal in the game Just like other shotos not named dan


Crouch MP


Jump MP


+Super fireball to help Punish The Quick stun duration in this game at the cost of meter


Stand HP


Crouch HP


Jump HP
-Overhead is Very  bad


= Moves List =


Stand LK
==Normal Moves==
 
Crouch LK
 
Jump LK
 
 
Stand MK
 
Crouch MK
 
Jump MK


 
-Ryu has the exact same normals as akuma outside of 2 NJ normals(only exception is damage/stun on some of them),His overhead is his only original attack since the Nj moves are shared with ken
Stand HK
 
Crouch HK
 
Jump HK


==Command Normals==
==Command Normals==
{{MoveData
|image=A1 Ryu F+MP.png
|imageSize=250px
|image2=A1 Ryu F+MP 2.png
|imagesize2=250px
|caption=
|name=[[File:F.png]] + [[File:Mp.png]]
|data=
{{AttackData-Alpha2
|Damage=7-8,12-13
|Stun=6,2
|Startup= 12
|Frame Adv= -5
|Block=[[File:High.png]]
|Properties=
|description=  Prettymuch the worst overhead in the game aside from charlies,Always - on hit even if you do a perfect meaty  and only land the second hit
}}
}}


Overhead - forward + mp
{{MoveData
Senpuukyaku/hop kick - forward + mk
|image=Ryu F+LK.jpg
|imagesize=250px
|caption=Do the stanky leg
|name=[[File:F.png]] + [[File:Mk.png]]
|data=
{{AttackData-Alpha2
|Damage= 12-14
|Stun= 6
|Startup= 14
|Frame Adv= +7
|Block=[[File:Mid.png]]
|Properties=
|description= Can low crush Due to the Hop but comes out a little slow,mix it up into your poke strings once in awhile,Has 1 less + frame then akumas version
}}
}}


==Special Moves==
==Special Moves==


'''Hadou-Ken:'''  Qcf + P
{{MoveData
|image=
|imageSize=250px
|caption=
|name=Hadouken
|data=
{{AttackData-Alpha2
|version=[[File:qcf.png]]+ [[File:Lp.png]]
|Damage= 12-19
|Stun= 8
|Startup= 7
|Frame Adv= -8 to +23 depending on how long it travels,-9 to +18 on block depending on how long it travels
|Block=[[File:Mid.png]]
|Properties=[[File:Proj.png]]
|description=
}}
{{AttackData-Alpha2
|header= no
|version=[[File:qcf.png]] + [[File:Mp.png]]
|Damage= 12-19
|Stun= 10
|Startup= 7
|Frame Adv= -8 to +23 depending on how long it travels,-9 to +18 on block depending on how long it travels
|Block=[[File:Mid.png]]
|Properties=[[File:Proj.png]]
|description=
}}
{{AttackData-Alpha2
|header= no
|version=[[File:qcf.png]] + [[File:Hp.png]]
|Damage= 13-23
|Stun= 12
|Startup= 7
|Frame Adv= -8 to +23 depending on how long it travels,-9 to +18 on block depending on how long it travels
|Block=[[File:Mid.png]]
|Properties=[[File:Proj.png]]
|description=
}}
}}


{{MoveData
|caption=
|name= Shoryuken
|data=
{{AttackData-Alpha2
|version=[[File:dp.png]] + [[File:Lp.png]]
|Damage= 24-27
|Stun= 8
|Startup= 2
|Frame Adv= -13(both hits) -9(only second hit)
|Block=[[File:mid.png]]
|Properties= [[File:Startupinv.png]]<br>[[File:Upperbodyinv.png]][[File:Lowerbodyinv.png]]
|description=  All Versions of Ryus Shoryu Only hit one time But Even LP hits twice on block,They are all identical Hitbox wise to Lp/mp Shoryu for akuma
}}
{{AttackData-Alpha2
|header= no
|version=[[File:dp.png]] + [[File:Mp.png]]
|Damage= 24-30
|Stun= 10
|Startup= 2
|Frame Adv= -23
|Block=[[File:mid.png]]
|Properties= [[File:Startupinv.png]]<br>[[File:Upperbodyinv.png]][[File:Lowerbodyinv.png]]
|description=
}}
{{AttackData-Alpha2
|header= no
|version=[[File:dp.png]] + [[File:Hp.png]]
|Damage= 27-35
|Stun= 12
|Startup= 2
|Frame Adv= -32
|Block=[[File:mid.png]]
|Properties= [[File:Startupinv.png]]<br>[[File:Upperbodyinv.png]][[File:Lowerbodyinv.png]]
|description= 
}}
}}


 
{{MoveData
'''Shoryuken:'''  DP + P
|caption=
 
|name=Tatsumaki Senpuukyaku
 
|data=
 
{{AttackData-Alpha2
'''Hurricane Kicks:'''  Qcb + K
|version=[[File:qcb.png]]+ [[File:Lk.png]] (air ok)
|Damage=
|Stun=
|Startup=
|Frame Adv= -2(block)
|Block=[[File:Mid.png]]
|Properties=
|description= Ryus Tatsus causing knockdown is very good for setting up his roll combos which Also  makes them always safe on hit unlike ken But they are never + on block aside from the obvious Air tatsu Stuff connecting against a stand blocker and can be crouched on block  since they dont jail just like ken/akuma
}}
{{AttackData-Alpha2
|header= no
|version=[[File:qcb.png]] + [[File:Mk.png]] (air ok)
|Damage=
|Stun=
|Startup=
|Frame Adv= -12(block)
|Block=[[File:Mid.png]]
|Properties=
|description=
}}
{{AttackData-Alpha2
|header= no
|version=[[File:qcb.png]] + [[File:Hk.png]] (air ok)
|Damage=
|Stun=
|Startup=
|Frame Adv= -23(block)
|Block=[[File:Mid.png]]
|Properties=
|description=
}}
}}


== Super Moves ==
== Super Moves ==
Line 107: Line 224:


= Match-ups =
= Match-ups =
{{Navbox-SFA1}}
[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha Series]]
[[Category:Street Fighter Alpha]]
[[Category:Street Fighter Alpha]]

Latest revision as of 00:30, 29 May 2022

Sfaryu.png

Introduction

+Roll punish combos are Very good


+Hp fireball knocks down when done up close


+Shoryu Is the best reversal in the game Just like other shotos not named dan


+Super fireball to help Punish The Quick stun duration in this game at the cost of meter


-Overhead is Very bad

Moves List

Normal Moves

-Ryu has the exact same normals as akuma outside of 2 NJ normals(only exception is damage/stun on some of them),His overhead is his only original attack since the Nj moves are shared with ken

Command Normals

F.png + Mp.png
A1 Ryu F+MP.png
A1 Ryu F+MP 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
7-8,12-13 6,2 12 - -5 - High.png -

Prettymuch the worst overhead in the game aside from charlies,Always - on hit even if you do a perfect meaty and only land the second hit

F.png + Mk.png
Ryu F+LK.jpg
Do the stanky leg
Damage Stun Startup Active Frame Adv Meter Block Properties
12-14 6 14 - +7 - Mid.png -

Can low crush Due to the Hop but comes out a little slow,mix it up into your poke strings once in awhile,Has 1 less + frame then akumas version

Special Moves

Hadouken
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Qcf.png+ Lp.png 12-19 8 7 - -8 to +23 depending on how long it travels,-9 to +18 on block depending on how long it travels - Mid.png Proj.png
Qcf.png + Mp.png 12-19 10 7 - -8 to +23 depending on how long it travels,-9 to +18 on block depending on how long it travels - Mid.png Proj.png
Qcf.png + Hp.png 13-23 12 7 - -8 to +23 depending on how long it travels,-9 to +18 on block depending on how long it travels - Mid.png Proj.png
Shoryuken
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Dp.png + Lp.png 24-27 8 2 - -13(both hits) -9(only second hit) - Mid.png Startupinv.png
Upperbodyinv.pngLowerbodyinv.png

All Versions of Ryus Shoryu Only hit one time But Even LP hits twice on block,They are all identical Hitbox wise to Lp/mp Shoryu for akuma

Dp.png + Mp.png 24-30 10 2 - -23 - Mid.png Startupinv.png
Upperbodyinv.pngLowerbodyinv.png
Dp.png + Hp.png 27-35 12 2 - -32 - Mid.png Startupinv.png
Upperbodyinv.pngLowerbodyinv.png
Tatsumaki Senpuukyaku
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Qcb.png+ Lk.png (air ok) - - - - -2(block) - Mid.png -

Ryus Tatsus causing knockdown is very good for setting up his roll combos which Also makes them always safe on hit unlike ken But they are never + on block aside from the obvious Air tatsu Stuff connecting against a stand blocker and can be crouched on block since they dont jail just like ken/akuma

Qcb.png + Mk.png (air ok) - - - - -12(block) - Mid.png -
Qcb.png + Hk.png (air ok) - - - - -23(block) - Mid.png -

Super Moves

Shinkuu Hadou-Ken:
Qcf x2 + P


Shinkuu Tatsumaki Senpu Kyaku:
Qcb x2 + K

Combos

stand jab, jump strong
A simple juggle combo. Most likely after a blocked air to air hurricane kick. After this a quick stutter to walk underneath or not, to combo of your choice for a good chance of dizzying out right.

Duck lkX4, qcf++hp.
Your highest damaging dizzy combo for a ducking opponent. Feel free switch with duck lkX2, to stand mp, or duck mp. This combo will instantly dizzy after a air hurricane kick.

Duck lkX2/3 stand hp qcf+hp.
Highest dizzy combo(sodom with standing)on standing opponent. A jump into this will almost out right dizzy the opponent straight out. Also used for punishing rolls. Remember after a roll the opponent hit out of a roll is standing. So again, in most cases after a hard knock down even at the start of a match, into the above combo will out right dizzy.


duck lkXn, then at furthest point sweep.
A combo for when you stutter and forget to do one of the 2 above. Remember that duck mk does 1 point of stun. And you can get more damage and stun from just sticking with simple stuff. As many chains in light medium hard fashion actaully will do less damage and less stun then the above.

Jump hp,hk, stand mp, dp+hp.
A high damaging combo most likely used after a dizzy to finish off the opponent.


Air hurricane kick, jump mp, or super fireball
Remember that jump mp after a hurricane kick will knock down.

The Basics

c. mk xx shoryuken/hadouken/fire hadouken/tatsumaki.


Besides akuma and guy, ryu arguably punishes rolls the hardest in the game. Duck lkX3, stand hp, fireball does 29 stun by itself.(it takes 40 to dizzy every character in the game)So if you landed a strong knock down, one roll punish could mean the match in your favor outright.

Advanced Strategy

Match-ups

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Adon
Akuma
Birdie
Charlie
Chun-Li
Dan
Guy
Ken
M. Bison
Rose
Ryu
Sagat
Sodom