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=Advanced Strategy= | =Advanced Strategy= | ||
=Match-Ups= | =Match-Ups= | ||
Note: The matchup info I'm writing here also applies to Ken. The only real difference between the two in World Warrior is their kick button throws. Ken's kick throw tosses the opponent back farther than Ryu's, but otherwise they are identical fighters in this game. Therefore WW Ken's page will mostly contain identical matchup info. The good news is that, if your opponent picks Ryu first, you can just select Ken instead and play exactly as you would with Ryu. (Remember, mirror matches are not possible in Street Fighter II: The World Warrior. However, the SNES version does allow mirror matches by inputting a special code. Since this matchup section is for the arcade version, I won't be covering mirror matches.) | |||
==Vs. Ken== | |||
*4.5 - 5.5 | |||
This is basically as close as it gets to a mirror match in WW. Ryu has some slight differences with some of his hurtboxes that are worse than Ken's, but I don't think this gives Ken anything more than a slight advantage in this matchup (I could be wrong though). The only other advantage Ken has that you'll want to watch out for is Ken's kick button throw which tosses you farther back than your own version of the throw. This means that Ken can throw you into the corner more easily, although this matchup is still pretty even regardless. | |||
Round start: Hadoken, walk forward slightly and poke Ken with cr mk, or do nothing and wait for him to try something. You'll probably see most Ryu/Ken players start a round by immediately throwing a fireball, but doing this too often gets very predictable. If you expect your opponent to start the round like this, you can try jumping immediately and hit him with j hp or j hk. You can link into st hp, cr hp, st hp, cr mk, etc. if you jumped at him early enough before he could recover from throwing his fireball. If you think you hit him too early, you can try jumping back to avoid a sac throw. You can also just throw a fireball at the start to trade with Ken's. If you suspect that Ken will jump at you at the start of the round, wait and see what happens. If he does jump at you, hit him with a lp shoryuken. | |||
Basic strategy: Ken has the same tools as you to win this fight. Your main goal is to defend yourself better and use your offense more effectively than him. Don't become too predictable. Use hadokens wisely and try mixing up the speed you're throwing them at. If Ken tries jumping over a fast fireball from far away, you can try timing another fireball to hit him before he lands. Be careful throwing fireballs when he's closer to you as he could jump at you and attack before you can counter or block. You can try baiting him to jump at you by whiffing a lp or mp and then counter his jump with a shoryuken. Try to poke at Ken with normals like cr mk, hitting him low with the tip of your foot. This can help you apply pressure and control space. You can cancel out of this with a hp fireball to push him further back. | |||
==Vs. E.Honda== | ==Vs. E.Honda== | ||
Don't abuse Hadoken | Don't abuse Hadoken |
Revision as of 19:44, 16 October 2019


Introduction
Color Options
Default |
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Moves List
Normal Moves
Arm Throw (Seoi Nage): close, b or f + Medium or Hard Punch
Back Roll (Tomoe Nage): close, b or f + Medium or Hard Kick
Axe Kick: close, Hard Kick
Drop Knee: Light Kick in air
Special Moves
Fireball (Hadouken): d, df, f + Punch
Dragon Punch (Shoryuken): f, d, df + Punch
Hurricane Kick (Tatsumaki Senpuu Kyaku): d, db, b + Kick
The Basics
Anti-Airs: Shoryuken,crouching High Punch,standing High Kick
High Pokes: standing Medium Punch
Low Pokes: crouching Medium Kick
Combos
- cr.MK xx Hadoken or Shoryuken
- cr.LP CPS1 Chain s.HP xx Hadoken
Hitboxes
Standing Normals
- Standing LP:
Damage | 6 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | +6 | ||||
Frame Count | 2 | 4 | 4 | 1 | |
Simplified | 1+2 | 4 | 5 |
- Standing MP:
Damage | 16 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +10 | ||||||
Frame Count | 1 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 1+3 | 4 | 7 |
- Standing HP:
Damage | 26 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -6 | ||||||
Frame Count | 3 | 2 | 6 | 10 | 12 | 1 | |
Simplified | 1+5 | 6 | 23 |
- Standing LK:
Damage | 8 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | No | |||||
Frame Advantage | +3 | |||||
Frame Count | 3 | 3 | 8 | 4 | 1 | |
Simplified | 1+6 | 8 | 5 |
- Standing MK:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | +1 | |||||
Frame Count | 5 | 6 | 12 | 6 | 1 | |
Simplified | 1+11 | 12 | 7 |
- Standing HK:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | -2 | |||||
Frame Count | 2 | 4 | 8 | 10 | 7 | |
Simplified | 2+1 | 12 | 17 |
Close Standing Normals
- Close Standing LP:
Damage | 6 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Chain Cancel | Yes | |||
Special Cancel | Yes | |||
Frame Advantage | +6 | |||
Frame Count | 1+2 | 4 | 5 |
- Close Standing MP:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||||
Stun Timer | 60 | |||||||
Chain Cancel | No | |||||||
Special Cancel | Yes | |||||||
Frame Advantage | +2 | |||||||
Frame Count | 1 | 2 | 2 | 6 | 4 | 3 | 4 | |
Simplified | 1+3 | 2 | 17 |
- Close Standing HP:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | -8 | |||||
Frame Count | 3 | 2 | 6 | 10 | 13 | |
Simplified | 1+3 | 8 | 23 |
- Close Standing LK:
Damage | 8 | ![]() |
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Stun | 1~7 | |||||
Stun Timer | 40 | |||||
Chain Cancel | Yes | |||||
Special Cancel | Yes | |||||
Frame Advantage | +5 | |||||
Frame Count | 2 | 3 | 6 | 3 | 1 | |
Simplified | 1+5 | 6 | 4 |
- Close Standing MK:
Damage | 16 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +6 | ||||||
Frame Count | 2 | 1 | 6 | 4 | 4 | 1 | |
Simplified | 1+3 | 6 | 9 |
- Close Standing HK:
Damage | 24,6 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +8 | ||||||
Frame Count | 3 | 4 | 8 | 4 | 10 | 1 | |
Simplified | 1+7 | 12 | 11 |
Crouching Normals
- Crouching LP:
Damage | 6 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | +6 | ||||
Frame Count | 2 | 4 | 4 | 1 | |
Simplified | 1+2 | 4 | 5 |
- Crouching MP:
Damage | 14 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +10 | ||||||
Frame Count | 1 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 1+3 | 4 | 7 |
- Crouching HP:
Damage | 22 | ![]() |
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Stun | 11~17 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | -11 | ||||||
Frame Count | 3 | 3 | 8 | 10 | 12 | 1 | |
Simplified | 1+3 | 11 | 23 |
- Crouching LK:
Damage | 6 | ![]() |
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Stun | 1~7 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | +6 | ||||
Frame Count | 2 | 4 | 4 | 1 | |
Simplified | 1+2 | 4 | 5 |
- Crouching MK:
Damage | 14 | ![]() |
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Stun | 5~11 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +6 | ||||||
Frame Count | 1 | 2 | 6 | 4 | 4 | 1 | |
Simplified | 1+3 | 6 | 9 |
- Crouching HK:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | +2 | |||||
Frame Count | 3 | 6 | 6 | 8 | 11 | |
Simplified | 1+3 | 6 | 25 |
Aerial Normals
- Neutral Jumping LP:
Damage | 10 | ![]() |
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Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 2 | ∞ |
- Diagonal Jumping LP:
Damage | 8 | ![]() |
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Stun | 1~7 | ||
Stun Timer | 40 | ||
Frame Count | 2 | ∞ |
- Neutral/Diagonal Jumping MP:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||||
Stun Timer | 50 | |||||||
Frame Count | 2 | 2 | 20 | 4 | 4 | 4 | ∞ | |
Simplified | 4 | 20 | ∞ |
- Neutral Jumping HP:
Damage | 24 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 2 | 2 | 20 | 4 | 4 | 4 | ∞ | |
Simplified | 4 | 20 | ∞ |
- Diagonal Jumping HP:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 2 | 2 | 8 | 4 | 4 | 4 | ∞ | |
Simplified | 4 | 8 | ∞ |
- Neutral Jumping LK:
Damage | 10 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 40 | ∞ |
- Diagonal Jumping LK:
Damage | 8 | ![]() |
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Stun | 1~7 | |||
Stun Timer | 40 | |||
Frame Count | 2 | 3 | ∞ | |
Simplified | 5 | ∞ |
- Neutral Jumping MK:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||
Stun Timer | 50 | |||||
Frame Count | 5 | 13 | 6 | 6 | ∞ | |
Simplified | 5 | 13 | ∞ |
- Diagonal Jumping MK:
Damage | 16 | ![]() |
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Stun | 5~11 | |||||||
Stun Timer | 50 | |||||||
Frame Count | 2 | 3 | 13 | 3 | 3 | 3 | ∞ | |
Simplified | 5 | 13 | ∞ |
- Neutral Jumping HK:
Damage | 24 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 2 | 4 | 4 | 3 | 3 | 3 | ∞ | |
Simplified | 2 | 8 | ∞ |
- Diagonal Jumping HK:
Damage | 22 | ![]() |
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Stun | 11~17 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 2 | 3 | 7 | 3 | 3 | 3 | ∞ | |
Simplified | 5 | 7 | ∞ |
Throws
- Seoi Nage: (←/→ + HP) and Tomoe Nage: (←/→ + HK)
Damage | 32 | ![]() | |
Duration | 130 | ||
Stun | 7~13 | ||
Stun Timer | 100 | ||
Range (from axis) | 48 | ||
Range advantage | 19 |
Special Moves
- Hadoken: (↓↘→ + P)
Startup:
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Frame Count | 2 | 6 | 1 | 1 |
Active:
LP version:
Damage | 12 | ![]() |
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Stun | 13~19 | ||||
Stun Timer | 120 | ||||
Frame Advantage | - | ||||
Frame Count | 1 | 1 | 2 | 2.. | |
Simplified | 40 |
MP version:
Damage | 14 | ![]() |
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Stun | 13~19 | ||||
Stun Timer | 120 | ||||
Frame Advantage | - | ||||
Frame Count | 1 | 1 | 2 | 2.. | |
Simplified | 40 |
HP version:
Damage | 16 | ![]() |
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Stun | 13~19 | ||||
Stun Timer | 120 | ||||
Frame Advantage | - | ||||
Frame Count | 1 | 1 | 2 | 2.. | |
Simplified | 40 |
- Shoryuken: →↓↘ + Punch
Startup:
Damage | 32 | ![]() |
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Stun | 13~19 | ||||||
Stun Timer | 120 | ||||||
Frame Advantage | -18/-26/-40 | ||||||
Jab | 4 | 4 | 14 | 6 | 11 | 5 | |
Strong | 4 | 4 | 22 | 6 | 14 | 5 | |
Fierce | 4 | 4 | 26 | 6 | 21 | 5 |
- Tatsumaki Senpuu Kyaku: ↓↙← + Kick
Startup:
Damage | 22 | ![]() |
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Stun | 13~19 | |||
Stun Timer | 120 | |||
Frame Advantage | -1 | |||
Frame Count | 4 | 4 | 3 |
Active:
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Frame Count | 3 | 3 | 3 | 3 |
Short: 1 Time
Foward: 2 Times
Rounhouse: 3 Times
Recovery:
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Frame Count | 4 | 4 | 4 | 0 |
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
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- Standing reel:
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- Standing gut reel:
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- Crouching reel:
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- Dizzy:
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Advanced Strategy
Match-Ups
Note: The matchup info I'm writing here also applies to Ken. The only real difference between the two in World Warrior is their kick button throws. Ken's kick throw tosses the opponent back farther than Ryu's, but otherwise they are identical fighters in this game. Therefore WW Ken's page will mostly contain identical matchup info. The good news is that, if your opponent picks Ryu first, you can just select Ken instead and play exactly as you would with Ryu. (Remember, mirror matches are not possible in Street Fighter II: The World Warrior. However, the SNES version does allow mirror matches by inputting a special code. Since this matchup section is for the arcade version, I won't be covering mirror matches.)
Vs. Ken
- 4.5 - 5.5
This is basically as close as it gets to a mirror match in WW. Ryu has some slight differences with some of his hurtboxes that are worse than Ken's, but I don't think this gives Ken anything more than a slight advantage in this matchup (I could be wrong though). The only other advantage Ken has that you'll want to watch out for is Ken's kick button throw which tosses you farther back than your own version of the throw. This means that Ken can throw you into the corner more easily, although this matchup is still pretty even regardless.
Round start: Hadoken, walk forward slightly and poke Ken with cr mk, or do nothing and wait for him to try something. You'll probably see most Ryu/Ken players start a round by immediately throwing a fireball, but doing this too often gets very predictable. If you expect your opponent to start the round like this, you can try jumping immediately and hit him with j hp or j hk. You can link into st hp, cr hp, st hp, cr mk, etc. if you jumped at him early enough before he could recover from throwing his fireball. If you think you hit him too early, you can try jumping back to avoid a sac throw. You can also just throw a fireball at the start to trade with Ken's. If you suspect that Ken will jump at you at the start of the round, wait and see what happens. If he does jump at you, hit him with a lp shoryuken.
Basic strategy: Ken has the same tools as you to win this fight. Your main goal is to defend yourself better and use your offense more effectively than him. Don't become too predictable. Use hadokens wisely and try mixing up the speed you're throwing them at. If Ken tries jumping over a fast fireball from far away, you can try timing another fireball to hit him before he lands. Be careful throwing fireballs when he's closer to you as he could jump at you and attack before you can counter or block. You can try baiting him to jump at you by whiffing a lp or mp and then counter his jump with a shoryuken. Try to poke at Ken with normals like cr mk, hitting him low with the tip of your foot. This can help you apply pressure and control space. You can cancel out of this with a hp fireball to push him further back.
Vs. E.Honda
Don't abuse Hadoken
Vs. Chun Li
Spinning Bird Kick can beat Hadoken
Vs. Blanka
Its a ground to ground battle
Vs. Zangief
Keep him away
Vs. Guile
Sonic Boom vs Hadoken, he had better anti air
Vs. Dhalsim
Hadoken him at far distance and get close jump in him Template:Street Fighter II