Street Fighter 3: 3rd Strike/Ryu/Archive: Difference between revisions

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[http://www.youtube.com/watch?v=p3Pz5aB4R2o Alex Valle] (CaliPower) [USA Player] [http://www.youtube.com/results?search_type=&search_query=sfiii+alex+valle+Ryu&aq=f (Search Alex Valle's matches)]
[http://www.youtube.com/watch?v=p3Pz5aB4R2o Alex Valle] (CaliPower) [USA Player] [http://www.youtube.com/results?search_type=&search_query=sfiii+alex+valle+Ryu&aq=f (Search Alex Valle's matches)]


[http://www.youtube.com/watch?v=SBSi2y_9N4s&feature=related John Choi] ([http://www.youtube.com/results?search_query=3s+john+choi+Ryu&search_type=&aq=f Search John Choi's matches])
[http://www.youtube.com/watch?v=SBSi2y_9N4s&feature=related John Choi] ([http://www.youtube.com/results?search_query=3s+john+choi+Ryu&search_type=&aq=f Search John Choi's matches]) [USA player]


[http://www.youtube.com/watch?v=zzKDtWCwKLU Georgia] [http://www.youtube.com/results?search_type=&search_query=sfiii+georgia+Ryu&aq=f (Search Georgia's matches)]
[http://www.youtube.com/watch?v=zzKDtWCwKLU Georgia] [http://www.youtube.com/results?search_type=&search_query=sfiii+georgia+Ryu&aq=f (Search Georgia's matches)]

Revision as of 09:15, 21 July 2009

Ryu's Character Select Portrait
Ryu's Neutral Stance

Introduction

Street Fighter III: 3rd Strike Ryu

Ryu's moves are strong, good for stuning.Do few combos in row and your opponent will be stuned.You play different style with each Super Art but in the end all of his Supers can be equally good.SA1 is safe SA.You will have a lot of EX moves, but you must charge it in case you can have opportunity to land Super.Charged SA2 can scare your opponent, make him play safe so you could be safer as well.SA3 can only be used to stun your opponent and land deadly combo.SA3 doesnt have much EX moves so you will have to play it aggressively.

A source of frame data has been obtained and the frame data will be passed on here when possible. Someone who wants to develop a nice table in the meantime by all means, go ahead.

Specific Character Information

  • Stamina: 1200
  • Stun Bar Length (pixels):64 (Normal)
  • Stun Bar Recovery (frames it takes to recover 1 pixel):recovers on 22th frame
  • Stun Bar Recovery after 1 taunt (frames it takes to recover 1 pixel):recovers on 20th frame
  • Stun Bar Recovery after 2 taunts(frames it takes to recover 1 pixel):recovers on 18th frame
  • Taunt:Taunt increases your stun revovery speed. First time you taunt you get 10% stun recovery speed and 21% for the second taunt.Lasts for whole round.Maximum 2 taunts, 33% bonus.
  • Best Kara-Throw: Sakotsu Wari(F+MP)
  • Standard Throw Range (pixels): 24
  • Kara-Throw Range (pixels): 40
  • Dash Forward (frames) / Moving Distance: 13 / 1,5
  • Dash Backward (frames) / Moving Distance: 13 / 1
  • Normal Wake up (frames): 77
  • Quick Stand (frames): 50

Character Colors

File:Char ryu colors.png

Moves List

Basic Moves

Move Convention
Forward F
Back B
Crouch C / D
Up U
Jump J
Jump Forward JF
Jump Backwards JB
Super Jump D-U
Super Jump Forward D-UF
Super Jump Backwards D-UB
Dash Forward FF
Dash Backwards BB
Quarter Circle Forward QCF
Quarter Circle Backwards QCB
Half Circle Backwards HCB
Forward, Down, Down-Forward F, D, DF / DP
Back, Down, Down-Backwards B, D, DB / RDP
Guard (High) B when enemy is attacking
Guard (Low) DB when enemy is attacking low
Parry (High) Tap F when about to take a hit
Parry (Low) Tap D when about to take a hit
Parry (Air) Tap F in air when about to take a hit
Red Parry Execute parry after blocking a hit in a combo
Punch (Any) P
Kick (Any) K
2 Punches PP
2 Kicks KK
3 Punches PPP
3 Kicks KKK
Jab LP
Strong MP
Fierce HP
Short LK
Forward MK
Roundhouse HK
Universal Overhead UOH

Normal Moves

Move Motion
Jab LP
Strong MP
Fierce HP
Close Jab (Close to opponent) LP
Close Strong (Close to opponent) MP
Close Fierce (Close to opponent) HP
Short LK
Forward MK
Roundhouse HK
Close Forward (Close to opponent) MK
Jumping Jab (Air) LP
Jumping Strong (Air) MP
Neutral Jumping Strong (Air) MP
Jumping Fierce (Air) HP
Neutral Jumping Fierce (Air) HP
Jumping Short (Air) LK
Jumping Forward (Air) MK
Neutral Jumping Forward (Air) MK
Jumping Roundhouse (Air) HK
Neutral Jumping Roundhouse (Air) HK
Overhead MP+MK
Taunt HP+HK

Throws

Move Name Motion
Seoi Nage LP+LK or F+LP+LK
Tomoe Nage B+LP+LK

Command Normals

Move Name Motion
Sakotsu Wari F+MP
Kyuubi Kudaki F+HP
Crouching Jab D+LP
Crouching Strong D+MP
Crouching Fierce D+HP
Crouching Short D+LK
Crouching Forward D+MK
Crouching Roundhouse D+HK

Target Combos

distance standing HP -> HK

Special Moves

Move Name Motion
Hadou-Ken QCF+P
Shoryu-Ken F,D,DF+P
Tatsumaki-Senpuu-Kyaku QCB+K
Tatsumaki-Senpuu-Kyaku (Air) (Air) QCB+K
Joudan-Sokutou-Geri HCF+K

EX Moves

Move Name Motion
Hadouken QCF+PP
Shoryuken F, D ,DF+PP
Tatsumaki Senpuu Kyaku QCB+KK
Tatsumaki Senpuu Kyaku (Air) (Air)QCB+KK
Joudan-Sokutou-Geri HCF+KK

DETAILS:

» QCF P (236 P): Hadouken (EX w/PP) A fireball. The EX version hits twice, is red, is faster and knocks down.

» DP P (623 P): Shoryuken (EX w/PP) A dragon punch / uppercut moving upwards and slightly to the side. The EX version hits twice when starting from the ground and has faster startup.

» QCB K (214 K): Tatsumaki Senpuu Kyaku (EX w/KK) A travelling hurricane kick that knocks down on hit. The EX version can hit up to 5 times and is stationary.

» HCF K (41236 K): Joudan Sokotou Geri (EX w/KK) A simple, forward sidekick that sends your opponent flying. The EX version bounces your opponent off the wall for a juggle opportunity.

When and How to use moves

Normals

» LP - Close LP is good air reset.After cl.LP air reset you can do SA1 or dash in SA2.Air LP lasts whole jump.You can do air LP, dash below opponent and suprise him or use it as air reset.You can use c.LP to fight against grabs.

» MP - Good in air because it is made out of 2 attacks.It cant be used as air reset unless only 1 out of 2 attacks hits opponent.c.MP is good as poke, fast and canceable.

» HP - Close HP is good as meaty hit.It can be canceled into SRK after opponent tries parry.It can be parried low and high, but timing must be more precise for low parry.When attacking with HP from air, make sure you press HP when you are about to land on ground.This way HP wont be much punishable if its parried.If opponent parry it while you do it high in air can get good combo punishment.

» LK - Use it for hit confirms.LK,LP,LK when you are close opponent and LK, LK when you arent too close.After crossup, mixup things with c.LK, cl.HP and throw.Good as an air reset, use it in Air-to-air, when opponent is below you.

» MK - Use this for croussup.Jump over opponent and do MK.If he is crouching you can link another normal into combo.Standing MK is good poke from distance.Sometimes when your opponent jumps toward, you can do c.MK and his air attack will whiff.When attacking with MK from air, make sure you press MK when you are about to land on ground.This way MK wont be much punishable if its parried.If opponent parry it while you do it high in air can get good combo punishment.


» HK - When you think opponent is going to jump after recovery use HK.Good as meaty on wakeups.If opponent is stuned on big distance, do Super jump HK>c.MK>HK Tatsumaki.Crouching HK is risky but it will sweep opponent.When attacking with HK from air, make sure you press HK when you are about to land on ground.This way HK wont be much punishable if its parried.If opponent parry it while you do it high in air can get good combo punishment.


» UOH - An overhead.After UOH on wakeup you can link any normal,SRK and SA if you get timing right.UOH>SA1 is posible without wakeup, but opponent needs to be on proper distance.

File:Uoh sa1.png

Distance between you and your opponent for UOH>SA1 to link (no wakeup needed)

» Sakotsu Wari (F+MP) - Good overhead.You can use it on wakeups.Sometimes its good to use it 2 times on wakeup.After 1st Sakotsu Wari, hit another one.It is also Ryu's best kara throw, 40 pixels range.(F+MP,LP+LK) If done early enough for its last frames to hit, Ryu can link c.MK,c.HK,EX SRK,SA1,SA3(non charged Denjin)

» Kyuubi Kudaki (F+HP) - Combination of 2 attacks.After Kyuubi Kudaki, you can easily link (EX?) SRK or SA2.Its good as meaty, but you must know when 1st from 2 attack will hit if you dont want to be thrown.

Specials

Hadouken

Dont use hadouken in corners if its not EX version.EX hadouken is always good from distance in case opponent starts dashing.When you are doing ordinary Hadouken, even if hadouken hit opponent it can be punished with SA or some reversals.Do LP Hadouken after Tomoe Nage (B+LP+LK) throw to make opponent bussy.

Shoryuken

Alone as anti-air, bad.Use c.HP>SRK>SA2 (c.HP gota be parried) or SRK>SA1 as anti-air instead.You can use SRK on opponents who keeps rushing with specials.Example: Akuma have many rushes with his Demon flips.When he is rushing use EX SRK to punish him.Also good for Ibuki,Makoto,Dudley.

Joudan-Sokutou-Geri

When you see your opponent poking from distance, hit MK Joudan Geri or EX Joudan Geri.EX Joudan Geri is faster.Dont use Joudan Geri without confirmation first.You need to be sure combo will land before you do Joudan Geri.After EX Joudan Geri you can jugle any normal,special or Super Art.

Things to do after EX Joudan Geri:

» SRK - if you are using SRK after EX Joudan Geri, you must hit opponent when he is near ground, or else you wont deal max SRK damage.

» LP>EX SRK - harder to perform, but deals more damage for health and stun bar.You must hit LP when opponent is about to fall, than cancel into EX SRK.

» Use Close LP air reset after EX Joudan Geri, SA1 (LP must be close version)

» Close LP air reset after EX Joudan Geri, dash below opponent, cl.MK>EX Tatsu.

Tatsumaki-Senpuu-Kyaku tricks

Tatsumaki isnt safe move.Only use normal Tatsumaki if you are sure you will hit opponent.EX Tatsumaki is safer.

» Jump over your opponent and do EX Tatsumaki.You will have to change QCB 2 Kicks input into QCF 2 Kicks.Very unpredictable setup, most opponents will think you are too close to ground to try anything so they wont block.

» Jump over your opponent and do HK Tatsumaki.Your opponent will have to change block direction to defend from that.

File:Air tatsu.png This is where you do HK Tatsumaki in air to get that setup right.

» After SA1 or EX Hadouken, you can do MK or HK Tatsumaki to get in front of your opponent faster.

» Use air Tatsumaki to get out from corners.

» Before opponent gets up do LK Tatsumaki as crossup.

» Get in front of opponent with LK Tatsu and be ready to parry.Player named Ruu did this once see match

» When opponent jumps toward, you can do HK Tatsumaki and get below him, but your Tatsu will still hit him.To get this right you must be exactly below opponent(in air) for this to work.

» Tatsumaki also goes trough hadoukens if you do it before fireball gets more than half of stage.

» On opponent's wakeup you can do HK Tatsumaki at right time and you can hit him if he isnt crouching.He must change block direction because once you do it, you are on other side of stage.

Tatsu setup1.png Do HK Tatsumaki on wakeup

Tatsu setup2.png Hit him from other side to suprise him

Super Arts

Num. Super Art Name Motion Super Bars
I Shinkuu-Hadou-Ken QCF QCF+P 2 stocks
II Shin-Shoryu-Ken QCF QCF+P 1 stock
III Denjin-Hadou-Ken (Hold P to charge,repeat 360 motion to charge faster) QCF QCF+P 1 stock

DETAILS

» SA1: QCFx2 P (236236 P): Shinkuu Hadouken (2 stocks) (5.6 EX moves) An upgraded version of the Hadouken that can hit up to 5 times.

» SA2: QCFx2 P (236236 P): Shin Shoryuken (1 stock) (3.2 EX moves) An upgraded version of the Shoryuken. If the first hit connects, the move does a huge amount of damage and sends your opponent flying into the air. If it does not, the move turns into a low-damage, multi-hit Shoryuken.

» SA3: QCFx2 P [Hold P, rotate stick in 360 motion to charge faster]: Denjin Hadouken (1 stock) (2.4 EX moves) An unblockable attack (must be parried), Ryu will charge up an electric fireball for as long as the punch button is held. The longer the button is held, the stronger the fireball will be in terms of both damage and stun.

Super Art I tips

This is Ryu's safest SA and his longest (5.6 EX moves).You should always have 1 full gauge for Shinkuu-Hadou-Ken setups but you also need it for EX moves.Press c.MP (whiff) rapidly to charge gauge faster.

  • Hadouken canceled into SA1 only reduces damage.SA1 alone is stronger.

File:Hadou-sa1.png

  • Hadouken canceled into SA1 (Hadouken>SA1) can be used to win trough block on 1 health.(with c.MK on parry)
  • Air resets

» from ground: Close LP,UOH,F+MP

» from air: Neutral Jump - LP,MP,HP,LK,MK,HK Jump forward - LP,MP(only 2nd attack must hit),HP,LK,MK,HK

After air reset do SA1.If opponent tries to parry, you will do HK Tatsumaki.

  • SA1 after MP Shoryuken or LP Shoryuken wont link on some characters.(SA1 does 5 Hadouken hits)

Here is list that shows how many fireballs will hit after MP SRK or LP SRK.

Done on Character Number of fireballs that hit
Makoto 5 (on ground)
Oro 5 (on ground)
Akuma 5
Ken 5
Ryu 5
Sean 5
Yun 5
Yang 5
Elena 5
Hugo 4
Necro 4
Urien 4
Dudley 3
Remy 3
Chun-Li 3
Alex 3
Twelve 2
Q 0
Ibuki 0

NOTE:

  • Never do HP version of SRK>SA1 because SA1 wont link on any character.
  • EX SRK>SA1 is bad way to waste Super gauge.It will do less damage than MP SRK>SA1.

Super Art II tips

Keep SA2 charged and opponent will have to play safe.That will make you safer too, but if opponent keeps rushing down, dont be afraid to unleash SA2 on him.Press c.MP (whiff) rapidly to charge gauge faster.SA2 have 3.2 EX moves.

  • If SA2 is done while opponent is in air it can do max 6 hits and damage is very low.Close version deals much more damage.

File:Sa2 damage example.png

  • MK>SRK>SA2 is stronger than HP>SRK>SA2 but HP>SRK>SA2 does more stun damage.

File:MK SRK SA2 damage.png

  • What to do after SA2?

Best jugle damage after SA2 is HK Tatsumaki, so do it as soon as you land on ground.But if opponent is in corner you can also do jump HP and mixup oveheads and low attacks when he lands.You can also dash in HK after SA2 to push opponent away, and throw LP hadouken.Super Jump HP after SA2 have same damage as dash in HK after SA2.

  • Ever found yourself in this situation

File:Sa2 situation.png

In this situation do SA2.Very first frames of SA2 goes trough fireball untill SA2 hits opponent.That way Ryu is untouchable so this will work 100%.

  • Ryu's F+HP is safe move and can be linked into SA2.
  • SA2 can also go trough Denjin and other fireballs if done at moment of impact.No need to use it this way because you can just parry.

Super Art III tips

Denjin Super isnt made to spend it for EX moves.You could use only 1 EX move because it can be charged fast.Use it to stun opponent and do Jump in HP>c.HP>HK Tatsumki combo.If you are using Denjin SA, it is important to press c.MP (whiff) rapidly to charge gauge faster.Denjin is Ryu's shortest Super gauge (2.4 EX moves).

When your opponent's stun bar is critical you can use SRK>SA3(on block).But good players can recover so fast that you wont be able to jump in combo IF you are trying SRK>SA3(on block).100% working combo after SRK>SA3(on block) would be dash in HP>HK Tatsumaki or dash in HP>HP SRK.

If your did SRK hit opponent and than it was canceled it to SA3 you dont need to charge Denjin if your opponent's stun bar is critical.Just release Denjin as soon as you do it.

BE AWARE! Some Super Arts can go trough Denjin and any other fireball.

Here is list of Super Arts that can go trough fireballs:

Character Super Art(s)
Yun SA2
Q SA1
Oro SA1 (QCF PP), SA3 (QCF PP)
Chun-Li SA2, SA3
Dudley SA2
Sean SA3
Twelve SA1
Hugo SA3
Yang SA2

There are also some Specials and Command Normals that can also go trough Denjin.Here is list of them:

Character Special Command Normal
Akuma Ashura Senkuu (DP PP, DP KK)
Sean Zenten (QCB P)
Yang EX Senkyuutai (QCF KK)
Ibuki Sazan (DF+MK)

Super Art I Shinkuu-Hadou-Ken setups

  • Air resets

» from ground: Close LP,UOH,F+MP

» from air: Neutral Jump - LP,MP,HP,LK,MK,HK Jump forward - LP,MP(only 2nd attack must hit),HP,LK,MK,HK

  • After you hit your opponent in air-to-air with any air reset do SA1 as soon as you land.HK Tatsumaki on his parry if you are far away.If you are close, rapidly press LP to mess up his parry and than HK Tatsumaki jugle after he takes SA1.
  • After EX Joudan Geri do Close LP air reset, than you walk in and do Hadouken>SA1.For SA1 to hit, you must do Close LP.If he tries to parry you will press LP rapidly and HK Tatsumaki jugle after SA1 hits him.Or do EX Joudan Geri>SRK after SA1 hits opponent.
  • Your opponent jumps, you walk below him do Close LP air reset, opponent recovers in air SA1.Even if he parry Close LP, he will take SA1.If he continues to parry SA1 you press LP rapidly and than HK Tatsumaki jugle after he take SA1.Or do EX Joudan Geri>SRK after SA1 hits opponent.

Super Art II - Shin-Shoryu-Ken setups

  • When your opponent jumps at you, hit him in air with ground cl.LP air reset, than dash in SA2.
  • (your opponent must be cornered first) After you hit opponent with any air reset from air, walk in as soon as you land and do SA2.Opponent will recover but you will reach ground first.Once you are on ground walk in and do SA2 to hit opponent while he is still in air.
  • When he jumps directly on you you will do c.HP>SRK>SA2.Opponent will have to parry HP,SRK and whole SA2 to get out without taking SA2 damage.(Do LP SRK>SA2 input after c.HP in case opponent didnt parry c.HP)
  • Do c.MK at same time your opponent jumps.He will try to attack but you will do SA2 as soon as you recover from your own attack.Also works if you do early sweep on opponent's wakeup when he tries to counter.
  • If your opponent parried move you can make him pay by canceling it into SRK>SA2.This is setup player named Drop used once(see match)
  • If your opponent likes to throw as soon as you are near him, try to jump in front of him and punish his throw with SRK>SA2.
  • Super Jump from big distance and do QCF QCF input.When you see your opponent attacking press P and punish him with SA2.

Super Art III - Denjin-Hadou-Ken setups

After stuning opponent do j.HP>c.HP>HK Tatsumaki combo.If on big distance, Super Jump HK>c.MK>HK Tatsumaki

» Anything leading into HP>SRK =>SA3 setup (on 1/4 - 1/3 stunned character, release if SRK hits)

» Anything leading into LP>SRK =>SA3 (on 1/4 - 1/3 stunned character, release if SRK hits)

» Any air-to-air where you land first (LP Hadouken SA3)

» Any instance where you anti-air a guy from the ground (HP Hadouken SA3)

» crossup MK, c.LK, c.LK, LP Hadouken SA3 (better vs Akuma or vs Remy)

» c.LK, c.LP, c.LK, LP Hadouken SA3 (better vs Akuma or vs Remy)

» When opponent expects Denjin on wakeup and wants to parry it, delay Denjin release for second and when he has already hit forward for parry, you release it and stun him.

» You dont have to do SA3 if you have opportunity for it.When opponent is expecting SA3 dont do it just dash in throw and than do SA3 setup.You can also do hadouken and wait for him to do wrong move while he is in corner.You can deal more damage before doing SA3.

Strategies

Ground game

Pokes

» c.MK (low hit, decent reach, cancels, hitconfirm late cancel)

» c.MP (good for hitconfirms)

» c.LK (do two for a hitconfirm chain)

» s.MP (can cancel into super or special)

» s.HK (great vs dudley, great anti-air, excellent to catch people with)

» s.MK (ok reach, excellent priority)

Blockstrings

» c.LK, s.LK, s.MK (push people out if they're too close for comfort)

» c.LK, c.LP, c.LK (can confirm into SA1)

» s.HP, s.HK (target combo)

» cl.MP, s.MK, c.MK (slightly unsafe)

Kara-throw setups

» cl.MP, Kara-throw

» c.LK, Kara-throw

» toward HP, step back, Kara-throw

» c.LK, s.LP (whiff), Kara-throw [vs. crouching]

Air game

Jump-ins

» j.MK (crosses up)

» j.HP (to attack, hurts like hell)

» j.HK (to attack, little bit more range)

Air-to-air

» j.MP (hits twice, harder to parry, pushes you away on parry, totally safe in air-to-air)

» j.HP (to attack)

» j.HK (to attack)

» EX Tatsumaki (to attack, risky)

» LP (to attack opponent above you, and do SA1 when you land.If parried you can do it again)

» LK (if parried you can do it again)

Anti-air

» s.LP (best anti-air, if he parry it contine with SRK>SA2 or SRK SA1.If he get hit by LP you can still do SA1 or SA2)

» s.HK (quick, easy, good recovery)

» s.HP>SRK (If he parry HP only than you will do SRK.HP needs to be early enough to hit as an anti-air and for SRK to come out)

» c.HP (good when opponent is nearly directly above you, but slow) If opponent parry cHP continue with SRK.If he parry that too continue with SA1 or SA2.

»After Parried c.HP,s.HP,cl.MP,cl.MK,cl.LP you can do:SRK,HK Tatsumaki,Hadouken,Joudan Geri.(If he fell for it once he wont 2nd time.Mixup SRK,Tatsu,Hadouken and Joudan Geri to mess up with parry timing)

» (EX?) SRK (risky if opponent parry it)

» j.HP (you'd be surprised)

» s.MP (sometimes, and you can toss a fireball right afterwards for zoning)

Wakeup game

Possible things to do on wakeup against an opponent

» toward MP [overhead, done very early may link into c.MK]

» c.LK, toward MP [low, then overhead]

» c.LK, c.LK [hits low]

» c.LK, s.LP (whiff), Kara-throw [vs. crouching]

» c.LK, step back 2 frames, Kara-throw

» walk in, step back, Kara-throw

» meaty UOH [can link into super]

» meaty close s.MK, HP SRK xx SA3

» crossup j.MK

» crossup j.MK,c.LK,kara throw

» Jump back HK (HK after jump back must be done fast)

Jump back HK.png Jump Back + HK

» F+MP (if your opponent keeps blocking down do another f.MP) after that your opponent may jump so you will jump HP (this strategy leads to stun)

» F+HP if it hits, continue with EX SRK or SA2.If its blocked you can:Kara throw,walk in throw,SRK,c.LK,c.HP.Its very unpredictable what move will come after F+HP.Always mixup.

» Jump at same time opponent is getting up and parry his reversal.

» Throw opponent few times and jump at same time your opponent is getting up.If he tried to throw/counter punish him with combo like: neutral air HK, close MK, EX Joudan Geri, Shoryuken.

» Throw opponent few times and dash out.If opponent tried to counter next throw punish him with combo.

Meaty attacks

» towards MP [can link into c.LK if timed for last hit to land very late]

» UOH (MP MK) [can link into SA1 / SA2]

» close s.MK (hitconfirms, strong, cancels into SRK for SA3 setups)

» close s.HP


Dash Tricks

  • When your opponent jumps at you, you will dash below him(than he will be facing you with his back) than you do strong and safe move which can be canceled in case he parry it(best normal for that is close HP)Do it while he is still in air so you can cancel close HP into SRK or SA1,SA2 if he tries parry.
  • If your opponent is recovering on floor, you can dash at right moment on his wakeup to get on other side of stage.This will suprise him and you can do combo starters like c.LK,cl.MK,cl.HP.

Taunt

Taunt increases your stun revovery speed. First time you taunt you get 10% stun recovery speed and 21% for the second taunt.Lasts for whole round.Maximum 2 taunts, 33% bonus.

But when you taunt you are wide open for an attack. Here are situations when you can taunt:

  • After EX Hadouken
  • After Shinkuu-Hadou-Ken (SA1)
  • After LK Tatsamaki
  • After Joudan Geri
  • After SA2>dash in HK

It is recommended that you use taunt against these characters:

  • Makoto
  • Necro
  • Alex
  • Yang

Also use it against any other character when your stun bar is critical.

What not to do

» anything into MK Tatsumaki or HK Tatsumaki on wakeup

» anything into Joudan Geri or EX Joudan Geri wakeup (LK Joudan Geri is safer but opponent needs to stand for it to link)

» anything into Shoryuken on wakeup (use it only after opponent's parry)

» anything into Hadouken in corners (use EX Hadouken instead)

» Shoryuken as anti-air (easy to parry and punish)

» Ordinary Shoryuken on wakeup is (use EX Shoryuken instead, ordinary SRK is easy to meaty hit)

Basically you shouldnt use any Specials on wakeups unless they are EX version.Exept EX Joudan Geri, its too punishable.

Combos and Links

NOTES: Any SRK can be replaced with EX SRK.Any Hadouken can be replaced with EX Hadouken.

Links

» LP>LK,c.LK,SA1,SA3(non charged Denjin)

» Close LP>SRK,SA1,SA2,SA3(non charged Denjin)

» Crouching LP>c.LK,SRK,SA1,SA2,SA3(non charged Denjin)

» Crouching LK>SRK,LK Tatsu(vs. crouching),SA1,SA2,SA3(non charged Denjin)

» MP>Hadouken,SA1,SA3(non charged Denjin),MK Tatsu,HK Tatsu,LK Tatsumaki(only on Akuma,Urien,Remy,Necro,Q,Dudley,Twelve,Hugo,Alex),LK Joudan Geri(only on Akuma,Urien,Remy,Necro,Q,Dudley,Twelve,Hugo,Alex)

» Close MP>Hadouken,LK Joudan Geri,SRK,Tatsumaki,SA1,SA2,SA3(non charged Denjin)

» Crouching MP>Hadouken,LK Joudan Geri,SRK,Tatsumaki,SA1,SA2,SA3(non charged Denjin)

» Close MK>Hadouken,LK Joudan Geri,MK Joudan Geri,EX Joudan Geri,SRK,Tatsumaki

» Crouching MK>Hadouken,LK Joudan Geri,EX Joudan Geri(if done close),SRK,Tatsumaki,SA1,SA2,SA3(non charged Denjin)

» Close HP>Hadouken,SRK,LK Joudan Geri,MK Joudan Geri,EX Joudan Geri,Tatsumaki,SA1,SA2,SA3(non charged Denjin)

» Crouching HP>Hadouken,SRK,LK Joudan Geri,MK Joudan Geri,EX Joudan Geri,Tatsumaki,SA1,SA2,SA3(non charged Denjin)

» F+HP>SRK,SA2

» (only if last frames of F+MP hit)F+MP>c.MK,c.HK,EX SRK,SA1,SA3(non charged Denjin)

NOTES:

  • LK Joudan Geri wont link unless opponent is standing or opponent is Akuma,Urien,Remy,Necro,Q,Dudley,Twelve,Hugo,Alex
  • LK Tatsumaki wont link unless opponent is standing or opponent is Akuma,Urien,Remy,Necro,Q,Dudley,Twelve,Hugo,Alex
  • HP>LK Joudan Geri wont link on Oro.
  • HP>LK Tatsumaki and HP>MK Tatsumaki wont link on Oro.
  • HP>HK Tatsumaki wont link on Yun and Yang.

Combos

Basic

» s.HP -> s.HK [chain]

» c.HP, EX Joudan Geri, SRK

» (corner) c.MK>SA1>SA1>HK Tatsumaki

» (anywhere exept corner) c.HP>EX Joudan Geri>HK Tatsumaki

» jump in HP, cl.HP, EX Joudan Geri,SRK

» c.LK, c.LK > SA1

» c.LK, c.LK > SA2

» c.MK, HK Tatsumaki [vs. standing]

» crossup with jump MK, c.LK, c.LK > SA1 / SA2 [vs. crouching]

» c.MP (or c.MK), EX Tatsumaki [good chip, safe on block]

» c.MP > SA1 / SA2

» cl.MK , (EX?) SRK (or > SA1 / SA2)

» F+HP>SRK

» F+HP>SA2

» (corner) c.MK (or close s.MK), EX Tatsumaki > (on landing) SA1

» (corner) cl.MK>EX Tatsumaki>SRK (Works on Ryu,Ken,Sean,Akuma,Alex,Chun-Li,Q)

» (corner) c.MK>EX Tatsumaki>SRK (Only works on Q)

Advanced

» F+MP>SA1 (F+MP is 2 hit combo, but for this to work only 2nd hit must punch opponent)

» cl.HP>EX Joudan Geri>SA1

» c.LK>c.LP>c.LK>SA1 [hit confirm]

» c.LK>c.LK>SA2 [hit confirm]

» HP>EX Joudan Geri>LP>EX SRK (LP must hit opponent when he is about to fall)

» Jump HK>c.LK>c.LK>SA1

» (anywhere,wakeup)UOH>SRK

» (near corner) cl.HP>EX Joudan Geri>SA1>EX Joudan Geri>SRK

» (corner) c.LK>cl.LP>SRK [vs. standing]

» (corner) c.LK>c.LP>SRK

» (corner) c.MK>EX Tatsumaki>SA1>HK Tatsumaki

» (corner) jump HP>cl.HP>EX Joudan Geri>EX Tatsumaki>SRK (Wont work on Dudley,Chun-Li,Elena)

» (corner) jump HP>cl.HP>EX Joudan Geri>EX Tatsumaki>SA1>HK Tatsumaki [same damage as combo above(with EX SRK instead)]

» (corner) MP SRK>SA1>SRK (Works on Akuma,Ryu,Ken,Sean,Yun,Yang)

» (nowhere near corner) MP SRK>SA1>SA1 (Works on Akuma,Ryu,Ken,Sean,Yun,Yang)

» (nowhere near corner) MP SRK>SA1>EX Hadouken (Works on Akuma,Ryu,Ken,Sean,Yun,Yang)

» (near corner,proper range for UOH>SA1) UOH>SA1>SA1>MK Joudan Geri

» (anywhere,wakeup) UOH>SA2>HK Tatsumaki

» (corner,wakeup) UOH>SA2>jump HP (if opponent is stuned continue by walking next to him in air and do ground HK)

Expert

» F+MP>c.MK>SA1 (f+MP is 2 hit combo, but for this to work only 2nd hit must punch opponent with last frames)

» F+MP>c.MK>SA2 (f+MP is 2 hit combo, but for this to work only 2nd hit must punch opponent with last frames)

» (corner) c.LK>c.LP>SRK>SA2>jump forward HP

» (corner) UOH>LK>LK>SA1>SA1>LK Joudan Geri

» (corner,wakeup) UOH>HP>EX Joudan Geri>EX Tatsumaki>SRK (Wont work on Dudley,Chun-Li,Elena)

» (anywhere exept corner,wakeup) UOH>HP>EX Joudan Geri>HK Tatsumaki

» (nowhere near corner,wakeup) UOH>MP SRK>SA1>SA1 (Works on Akuma,Ryu,Ken,Sean,Yun,Yang)

» (near corner,wakeup) UOH>HP>EX Joudan Geri>SA1>EX Joudan Geri>SRK

» (anywhere,wakeup) UOH>LK>LK>SA2>HK Tatsumaki

» (anywhere,wakeup) UOH>LP>LP>SA2>HK Tatsumaki (slightly more damage than LK>LK>SA2 version)

» (anywhere,wakeup) UOH>MK>Shoryuken>SA2>HK Tatsumaki

Jugle combos

  • (must stun opponent after EX Joudan Geri and cl.LP must hit him in air)In corner,HP>EX Joudan Geri>cl.LP>UOH>SA1>EX Joudan Geri>cl.LP>cl.LP>cl.LP>SRK
  • (must stun opponent after EX Joudan Geri and cl.LP must hit him in air)In corner,HP>EX Joudan Geri>cl.LP walk in cl.LP walk in cl.LP dash in cl.LP>SRK

NOTE:Jugle combo is something like custom combo.You can do:

  • SA1 after 1st or 2nd cl.LP,
  • EX Joudan Geri after 1st cl.LP
  • EX Joudan Geri after SA1
  • HP after 3rd cl.LP
  • And much more stuff

File:Uoh sa1.png

Distance between you and your opponent for UOH>SA1 to link (no wakeup needed)

Parry Tehniques and Information

» To Parry press forward before getting hit.

» To Red Parry press forward after attack you previosly blocked.Attack must be part of combo.

» First of all, lemme say what hapens when there are 2 attacks at same time.Example: Ryu throws hadouken and cancels it into SA1(hadouken>SA1).Hadouken and SA1 will hit at same time, but that doesnt mean you must press forward for both attacks.Just Parry SA1 and forget about hadouken and nothing will change.So, when you parry 2 attacks at same time you just press forward once.

» There are 2 ways to red parry.One is to quickly change block direction from back to forward and other one is to tap block (same way you tap forward for parry) on hit before hit that you plan to parry.So if its 2 hit parry you will tap block for 1st hit and forward for 2nd.

» Parry bait Walk toward or dash in to your opponent and when you are near enough for his low attack parry and punish.This is tehnique Vanao usessee match

» Parry bait When opponent Jumps you will do move(which gota whiff) and he will think he have opportunity to attack, as soon as you recover from your own attack press forward to parry.

» Parry bait On opponent's wakeup do early c.HK and as soon as you recover he may to counter.This is time to parry and punish.Dont use this characters with SA ready for reversal.

» Jump at same time opponent is getting up and parry his anti-air.You will have to tap UP for jump and than tap Forward for parry.Punish him with combo when he lands.

» Cross parry In Air-to-Air, if your opponent parry your attack, you can always try to parry his counter attack and.

» Akuma often tries to win trough block using Shakunestu Hadouken(HCB+P) canceled into SA1.No need to panic, that is 9 hit combo if it hits but when you try to parry it is 6 hit.Because Shakunestu Hadouken hits at same time as SA1 you can just ignore it and focus on SA1 6 hit parry.

File:6 hit parry.png

» Good thing about Shotos is their fast Shoryuken.Even if opponent parry your attack it doesnt mean he must punish you, its actualy otherwise, you will punish him because he parried.Example:Ryu does c.MK on Ken and Ken parry it, now Ken tries to counter with HP, but Ryu can do SRK right after his c.MK and punish Ken's counter.So when your opponent parry your c.MK or any other move which can be canceled into Shoryuken you cancel it into Shoryuken.Moves that can be canceled into SRK are:LP,cl.LP,c.LP,MP,cl.MP,c.MP,cl.HP,c.HP,c.LK,cl.MK,c.MK.If opponent parry any of those moves you can also cancel them into SA1 or SA2.If you want your opponent to parry so you could punish him with SRK use c.HP move.It can be parried low and high so your opponent will always guess right.

» There are 2 ways to parry SA.You can press forward at same time as your opponent did SA or to press forward when his SA starts attack.(you cant use 1st way at Ryu's SA2 and Q's SA2)

» List of Super Arts on which you press forward at same time as opponent did that SA:

  • Akuma's SA1(if done close)SA2,SA3
  • Yun's SA1,SA2
  • Ryu's SA1(if done close) SA2
  • Urien's SA1
  • Remy's SA1,SA2
  • Q's SA1,SA2
  • Necro's SA1,SA3
  • Chun-Li's SA1,SA2,SA3
  • Dudley's SA1,SA2,SA3
  • Ibuki's SA1(if done close)
  • Makoto's SA1,SA2
  • Elena's SA1,SA2
  • Sean's SA1(If done close),SA2,SA3
  • Twelve's SA1(If Twelve isnt too close)
  • Hugo's SA3
  • Alex's SA2
  • Yang's SA2
  • Ken's SA1,SA2,SA3

NOTE: Akuma's Kongou Kokuretsu Zan (D,D,D PPP) and Twelve's SA1 is "1 frame parry" SA.This means you will have to press forward on every second frame to parry whole Super.

Punishing after a parry

» parry -> any close s.HP (or close s.MK) Denjin setup

» parry -> close HP (or close s.MK), EX Joudan Geri, (EX?)SRK

» low parry -> c.HP, EX Joudan Geri, (EX?)SRK

» low parry -> c.MK, EX Tatsumaki SA1 (in corner)

» low parry -> c.MK, LP>SRK>SA3 (Denjin setup)

» parry -> close MK>SRK>SA2>HK Tatsumaki

Notes and comments

» After EX Joudan Geri remember to do SRK when opponent is about to fall.If you do it when he is high in air he you will deal less damage with SRK.

» On wakeup do F,D,DF input but do not press 2 punches untill you see your opponent's atacking animation.And never use normal Shoryuken as reversal on wakeup, only EX Shoryuken.

» Dont fall for same tactic twice.Make profile for your opponent and remember his moves.

» Use every Ryu's move.Total mixup is needed for victory.

» EX Joudan as a follow up to anything you can link it off lets you set an opponent up for extra damage.

» After EX Joudan Geri you can do c.MP (whiff) and than SRK.Increases SA gauge a bit and looks cool.

» A blocked HP SRK is a prime candidate to be followed up with SA3. Remember that!

» MK is not always good as a crossup, it's better on crouching opponents (it also sometimes doesn't link with your ground attack unless done very deep).

» His (j.HP, s.HP, EX Joudan, SRK / HK Tatsumaki) combo deals 70 damage and 60% stun on an opponent Ryu.

» His EX Hadouken is ridiculously fast. Use it, it's good damage and generally reliable, even when tossed out randomly at somewhat close range.

» Negative edge is when you are releasing button after input for special or super instead pressing it.Example: press P and hold it, do QCF input and release P.Hadouken still comes out.

» Piano input is when you mash all 3 P or K buttons after input for special or super.This way you have more possibility for SA or Special to come out.Example: after F+HP do QCF QCF input and mash all 3 Punch buttons.Now you dont have to bother timing SA2 after F+HP, just mash all P buttons and it will come out.

» If you are walking forward but you want to do hadouken quickly you will press HCF P instead QCF P because Shoryuken would come out instead.

General playstyles

» eddieW: Ryu compared to Ken? While Ken has better and easier ways to land a super, Ryu has great damage and knockdown potential without a super. The way he plays Ryu is to select SA1 and play what he calls "Super Turbo Red Fireball Ryu", blended with some 3S tactics. The goal here is to score a knockdown, then dash in and 50/50 for some more damage (eg. with kara-throwing, or c.LK, walk back to bait the throw, punish with c.MK, MK Tatsumaki for knockdown and good damage). If they get you off, EX Hadoukens will get your opponent to jump and score some extra damage.

» Super Art 2 playstyle: This is Ryu's most damaging super. So obviously, you'll want to find ways to land it.Mixup overhead and c.MK on wakeups so opponent wont know whats coming next.You can link SA2 after UOH and c.LK>c.LK

» Denjin Hadouken: Like Shin Shoryuken, this super applies fear into the general tactics used in a match. While the most ideal setup uses a fully charged Denjin after a knockdown, players like Frankie3s have developed strategies of using half-charged Denjins to scare their opponents and catch them unaware. Example is close Strong into fireball into Denjin. Because the player controls when to release the Denjin, the opponent is forced to react immediately to the attack. While not the best super art (that belongs to Shinkuu) it can be devastating in the right hands.

Japanese and USA players (Videos and Links)

るー = Ruu (Search Ruu's matches)

あぶ = Abu (Search Abu's matches)

まぐ = Magu (Search Magu's matches)

ソメ = Some

JEY (Search JEY's matches)

黒衣 = Kokui (Search Kokui's matches)

木村 = Kimura

テ・ド = Te・do (Search Te・do's matches)

オイル = Oiru ~ "Oil"

るむ1 = Rumu 1 or Rumuichi

十ぺえ = Juupe

ヒムロ = Himuro

Eriru (Search Eriru's matches)

四駆郎 = Yonkurou (Search Yonkurou's matches)

降格中 = Koukakuchuu (Search Koukakuchuu's matches)

どろっぷ = Drop (Search Drop's matches)

ヴァナオ or ヴァナヲ = Vanao (Search Vanao's matches)

デーヒー = Deehii (Search Deehii's matches)

とっとり = Tottori (Search Tottori's match)

Sケープ = S Keepu ~ "Escape?"

バンさん = Ban-san

ナカニシ = Nakanishi (Search Nakanishi's matches)

なみじん = Namijin (Search Namijin's matches)

笑瓶Hey = Shōhei HEY (Search Shōhei HEY's matches)

ネコノヒ = Nekonohi (Search Nekonohi's matches)

白露鵬(吸)= Shirorohou (Kyu)

へぼりゅう or へぼりう = Heboryu (Search Heboryu's matches)

フランキー = Frankie3S [US player] (Search Frankie3s's matches)

ねこまんま = Nekomanma (Search Nekomanma's matches)

超銀河☆畠中仁 = Galaxy Express ☆ Tachujin(Search Tachijin's matches)

Y2J (Search Y2J's matches)

Amir [USA player] (Search Amir's matches)

Alex Valle (CaliPower) [USA Player] (Search Alex Valle's matches)

John Choi (Search John Choi's matches) [USA player]

Georgia (Search Georgia's matches)

NakinoRyu Search NakinoRyu's matches

Hirai Search Hirai's matches

Kuroda Search Kuroda's matches

MOV (2:26 in video)

MMM Search MMM's matches

Gee Search Gee's matches

Nomoto Search Nomoto's matches

Jioja

SN

Mizu

Aruka

Junin

Tokido

はやまんが = Hayamanga (29:37 in video)

レバニラ痛め = Rebaniraitame (11:46 in video)

Kazuna (43:22 in video)

C-13 (16:10 in video)

Mopreme (19:30 in video) [US player] Search Mopreme's matches

Pierrot (24:09 in video)

Yamazaki (26:04 in video)

RX (33:44 in video)

Kashi (37:17 in video)

Nanaichi (38:53 in video)

Naoki (41:56 in video)

Match-ups

Serious Advantage Match-ups

  • Twelve
  • Remy

Advantage Match-ups

  • Alex
  • Akuma
  • Hugo

Fair Match-ups

  • Ken
  • Dudley
  • Urien
  • Ibuki
  • Sean
  • Ryu
  • Oro
  • Necro
  • Elena
  • Q

Disadvantage Match-ups

  • Yun
  • Yang
  • Chun-Li
  • Makoto

Serious Disadvantage Match-ups

Ryu has no match-ups where he is at a serious disadvantage

Match-ups Strategy

Ken

Never sweep(c.HK) because it is easiest way for Ken to punish it by doing SA3(or SA2 if close enough).Ryu can do same to Ken with SA1(or SA2 if close enough).Moves like HP(distance),cl.HP,c.HP,MK(distance),HK,c.HK can be punished with his SA3.Blocked hadouken near Ken can be punished by Ken's SA3.If done too close, even if hadouken, Ryu can be punished(anywhere on screen) However EX Hadouken will never be punished, it is safest special.

If you blocked his SA3 you can do few combo punishments:

  • MK>HP Shoryuken>SA2>HK Tatsumaki
  • HP>EX Joudan-Sokutou-Geri>HK Tatsumaki-Senpuu-Kyaku
  • HP>EX Joudan-Sokutou-Geri>LP>EX Shoryuken (LP must hit when he is about to fall, than cancel into EX SRK)

After Ken's SA3 you must do HP fast because Ken can do Shoryuken to get out from that situation.If Ken is at verge of KO just throw him, it is safest way.

  • Ken's SA3 can do 5 hits on parry or block.You can jump after 3rd parried hit and do HP>c.HP>EX Joudan Geri>SRK combo or parry all 5 hits if you have full SA gauge.
  • Even if you parry Ken's move he can still cancel it into SA3 or SRK and punish you if you try to counter.

Yun

http://www.livejournal.com/~mopreme -- what applies to Ken in this case in general also applies to Ryu. Rush him and force him to activate Genei Jin from far away. Yun without bar is Yun racing to get bar. Yun with bar is Yun in control. Keep him from gaining control. And block the Genei Jin When Yun is on floor he can recover fast.Most Yun players recover and jump dive kick, so if you know Yun is going to jump (dive kick?) you jump and do HP or air Tatsumaki.After you parry his dive kick you can do LP air reset, SA1.Watch out from his EX Dive kick(F,D,DF KK), it is only reversal he has.

If you have low health and Yun activated Genei Jin, you are screwed.That is why you will have to parry it and punish him.His Shoulder special(F,D,DF P) is 2 hit parry, his Lunge Punch(QCF P) is 3 hit parry.If you want to red parry his Shoulder than you press forward after you blocked its 1st hit.If you threw Yun while he was in Genei Jin mode, than throw him Hadouken to buy time while his Genei Jin is over.

Chun-Li

Can easily counter a lot of Ryu's moves. Pokes are dangerous, particularly when she has meter. c.LK, c.MK, c.MP, s.MK when close are preferred over standing pokes, but only use the last three on non-metered Chun-Li. EX Hadoukens should be used, but not on a stocked Chun-Li unless very close. Be careful with using Denjin setups, because while they work against her in most cases, metered Chun-Li is an entirely different story. The key to beating Chun-Li is definitely scoring a knockdown and going from there, but to otherwise be safe and careful against her, even if you have to turtle a bit. Jump-ins occasionally work if you're ready and able to parry the impending back HP or HP anti-air (and the occasional back MP).

Chun-Li's SA2 goes trough fireballs so watch when you are throwing hadouken and releasing Denjin.Dont use hadouken when you are near Chun-Li and if her SA2 gauge is charged.If Chun-Li failed SA2, parry last hit and punish it with Neutral Jump HK combo starter.

Makoto

You must taunt at least once because she can stun you fast.When Makoto player does MP on your wakeup he may grab right after that.To avoid grabs you can: throw(your throw vs Makoto's grab will be tech),jump,Shoryuken,dash back.You can also use c.LP to fight against Makoto's grabs.

Play offensive, and watch for her grab setups.If you blocked her SA2 always parry last hit so you could do combo.Makoto's rush is made out of low/high attacks,Hayate (QCF P) and grab mixup.You can do SRK to punish that rush (or yourself).You could parry it if you know where Makoto is attacking and if she isnt going for grab.Makoto can do kara grab with her Short (LK).When you see her doing it from distance watch out.

Makoto could try air reset after 1st SA2 and try another one see video.Make sure you parry 2nd one as soon as screen freezes for Super or quiclky tap forward as soon as her SA2 starts.

Urien

Keep the game in the middle of the screen -- you don't want to fight Urien in the corner. Urien loves j.HK, so counter with s.HK or j.MP. If you've cornered Urien and have Denjin, use it. If he's almost stunned, start poking: abuse far s.MK and s.HK. s.MK may trade with Urien's s.HP, but don't worry: you're aiming to stun, a trade is acceptable. j.MP does a lot of stun and so does f MP, but in the corner don't get close enough that he can parry you once and put you in the corner. If Urien is knocked down in the corner and you don't wan to take the game to the middle of the screen, meaty far s.MP > EX Fireball is amazing. It'll stuff his headbutts, and if he parries your s.MP, he cannot throw you. If he parries and does fierce, it'll trade, but he gets knocked down so you remain in control. New: If he tries to do random fireball into Aegis and you're a bit cornered, superjump forward into HK Tatsumaki to bail out.

When Urien tries unblockables setups on you, just parry low.It is best thing you can do in that situation, but you can also parry it high.He can do Vicious Knee Drop(D,U,Kick) and you will take only 1 hit.Beware of his overheads when you are blocking Aegis Reflector(SA3).If Urien did Aegis setup while you are in corner, than dont recover.If he done it in mid screen, than you will recover to prevent him from getting unblockable setup.When you are in corner, but Aegis isnt touching you, than you can do c.LK to counter Urien's attacks or SA2.

If you recover when Urien did Aegis in corner you can do Shoryuken and hit him if he's not blocking.But you will take whole Aegis damage which could be better than to take another c.HP>Chariot Tackle>Aegis combo.Kuroda player does it see match

Dudley

There is SAII glitch that works only on Dudley.First you must throw Dudley in corner and right after throw you do SAII.Timing is extremly hard.HK is good against Dudley's jump.Dont use it twice because good Dudley player can predict it, parry and punish you.

When Dudley taunts on your wakeup, he will throw rose that you will have to defend from it and Dudley's upcoming move.You can try to parry it and do EX SRK to stop Dudley's move.However this isnt safe because Dudley can just defend from that.You can try to happy parry rose and his next move.You can also parry rose and do c.LK to counter his next move.

Akuma

Use Denjin setups (crossup MK, c.LK, s.MP, LP Hadouken > SA3.Works perfectly because his stun bar is shortest (56).

SA2 deals most damage and Akuma's stamina is lowest in game.You can punish his Tatsumaki if you do SA2 or EX SRK right after he lands.You can also red parry his MK Tatsu or HK Tatsu and deal devastating combos.Be sure to counter his air fireball if he is doing it while high in air.When he tries air fireball, you dash below it and punish it by doing MK>SRK>SA2 or HP>EX Joudan-Sokutou-Geri>HK Tatsumaki-Senpuu-Kyaku(or SA1 instead HK Tatsumaki).When Akuma is rushing and doing Demon Flip setups, you can try neutral jump HK to push him away.Also, when he is rushing down with Demon Flips it is good way for him to land kara Raging Demon.Dont let him do it many times, dash below Demon flip and get away from that situation.

Akuma cant be thrown when he is doing Zugai Hasatsu (F+MP).

If Akuma tries to win with Shakunestu Hadouken(HCB+P)>SA1 to win trough block, you will parry it.If he lands it right on you it will be 9 hit combo, but if you parry it you will only need to press forward 6 times instead 9.It is because his Shakunestu Hadouken will hit at same time as SA1 so it can be ignored on parry.

Credits

If you edited this FAQ enter your name here.

  • Ryukenden

- Character Specific Information,

- Moves list,

- When and How to use moves,

- Super Arts,

- Strategies (Dash Tricks,Taunt,What not to do)

- Japanese and USA players (Videos and Links), [names by Shend,new names and links by Ryukenden]

- Combos and Links (Links,Advanced,Expert),

- Parry Tehniques and Information,

- Matchups,

- Match-ups Strategy (Ken,Dudley,Makoto)

- Edited Yun,Chun-Li,Urien,Akuma

- and much more edits...

  • C-Royd - Matchups (Urien,Chun-Li)
  • Thanks to kal el, MajinRyu, eddieW, Shend