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Used for mobility and to punish fireballers, use lk version to pass fireballs when you cant use hk version to hit opponent. | All hits will whiff on crouching opponents. Used for mobility and to punish fireballers, use lk version to pass fireballs when you cant use hk version to hit opponent. | ||
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Revision as of 03:17, 27 October 2021
Introduction
A student of the Shotokan school of karate, Ryu has devoted his entire life to perfecting the true way of the warrior through mastery of the fireball. Now Ryu must stand tall against revitalized rivals.
The main character. Ryu is a top-4 character in Alpha 2. Ryu is the definition of solid, being able to effectively zone, rush, or turtle. Ryu is a very good beginner or expert character.
Pros:
- Excellent anti-airs
- Many good normals
- Fast overhead
- Very good (if basic) supers
- Excellent zoning with the best fireball in the game
- Tatsu knocks down, making it great against fireballs
- DP is the best meterless counter AC and AA against jump-in CCs
Cons:
- Mediocre CC damage
- No serious drawbacks, although almost anyone you play will know the Ryu matchup.
Stats:
- HP: Average
- Stun: Average
- Walk Speed: Average
- Throw Range: Great (tied for 2rd best in the game)
- Wake-up Speed: Average
- Tech-Roll Speed: Average
Source:(Alpha2CharacterStats)
Moves List
Framedata Notes:
- Damage = Units of damage done to Ken at 100% life (144 units of health). Most moves have a damage range (unknown RNG formula).
- Startup = The frame the move hits on (1st active frame).
- Frame Adv = The OnBlockAdv value. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)
- Meter = The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)
- All framedata collected with the game speed set to normal.
[Damage, stun, framedata, and meter collected by Veri7as, October 2021]
Normal Moves
Standing
Crouching
Jumping
Command Normals
Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties | |
---|---|---|---|---|---|---|---|---|
5-7, 14 | 6, 2 | 23 | 4(0)4 | -7 | 1/2,2/3,3 | ![]() |
- | |
A overhead with very good range. |
Normal Throws
Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties | |
---|---|---|---|---|---|---|---|---|
19 | 0 | 0 | N/A | N/A | -/-/3 | N/A | ![]() ![]() | |
|
Alpha Counters
Special Moves
Version | Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties | |
---|---|---|---|---|---|---|---|---|---|
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13-19, 9-13 | 8 | 12 | 3, inf | -11 | 4/5/7 | ![]() |
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12-22, 8-17 | 10 | 12 | 3, inf | -12 | 4/5/7 | ![]() |
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14-24, 10-20 | 12 | 12 | 3, inf | -13 | 4/5/7 | ![]() |
![]() ![]() | |
Shakunetsu Hadoken aka Red Fireball
A fireball. His best poke, good release speed and damage. Throw a hell of alot of these but be smart with it. Throwing smart fireballs will annoy your opponent, just tossing them out will get you killed. |
Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties | |
---|---|---|---|---|---|---|---|---|
N/A | N/A | N/A | N/A | N/A | 0/-/- | N/A | - | |
Ryu will use his fireball animation where nothing comes out, but it has very fast recovery and can catch foes off-guard during a fireball war. Not used often due to the placement of the start button can vary depending on your controller setup, and a inputting it incorrectly will give you a regular taunt instead, which can be dangerous. |
Super Moves
Startup Invulnerability Notes:
- At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.
The Basics
I like to zone with ryu, fireball away, build meter, cc for chip whatever. Ryu is scary cause its hard to rush him when he has meter, after a few eaten ccs your opponent wont rush you so much. This is in you favor since his fireball is so good. Main goal is to force the opponent to make mistakes by zoning with fireballs, then anti-airing them if they jump. His HP fb knocks down and has great release speed, so Ryu can really get annoying fast.
Advanced Strategy
Well if within or a little outside sweep range go for his cc:
c.rh xx lk hurricane xN, fp dp
UPDATED: Better Customs at lvl 3
c.rh xx lk hurricane x3, fp dp x2 c.rh xx lk hurricane x2, lp dp, lp dp, hp dp c.rh xx lk hurricane x3, hp fireball x4, hp dp c.rh xx hp dp, hp dp, lp dp, hp dp. Note in CC mode E. Ryu’s specials are like regular Ryu’s.
Tired of people jumping on you, well then just anti-air cc. Shoto’s have probably the best AA ccs. If no cc is available, used c.fp or s.mp (cancel into hurricane to move close or hadouken to push back). S.mk works as a anti-cross up.
Activate, s.mp xx lk hurricane xN, fp dp
Now if they jump from afar…
Activate, s.fp xx rh hurricane, fp dp
Congrats! You just made you opponent think twice about jumping on you which leads to more hadouken and cc mix-up fun! This is just a quick overview if you have any in depth question feel free to ask.
Also vs fireballers, if you hit a air hurricane kick…
immeadiately jump activate, j.mp xx hurricane, land, continue hurricane kick juggle, end with fp dp.
- Hadouken Knockdown
After a c.mk xx fireball knockdown, hold uf, j.lk at the last second. Its a safe jump in and if it hits go into c.lk x2 fireball. Alot of times they try to throw which leads to c.lk x2 xx fireball another knockdown into the same situation. Repeat til j.lk and c.lk is blocked.
From the blocked c.lk, go for throw, or c.mk xx fireball if you think they expected your throw attempt. If they jump at you when you have meter, cc them with s.mp/c.mp xx lk hurricanes xN, end with hp dp. If they jump from afar, actiavte, s.fp xx hk hurricane into lk hurricanes, end with dp.
C.fp is one of the best meaties and if it hits you can link a c.mk or sweep, if blocked walk forward and throw, or go for a counter hit. S.mk is a really good anti cross up, hitting instantly above his head.
Combos
cr., cr.
, st.
xx
Fireball or Fireball Super
cr. xx
DP
cr. xx
Fireball or Fireball Super
j. , cr.
xx
Fireball
Corner j., cr.
xx Lvl 1 Tatus Super, Lvl 1 Fireball Super
Custom Combos
Lv1:
cr.,
Fireball x4,
DP
cr.,
Tatus x2,
DP
Lv3:
cr.,
Tatus x6,
DP
cr.,
DP x2,
DP x2
st.,
Fireball xN, c.
,
DP
Ryu:
any lvl- cr. xx
Tatus xN,
DP
aa cc- st./cr.
into above cc
Match-ups
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Vs. Charlie-Nash: 6-4 Ryu's favor
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Vs. Chun-Li: 5-5 Even match-up
quite tricky. S.lk beats out chuns low fwd and I think this is applied to ryu\ken\akuma. Not quite sure about dan\sakura. You read the opponent for low fwd patterns and interupt her with s.lk, KD FB.
ryus hcf+fp is KD @ perfect ranges to counter chuns normal game. Its really effective because KD’s give you time to set her up for something.
if someone is getting fireball happy w\in the proper FB range, you pacman her FB with a shinku. She’ll stop zoning less with fb’s and you can work yours.
for the most part, ryu can’t really out footsie chun. However, his fwd+mk will go over low fwd which counts for something but its not safe from certain ranges. I’ve noticed that if you decide to turtle it up, shell walk in and out of her low fwd range to bait you to do something. Most players have patterns when they start doing this and you can time when they walk fwd and catch them with c.mk, FB. Its not great life but it is footsie and you can catch her frequently with this till they stop walking around. Chuns walk speed is too good and seems to be a staple point of her footsie mind game.
I’ve noticed that once chun has established her dominant footsie game, she’ll get in close so she can force easy pressure with her normals. This is the only time when you can try to out footsie her and get her with something. c.lk x2 super, low fwd into KD FB etc…
and the best strategy is to just use the clock. Take off time. See if the other guy can actually maintain the proper moves through out the entire course of the match. I’ve noticed that some chun players are really gimmicky and when you use the clock, you’ll be able to see that gimmick more and more and you’ll eventually think of a counter. Even when you use the clock vs a smart chun, you establish the mental game and you’ll be able to work options to land hits.
a big problem with chun isn’t her normals but rather her CC. Its important to win the first round. Its crucial. When the 2nd round comes up, try to gain the life lead and force the chun player to burn up their CC so when the 3rd round comes around, you have bar, she doesn’t and you can pick her off with your CC then fight it out. That's probably the best strat i’ve managed to come up with so far.
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Vs. M. Bison (dictator): 6-4 Ryu's favor
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Vs. Rolento: 4-6 Rolento's favor
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