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{{Nutshell| | {{Nutshell| | ||
Ryu is the most basic of all of Marvel vs Capcom 3's characters. While this may make him appear weak, he does bring a few undeniable advantages to the table. First, his Shinkuu Hadouken is an aimable and fast beam super. Playing Ryu with meter stocked really limits your opponent's options, especially if you show them that you are capable of punishing their mistakes. He hits reasonably hard, too, with very simple combos dealing very respectable damage. This, along with a level 1 super that has {{ | Ryu is the most basic of all of Marvel vs Capcom 3's characters. While this may make him appear weak, he does bring a few undeniable advantages to the table. First, his Shinkuu Hadouken is an aimable and fast beam super. Playing Ryu with meter stocked really limits your opponent's options, especially if you show them that you are capable of punishing their mistakes. He hits reasonably hard, too, with very simple combos dealing very respectable damage. This, along with a level 1 super that has {{ {{startupinv}} }} make him a threat that relies on having meter to scare people into playing his game. Fortunately, his assists hit pretty hard, and you can play him as an assist until you have the meter needed to rock Ryu. | ||
}} | }} | ||
== | == Video Walkthrough == | ||
<youtube>uotuS_Z8v_0</youtube> | <youtube>uotuS_Z8v_0</youtube> | ||
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{{MvC3CharacterAssists | {{MvC3CharacterAssists | ||
| Shoryuken | direct upward | 150,000 | | | Shoryuken | {{direct}} {{upward}} | 150,000 | | ||
| | | Hadoken | {{shot}} {{front}} | 100,000 | | ||
| Tatsumaki | | Tatsumaki Senpukayku | {{direct}} {{front}} | 135,000 | softknockdown | ||
| AlphaSuper=Shinku Tatsumaki Senpuyaku | BetaSuper=Shinku Hadoken | GammaSuper=Shinku Tatsumaki Senpuyaku | |||
}} | }} | ||
Line 25: | Line 26: | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Standing Light | l | 50,000 | }} | {{MoveListRow | Standing Light | {{l}} | 50,000 | }} | ||
{{MoveListRow | Crouching Light | d + l | 45,000 | low }} | {{MoveListRow | Crouching Light | {{d}} + {{l}} | 45,000 | {{low}} }} | ||
{{MoveListRow | Standing Medium | m | 75,000 | }} | {{MoveListRow | Standing Medium | {{m}} | 75,000 | }} | ||
{{MoveListRow | Crouching Medium | d + m | 68,000 | low }} | {{MoveListRow | Crouching Medium | {{d}} + {{m}} | 68,000 | {{low}} }} | ||
{{MoveListRow | Overhead Punch | f + m | 63,000 | high nocancel}} | {{MoveListRow | Overhead Punch | {{f}} + {{m}} | 63,000 | {{high}} nocancel}} | ||
{{MoveListRow | Standing Heavy | h | 90,000 | }} | {{MoveListRow | Standing Heavy | {{h}} | 90,000 | }} | ||
{{MoveListRow | Crouching Heavy | d + h | 80,000 | low hardknockdown}} | {{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 80,000 | {{low}} hardknockdown}} | ||
{{MoveListRow | High Kick | f + h | 95,000 | }} | {{MoveListRow | High Kick | {{f}} + {{h}} | 95,000 | }} | ||
{{MoveListRow | Standing Special | s | 100,000 | launch }} | {{MoveListRow | Standing Special | {{s}} | 100,000 | {{launch}} }} | ||
{{MoveListRow | Jumping Light | air l | 55,000| high }} | {{MoveListRow | Jumping Light | air {{l}} | 55,000| {{high}} }} | ||
{{MoveListRow | Jumping Medium | air m | 48,000, 68,000 2 hits | high }} | {{MoveListRow | Jumping Medium | air {{m}} | 48,000, 68,000 2 hits | {{high}} }} | ||
{{MoveListRow | Jumping Heavy | air h | 90,000 | high }} | {{MoveListRow | Jumping Heavy | air {{h}} | 90,000 | {{high}} }} | ||
{{MoveListRow | Jumping Special | air s | 95,000 | high }} | {{MoveListRow | Jumping Special | air {{s}} | 95,000 | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | | {{MoveListRow | Hadoken | {{qcf}} + {{atk}} | 100,000 | {{airok}} }} | ||
{{MoveListRow | Shoryuken | dp + atk | 100,000 l <br> 120,000 m <br> 150,000 h | startupinv }} | {{MoveListRow | Shoryuken | {{dp}} + {{atk}} | 100,000 {{l}} <br> 120,000 {{m}} <br> 150,000 {{h}} | {{startupinv}} }} | ||
{{MoveListRow | Tatsumaki | {{MoveListRow | Tatsumaki Senpukyaku | {{qcb}} + {{atk}} | 90,000, air 100,000 {{l}} <br> 114,000, air 117,600 {{m}} <br> 143,500, air 135,800 {{h}} | airok}} | ||
{{MoveListRow | Joudan | rdp + atk | 100,000 | wallbounce }} | {{MoveListRow | Joudan | {{rdp}} + {{atk}} | 100,000 | {{wallbounce}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
===Hyper Moves=== | ===Hyper Moves=== | ||
{{MvC3MoveListHeader}} | {{MvC3MoveListHeader}} | ||
{{MoveListRow | Shinku | {{MoveListRow | Shinku Hadoken | {{qcf}} + {{atk}} + {{atk}} | 266,300 (18,000 x 25) | Damage scales by 0.95 <br> Aim {{f}} or {{u}} with the joystick }} | ||
{{MoveListRow | Air Shinku | {{MoveListRow | Air Shinku Hadoken | {{aironly}} {{qcf}} + {{atk}} + {{atk}} | 266,300 (18,000 x 25) | Damage scales by 0.95 <br> Aim {{f}} or {{d}} with the joystick<br> {{d}} can {{otg}} }} | ||
{{MoveListRow | Shinku Tatsumaki | {{MoveListRow | Shinku Tatsumaki Senpukyaku | {{qcb}} + {{atk}} + {{atk}} | 266,300 (12,000 x 43) | {{startupinv}} <br> Damage scales by 0.96}} | ||
{{MoveListRow | Shin Shoryuken | dp + atk + atk | 380,000 | invulnerable | level3 }} | {{MoveListRow | Shin Shoryuken | {{dp}} + {{atk}} + {{atk}} | 380,000 | invulnerable | level3 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== Apprentice Combos == | |||
<youtube>96ww0XM9NDY</youtube> | |||
== Strategy == | == Strategy == | ||
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=== Combos === | === Combos === | ||
These Ryu combos come courtesy of SaishuuKessen. | These Ryu combos come courtesy of SaishuuKessen. | ||
<youtube> | <youtube>02cJrW4l2ak</youtube> | ||
<youtube> | <youtube>SUXdtPxjIjM</youtube> | ||
=== Basic Strategy === | === Basic Strategy === | ||
=== Advanced Strategy === | === Advanced Strategy === | ||
[[Category:Marvel vs Capcom 3]] |
Latest revision as of 00:54, 9 December 2020


Ryu
In a nutshell
Ryu is the most basic of all of Marvel vs Capcom 3's characters. While this may make him appear weak, he does bring a few undeniable advantages to the table. First, his Shinkuu Hadouken is an aimable and fast beam super. Playing Ryu with meter stocked really limits your opponent's options, especially if you show them that you are capable of punishing their mistakes. He hits reasonably hard, too, with very simple combos dealing very respectable damage. This, along with a level 1 super that has {{ }} make him a threat that relies on having meter to scare people into playing his game. Fortunately, his assists hit pretty hard, and you can play him as an assist until you have the meter needed to rock Ryu.
Video Walkthrough
Move List
Assist Types
Normal Moves



























Special Moves






120,000

150,000





114,000, air 117,600

143,500, air 135,800




Hyper Moves



Aim






Aim








Damage scales by 0.96



Apprentice Combos
Strategy
Tips and Tricks
- Ryu has one of the better jump in attacks in the game, in his light Tatsumaki. This thing has a stellar hitbox and can cross up like a champ. If you do it jumping backwards, it moves forwards anyway. Unfortunately, it only comes in at one angle, so you have to change up when you input it to get people to block incorrectly.
- Remember, even though Ryu's fireballs will lose in a lot of projectile wars, he can super cancel into a Shinkuu Hadouken to punish an opponent's mistake.
- Ryu can throw three fireballs in the air before landing, or throw two and then tatsumaki his way back to the ground. Fireballs are a large part of Ryu's game, due to his uncancelable dash and poor mobility options, so learn when and where to throw them.
- Ryu's Shoryuken is one of the only normal moves in the game with invincibility on startup. It is highly punishable on block, but may save you here and there.
Combos
These Ryu combos come courtesy of SaishuuKessen.