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<templatestyles src="CharacterPage-SFA2/styles.css"/> | |||
{{TOClimit}} | |||
= | {{HiddenTOCHeader | ||
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. | |header= =Overview=}} | ||
{{CharacterOverview-SFA2 | |||
|overview= 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. | 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. | ||
<br><br> | |||
<center><div style="width:100%;max-width:450px;"><youtube>x-x9xalJlrc</youtube></div></center> | |||
<br> | |||
|playstyle=[[File:A2_Icon_Ryu.png|30px]] Ryu, is...'' | |||
|pros= | |||
* Excellent anti-airs | * Excellent anti-airs | ||
* Many good normals | * Many good normals | ||
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* Tatsu knocks down, making it great against fireballs | * Tatsu knocks down, making it great against fireballs | ||
* DP is the best meterless counter AC and AA against jump-in CCs | * DP is the best meterless counter AC and AA against jump-in CCs | ||
|cons= | |||
* Mediocre CC damage | * Mediocre CC damage | ||
* No serious drawbacks, although almost anyone you play will know the Ryu matchup. | * No serious drawbacks, although almost anyone you play will know the Ryu matchup. | ||
|name=Ryu | |||
|image=SFA2_Ryu_Portrait.png | |||
|health=144 | |||
|rating=None | |||
|stun=40 | |||
|fSpeed=300 | |||
|bSpeed=200 | |||
|bJump=51f (3+48+0) | |||
|nJump=50f (3+47+0) | |||
|fJump=49f (3+46+0) | |||
|wakeupNormal=51f | |||
|wakeupQuick=20f | |||
|throw=20 | |||
|colorsName=Ryu | |||
|old=no | |||
}} | |||
{{HiddenTOCHeader | |||
|header= =Move List=}} | |||
= | |||
== Normal Moves == | == Normal Moves == | ||
<center>{{FrameDataKey-SFA2 | |||
|credit=Damage, stun, framedata, meter, and updated hitboxes collected by [[File:A2_Icon_ChunLi.png]][[User:Veri7as|Veri7as]], November 2021 | |||
}}</center> | |||
===Standing=== | ===Standing=== | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_st.lp.png | |image=A2_Ryu_st.lp.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=st.[[File:Lp.png]] | |name= | ||
|subtitle= | |||
|input=st.[[File:Lp.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 5 | |Damage= 5 | ||
|Stun= 3 | |Stun= 3 | ||
Line 61: | Line 63: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]] | |Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]] | ||
}} | }} | ||
|description= Quick jab, with small frames advantage, you can walk and do these on any opponent that can’t crouch them. | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_st.mp_1.png | |image=A2_Ryu_st.mp_1.png | ||
|imageSize=250px | |imageSize=250px | ||
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|imageSize2=250px | |imageSize2=250px | ||
|caption= | |caption= | ||
|name=st.[[File:Mp.png]] | |name= | ||
|subtitle= | |||
|input=st.[[File:Mp.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 11-13, 6 | |Damage= 11-13, 6 | ||
|Stun= 6, 6 | |Stun= 6, 6 | ||
Line 82: | Line 86: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | ||
|description= *Hits 1 time. | }} | ||
|description= *Hits 1 time. | |||
*Both hits are cancellable. | *Both hits are cancellable. | ||
Quick one arm uppercut; good anti-air. | Quick one arm uppercut; good anti-air. | ||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_st.hp.png | |image=A2_Ryu_st.hp.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=st.[[File:Hp.png]] | |name= | ||
|subtitle= | |||
|input=st.[[File:Hp.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 17-21 | |Damage= 17-21 | ||
|Stun= 8 | |Stun= 8 | ||
Line 103: | Line 109: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties= - | |Properties= - | ||
}} | }} | ||
|description= Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc. | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_st.lk.png | |image=A2_Ryu_st.lk.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=st.[[File:Lk.png]] | |name= | ||
|subtitle= | |||
|input=st.[[File:Lk.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 5 | |Damage= 5 | ||
|Stun= 3 | |Stun= 3 | ||
Line 122: | Line 130: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | ||
}} | }} | ||
|description= Good ranged kick to the shin, good priority and range. | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_st.mk_1.png | |image=A2_Ryu_st.mk_1.png | ||
|imageSize=250px | |imageSize=250px | ||
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|imageSize2=250px | |imageSize2=250px | ||
|caption= | |caption= | ||
|name=st.[[File:Mk.png]] | |name= | ||
|subtitle= | |||
|input=st.[[File:Mk.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 8-10, 9 | |Damage= 8-10, 9 | ||
|Stun= 4, 2 | |Stun= 4, 2 | ||
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|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | ||
|description= *First hit is cancellable. | }} | ||
|description= *First hit is cancellable. | |||
*Hits 2 times. | *Hits 2 times. | ||
Ugly axe kick which can be used as a anti-crossup. | Ugly axe kick which can be used as a anti-crossup. | ||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_st.hk.png | |image=A2_Ryu_st.hk.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=st.[[File:Hk.png]] | |name= | ||
|subtitle= | |||
|input=st.[[File:Hk.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 14 | |Damage= 14 | ||
|Stun= 4 | |Stun= 4 | ||
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|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties= - | |Properties= - | ||
}} | }} | ||
|description= A roundhouse kick that anti-airs. Good meaty to whoever cant crouch it, gives good frame advantage. | |||
}} | }} | ||
===Crouching=== | ===Crouching=== | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_cr.lp.png | |image=A2_Ryu_cr.lp.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=cr.[[File:Lp.png]] | |name= | ||
|subtitle= | |||
|input=cr.[[File:Lp.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 5 | |Damage= 5 | ||
|Stun= 1 | |Stun= 1 | ||
Line 184: | Line 198: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]] | |Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]] | ||
}} | }} | ||
|description= Little jab to the shin, not really all that great range wise. | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_cr.mp.png | |image=A2_Ryu_cr.mp.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=cr.[[File:Mp.png]] | |name= | ||
|subtitle= | |||
|input=cr.[[File:Mp.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 10-12 | |Damage= 10-12 | ||
|Stun= 6 | |Stun= 6 | ||
Line 203: | Line 219: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | ||
}} | }} | ||
|description= A straight punch with good priority and frame advantage. | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_cr.hp_1.png | |image=A2_Ryu_cr.hp_1.png | ||
|imageSize=250px | |imageSize=250px | ||
Line 213: | Line 229: | ||
|imageSize2=250px | |imageSize2=250px | ||
|caption= | |caption= | ||
|name=cr.[[File:Hp.png]] | |name= | ||
|subtitle= | |||
|input=cr.[[File:Hp.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 15-19,13 | |Damage= 15-19,13 | ||
|Stun= 8, 6 | |Stun= 8, 6 | ||
Line 224: | Line 242: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | ||
|description= *First hit is cancelable. | }} | ||
|description= *First hit is cancelable. | |||
*Hits 1 time. | *Hits 1 time. | ||
Uppercut, probably one of the best normal anti-airs in the game. Also this is a super meaty, allowing link after ward. | Uppercut, probably one of the best normal anti-airs in the game. Also this is a super meaty, allowing link after ward. | ||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_cr.lk.png | |image=A2_Ryu_cr.lk.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=cr.[[File:Lk.png]] | |name= | ||
|subtitle= | |||
|input=cr.[[File:Lk.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 5 | |Damage= 5 | ||
|Stun= 3 | |Stun= 3 | ||
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|Block=[[File:Low.png]] | |Block=[[File:Low.png]] | ||
|Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]] | |Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]] | ||
}} | }} | ||
|description= Quick kick to the foot, combo starter. | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_cr.mk.png | |image=A2_Ryu_cr.mk.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=cr.[[File:Mk.png]] | |name= | ||
|subtitle= | |||
|input=cr.[[File:Mk.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 9-11 | |Damage= 9-11 | ||
|Stun= 1 | |Stun= 1 | ||
Line 264: | Line 286: | ||
|Block=[[File:Low.png]] | |Block=[[File:Low.png]] | ||
|Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]] | ||
}} | }} | ||
|description= A good reaching low kick, probably overall bset poke, gives frame advantage and awesome meaty. | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_cr.hk.png | |image=A2_Ryu_cr.hk.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=cr.[[File:Hk.png]] | |name= | ||
|subtitle= | |||
|input=cr.[[File:Hk.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 14-18 | |Damage= 14-18 | ||
|Stun= 8 | |Stun= 8 | ||
Line 283: | Line 307: | ||
|Block=[[File:Low.png]] | |Block=[[File:Low.png]] | ||
|Properties=[[File:Specialcancel.png]][[File:Supercancel.png]]<br>[[File:Softknockdown.png]] | |Properties=[[File:Specialcancel.png]][[File:Supercancel.png]]<br>[[File:Softknockdown.png]] | ||
}} | }} | ||
|description= A really good sweep with good range, usually a poke string ender. Note that if not cancelled its a free cc on you, and if you cancel into a hadouken, free cc on you if your opponent has a lvl 3. | |||
}} | }} | ||
Line 290: | Line 314: | ||
Jumping [[File:U.png]] (Neutral jump) | Jumping [[File:U.png]] (Neutral jump) | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_nj.lp.png | |image=A2_Ryu_nj.lp.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=nj.[[File:Lp.png]] | |name= | ||
|subtitle= | |||
|input=nj.[[File:Lp.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 9 | |Damage= 9 | ||
|Stun= 3 | |Stun= 3 | ||
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|Block=[[File:High.png]] | |Block=[[File:High.png]] | ||
|Properties= | |Properties= | ||
}} | }} | ||
|description= | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_nj.mp.png | |image=A2_Ryu_nj.mp.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=nj.[[File:Mp.png]] | |name= | ||
|subtitle= | |||
|input=nj.[[File:Mp.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 10-12 | |Damage= 10-12 | ||
|Stun= 6 | |Stun= 6 | ||
Line 324: | Line 352: | ||
|Block=[[File:High.png]] | |Block=[[File:High.png]] | ||
|Properties= | |Properties= | ||
}} | }} | ||
|description= | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_nj.hp.png | |image=A2_Ryu_nj.hp.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=nj.[[File:Hp.png]] | |name= | ||
|subtitle= | |||
|input=nj.[[File:Hp.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 13-17 | |Damage= 13-17 | ||
|Stun= 8 | |Stun= 8 | ||
Line 343: | Line 373: | ||
|Block=[[File:High.png]] | |Block=[[File:High.png]] | ||
|Properties= | |Properties= | ||
}} | }} | ||
|description= | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_nj.lk.png | |image=A2_Ryu_nj.lk.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=nj.[[File: | |name= | ||
|subtitle= | |||
|input=nj.[[File:Lp.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 10 | |Damage= 10 | ||
|Stun= 3 | |Stun= 3 | ||
Line 362: | Line 394: | ||
|Block=[[File:High.png]] | |Block=[[File:High.png]] | ||
|Properties= | |Properties= | ||
}} | }} | ||
|description= | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_nj.mk.png | |image=A2_Ryu_nj.mk.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=nj.[[File:Mk.png]] | |name= | ||
|subtitle= | |||
|input=nj.[[File:Mk.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 11-13 | |Damage= 11-13 | ||
|Stun= 6 | |Stun= 6 | ||
Line 381: | Line 415: | ||
|Block=[[File:High.png]] | |Block=[[File:High.png]] | ||
|Properties= | |Properties= | ||
}} | }} | ||
|description= | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_nj.hk.png | |image=A2_Ryu_nj.hk.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=nj.[[File:Hk.png]] | |name= | ||
|subtitle= | |||
|input=nj.[[File:Hk.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 14-18 | |Damage= 14-18 | ||
|Stun= 8 | |Stun= 8 | ||
Line 400: | Line 436: | ||
|Block=[[File:High.png]] | |Block=[[File:High.png]] | ||
|Properties= | |Properties= | ||
}} | }} | ||
|description= | |||
}} | }} | ||
Jumping [[File:Ub.png]] [[File:Uf.png]] (Diagonal jump) | Jumping [[File:Ub.png]] [[File:Uf.png]] (Diagonal jump) | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_dj.lp.png | |image=A2_Ryu_dj.lp.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=dj.[[File:Lp.png]] | |name= | ||
|subtitle= | |||
|input=dj.[[File:Lp.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 9 | |Damage= 9 | ||
|Stun= 3 | |Stun= 3 | ||
Line 421: | Line 459: | ||
|Block=[[File:High.png]] | |Block=[[File:High.png]] | ||
|Properties= | |Properties= | ||
}} | }} | ||
|description= | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_dj.mp_1.png | |image=A2_Ryu_dj.mp_1.png | ||
|imageSize=250px | |imageSize=250px | ||
Line 431: | Line 469: | ||
|imageSize2=250px | |imageSize2=250px | ||
|caption= | |caption= | ||
|name=dj.[[File:Mp.png]] | |name= | ||
|subtitle= | |||
|input=dj.[[File:Mp.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 8, 6 | |Damage= 8, 6 | ||
|Stun= 3, 3 | |Stun= 3, 3 | ||
Line 442: | Line 482: | ||
|Block=[[File:High.png]] | |Block=[[File:High.png]] | ||
|Properties= | |Properties= | ||
|description= *Hits 2 times. | }} | ||
|description= *Hits 2 times. | |||
A two-hit upward punch in the air, use to juggle after a connecting air hurricane kick on a grounded opponent. | A two-hit upward punch in the air, use to juggle after a connecting air hurricane kick on a grounded opponent. | ||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_dj.hp.png | |image=A2_Ryu_dj.hp.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=dj.[[File:Hp.png]] | |name= | ||
|subtitle= | |||
|input=dj.[[File:Hp.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 13-17 | |Damage= 13-17 | ||
|Stun= 1 | |Stun= 1 | ||
Line 462: | Line 504: | ||
|Block=[[File:High.png]] | |Block=[[File:High.png]] | ||
|Properties= | |Properties= | ||
}} | }} | ||
|description= A fist to the face. Good jump in with good priority, especially when done early. | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_dj.lk.png | |image=A2_Ryu_dj.lk.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=dj.[[File:Lk.png]] | |name= | ||
|subtitle= | |||
|input=dj.[[File:Lk.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 9 | |Damage= 9 | ||
|Stun= 3 | |Stun= 3 | ||
Line 481: | Line 525: | ||
|Block=[[File:High.png]] | |Block=[[File:High.png]] | ||
|Properties= | |Properties= | ||
}} | }} | ||
|description= | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_dj.mk.png | |image=A2_Ryu_dj.mk.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=dj.[[File:Mk.png]] | |name= | ||
|subtitle= | |||
|input=dj.[[File:Mk.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 10-12 | |Damage= 10-12 | ||
|Stun= 6 | |Stun= 6 | ||
Line 500: | Line 546: | ||
|Block=[[File:High.png]] | |Block=[[File:High.png]] | ||
|Properties= Cross-up | |Properties= Cross-up | ||
}} | }} | ||
|description= | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_dj.hk.png | |image=A2_Ryu_dj.hk.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=dj.[[File:Hk.png]] | |name= | ||
|subtitle= | |||
|input=dj.[[File:Hk.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 13-17 | |Damage= 13-17 | ||
|Stun= 8 | |Stun= 8 | ||
Line 519: | Line 567: | ||
|Block=[[File:High.png]] | |Block=[[File:High.png]] | ||
|Properties= | |Properties= | ||
}} | }} | ||
|description= Best when used when jumping from far away, good priority. | |||
}} | }} | ||
== Command Normals == | == Command Normals == | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_f.mp_1.png | |image=A2_Ryu_f.mp_1.png | ||
|imageSize=250px | |imageSize=250px | ||
Line 531: | Line 579: | ||
|imageSize2=250px | |imageSize2=250px | ||
|caption= | |caption= | ||
|name=Sakatsu Wari | |name=Sakatsu Wari | ||
|subtitle=Overhead | |||
|input=[[File:F.png]]+ [[File:Mp.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 5-7, 14 | |Damage= 5-7, 14 | ||
|Stun= 6, 2 | |Stun= 6, 2 | ||
Line 541: | Line 591: | ||
|Meter= 1/2,2/3,3 | |Meter= 1/2,2/3,3 | ||
|Block=[[File:High.png]] | |Block=[[File:High.png]] | ||
|Properties= | |Properties= | ||
|description= *Hits 2 times | }} | ||
|description= *Hits 2 times | |||
*Unsafe; can be punished by CC and fast normals. | *Unsafe; can be punished by CC and fast normals. | ||
*'''Punishable on hit.''' | *'''Punishable on hit.''' | ||
*Tied for 2nd fastest overhead in the game. ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Overheads Alpha2Overheads]). | *Tied for 2nd fastest overhead in the game. ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Overheads Alpha2Overheads]). | ||
A overhead with very good range. | A overhead with very good range. | ||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_f.mk.png | |image=A2_Ryu_f.mk.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=Senpu Kyaku | |name=Senpu Kyaku | ||
|subtitle=Hop Kick | |||
|input=[[File:F.png]]+ [[File:Mk.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 11-13 | |Damage= 11-13 | ||
|Stun= 6 | |Stun= 6 | ||
Line 565: | Line 617: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties= [[File:Lowerbodyinv.png]] | |Properties= [[File:Lowerbodyinv.png]] | ||
|description= *Unsafe; can be punished by CC and fast normals. | }} | ||
|description= *Unsafe; can be punished by CC and fast normals. | |||
Good for maintaining corner pressure, or to zone in closer due to recovering faster than a LK Tatsu. | Good for maintaining corner pressure, or to zone in closer due to recovering faster than a LK Tatsu. | ||
}} | }} | ||
== Normal Throws == | == Normal Throws == | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_PThrow_1.png | |image=A2_Ryu_PThrow_1.png | ||
|imageSize=250px | |imageSize=250px | ||
Line 578: | Line 630: | ||
|imageSize2=250px | |imageSize2=250px | ||
|caption= | |caption= | ||
|name=Seoi Nage | |name=Seoi Nage | ||
|subtitle= | |||
|input=[[File:B.png]]or[[File:F.png]] + [[File:Mp.png]]/[[File:Hp.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 19 | |Damage= 19 | ||
|Stun= 0 | |Stun= 0 | ||
Line 589: | Line 643: | ||
|Block= N/A | |Block= N/A | ||
|Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]] | |Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]] | ||
|description= *Deals 9 damage when opponent tech throws. | }} | ||
|description= *Deals 9 damage when opponent tech throws. | |||
*Ryu has the 2rd best throw range in the game ([[Street_Fighter_Alpha_2/System#Regular_Throw_Ranges|Alpha2ThrowRanges]]). | *Ryu has the 2rd best throw range in the game ([[Street_Fighter_Alpha_2/System#Regular_Throw_Ranges|Alpha2ThrowRanges]]). | ||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_KThrow_1.png | |image=A2_Ryu_KThrow_1.png | ||
|imageSize=250px | |imageSize=250px | ||
Line 600: | Line 654: | ||
|imageSize2=250px | |imageSize2=250px | ||
|caption= | |caption= | ||
|name=Tomoe Nage | |name=Tomoe Nage | ||
|subtitle= | |||
|input=[[File:B.png]]or[[File:F.png]] + [[File:Mk.png]]/[[File:Hk.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 19 | |Damage= 19 | ||
|Stun= 0 | |Stun= 0 | ||
Line 611: | Line 667: | ||
|Block= N/A | |Block= N/A | ||
|Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]] | |Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]] | ||
}} | }} | ||
|description= *Deals 9 damage when opponent tech throws. | |||
}} | }} | ||
== Alpha Counters == | == Alpha Counters == | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_PAC_1.png | |image=A2_Ryu_PAC_1.png | ||
|imageSize=250px | |imageSize=250px | ||
Line 625: | Line 681: | ||
|imageSize3=250px | |imageSize3=250px | ||
|caption= | |caption= | ||
|name=(while in blockstun)<br>[[File:Qcd.png]]+ [[File:P.png]] | |name= | ||
|subtitle= | |||
|input=(while in blockstun)<br>[[File:Qcd.png]]+ [[File:P.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 18-20, 16, 4 | |Damage= 18-20, 16, 4 | ||
|Stun= 8, 6, 6 | |Stun= 8, 6, 6 | ||
Line 636: | Line 694: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]] | |Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]] | ||
}} | }} | ||
|description= Used vs jump-ins and when opponent is extremely close. Does have a tendency to whiff vs deep jump-ins. | |||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_KAC.png | |image=A2_Ryu_KAC.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=(while in blockstun)<br>[[File:Qcd.png]]+ [[File:K.png]] | |name= | ||
|subtitle= | |||
|input=(while in blockstun)<br>[[File:Qcd.png]]+ [[File:K.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= 15-19 | |Damage= 15-19 | ||
|Stun= 8 | |Stun= 8 | ||
Line 655: | Line 715: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]] | |Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]] | ||
}} | }} | ||
|description= Use on the ground, his best ac. | |||
}} | }} | ||
== Special Moves == | == Special Moves == | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_Fireball_1.png | |image=A2_Ryu_Fireball_1.png | ||
|imageSize=250px | |imageSize=250px | ||
Line 667: | Line 727: | ||
|imageSize2=250px | |imageSize2=250px | ||
|caption= | |caption= | ||
|name=Hadoken | |name=Hadoken | ||
|subtitle=Fireball | |||
|input=[[File:Qcf.png]] + [[File:P.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|version=[[File:Lp.png]] | |version=[[File:Lp.png]] | ||
|Damage= 13-19, 9-13 | |Damage= 13-19, 9-13 | ||
Line 679: | Line 741: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Proj.png]] | |Properties=[[File:Proj.png]] | ||
}} | }} | ||
{{AttackData- | {{AttackData-SFA2 | ||
|header= no | |header= no | ||
|version=[[File:Mp.png]] | |version=[[File:Mp.png]] | ||
Line 693: | Line 753: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Proj.png]] | |Properties=[[File:Proj.png]] | ||
}} | }} | ||
{{AttackData- | {{AttackData-SFA2 | ||
|header= no | |header= no | ||
|version=[[File:Hp.png]] | |version=[[File:Hp.png]] | ||
Line 707: | Line 765: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Proj.png]]<br>[[File:Softknockdown.png]] | |Properties=[[File:Proj.png]]<br>[[File:Softknockdown.png]] | ||
|description= Shakunetsu Hadoken aka Red Fireball | }} | ||
|description=*'''Punishable on hit.''' | |||
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. | |||
----- | |||
{{lp}} | |||
*Speed: 300 pixels per 100 frames; slowest fireball in the game ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Fireballs Alpha2Fireballs]). | |||
----- | |||
{{mp}} | |||
*Speed: 375 pixels per 100 frames ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Fireballs Alpha2Fireballs]). | |||
----- | |||
{{hp}} | |||
Shakunetsu Hadoken aka Red Fireball | |||
*Softknockdown when hit within the first 4 frames. | *Softknockdown when hit within the first 4 frames. | ||
*Speed: 450 pixels per 100 frames; 4th fastest fireball in the game ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Fireballs Alpha2Fireballs]). | *Speed: 450 pixels per 100 frames; 4th fastest fireball in the game ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Fireballs Alpha2Fireballs]). | ||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_DP_1.png | |image=A2_Ryu_DP_1.png | ||
|imageSize=250px | |imageSize=250px | ||
Line 722: | Line 789: | ||
|imageSize3=250px | |imageSize3=250px | ||
|caption= | |caption= | ||
|name=Shoryuken | |name=Shoryuken | ||
|subtitle=Dragon Punch, Uppercut | |||
|input=[[File:Dp.png]] + [[File:P.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|version=[[File:Lp.png]] | |version=[[File:Lp.png]] | ||
|Damage= 17-20, 14-18, 3 | |Damage= 17-20, 14-18, 3 | ||
Line 734: | Line 803: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Startupinv.png]][[File:Upperbodyinv.png]]<br>[[File:Softknockdown.png]] | |Properties=[[File:Startupinv.png]][[File:Upperbodyinv.png]]<br>[[File:Softknockdown.png]] | ||
}} | }} | ||
{{AttackData- | {{AttackData-SFA2 | ||
|header= no | |header= no | ||
|version=[[File:Mp.png]] | |version=[[File:Mp.png]] | ||
Line 749: | Line 815: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Startupinv.png]]<br>[[File:Softknockdown.png]] | |Properties=[[File:Startupinv.png]]<br>[[File:Softknockdown.png]] | ||
}} | }} | ||
{{AttackData- | {{AttackData-SFA2 | ||
|header= no | |header= no | ||
|version=[[File:Hp.png]] | |version=[[File:Hp.png]] | ||
Line 764: | Line 827: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Startupinv.png]]<br>[[File:Softknockdown.png]] | |Properties=[[File:Startupinv.png]]<br>[[File:Softknockdown.png]] | ||
|description= *7 frames of startup invul; 4 of which while active. | }} | ||
|description= | |||
----- | |||
{{lp}} | |||
*3 frames of startup invul; 0 of which while active. | |||
*Hits 1 time max. | |||
Best used as an invincible anti-air. Will also anti-air jump-in CCs. Not a great reversal because of the lower hurtbox during the first hit; it will trade with low attacks. Amazing way to build meter from full-screen when kara-canceled with cr.{{hk}} (11 units). | |||
----- | |||
{{mp}} | |||
*7 frames of startup invul; 4 of which while active. | |||
*Hits 1 time max. | |||
Best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit. | |||
----- | |||
{{hp}} | |||
*7 frames of startup invul; 4 of which while active. | |||
*Hits 1 time max. | *Hits 1 time max. | ||
Hp dp is best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit. By performing a close light, medium, or heavy DP towards the other person while they're blocking will hit them twice instead of once, which does more chip damage. | Hp dp is best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit. By performing a close light, medium, or heavy DP towards the other person while they're blocking will hit them twice instead of once, which does more chip damage. | ||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_Tatsu_1.png | |image=A2_Ryu_Tatsu_1.png | ||
|imageSize=250px | |imageSize=250px | ||
Line 776: | Line 852: | ||
|imageSize2=250px | |imageSize2=250px | ||
|caption= | |caption= | ||
|name=Tatsumaki Senpukyaku | |name=Tatsumaki Senpukyaku | ||
|subtitle=Hurricane Kick | |||
|input=[[File:Qcb.png]] + [[File:K.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|version=[[File:Lk.png]] | |version=[[File:Lk.png]] | ||
|Damage= 17-19, 17-19 | |Damage= 17-19, 17-19 | ||
Line 788: | Line 866: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Softknockdown.png]] | |Properties=[[File:Softknockdown.png]] | ||
}} | }} | ||
{{AttackData- | {{AttackData-SFA2 | ||
|header= no | |header= no | ||
|version=[[File:Mk.png]] | |version=[[File:Mk.png]] | ||
Line 801: | Line 878: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Softknockdown.png]] | |Properties=[[File:Softknockdown.png]] | ||
}} | }} | ||
{{AttackData- | {{AttackData-SFA2 | ||
|header= no | |header= no | ||
|version=[[File:Hk.png]] | |version=[[File:Hk.png]] | ||
Line 814: | Line 890: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Softknockdown.png]] | |Properties=[[File:Softknockdown.png]] | ||
|description= *Hits 1 time max. | }} | ||
|description= *Hits 1 time max. | |||
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. | 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. | ||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_AirTatsu_1.png | |image=A2_Ryu_AirTatsu_1.png | ||
|imageSize=250px | |imageSize=250px | ||
Line 825: | Line 901: | ||
|imageSize2=250px | |imageSize2=250px | ||
|caption= | |caption= | ||
|name=(air)Tatsumaki Senpukyaku | |name=(air)Tatsumaki Senpukyaku | ||
|subtitle=(air)Hurricane Kick | |||
|input=(in air)[[File:Qcb.png]] + [[File:K.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|version=[[File:Lk.png]] | |version=[[File:Lk.png]] | ||
|Damage= 9-15 | |Damage= 9-15 | ||
Line 837: | Line 915: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Softknockdown.png]] | |Properties=[[File:Softknockdown.png]] | ||
}} | }} | ||
{{AttackData- | {{AttackData-SFA2 | ||
|header= no | |header= no | ||
|version=[[File:Mk.png]] | |version=[[File:Mk.png]] | ||
Line 850: | Line 927: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Softknockdown.png]] | |Properties=[[File:Softknockdown.png]] | ||
}} | }} | ||
{{AttackData- | {{AttackData-SFA2 | ||
|header= no | |header= no | ||
|version=[[File:Hk.png]] | |version=[[File:Hk.png]] | ||
Line 863: | Line 939: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Softknockdown.png]] | |Properties=[[File:Softknockdown.png]] | ||
|description= *Hits 1 time max. | }} | ||
|description= *Hits 1 time max. | |||
Has annoyingly great priority, also if connected against a grounded opponent allows for a dj.{{mp}} juggle. | Has annoyingly great priority, also if connected against a grounded opponent allows for a dj.{{mp}} juggle. | ||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_FakeFireball.png | |image=A2_Ryu_FakeFireball.png | ||
|imageSize=250px | |imageSize=250px | ||
|caption= | |caption= | ||
|name=Hado no Kamae | |name=Hado no Kamae | ||
|subtitle=Fake Fireball | |||
|input=[[File:Qcf.png]] + Taunt (Start) | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|Damage= N/A | |Damage= N/A | ||
|Stun= N/A | |Stun= N/A | ||
Line 883: | Line 961: | ||
|Block= N/A | |Block= N/A | ||
|Properties= - | |Properties= - | ||
}} | }} | ||
|description= 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. | |||
}} | }} | ||
Line 891: | Line 969: | ||
*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. | *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. | ||
<br> | <br> | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_FireballSuper_1.png | |image=A2_Ryu_FireballSuper_1.png | ||
|imageSize=250px | |imageSize=250px | ||
Line 897: | Line 975: | ||
|imageSize2=250px | |imageSize2=250px | ||
|caption= | |caption= | ||
|name=Shinku Hadoken | |name=Shinku Hadoken | ||
|subtitle=Fireball Super | |||
|input=[[File:Qcf.png]][[File:Qcf.png]] + [[File:P.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|version= Level 1 | |version= Level 1 | ||
|subtitle= [[File:P.png]] | |subtitle= [[File:P.png]] | ||
Line 910: | Line 990: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]] | |Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]] | ||
}} | }} | ||
{{AttackData- | {{AttackData-SFA2 | ||
|header= no | |header= no | ||
|version= Level 2 | |version= Level 2 | ||
Line 927: | Line 1,003: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]<br>[[File:Hardknockdown.png]] | |Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]<br>[[File:Hardknockdown.png]] | ||
}} | }} | ||
{{AttackData- | {{AttackData-SFA2 | ||
|header= no | |header= no | ||
|version= Level 3 | |version= Level 3 | ||
Line 943: | Line 1,016: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]<br>[[File:Hardknockdown.png]] | |Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]<br>[[File:Hardknockdown.png]] | ||
|description= *4 frames of startup hit invul.; 0 of which while active. | }} | ||
|description=Only real use is to blow thru fireballs, sucks as a AA at any lvl other than 1, and you have better choices anyway. Can combo off light attacks. Lvl 1 does does not knock down, and if to close can be hit. | |||
----- | |||
{{AttackColor-SF | |||
|strength=light | |||
|content=Level 1}} | |||
*4 frames of startup hit invul.; 0 of which while active. | |||
*6 frames of startup projectile invul. | |||
*Hits 3 times. | |||
*'''Punishable on hit.''' | |||
----- | |||
{{AttackColor-SF | |||
|strength=medium | |||
|content=Level 2}} | |||
*4 frames of startup hit invul.; 0 of which while active. | |||
*6 frames of startup projectile invul. | |||
*Hits 4 times. | |||
----- | |||
{{AttackColor-SF | |||
|strength=heavy | |||
|content=Level 3}} | |||
*4 frames of startup hit invul.; 0 of which while active. | |||
*6 frames of startup projectile invul. | *6 frames of startup projectile invul. | ||
*Hits 5 times. | *Hits 5 times. | ||
}} | }} | ||
{{MoveData | {{MoveData-SFA2 | ||
|image=A2_Ryu_TatsuSuper_1.png | |image=A2_Ryu_TatsuSuper_1.png | ||
|imageSize=250px | |imageSize=250px | ||
Line 958: | Line 1,050: | ||
|imageSize3=250px | |imageSize3=250px | ||
|caption= | |caption= | ||
|name=Shinku Tatsumaki Senpukyaku | |name=Shinku Tatsumaki Senpukyaku | ||
|subtitle=Hurricane Kick Super | |||
|input=[[File:Qcb.png]][[File:Qcb.png]] + [[File:K.png]] | |||
|data= | |data= | ||
{{AttackData- | {{AttackData-SFA2 | ||
|version= Level 1 | |version= Level 1 | ||
|subtitle= [[File:K.png]] | |subtitle= [[File:K.png]] | ||
Line 971: | Line 1,065: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]] | |Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]] | ||
}} | }} | ||
{{AttackData- | {{AttackData-SFA2 | ||
|header= no | |header= no | ||
|version= Level 2 | |version= Level 2 | ||
Line 987: | Line 1,078: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]] | |Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]] | ||
}} | }} | ||
{{AttackData- | {{AttackData-SFA2 | ||
|header= no | |header= no | ||
|version= Level 3 | |version= Level 3 | ||
Line 1,003: | Line 1,091: | ||
|Block=[[File:Mid.png]] | |Block=[[File:Mid.png]] | ||
|Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]] | |Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]] | ||
|description= *7 frames of startup hit invul.; 2 of which while active. | }} | ||
|description=Probably the best wake-up super in the game, best used defensively than offensively. Completely safe on block, good chip damage, and good damage. Good anti-cross up when knocked down. Ryu's pushbox is removed throughout the duration of the super. | |||
*A full 2 quarter-circles isn't required. Required inputs: {{d}}{{db}}{{b}}{{d}}{{db}} + {{k}} | |||
----- | |||
{{AttackColor-SF | |||
|strength=light | |||
|content=Level 1}} | |||
*5 frames of startup hit invul.; 0 of which while active. | |||
*15 frames of startup projectile invul. | |||
*Hits 5 times. | |||
----- | |||
{{AttackColor-SF | |||
|strength=medium | |||
|content=Level 2}} | |||
*6 frames of startup hit invul.; 1 of which while active. | |||
*16 frames of startup projectile invul. | |||
*Hits 9 times. | |||
----- | |||
{{AttackColor-SF | |||
|strength=heavy | |||
|content=Level 3}} | |||
*7 frames of startup hit invul.; 2 of which while active. | |||
*17 frames of startup projectile invul. | *17 frames of startup projectile invul. | ||
*Hits 13 times. | *Hits 13 times. | ||
}} | }} | ||
= The Basics = | =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. | ----- | ||
{{Content Box-SFA2 | |||
|padding=yes | |||
|header= | |||
|content=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 = | =Advanced Strategy= | ||
Well if within or a little outside sweep range go for his cc: | ----- | ||
{{Content Box-SFA2 | |||
|padding=yes | |||
|header= | |||
|content=Well if within or a little outside sweep range go for his cc: | |||
c.rh xx lk hurricane xN, fp dp | c.rh xx lk hurricane xN, fp dp | ||
Line 1,041: | Line 1,156: | ||
immeadiately jump activate, j.mp xx hurricane, land, continue hurricane kick juggle, end with fp dp. | 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. | 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. | ||
Line 1,048: | Line 1,163: | ||
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. | 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. | ||
== | }} | ||
cr.{{lk}}, cr.{{lk}}, st.{{lk}} xx {{hp}} Fireball or Fireball Super | |||
=Combos= | |||
----- | |||
{{Content Box-SFA2 | |||
|padding=yes | |||
|header= | |||
|content=cr.{{lk}}, cr.{{lk}}, st.{{lk}} xx {{hp}} Fireball or Fireball Super | |||
cr.{{hp}} xx {{hp}} DP | cr.{{hp}} xx {{hp}} DP | ||
Line 1,059: | Line 1,180: | ||
Corner j.{{hp}}, cr.{{hp}} xx Lvl 1 Tatus Super, Lvl 1 Fireball Super | Corner j.{{hp}}, cr.{{hp}} xx Lvl 1 Tatus Super, Lvl 1 Fireball Super | ||
}} | |||
=Custom Combos= | |||
Lv1: | ----- | ||
{{Content Box-SFA2 | |||
|padding=yes | |||
|header= | |||
|content=Lv1: | |||
cr.{{hk}}, {{hp}} Fireball x4, {{hp}} DP | cr.{{hk}}, {{hp}} Fireball x4, {{hp}} DP | ||
Line 1,079: | Line 1,205: | ||
aa cc- st.{{mp}}/cr.{{mp}} into above cc | aa cc- st.{{mp}}/cr.{{mp}} into above cc | ||
<youtube>4ltxIVEhud8</youtube> | <div style="width:100%;max-width:450px;"><youtube>4ltxIVEhud8</youtube></div> | ||
}} | |||
= Match-ups = | = Match-ups = | ||
----- | ----- | ||
[[File:A2_Icon_Adon.png]] '''Vs. Adon:''' 6-4 Ryu's favor | {{MatchUp-SFA2 | ||
|padding=yes | |||
[Loading match-up info...] | |header=[[File:A2_Icon_Adon.png]] '''Vs. Adon:''' 6-4 Ryu's favor | ||
|content=[Loading match-up info...] | |||
- | }} | ||
[[File:A2_Icon_Akuma.png]] '''Vs. Akuma:''' 6-4 Ryu's favor | |||
{{MatchUp-SFA2 | |||
[Loading match-up info...] | |padding=yes | ||
|header=[[File:A2_Icon_Akuma.png]] '''Vs. Akuma:''' 6-4 Ryu's favor | |||
- | |content=[Loading match-up info...] | ||
[[File:A2_Icon_Birdie.png]] '''Vs. Birdie:''' 7-3 Ryu's favor | }} | ||
[Loading match-up info...] | {{MatchUp-SFA2 | ||
|padding=yes | |||
- | |header=[[File:A2_Icon_Birdie.png]] '''Vs. Birdie:''' 7-3 Ryu's favor | ||
[[File:A2_Icon_Charlie.png]] '''Vs. Charlie-Nash:''' 6-4 Ryu's favor | |content=[Loading match-up info...] | ||
}} | |||
[Loading match-up info...] | |||
{{MatchUp-SFA2 | |||
- | |padding=yes | ||
[[File:A2_Icon_ChunLi.png]] '''Vs. Chun-Li:''' 5-5 Even match-up | |header=[[File:A2_Icon_Charlie.png]] '''Vs. Charlie-Nash:''' 6-4 Ryu's favor | ||
|content=[Loading match-up info...] | |||
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. | }} | ||
{{MatchUp-SFA2 | |||
|padding=yes | |||
|header=[[File:A2_Icon_ChunLi.png]] '''Vs. Chun-Li:''' 5-5 Even match-up | |||
|content=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. | 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. | ||
Line 1,115: | Line 1,247: | ||
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… | 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. | and the best strategy is to just use the fucking 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 damn CC. Its chunky life and from what i’ve seen, it can be done with 1 button lol. 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 his CC so when the 3rd round comes aroud, you have bar, she doesn’t and you can pick her off with your CC then fight it out. Thats probably the best strat i’ve managed to come up with so far. | |||
}} | |||
{{MatchUp-SFA2 | |||
|padding=yes | |||
|header=[[File:A2_Icon_Dan.png]] '''Vs. Dan:''' 8-2 Ryu's favor | |||
|content=[Loading match-up info...] | |||
}} | |||
{{MatchUp-SFA2 | |||
|padding=yes | |||
|header=[[File:A2_Icon_Dhalsim.png]] '''Vs. Dhalsim:''' 7-3 Ryu's favor | |||
|content=[Loading match-up info...] | |||
}} | |||
{{MatchUp-SFA2 | |||
|padding=yes | |||
|header=[[File:A2_Icon_Akuma.png]] '''Vs. Evil Ryu:''' | |||
|content=[Loading match-up info...] | |||
}} | |||
{{MatchUp-SFA2 | |||
|padding=yes | |||
|header=[[File:A2_Icon_Gen.png]] '''Vs. Gen:''' 7-3 Ryu's favor | |||
|content=[Loading match-up info...] | |||
}} | |||
{{MatchUp-SFA2 | |||
|padding=yes | |||
|header=[[File:A2_Icon_Guy.png]] '''Vs. Guy:''' 6-4 Ryu's favor | |||
|content=[Loading match-up info...] | |||
}} | |||
{{MatchUp-SFA2 | |||
|padding=yes | |||
|header=[[File:A2_Icon_Ken.png]] '''Vs. Ken:''' 4-6 Ken's favor | |||
|content=[Loading match-up info...] | |||
}} | |||
{{MatchUp-SFA2 | |||
|padding=yes | |||
|header=[[File:A2_Icon_Bison.png]] '''Vs. M. Bison (dictator):''' 6-4 Ryu's favor | |||
|content=[Loading match-up info...] | |||
}} | |||
{{MatchUp-SFA2 | |||
|padding=yes | |||
|header=[[File:A2_Icon_Rolento.png]] '''Vs. Rolento:''' 4-6 Rolento's favor | |||
|content=[Loading match-up info...] | |||
}} | |||
{{MatchUp-SFA2 | |||
|padding=yes | |||
|header=[[File:A2_Icon_Rose.png]] '''Vs. Rose:''' 4-6 Rose's favor | |||
|content=[Loading match-up info...] | |||
}} | |||
{{MatchUp-SFA2 | |||
|padding=yes | |||
|header=[[File:A2_Icon_Ryu.png]] '''Vs. Ryu (mirror):''' | |||
|content=[Loading match-up info...] | |||
[[File:A2_Icon_Ken.png]] '''Vs. Ken:''' 4-6 Ken's favor | }} | ||
[Loading match-up info...] | {{MatchUp-SFA2 | ||
|padding=yes | |||
- | |header=[[File:A2_Icon_Sagat.png]] '''Vs. Sagat:''' 6-4 Ryu's favor | ||
[[File:A2_Icon_Bison.png]] '''Vs. M. Bison (dictator):''' 6-4 Ryu's favor | |content=[Loading match-up info...] | ||
}} | |||
[Loading match-up info...] | |||
{{MatchUp-SFA2 | |||
- | |padding=yes | ||
[[File:A2_Icon_Rolento.png]] '''Vs. Rolento:''' 4-6 Rolento's favor | |header=[[File:A2_Icon_Sakura.png]] '''Vs. Sakura:''' 5-5 Even match-up | ||
|content=[Loading match-up info...] | |||
[Loading match-up info...] | }} | ||
- | {{MatchUp-SFA2 | ||
[[File:A2_Icon_Rose.png]] '''Vs. Rose:''' 4-6 Rose's favor | |padding=yes | ||
|header=[[File:A2_Icon_Sodom.png]] '''Vs. Sodom:''' 5-5 Even match-up | |||
[Loading match-up info...] | |content=[Loading match-up info...] | ||
}} | |||
- | |||
[[File:A2_Icon_Ryu.png]] '''Vs. Ryu ( | |||
[Loading match-up info...] | |||
- | |||
[[File:A2_Icon_Sagat.png]] '''Vs. Sagat:''' 6-4 Ryu's favor | |||
[Loading match-up info...] | |||
- | |||
[[File:A2_Icon_Sakura.png]] '''Vs. Sakura:''' 5-5 Even match-up | |||
[Loading match-up info...] | |||
- | |||
[[File:A2_Icon_Sodom.png]] '''Vs. Sodom:''' 5-5 Even match-up | |||
[Loading match-up info...] | |||
{{ | {{MatchUp-SFA2 | ||
[[ | |padding=yes | ||
[ | |header=[[File:A2_Icon_Zangief.png]] '''Vs. Zangief:''' 6-4 Ryu's favor | ||
|content=[Loading match-up info...] | |||
}} |
Revision as of 05:34, 7 November 2021
Ryu | |
---|---|
![]() | |
Health: | 144 |
Defensive Rating: | None |
Stun: | 40 |
Walk Speed Forward: | 300 |
Walk Speed Backward: | 200 |
Jump Backward: | 51f (3+48+0) |
Neutral Backward: | 50f (3+47+0) |
Jump Forward: | 49f (3+46+0) |
Wake-Up: | 51f |
Quick Rise: | 20f |
Throw Range: | 20 |
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.
Strengths | Weaknesses |
---|---|
|
|
Normal Moves
SFA2 Framedata Glossary | |
---|---|
Damage |
Units of base damage inflicted by the move (100% life bar = 144 units of health). Most moves have a damage range; the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and the % chance of doing so. |
Stun |
Units of stun inflicted by the move. |
Startup |
The frame the move hits on (1st active frame). Super moves with a screen freeze will separate pre- and post-screen freeze startup frames by a '+' (Ex: 5+0). |
Active |
The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences. |
Frame Adv |
The frame advantage values when the attack is blocked. (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) |
Block |
Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way. |
Properties |
|
Frames |
All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps). |
Speed |
All framedata collected with the game speed set to normal. |
Hitboxes |
All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.
|
Credit | Damage, stun, framedata, meter, and updated hitboxes collected by ![]() |
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 | ![]() |
- |
- Hits 2 times
- Unsafe; can be punished by CC and fast normals.
- Punishable on hit.
- Tied for 2nd fastest overhead in the game. (Alpha2Overheads).
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 | ![]() ![]() |
- Deals 9 damage when opponent tech throws.
- Ryu has the 2rd best throw range in the game (Alpha2ThrowRanges).
Alpha Counters
Special Moves
Version | Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties |
---|---|---|---|---|---|---|---|---|
![]() |
13-19, 9-13 | 8 | 12 | 3, inf | -11 | 4/5/7 | ![]() |
![]() |
![]() |
12-22, 8-17 | 10 | 12 | 3, inf | -12 | 4/5/7 | ![]() |
![]() |
![]() |
14-24, 10-20 | 12 | 12 | 3, inf | -13 | 4/5/7 | ![]() |
![]() ![]() |
- Punishable on hit.
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.
- Speed: 300 pixels per 100 frames; slowest fireball in the game (Alpha2Fireballs).
- Speed: 375 pixels per 100 frames (Alpha2Fireballs).
Shakunetsu Hadoken aka Red Fireball
- Softknockdown when hit within the first 4 frames.
- Speed: 450 pixels per 100 frames; 4th fastest fireball in the game (Alpha2Fireballs).
Shoryuken
Dragon Punch, Uppercut +
- 3 frames of startup invul; 0 of which while active.
- Hits 1 time max.
Best used as an invincible anti-air. Will also anti-air jump-in CCs. Not a great reversal because of the lower hurtbox during the first hit; it will trade with low attacks. Amazing way to build meter from full-screen when kara-canceled with cr. (11 units).
- 7 frames of startup invul; 4 of which while active.
- Hits 1 time max.
Best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit.
- 7 frames of startup invul; 4 of which while active.
- Hits 1 time max.
Hp dp is best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit. By performing a close light, medium, or heavy DP towards the other person while they're blocking will hit them twice instead of once, which does more chip damage.
Tatsumaki Senpukyaku
Hurricane Kick +
Version | Damage | Stun | Startup | Active | Frame Adv | Meter | Block | Properties |
---|---|---|---|---|---|---|---|---|
![]() |
17-19, 17-19 | 8, 8 | 12 | 3(3)3 | -5 | 6/7/8 | ![]() |
![]() |
![]() |
19-23 x4 | 10x4 | 12 | 3[(3)3x3] | -5 | 6/6+1 per hit/8 | ![]() |
![]() |
![]() |
19-25 x6 | 12x6 | 12 | 3[(3)3x5] | -5 | 6/6+1 per hit/8 | ![]() |
![]() |
- Hits 1 time max.
All hits will whiff on crouching opponents. Used for mobility and to punish fireballers, use version to pass fireballs when you cant use
version to hit opponent.
(air)Tatsumaki Senpukyaku
(air)Hurricane Kick
(in air) +
Hado no Kamae
Fake Fireball + Taunt (Start)
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.
Shinku Hadoken
Fireball Super +
Only real use is to blow thru fireballs, sucks as a AA at any lvl other than 1, and you have better choices anyway. Can combo off light attacks. Lvl 1 does does not knock down, and if to close can be hit.
Level 1
- 4 frames of startup hit invul.; 0 of which while active.
- 6 frames of startup projectile invul.
- Hits 3 times.
- Punishable on hit.
Level 2
- 4 frames of startup hit invul.; 0 of which while active.
- 6 frames of startup projectile invul.
- Hits 4 times.
Level 3
- 4 frames of startup hit invul.; 0 of which while active.
- 6 frames of startup projectile invul.
- Hits 5 times.
Shinku Tatsumaki Senpukyaku
Hurricane Kick Super +
Probably the best wake-up super in the game, best used defensively than offensively. Completely safe on block, good chip damage, and good damage. Good anti-cross up when knocked down. Ryu's pushbox is removed throughout the duration of the super.
- A full 2 quarter-circles isn't required. Required inputs:
+
Level 1
- 5 frames of startup hit invul.; 0 of which while active.
- 15 frames of startup projectile invul.
- Hits 5 times.
Level 2
- 6 frames of startup hit invul.; 1 of which while active.
- 16 frames of startup projectile invul.
- Hits 9 times.
Level 3
- 7 frames of startup hit invul.; 2 of which while active.
- 17 frames of startup projectile invul.
- Hits 13 times.
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
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 fucking 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 damn CC. Its chunky life and from what i’ve seen, it can be done with 1 button lol. 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 his CC so when the 3rd round comes aroud, you have bar, she doesn’t and you can pick her off with your CC then fight it out. Thats probably the best strat i’ve managed to come up with so far.