Street Fighter Alpha 2/Ryu: Difference between revisions

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Revision as of 22:31, 26 October 2021

Ryu-good-original-stance-sfa.gif

Introduction

A student of the Shotokan school of karate, Ryu has devoted his entire life to perfecting the true way of the warrior through mastery of the fireball. Now Ryu must stand tall against revitalized rivals.

Ryu Alpha2 colors.PNG

The main character. Ryu is a top-4 character in Alpha 2. Ryu is the definition of solid, being able to effectively zone, rush, or turtle. Ryu is a very good beginner or expert character.

Pros:

  • Excellent anti-airs
  • Many good normals
  • Fast overhead
  • Very good (if basic) supers
  • Excellent zoning with the best fireball in the game
  • Tatsu knocks down, making it great against fireballs
  • DP is the best meterless counter AC and AA against jump-in CCs

Cons:

  • Mediocre CC damage
  • No serious drawbacks, although almost anyone you play will know the Ryu matchup.

Stats:

  • HP: Average
  • Stun: Average
  • Walk Speed: Average
  • Throw Range: Great (tied for 2rd best in the game)
  • Wake-up Speed: Average
  • Tech-Roll Speed: Average

Source:(Alpha2CharacterStats)

Moves List

Framedata Notes:

  • Damage = Units of damage done to Ken at 100% life (144 units of health). Most moves have a damage range (unknown RNG formula).
  • Startup = The frame the move hits on (1st active frame).
  • Frame Adv = The OnBlockAdv value. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)
  • Meter = The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)
  • All framedata collected with the game speed set to normal.

[Damage, stun, framedata, and meter collected by A2 Icon ChunLi.pngVeri7as, October 2021]

Normal Moves

Standing

st.Lp.png
Ryu s.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5 3 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png

Quick jab, with small frames advantage, you can walk and do these on any opponent that can’t crouch them.

st.Mp.png
Ryu s.mp(1).png
Ryu s.mp(2).png
Damage Stun Startup Active Frame Adv Meter Block Properties
11-13, 6 6, 6 4 3(0)6 -4 1/3/6 Mid.png Specialcancel.png
Supercancel.png
  • Hits 1 time.
  • Both hits are cancellable.

Quick one arm uppercut; good anti-air.

st.Hp.png
Ryu s.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
17-21 8 8 6 -3 2/5/9 Mid.png -

Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc.

st.Lk.png
Ryu s.lk.jpg
Damage Stun Startup Active Frame Adv Meter Block Properties
5 3 7 6 -4 0/1/2 Mid.png Specialcancel.png
Supercancel.png

Good ranged kick to the shin, good priority and range.

st.Mk.png
Ryu s.forward(2).png
Ryu s.forward(1).png
Damage Stun Startup Active Frame Adv Meter Block Properties
8-10, 9 4, 2 6 10(0)6 +1 1/2,2/3,3 Mid.png Specialcancel.png
Supercancel.png
  • First hit is cancellable.
  • Hits 2 times.

Ugly axe kick which can be used as a anti-crossup.

st.Hk.png
Ryu s.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14 4 10 6 +6 2/5/9 Mid.png -

A roundhouse kick to the face. Good meaty to whoever cant crouch it, gives hella frame advantage, but despite look isnt a anti-air.

Crouching

cr.Lp.png
Ryu cr.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5 1 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png

Little jab to the shin, not really all that great range wise.

cr.Mp.png
Ryu cr.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10-12 6 5 4 +5 1/3/6 Mid.png Specialcancel.png
Supercancel.png

A straight punch with good priority and frame advantage.

cr.Hp.png
Ryu cr.hp(1).png
Ryu cr.hp(2).png
Damage Stun Startup Active Frame Adv Meter Block Properties
15-19,13 8, 6 5 4(0)8 -2 2/5/9 Mid.png Specialcancel.png
Supercancel.png
  • First hit is cancellable.
  • Hits 1 time.

Uppercut, probably one of the best normal anti-airs in the game. Also this is a super meaty, allowing link after ward.

cr.Lk.png
Ryu cr.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5 3 5 4 +2 0/1/2 Low.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png

Quick kick to the foot, combo starter.

cr.Mk.png
Ryu cr.forward.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9-11 1 6 6 +3 1/3/6 Low.png Specialcancel.png
Supercancel.png

A good reaching low kick, probably overall bset poke, gives frame advantage and awesome meaty.

cr.Hk.png
Ryu cr.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14-18 8 7 6 -9 2/5/9 Low.png Specialcancel.pngSupercancel.png
Softknockdown.png

A really good sweep with good range, usually a poke string ender. Note that if not cancelled its a free cc on you, and if you cancel into a hadouken, free cc on you if your opponent has a lvl 3.

Jumping

Jumping U.png (Neutral jump)

nj.Lp.png
Ryu nj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9 3 6 10 - 0/1/2 High.png -

-

nj.Mp.png
Ryu nj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10-12 6 6 8 - 1/3/6 High.png -

-

nj.Hp.png
Ryu nj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13-17 8 9 6 - 2/5/9 High.png -

-

nj.Lk.png
Ryu nj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10 3 5 10 - 0/1/2 High.png -

-

nj.Mk.png
Ryu nj.forward.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11-13 6 5 6 - 1/3/6 High.png -

-

nj.Hk.png
Ryu nj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14-18 8 13 6 - 2/5/9 High.png -

-

Jumping Ub.png Uf.png (Diagonal jump)

dj.Lp.png
Ryu dj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9 3 6 10 - 0/1/2 High.png -

-

dj.Mp.png
Ryu dj.mp(1).png
Ryu dj.mp(2).png
Damage Stun Startup Active Frame Adv Meter Block Properties
8, 6 3, 3 10 3(0)8 - 1/2,2/3,3 High.png -
  • Hits 2 times.

A two-hit upward punch in the air, use to juggle after a connecting air hurricane kick on a grounded opponent.

dj.Hp.png
Ryu dj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13-17 1 6 6 - 2/5/9 High.png -

A fist to the face. Good jump in with good priority, especially when done early.

dj.Lk.png
Ryu dj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9 3 8 10 - 0/1/2 High.png -

-

dj.Mk.png
Ryu dj.forward.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10-12 6 8 8 - 1/3/6 High.png Cross-up

-

dj.Hk.png
Ryu dj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13-17 8 7 6 - 2/5/9 High.png -

Best when used when jumping from far away, good priority.

Command Normals

Sakatsu Wari
aka Overhead
F.png+ Mp.png
Ryu f.mp.gif
Damage Stun Startup Active Frame Adv Meter Block Properties
5-7, 14 6, 2 23 4(0)4 -7 1/2,2/3,3 High.png -
  • Hits 2 times
  • Unsafe; can be punished by CC and fast normals.
  • Punishable on hit.
  • Tied for 2nd fastest overhead in the game. (Alpha2Overheads).

A overhead with very good range.

Senpu Kyaku
aka Hop Kick
F.png+ Mk.png
Ryu f.forward.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11-13 6 20 4 -5 1/3/6 Mid.png Lowerbodyinv.png
  • Unsafe; can be punished by CC and fast normals.

Good for maintaining corner pressure, or to zone in closer due to recovering faster than a LK Tatsu.

Normal Throws

Seoi Nage
B.pngorF.png + Mp.png/Hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
19 0 0 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 9 damage when opponent tech throws.
  • Ryu has the 2rd best throw range in the game (Alpha2ThrowRanges).
Tomoe Nage
B.pngorF.png + Mk.png/Hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
19 0 0 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 9 damage when opponent tech throws.

Alpha Counters

(while in blockstun)
Qcd.png+ P.png
RyuPAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
18-20, ?, ? 8 4 4(0)8(0)10 -38 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Used vs jump-ins and when opponent is extremely close. Does have a tendency to whiff vs deep jump-ins.

(while in blockstun)
Qcd.png+ K.png
RyuKAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15-19 8 5 6 -9 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Use on the ground, his best ac.

Special Moves

Hadoken
aka Fireball
Qcf.png + P.png
Ryu hadouken(1).png
Ryu hadouken(2).png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 13-19, 9-13 8 12 3, inf -11 - Mid.png Proj.png
  • Speed: 300 pixels per 100 frames; slowest fireball in the game (Alpha2Fireballs).
  • Punishable on hit.
Mp.png 12-22, 8-17 10 12 3, inf -12 - Mid.png Proj.png
Hp.png 14-24, 10-20 12 12 3, inf -13 - Mid.png Proj.png
Softknockdown.png

Shakunetsu Hadoken aka Red Fireball

  • Softknockdown when hit within the first 3 frames.
  • Speed: 450 pixels per 100 frames; 4th fastest fireball in the game (Alpha2Fireballs).

A fireball. His best poke, good release speed and damage. Throw a hell of alot of these but be smart with it. Throwing smart fireballs will annoy your opponent, just tossing them out will get you killed.

Shoryuken
aka Dragon Punsh, Uppercut
Dp.png + P.png
Ryu lpshoryu(1).png
Ryu lpshoryu(2).png
Ryu lpshoryu(3).png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 17-20, 14-18, 3 8, 4, 4 4 4(0)8(0)2 -17 - Mid.png Startupinv.pngUpperbodyinv.png
Softknockdown.png
  • 3 frames of startup invul; 0 of which while active.
  • Hits 1 time max.

Best used as an invincible anti-air. Will also anti-air jump-in CCs. Not a great reversal because of the lower hurtbox during the first hit; it will trade with low attacks.

Mp.png 18-23, 12-20, 3 10, 5, 5 4 4(0)8(0)6 -28 - Mid.png Startupinv.png
Softknockdown.png
  • 7 frames of startup invul; 4 of which while active.
  • Hits 1 time max.

Best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit.

Hp.png 22-28, 16-22, 3 12, 6, 6 4 4(0)8(0)10 -38 - Mid.png Startupinv.png
Softknockdown.png
  • 7 frames of startup invul; 4 of which while active.
  • Hits 1 time max.

Hp dp is best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit. By performing a close light, medium, or heavy DP towards the other person while they're blocking will hit them twice instead of once, which does more chip damage.

Tatsumaki Senpukyaku
aka Hurricane Kick
Qcb.png + K.png
Ryu tatsu(1).png
Ryu tatsu(2).png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 17-19, 17-19 8, 8 12 3(3)3 -5 - Mid.png Softknockdown.png
  • Hits 1 time max.
Mk.png 19-23 x4 10x4 12 3(3)x4 -5 - Mid.png Softknockdown.png
  • Hits 1 time max.
Hk.png 19-25 x6 12x6 12 3(3)x6 -5 - Mid.png Softknockdown.png
  • Hits 1 time max.

Used for mobility and to punish fireballers, use lk version to pass fireballs when you cant use hk version to hit opponent.

(air)Tatsumaki Senpukyaku
aka (air)Hurricane Kick
(in air)Qcb.png + K.png
Ryu airtatsu(1).png
Ryu airtatsu(2).png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 9-15 6 7 3 - - Mid.png Softknockdown.png
Mk.png 10-15, 10-15 8, 8 7 3(15)3 - - Mid.png Softknockdown.png
  • Hits 1 time max.
Hk.png 12-17 x3 10x3 7 3(9)3(9)3 - - Mid.png Softknockdown.png
  • Hits 1 time max.

Has annoyingly great priority, also if connected against a grounded opponent allows for a j.mp juggle.

Hado no Kamae
aka Fake Fireball
Qcf.png + Taunt (Start)
RyuFake.png
Damage Stun Startup Active Frame Adv Meter Block Properties
N/A N/A N/A N/A N/A - N/A -

Ryu will use his fireball animation where nothing comes out, but it has very fast recovery and can catch foes off-guard during a fireball war. Not used often due to the placement of the start button can vary depending on your controller setup, and a inputting it incorrectly will give you a regular taunt instead, which can be dangerous.

Super Moves

Startup Invulnerability Notes:

  • At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.


Shinku Hadoken
a.k.a. Fireball Super
Qcf.pngQcf.png + P.png
Ryu shinkuu(1).png
Ryu shinkuu(2).png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
?x3 = 28-34 0, 2, 2 5 9, inf -13 - Mid.png Startupinv.png
Proj.png
  • 4 frames of startup hit invul.; 0 of which while active.
  • 6 frames of startup projectile invul.
  • Hits 3 times.
  • Punishable on hit.
Level 2
P.pngP.png
?x4 = 39-49 0, 1, 1, 1 5 9, inf -10 - Mid.png Startupinv.png
Proj.png
Hardknockdown.png
  • 4 frames of startup hit invul.; 0 of which while active.
  • 6 frames of startup projectile invul.
  • Hits 4 times.
Level 3
3p.png
?x5 = 52-58 0, 0, 1, 1, 1 5 9, inf -7 - Mid.png Startupinv.png
Proj.png
Hardknockdown.png
  • 4 frames of startup hit invul.; 0 of which while active.
  • 6 frames of startup projectile invul.
  • Hits 5 times.

Only real use is to blow thru fireballs, sucks as a AA at any lvl other than 1, and you have better choices anyway. Can combo off light attacks. Lvl 1 does does not knock down, and if to close can be hit.

Shinku Tatsumaki Senpukyaku
a.k.a. Hurricane Kick Super
Qcb.pngQcb.png + K.png
Ryu shintatsu(1).png
Ryu shintatsu(2).png
Ryu shintatsu(3).png
Ryu shintatsu(4).png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
?x5 = 36-47 0x4, 3 6 3(3)x5 0 - Mid.png Startupinv.png
Lowerbodyinv.png
  • 5 frames of startup hit invul.; 0 of which while active.
  • 15 frames of startup projectile invul.
  • Hits 5 times.
Level 2
K.pngK.png
?x9 = 46-58 0x8, 3 6 3(3)x9 +1 - Mid.png Startupinv.png
Lowerbodyinv.png
  • 6 frames of startup hit invul.; 1 of which while active.
  • 16 frames of startup projectile invul.
  • Hits 9 times.
Level 3
3k.png
?x13 = 55-73 0x12, 3 6 3(3)x13 +2 - Mid.png Startupinv.png
Lowerbodyinv.png
  • 7 frames of startup hit invul.; 2 of which while active.
  • 17 frames of startup projectile invul.
  • Hits 13 times.

Probably the best wake-up super in the game, best used defensively than offensively. Completely safe on block, good chip damage, and good damage. Good anti-cross up when knocked down. Ryu's pushbox is removed throughout the duration of the super.

The Basics

I like to zone with ryu, fireball away, build meter, cc for chip whatever. Ryu is scary cause its hard to rush him when he has meter, after a few eaten ccs your opponent wont rush you so much. This is in you favor since his fireball is so good. Main goal is to force the opponent to make mistakes by zoning with fireballs, then anti-airing them if they jump. His HP fb knocks down and has great release speed, so Ryu can really get annoying fast.

Advanced Strategy

Well if within or a little outside sweep range go for his cc:

c.rh xx lk hurricane xN, fp dp

UPDATED: Better Customs at lvl 3

c.rh xx lk hurricane x3, fp dp x2 c.rh xx lk hurricane x2, lp dp, lp dp, hp dp c.rh xx lk hurricane x3, hp fireball x4, hp dp c.rh xx hp dp, hp dp, lp dp, hp dp. Note in CC mode E. Ryu’s specials are like regular Ryu’s.

Tired of people jumping on you, well then just anti-air cc. Shoto’s have probably the best AA ccs. If no cc is available, used c.fp or s.mp (cancel into hurricane to move close or hadouken to push back). S.mk works as a anti-cross up.

Activate, s.mp xx lk hurricane xN, fp dp

Now if they jump from afar…

Activate, s.fp xx rh hurricane, fp dp

Congrats! You just made you opponent think twice about jumping on you which leads to more hadouken and cc mix-up fun! This is just a quick overview if you have any in depth question feel free to ask.

Also vs fireballers, if you hit a air hurricane kick…

immeadiately jump activate, j.mp xx hurricane, land, continue hurricane kick juggle, end with fp dp.

        • Hadouken Knockdown

After a c.mk xx fireball knockdown, hold uf, j.lk at the last second. Its a safe jump in and if it hits go into c.lk x2 fireball. Alot of times they try to throw which leads to c.lk x2 xx fireball another knockdown into the same situation. Repeat til j.lk and c.lk is blocked.

From the blocked c.lk, go for throw, or c.mk xx fireball if you think they expected your throw attempt. If they jump at you when you have meter, cc them with s.mp/c.mp xx lk hurricanes xN, end with hp dp. If they jump from afar, actiavte, s.fp xx hk hurricane into lk hurricanes, end with dp.

C.fp is one of the best meaties and if it hits you can link a c.mk or sweep, if blocked walk forward and throw, or go for a counter hit. S.mk is a really good anti cross up, hitting instantly above his head.

Combos

cr.Lk.png, cr.Lk.png, st.Lk.png xx Hp.png Fireball or Fireball Super

cr.Hp.png xx Hp.png DP

Corner j.Hp.png, cr.Hp.png xx Lvl 1 Tatus Super, Lvl 1 Fireball Super

Custom Combos

Lv1:

cr.Hk.png, Hp.png Fireball x4, Hp.png DP

cr.Hk.png, Lk.png Tatus x2, Hp.png DP

Lv3:

cr.Hk.png, Lk.png Tatus x6, Hp.png DP

cr.Hk.png, Lp.png DP x2, Hp.png DP x2

st.Hk.png, Lp.png Fireball xN, c.Hk.png, Hp.png DP

Ryu: any lvl- cr.Hk.png xx Lk.png Tatus xN, Hp.png DP

aa cc- st.Mp.png/cr.Mp.png into above cc

Match-ups


A2 Icon Adon.png Vs. Adon: 6-4 Ryu's favor


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A2 Icon Akuma.png Vs. Akuma: 6-4 Ryu's favor


[Loading match-up info...]


A2 Icon Birdie.png Vs. Birdie: 7-3 Ryu's favor


[Loading match-up info...]


A2 Icon Charlie.png Vs. Charlie-Nash: 6-4 Ryu's favor


[Loading match-up info...]


A2 Icon ChunLi.png Vs. Chun-Li: 5-5 Even match-up


quite tricky. S.lk beats out chuns low fwd and I think this is applied to ryu\ken\akuma. Not quite sure about dan\sakura. You read the opponent for low fwd patterns and interupt her with s.lk, KD FB.

ryus hcf+fp is KD @ perfect ranges to counter chuns normal game. Its really effective because KD’s give you time to set her up for something.

if someone is getting fireball happy w\in the proper FB range, you pacman her FB with a shinku. She’ll stop zoning less with fb’s and you can work yours.

for the most part, ryu can’t really out footsie chun. However, his fwd+mk will go over low fwd which counts for something but its not safe from certain ranges. I’ve noticed that if you decide to turtle it up, shell walk in and out of her low fwd range to bait you to do something. Most players have patterns when they start doing this and you can time when they walk fwd and catch them with c.mk, FB. Its not great life but it is footsie and you can catch her frequently with this till they stop walking around. Chuns walk speed is too good and seems to be a staple point of her footsie mind game.

I’ve noticed that once chun has established her dominant footsie game, she’ll get in close so she can force easy pressure with her normals. This is the only time when you can try to out footsie her and get her with something. c.lk x2 super, low fwd into KD FB etc…

and the best strategy is to just use the clock. Take off time. See if the other guy can actually maintain the proper moves through out the entire course of the match. I’ve noticed that some chun players are really gimmicky and when you use the clock, you’ll be able to see that gimmick more and more and you’ll eventually think of a counter. Even when you use the clock vs a smart chun, you establish the mental game and you’ll be able to work options to land hits.

a big problem with chun isn’t her normals but rather her CC. Its important to win the first round. Its crucial. When the 2nd round comes up, try to gain the life lead and force the chun player to burn up their CC so when the 3rd round comes around, you have bar, she doesn’t and you can pick her off with your CC then fight it out. That's probably the best strat i’ve managed to come up with so far.


A2 Icon Dan.png Vs. Dan: 8-2 Ryu's favor


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A2 Icon Dhalsim.png Vs. Dhalsim: 7-3 Ryu's favor


[Loading match-up info...]


A2 Icon Gen.png Vs. Gen: 7-3 Ryu's favor


[Loading match-up info...]


A2 Icon Guy.png Vs. Guy: 6-4 Ryu's favor


[Loading match-up info...]


A2 Icon Ken.png Vs. Ken: 4-6 Ken's favor


[Loading match-up info...]


A2 Icon Bison.png Vs. M. Bison (dictator): 6-4 Ryu's favor


[Loading match-up info...]


A2 Icon Rolento.png Vs. Rolento: 4-6 Rolento's favor


[Loading match-up info...]


A2 Icon Rose.png Vs. Rose: 4-6 Rose's favor


[Loading match-up info...]


A2 Icon Ryu.png Vs. Ryu (self):


[Loading match-up info...]


A2 Icon Sagat.png Vs. Sagat: 6-4 Ryu's favor


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A2 Icon Sakura.png Vs. Sakura: 5-5 Even match-up


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A2 Icon Sodom.png Vs. Sodom: 5-5 Even match-up


[Loading match-up info...]


A2 Icon Zangief.png Vs. Zangief: 6-4 Ryu's favor


[Loading match-up info...]

Game Navigation

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