Super Street Fighter 2 Turbo/Ryu: Difference between revisions

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might do at that jump in range and counter them. e.g. ryu's low strong or  
might do at that jump in range and counter them. e.g. ryu's low strong or  
standing roundhouse beat guile's jump in roundhouse.
standing roundhouse beat guile's jump in roundhouse.
basic combos
low forward xx fireball
jump in fierce, low forward xx blue fireball for potential dizzy (red fireball
to knock down)
jump in fierce, low strong xx hurricane kick (doesn't work on everyone like guile)
jump in fierce, shoryuken for a sure know down
jumping strong, re jumping strong xx air hurricane (hurricane kick won't hit
but will charge meter for super and can't be punished)
cross up roundhouse, low strong, low forward xx blue fireball for a probable dizzy (doesn't work on chun li)


= Advanced Strategy =
= Advanced Strategy =

Revision as of 01:33, 16 May 2006

Introduction

A great all around character. He has no real weaknesses. Use a flying strong, flying strong, land, super fireball. Hilarity ensues. Profit!

Moves List

QCF + P = Hadouken
F, D, DF = Shoryuken

The Basics

ryu's general gameplan is to zone with his fireball and counter what your opponent does. just try to stay outside their furthest attack and fireball if they do anything besides just standing there. use his normals to bait them to do something. if they jump on top of you, doing a late shoryuken should counter them. if they jump further out so if they don't attack and you do a shoryuken and you will would whiff, don't shoryuken. learn what moves they might do at that jump in range and counter them. e.g. ryu's low strong or standing roundhouse beat guile's jump in roundhouse.

basic combos

low forward xx fireball jump in fierce, low forward xx blue fireball for potential dizzy (red fireball to knock down) jump in fierce, low strong xx hurricane kick (doesn't work on everyone like guile) jump in fierce, shoryuken for a sure know down

jumping strong, re jumping strong xx air hurricane (hurricane kick won't hit but will charge meter for super and can't be punished)

cross up roundhouse, low strong, low forward xx blue fireball for a probable dizzy (doesn't work on chun li)

Advanced Strategy

super combos that should be used.

jump in fierce(or cross up), low forward xx super. if they block you can do his overhead attack if the jump in was a cross up. low short xx super.

(next to the opponent) low short, standing short, low short xx super. this works on every on except vega. against him. just do standing short, low short xx super. this forces the person have the block low...and even when they do that...you will sometimes catch them trying to reverse and still nail them with the super. If they do block you will be able to tell and won't waste a super. Mix this up with ryu's overhead attack, low short xx super.

Mind games. if you can do ryu's safe jump-in, you will be able to play mind games against most opponents if they can't do wake up reversals.

jump in move. if they block you have serveral options. if you see them standing after they block you can do do a low short xx red fireball to knock them down and repeat this. 2. shoryuken if you think they will try and reverse 3. throw 4. block low short walk up throw 5. block low short and then shoryuken their reversal 6. or just wait and block if you think they might reverse and then punish them.

Match-ups

Vs. Balrog (boxer):

Vs. Blanka:

Vs. Cammy:

Vs. Chun-Li:

Vs. Dee Jay:

Vs. Dhalsim:

Vs. E. Honda:

Vs. Fei Long:

Vs. Guile:

Vs. Ken:

Vs. M. Bison (dictator):

Vs. Ryu (self):

Vs. Sagat:

Vs. T. Hawk:

Vs. Vega (claw):

Vs. Zangief:

Vs. O. Balrog (boxer):

Vs. O. Blanka:

Vs. O. Cammy:

Vs. O. Chun-Li:

Vs. O. Dee Jay:

Vs. O. Dhalsim:

Vs. O. E. Honda:

Vs. O. Fei Long:

Vs. O. Guile:

Vs. O. Ken:

Vs. O. M. Bison (dictator):

Vs. O. Ryu:

Vs. O. Sagat:

Vs. O. T. Hawk:

Vs. O. Vega (claw):

Vs. O. Zangief: