Street Fighter 3: 2nd Impact/Ryu: Difference between revisions

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==Normal Moves==
==Normal Moves==
===Close Normals===
===Close Normals===
=====<font style="visibility:hidden; float:right">c.LP</font>=====
{{MoveData
|name=Close LP
|input=c.{{lp}}
|image=(ryucloselp).gif
|data=
{{AttackData-3S
|startup=
|active=
|recovery=
|onHit=
|onHitCrouch=
|onBlock=
|parry=
|damage=
|stun=
|description=
* Cancel options:
}}
}}
=====<font style="visibility:hidden; float:right">c.MP</font>=====
{{MoveData
|name=Close MP
|input=c.{{mp}}
|image=(ryuclosemp).gif
|data=
{{AttackData-3S
|startup=
|active=
|recovery=
|onHit=
|onHitCrouch=
|onBlock=
|parry=
|damage=
|stun=
|description=
* Cancel options:
}}
}}
=====<font style="visibility:hidden; float:right">c.HP</font>=====
{{MoveData
|name=Close HP
|input=c.{{hp}}
|image=(ryuclosehp).gif
|data=
{{AttackData-3S
|startup=
|active=
|recovery=
|onHit=
|onHitCrouch=
|onBlock=
|parry=
|damage=
|stun=
|description=
* Cancel options:
}}
}}
=====c.LK=====
c.{{lk}} is the same as f.{{lk}}.
=====<font style="visibility:hidden; float:right">c.MK</font>=====
{{MoveData
|name=Close MK
|input=c.{{mk}}
|image=(ryuclosemk).gif
|data=
{{AttackData-3S
|startup=
|active=
|recovery=
|onHit=
|onHitCrouch=
|onBlock=
|parry=
|damage=
|stun=
|description=
* Cancel options:
}}
}}
=====c.HK=====
c.{{hk}} is the same as f.{{hk}}.


===Far Normals===
===Far Normals===

Revision as of 21:09, 2 February 2023

Introduction

Moves List

Normal Moves

Close Normals

c.LP
Close LP
c.Lp.png
(ryucloselp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options:
c.MP
Close MP
c.Mp.png
(ryuclosemp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options:
c.HP
Close HP
c.Hp.png
(ryuclosehp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options:


c.LK

c.Lk.png is the same as f.Lk.png.

c.MK
Close MK
c.Mk.png
(ryuclosemk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options:


c.HK

c.Hk.png is the same as f.Hk.png.

Far Normals

Crouching Normals

Jumping Normals

Command Normals

Special Moves

Hadouken

Shoryuken

Tatsumaki Senpukyaku

Joudan Sokuto Geri

Super Moves

Shinku Hadouken

Shin Shoryuken

Denjin Hadouken

The Basics

Choose Denjin Hadouken (Super Art 3) because in 2I it has two stocks which not only allows for more denjin set ups than in NG or 3S, but it also means you have better ways to damage your opponent once you have them dizzy (For example, jumping fierce, crouching fierce, EX tatsu).

Denjin set ups:

EX hadouken xx denjin (on your opponent's wake up)

Crouching forward kick, EX hadouken xx denjin

EX blade kick, shoryuken (and then either xx denjin or (EX) hadouken xx denjin on wake up)

Advanced Strategy

Match-Ups