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= Moves List = | == Moves List == | ||
===Normal Moves=== | |||
====Throws==== | |||
====Command Normals==== | |||
F + Mp = over head punch<br> | F + Mp = over head punch<br> | ||
F + Fp = dash bunch *upclose has two hits<br> | F + Fp = dash bunch *upclose has two hits<br> | ||
====Target Combos==== | |||
===Special Moves=== | |||
QCF + P = Hadouken<br> | QCF + P = Hadouken<br> | ||
HCF + P = RED hadouken<br> | HCF + P = RED hadouken<br> | ||
QCF + K = Hurricane kick<br> | QCF + K = Hurricane kick<br> | ||
F, D, DF = Shoryuken | F, D, DF = Shoryuken | ||
===Super Art=== | |||
===Move Analysis=== | |||
==Combos== | |||
= | ==Frame Data== | ||
===Normals=== | |||
===Throws=== | |||
===Command Normals=== | |||
===Special Moves=== | |||
===Super Arts=== | |||
===Additional Frame Data=== | |||
==Strategies== | |||
===Overview=== | |||
c.mk xx red hadouken/hadouken/shoryuken/tatsumaki. | c.mk xx red hadouken/hadouken/shoryuken/tatsumaki. | ||
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Keep the person cornered. If a person tries to jump then shoryukne is u'r main priority. Use the over head or a throw if there guarding alot. Use c.mk xx red hadouken or shoryuken if there standing and always cross 'em up. | Keep the person cornered. If a person tries to jump then shoryukne is u'r main priority. Use the over head or a throw if there guarding alot. Use c.mk xx red hadouken or shoryuken if there standing and always cross 'em up. | ||
= | ===Basics=== | ||
===Zoning=== | |||
===Mixups=== | |||
===Additional Notes=== | |||
==Match-ups== | |||
== Vs. Balrog (boxer): == | == Vs. Balrog (boxer): == | ||
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== Vs. O. Zangief: == | == Vs. O. Zangief: == | ||
===Serious Advantage Match-ups=== | |||
===Advantage Match-ups=== | |||
===Fair Match-ups=== | |||
===Disadvantage Match-ups=== | |||
===Serious Disadvantage Match-ups=== | |||
[[Category:Super Street Fighter 2 Turbo]] | [[Category:Super Street Fighter 2 Turbo]] | ||
[[Category:Ryu]] | [[Category:Ryu]] |
Revision as of 14:31, 13 March 2007
Introduction
A great all around character. He has no real weaknesses. Use a flying strong, flying strong, land, super fireball. Hilarity ensues. Profit!
Color Selections
"New Ryu" colors
http://img405.imageshack.us/img405/7352/ryunewcolorsqr4.png
--Raisin (March 10, 2007)
Moves List
Normal Moves
Throws
Command Normals
F + Mp = over head punch
F + Fp = dash bunch *upclose has two hits
Target Combos
Special Moves
QCF + P = Hadouken
HCF + P = RED hadouken
QCF + K = Hurricane kick
F, D, DF = Shoryuken
Super Art
Move Analysis
Combos
Frame Data
Normals
Throws
Command Normals
Special Moves
Super Arts
Additional Frame Data
Strategies
Overview
c.mk xx red hadouken/hadouken/shoryuken/tatsumaki.
cross up mk, s.hp, shoryuken.
Keep the person cornered. If a person tries to jump then shoryukne is u'r main priority. Use the over head or a throw if there guarding alot. Use c.mk xx red hadouken or shoryuken if there standing and always cross 'em up.
Basics
Zoning
Mixups
Additional Notes
Match-ups
Vs. Balrog (boxer):
Vs. Blanka:
Keep him cornered. Counter his roll move with shoryuken and hadouken and always cross him up.