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'''Ryu is a Flexibile Low-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.''' | '''Ryu is a Flexibile Low-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.''' | ||
Optimal Shoto play dazzles with lots of links and cancels, many of which are unique to the EX Series. SF2EX+ Ryu is remarkably complex, but easy to learn. 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. | Optimal Shoto play dazzles with lots of links and cancels, many of which are unique to the EX Series. SF2EX+ Ryu is remarkably complex, but easy to learn. 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= | =Movelist= |
Revision as of 16:07, 18 April 2022
Introduction
(Mirrored from Mizuumi)
Ryu is a Flexibile Low-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.
Optimal Shoto play dazzles with lots of links and cancels, many of which are unique to the EX Series. SF2EX+ Ryu is remarkably complex, but easy to learn. 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 f + HP
Senpuu Kyaku f + MK
Throws
Seoi Nage When close, b / f + MP / HP
Tomoe Nage When close, b / f + MK / HK
Special Moves
Hadou Ken qcf + P
Shakunetsu Hadou Ken hcb + P
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K (then b + K x2, then/or press K)
Super Combos
Shinkuu Hadou Ken qcf,qcf + P
Shinkuu Tatsumaki Senpuu Kyaku qcb,qcb + K
Shinkuu T.S.K. (Kuuchuu) In air, qcb,qcb + K
Meteor Combo
Shin Shouryuu Ken qcf,qcf + 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