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* Uppercuts in SFEX are crazy good. Longer Kara Cancel windows let big brains threaten with 2HK~DP at roundstart. Unlike other games in the Street Fighter series, uppercuts in Arika games will '''never''' trade. | * Uppercuts in SFEX are crazy good. Longer Kara Cancel windows let big brains threaten with 2HK~DP at roundstart. Unlike other games in the Street Fighter series, uppercuts in Arika games will '''never''' trade. | ||
* SFEX predates "being minus." Jokes aside, Ryu has it up to his headband in plus frames: Nearly his entire kit either grants advantage or can cancel to Hado for safety. | * SFEX predates "being minus." Jokes aside, Ryu has it up to his headband in plus frames: Nearly his entire kit either grants advantage or can cancel to Hado for safety. | ||
* Tatsu (214K) has been totally reworked from Street Fighter II, and would go on to be reworked '''again''' in EX2 Plus. Tatsu is now a Rekka, and Ryu can steer himself in the air or end Hurricane Kicks prematurely. | * Tatsu (214K) has been totally reworked from Street Fighter II, and would go on to be reworked '''again''' in EX2 Plus. Tatsu is now a Rekka, and Ryu can steer himself in the air or end Hurricane Kicks prematurely. | ||
Revision as of 20:20, 23 January 2024
Introduction
Ryu doesn't wear shoes. Ryu has unblockables. Ryu can kill anyone in two midscreen combos.
Despite appearances, Capcom's poster boy plays the same game he always has in Street Fighter EX. Ryu is a great example of just what Arika changed in EX and EXA. Some decisions enhance, others tweak, but very little of what's different keeps Ryu from feeling like himself.
- Uppercuts in SFEX are crazy good. Longer Kara Cancel windows let big brains threaten with 2HK~DP at roundstart. Unlike other games in the Street Fighter series, uppercuts in Arika games will never trade.
- SFEX predates "being minus." Jokes aside, Ryu has it up to his headband in plus frames: Nearly his entire kit either grants advantage or can cancel to Hado for safety.
- Tatsu (214K) has been totally reworked from Street Fighter II, and would go on to be reworked again in EX2 Plus. Tatsu is now a Rekka, and Ryu can steer himself in the air or end Hurricane Kicks prematurely.
Moves List
Normals Moves
Seoi Nage When close, b / f + MP / HP
Tomoe Nage When close, b / f + MK / HK
Special Moves
Hadou Ken qcf + P
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K (perform 3 times)
Senpuu Kyaku f + MK
Super Moves
Shinkuu Hadou Ken qcf,qcf + P
Shinkuu Tatsumaki Senpuu Kyaku qcb,qcb + K (air)
The Basics
Advanced Strategy
Unblockables
Throwing the opponent "Off Axis" is far easier in EXA than EX2+.
Any time Ryu cancels a confirm or Anti Air to Air Shin Tatsumaki (STK), he's in position to hit his opponent with unblockable Oki. Midscreen, meaty j. MK will either OS an ambiguous crossup or hit the opponent off axis on their wakeup. This often leads to a full combo, an unscaled backturned super, or can be routed to loop unblockables.
Midscreen Setup:
Anti Air 623P xx 214214K, Sideswitch, (Hold Forward/Macrowalk), j. MK Unblockable
(Punish) / Corner Setup:
(j. 5HP), 5LK xx 623HP xx 214214K, Sideswitch, (Hold Forward/Macrowalk), j. MK Unblockable
Match-Ups
General | Introduction | Game Mechanics | |
The Characters | Akuma | Allen Snider | Blair Dame | Kairi | Chun-Li | Jack | Darun Mister | Dhalsim | Doctrine Dark | Garuda | Guile | Hokuto | Ken | M.Bison | Pullum Purna | Ryu | Sakura | Skullomania | Zangief | Evil Ryu | Evil Hokuto |