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'''Ryu is a Flexibile " | '''Ryu is a Flexibile "Mid-Tier" character in Street Fighter EX2+. While he might not be as oppressive as Area, Rosso, or Garuda, Ryu is still a unique expansion on the Traditional Shoto Toolkit.''' | ||
=Gameplan= | =Gameplan= | ||
Optimal Shoto play dazzles with lots of links and cancels, many of which are unique to the EX Series. SFEX2+ Ryu is easy to learn, yet | Optimal Shoto play dazzles with lots of links and cancels, many of which are unique to the EX Series. SFEX2+ Ryu is easy to learn, yet may leave you wanting more. | ||
* Poke in neutral with 2MK and Fireballs; Anti-Air Accordingly. When you land a jump in without meter, end your combo with Ryu's Red Fireball (63214P). | * Poke in neutral with 2MK and Fireballs; Anti-Air Accordingly. When you land a jump in without meter, end your combo with Ryu's Red Fireball (63214P). | ||
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==Maniac Challenge Mode== | ==Maniac Challenge Mode== | ||
== Color List == | |||
[[File:sfex2pcolorsryu.jpg|500px|thumb|center]] | |||
{{Navbox-SFEX2P}} | {{Navbox-SFEX2P}} |
Latest revision as of 13:20, 9 April 2024
Introduction
(Mirrored from Mizuumi)
Ryu is a Flexibile "Mid-Tier" character in Street Fighter EX2+. While he might not be as oppressive as Area, Rosso, or Garuda, Ryu is still a unique expansion on the Traditional Shoto Toolkit.
Gameplan
Optimal Shoto play dazzles with lots of links and cancels, many of which are unique to the EX Series. SFEX2+ Ryu is easy to learn, yet may leave you wanting more.
- Poke in neutral with 2MK and Fireballs; Anti-Air Accordingly. When you land a jump in without meter, end your combo with Ryu's Red Fireball (63214P).
- Ryu and Ken in SFEX2+ have average walk speeds. You can move around the stage a bit quicker as Ryu using 6MK or 6HP. If 6HP actually hits your opponent, you can link into 2MK and cash out with a Super for great damage!
- Ryu's Tatsumaki (214K) is a "Rekka" Special Move. You can add up to three extra hits with repeated 4K Inputs. The strength of the button also determines the move's trajectory. LK brings Ryu into the air, while HK keeps him close to the ground.
Movelist
Command Moves
Kyuubi Kudaki (Rush Punch) - 6HP
Senpuu Kyaku (Hopkick) - 6MK
Throws
Seoi Nage - When close, 4 / 6 + MP / HP
Tomoe Nage - When close, 4 / 6 + MK / HK
Special Moves
Hadou Ken - 236P
Shakunetsu Hadou Ken - 63214P
Shouryuu Ken - 623P
Tatsumaki Senpuu Kyaku - 214K (then 4K x2, then/or press K)
Super Combos
Shinkuu Hadou Ken - 236,236 + P
Shinkuu Tatsumaki Senpuu Kyaku - 214,214 + K
Shinkuu Tatsumaki (Kuuchuu) - In air, 214,214 + K
Meteor Combo
Shin Shouryuu Ken - 236,236 + KKK
Combos
-(EXCEL(s.LP > s.MK > c.LP > c.MP > c.HP > c.MK > s.HP > c.MK > s.HK > F + MK) XX qcf,qcf + P SC qcb,qcb + K
-(EXCEL(c.HP > c.MK > c.MP > F + MK > qcf + P > hcb + P > f,d,df + HP > qcb + HK (hold b), HK, HK) SC qcb,qcb + K
-Jump HK \/ s.MP XX qcf + P
-Jump HK \/ s.LK XX f,d,df + MP/HP
-Jump HP \/ c.HP XX qcf + P SC qcf,qcf + P
-Jump HK \/ c.MP > c.MK XX hcb + P SC qcb,qcb + K
-Jump HP XX qcb,qcb + K \/ SC qcf,qcf + P SC qcb,qcb + K
-Jump HP \/ c.MP > c.MK XX qcb + HK (hold b), HK, HK, HK SC qcb,qcb + K \/ qcf,qcf + PP SC qcb,qcb + K
-Jump HP \/ c.HP XX qcf + P SC qcf,qcf + P SC qcb,qcb + K
-Jump HK \/ c.MP > c.MK XX qcf + P SC qcf,qcf + KKK
-Jump HK \/ c.MK XX qcb + HK (hold b), HK, HK \/ qcf,qcf + KKK