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{{MoveData | {{MoveData | ||
|caption= | |image=Ryu F+LK.jpg | ||
|imagesize=250px | |||
|caption=Do the stanky leg | |||
|name=[[File:F.png]] + [[File:Mk.png]] | |name=[[File:F.png]] + [[File:Mk.png]] | ||
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|Startup= 7 | |Startup= 7 | ||
|Frame Adv= | |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]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Proj.png]] | |Properties=[[File:Proj.png]] | ||
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|Stun= 10 | |Stun= 10 | ||
|Startup= 7 | |Startup= 7 | ||
|Frame Adv= | |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]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Proj.png]] | |Properties=[[File:Proj.png]] | ||
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|Stun= 12 | |Stun= 12 | ||
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|Frame Adv= | |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]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Proj.png]] | |Properties=[[File:Proj.png]] |
Latest revision as of 00:30, 29 May 2022
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
Special Moves
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.