SvC Chaos: SNK Vs Capcom/Ryu: Difference between revisions

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(→‎Introduction: Made Ryu's Introduction.)
(→‎Normal Moves: Made Ryu's Normal Moves section.)
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==Normal Moves==
==Normal Moves==
''s.LP -'' (Far) Fast punch that can be normal canceled, and can chain into all of the other Light normals, including itself. Use it as a poke, as it can hit most crouching characters. (Close) Fast elbow attack that can be normal canceled, and chain into all of the Light Attacks. I won't recomend you to use this, because it will whiff on most crouching characters.<br>
''s.LK -'' (Far) Kick aiming up. The best way to use it is as an anti-air, but you'll probably use the DP instead(It's better, I know). (Close) Cancelable kick that won't whiff on low crouching characters, and can be normal canceled. You can use this one, but it can't chain into other Light Attacks. <br>
''s.HP -'' (Far) Strong punch with decent reach. Won't whiff on most low crouching characters, but cannot be normal canceled. If you want a damaging poke, use this one. (Close) Good for combos when you need damage. You can easily cancel it on any special move. <br>
''s.HK -'' (Far) Another kick aiming up. Wanna use it as an anti-air? If yes, why? Just do the DP instead. (Close) The classic two-hit axe kick. It's a good move to use on the opponent's wakeup(It won't whiff on low crouching chars), but the hits cannot be normal canceled, sadly.


''s.LP -'' <br>
''j.LP -'' (Diagonal) Just a simple punch. You can use it as a jump-in for combos, it stays for a good time, and you easily combo after it hits. Remember that it won't do that damage. (Neutral) A stopped chop. It's good as an air-to-air, use it defensively only. <br>
''s.LK -'' <br>
''j.LK -'' (Diagonal) You'll remember this... Knee... Punch... Dunno, but you can crossup(And easily combo) with it. (Neutral) Kick aiming up. Good to use when you're in the air, and your opponent jumps higher than you.<br>
''s.HP -'' <br>
''j.HP -'' (Diagonal) Punch to use as a jump attack. It does good damage, but I think the below is better. (Neutral) The best neutral jump-in. It doesn't stays for a long time, but you can combo after it hits.<br>
''s.HK -''  
''j.HK -'' (Diagonal) Great kick. Good reach, good damage, and can crossup. If you want to crossup, but you're having problems with the combos, just use the j.LK instead. (Neutral) Air-to-air kick. Use it defensively against your opponent's jumps.


''j.LP -''<br>
''cr.LP -'' Good cancelable punch. Better than the f.LP, I can say(Has more reach, and won't whiff on some low crouching chars). Can chain into other Light Attacks, including itself. <br>
''j.LK -''<br>
''cr.LK -'' Kick that hits low. Generally, this move is used as a Light Attack chain starter(See the combos section for more details). It can be normal canceled too. <br>
''j.HP -''<br>
''cr.HP -'' A punch aiming up that can be normal canceled. You can use it as an anti-air(Just use the DP), or on combos(If you like to hold down during them). <br>
''j.HK -''
''cr.HK -'' This is the classic cancelable sweep. You can do interesting things if you cancel it on a tatsu... You'll see more details about this later.


''cr.LP -'' <br>
''cr.LK -'' <br>
''cr.HP -'' <br>
''cr.HK -''
==Command Normals==
==Command Normals==
'''''Hiji Ate'''''
'''''Hiji Ate'''''

Revision as of 16:19, 13 August 2016

"Bulk's not everything. You need constant effort, too." By: Ryu(He uses this win quote against Earthquake and Hugo, the big chars)

Introduction

Ryufacesvc.png

You probably know this guy if you played any Street Fighter game. Ryu, a.k.a the Shoto, is, most likely, the best example of a basic character on the fighting game history. And in this game, this hasn't changed. He is still basic, strong, and fun to play. Now for his pros and cons.

Ryu's Good and Bad Things

Good Things:

  • Easy to play and learn(You can use strategies from other games with him here, they can work, and will help you);
  • Good stamina and decent walking speed(He has the best stamina of the Capcom Shotos);
  • Has nice projectiles to use in a match;
  • Decent Command Moves(You know all of them if you used him on ST);
  • Exceed can be easily used on combos;
  • Has a MAXIMUM Mode infinite on the corner;
  • Has easy, practical, and effective combos.

Bad Things:

  • The Exceed has short reach(You can do combos with it, but if it whiffs...);
  • The Exceed will be just a normal Shoryuken without damage(It does damage, but not THAT damage. But don't worry, you can juggle after it);
  • Not many options for Maximum Mode combos(He has an infinite in there, but he still doesn't have good options. He can only MAX cancel one Special Move, and one Command Move);
  • His Fire Hadouken won't eat normal projectiles(Will be negated with the other projectile);
  • His Shinkuu Hadouken will lose a hit if it negates a normal projectile(If the projectile does two hits, the Super will lose two hits, and there we go);
  • It's hard to combo with the Tatsu Super in this game.

Moves List

Normal Moves

s.LP - (Far) Fast punch that can be normal canceled, and can chain into all of the other Light normals, including itself. Use it as a poke, as it can hit most crouching characters. (Close) Fast elbow attack that can be normal canceled, and chain into all of the Light Attacks. I won't recomend you to use this, because it will whiff on most crouching characters.
s.LK - (Far) Kick aiming up. The best way to use it is as an anti-air, but you'll probably use the DP instead(It's better, I know). (Close) Cancelable kick that won't whiff on low crouching characters, and can be normal canceled. You can use this one, but it can't chain into other Light Attacks.
s.HP - (Far) Strong punch with decent reach. Won't whiff on most low crouching characters, but cannot be normal canceled. If you want a damaging poke, use this one. (Close) Good for combos when you need damage. You can easily cancel it on any special move.
s.HK - (Far) Another kick aiming up. Wanna use it as an anti-air? If yes, why? Just do the DP instead. (Close) The classic two-hit axe kick. It's a good move to use on the opponent's wakeup(It won't whiff on low crouching chars), but the hits cannot be normal canceled, sadly.

j.LP - (Diagonal) Just a simple punch. You can use it as a jump-in for combos, it stays for a good time, and you easily combo after it hits. Remember that it won't do that damage. (Neutral) A stopped chop. It's good as an air-to-air, use it defensively only.
j.LK - (Diagonal) You'll remember this... Knee... Punch... Dunno, but you can crossup(And easily combo) with it. (Neutral) Kick aiming up. Good to use when you're in the air, and your opponent jumps higher than you.
j.HP - (Diagonal) Punch to use as a jump attack. It does good damage, but I think the below is better. (Neutral) The best neutral jump-in. It doesn't stays for a long time, but you can combo after it hits.
j.HK - (Diagonal) Great kick. Good reach, good damage, and can crossup. If you want to crossup, but you're having problems with the combos, just use the j.LK instead. (Neutral) Air-to-air kick. Use it defensively against your opponent's jumps.

cr.LP - Good cancelable punch. Better than the f.LP, I can say(Has more reach, and won't whiff on some low crouching chars). Can chain into other Light Attacks, including itself.
cr.LK - Kick that hits low. Generally, this move is used as a Light Attack chain starter(See the combos section for more details). It can be normal canceled too.
cr.HP - A punch aiming up that can be normal canceled. You can use it as an anti-air(Just use the DP), or on combos(If you like to hold down during them).
cr.HK - This is the classic cancelable sweep. You can do interesting things if you cancel it on a tatsu... You'll see more details about this later.

Command Normals

Hiji Ate

  • b+LP -

Sakotsu Wari

  • f+LP -

Senpuu Kyaku

  • f+LK -

Kurubushi Kick

  • db+HK -

Special Moves

Hadou Ken(MC)

  • QCF+P -

Shakunetsu Hadou Ken

  • HCF+P -

Shouryuu Ken(MC)

  • DP+P -

Tatsumaki Senpuu Kyaku(MC)

  • QCB+K -

Kuuchuu Tatsumaki Senpuu Kyaku

  • QCB+K (In the air) -

Super Moves

Shinkuu Hadou Ken

  • QCF(2x)+P -

Shinkuu Tatsumaki Senpuu Kyaku

  • QCB(2x)+K -

Exceed

Shin Shouryuu Ken

  • QCF(2x)+KK -

The Basics

COMBOS

[Jumping Attack],Close C/Crouch B,db+D,Tatsumaki Senpu Kyaku

[Jumping Attack],Close B/Crouch B,Shoryuken

[Jumping Attack],Crouch Bx1~2, Shinkuu Hadouken or Corner Shin Tatsumaki Senpuukyaku

f+LK, df+HK, qcfqcf+P

Crossup Jumping D,Close C,C Shoryuken

Advanced Strategy

MAXIMUM Combos

(Corner Only) [dp+C,f+B] x n

Match-Ups