Lichmassacre (talk | contribs) (→Move List: Format update for all normals.) |
Lichmassacre (talk | contribs) m (→Introduction: Pros/Cons format updated.) |
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= Introduction = | = Introduction = | ||
Pros: | {| | ||
* | |-style="text-align:left;" | ||
* Nice Hyper Combos for | ! Pros !! Cons | ||
* Easy to play | |- style="vertical-align:top;text-align:left" | ||
* Can change mode at any moment of | | style="width: 50%;"| | ||
* Relatively good normals | |||
* Nice Hyper Combos for zoning and rushdown | |||
* | * Easy to play | ||
* | * Can change mode at any moment | ||
* Huge amount of tools to work with | |||
* Invincible DP | |||
* He's still training | |||
| style="width: 50%;"| | |||
* Same normals are also very stubby | |||
* Very reliant on meter compared to any other game | |||
* Low meterless damage, so you need to spend it for damage... | |||
* ...And yet changing modes costs meter | |||
* Few long ranged tools, aside from Akuma Mode | |||
* Being in one mode will shut Ryu out from tools in the other two modes | |||
* His best combos require practice | |||
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|} | |||
=Basic Tips= | =Basic Tips= |
Revision as of 23:35, 24 December 2020
Introduction
Pros | Cons |
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|
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Basic Tips
Launchers: c. FP
Magic Series:
Ground Magic Series: Weakest to Strongest
Jump Magic Series: Weakest to Strongest
Super Jump Magic Series: Hunter Series
AC Finisher:
FK, FP, RK, Ryu's Hadoken, Ken's Shoryuken, Ryu's Tatsumaki-Senpuukyaku
Move List
Ground Normals
s.LP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.MP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.HP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.LK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.MK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
s.HK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground, Launcher |
c.LP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.MP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.HP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.LK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.MK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
c.HK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
Air Normals
j.LP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.MP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.HP
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.LK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.MK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
j.HK
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground |
RYU Movelist
Fun Facts: -Gains a new Hyper Combo, Shin-Shoryuken.
Command Normals
Thrust Strong: F + MP
Ryu does a lunging overhead that does two hits.
Hop Kick: F + MK
Ryu hops forward as he does a spin kick.
Special Moves
Hadouken: QCF + P (also in air)
Ryu throws a large projectile forwards from his palms.
Shoryuken: F, D, DF + P (also in air)
Ryu leaps up into the air a bit forward as he does a rising fist.
Tatsumaki Senpuu-Kyaku: QCB + K (also in air)
Ryu spins around with one leg forward as he slightly goes forward in that position.
Hyper Combos
Shinkuu-Hadouken: QCF + Px2
Ryu unleashes a giant projectile wave from his palms.
Shinkuu Tatsumaki Senpuu-Kyaku: QCB + Kx2
Ryu does an extended version of his Tatsumaki Senpuu-Kyaku on the same spot.
Shin-Shoryuken: F, D, DF + Px2
Introduced in MvC, Ryu does an extended version of his Shoryuken that does great damage but has extremely short range.
KEN Movelist
Fun Facts: -Ryu has Ken's moves from MSHvSF.
Command Normals
Overhead Kick: F + MK
Ryu does a vertical split kick on startup that acts as an overhead.
Special Moves
Hadouken: QCF + P (also in air):
Ryu throws a large projectile forwards from his palms. When doing in the air, Ryu does Ken's version as it goes down like Akuma's instead of forwards like Ryu's.
Shoryuken: F, D, DF + P (also in air)
Ryu leaps up into the air a bit forward as he does a rising fist. All versions engulfs his fist in flames like in MSHvSF.
Tatsumaki Senpuu-Kyaku: QCB + K (also in air)
Ryu spins around with one leg forward in a vertical angle as he slightly goes forward in that position and ends with an Overhead Kick after.
Hyper Combos
Shoryu-Reppa: QCF + Px2
Ryu does two LP Shoryukens and finishes it off with an HP Shoryuken as all of them are in flames.
Shinryu-Ken: QCF + Kx2
Ryu does a Shoryuken from the same spot that has a lot of verticality.
Shippu-Jinrai-Kyaku: QCB + Kx2
First introduced in MSHvSF, Ryu does a barrage of kick normals engulfed in flames then finishes it off with a Tatsumaki Senpuu-Kyaku.
AKUMA Movelist
Fun Facts: -Ryu has Akuma's moves from MSHvSF.
Command Normals
Overhead Chop: F + MP
Akuma does a slow chop that serves as an overhead.
Hop Kick: F + MK
Akuma hop forward as he does a spin kick.
Special Moves
Gou-Hadouken: QCF + P
Ryu throws out a fireball from his palms.
Zankuu-Hadouken: QCF + P (only in air)
Ryu throws a Gou-Hadouken downwards in the air.
Gou-Shoryuken: F, D, DF + P
Ryu goes forward and does a rising fist attack with his fist surrounded in a purple-like flame.
Tatsumaki Zankuu-Kyaku: QCB + K (also in air)
Ryu spins around with one leg forward surrounded in a lightning wave as he spins around forward.
Ashura-Senkuu: F, D, DF + P/Kx3
Ryu does a teleport dash from far or near parts of the screen.
Dive Kick: QCF + K (only in air)
Ryu does a diving kick from the air that does multiple hits.
Hyper Combos
Massatsu-Gouhadou: QCB + Px2
Ryu unleashes a giant projectile wave from his palms.
Messatsu-Goushoryu: QCF + Px2
Ryu does two LP Gou-Shoryukens and finishes it off with an HP Gou-Shoryuken with all of them surrounded in purple-like flames.
Tenma-Gou-Zankuu: QCF + Px2 (only in air)
Ryu does an extended version of his Zankuu-Hadouken.
Shun-Goku-Satsu: LP, LP, F, LK, HP
Ryu slightly dashes forward and when it connects, he grabs the opponent as the screen goes dark with explosions as they drop down to the ground right after.
Combos
Universals
1) c. SK, c. FK, cancel FP Fireball
2) D.S.Short, S.Forward, S.Roundhouse
3) D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, Tatsumaki Senpuu/Zankuu Kyaku
Ryu Mode
1. LK-> HP-> Shinkuu Hadouken
2. D+LK-> D+HP-> U-> LP-> LK-> MP-> Shinkuu Hadouken
3. d.D+LK-> D+MK-> D+HK-> Shinkuu Tatsumaki Senpuu Kyaku
4. D+LK-> D+HP-> Shin Shoryuken
5. Shin Shoryuken after jump-in
Ken Mode
1. D+LK-> D+MK-> Shoryureppa
2. D+LK-> D+MK-> Shipuujinrai Kyaku
3. D+LK-> D+HP-> Shinryuken
4. J.Short, J.Forward \/ C.Short, C.Forward XX Shouryuu Reppa
5. D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, Shouryuken
6. D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward,Tatsumaki Senpuu Kyaku, Shouryuken
Akuma Mode
1. LK-> HP-> Messatsu Gou Hadou
2. D+LK-> D+HP-> U-> LP-> LK-> MP-> LK-> Tenma Gou Zankuu
3. Tenma Gou Zankuu after jump-in
4. D+LK-> D+MK-> Messatsu Gou Shoryuu
5. Roundhouse Tatsumaki Zankuu Kyaku, C.Short, Roundhouse Tatsumaki Zankuu Kyaku