Street Fighter 2: Hyper Fighting/Ryu: Difference between revisions

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= Introduction =
{{SF2HFHeader}}


= Moves List =
==Ryu==
{{MvC3HyperGuideCharacterBox | Sf2hf-ryu-portrait.gif }}
Ryu learned his Ansatsuken martial art alongside his rival-become-"friend" Ken. Ryu was always the more serious student, resulting in a far superior mastery of fireballs and spinning hurricane kicks.<br>
After defeating Sagat at the Street Fighter 1 tournament in an staggering display of <s>deception</s> skill, Ryu went on to tour the globe with no shoes on. Yearning to learn the meaning of "fight" and to find ever stronger combatants, Ryu became famous for leaving tournaments just before the ceremonies, leaving podium photographs missing the #1 place (much to the chagrin of the organisers).


== Normal Moves ==
{{Nutshell|
Ryu is probably the best character in Hyper Fighting. His moveset covers all the bases, with an excellent projectile, several invincible moves, fantastic anti-airs, and also has very potent combos to cover many situations. He outright dominates E.Honda, and only has a couple of very minor bad matchups.
}}


C. mk xx Hadouken or C. mk xx tatsumaki


== Special Moves ==
===Color Options===
 
 
==Moves List==
 
===Normal Moves===
{{SF2HFMoveListHeader}}
{{SF2HFMoveListRow | Standing Light Punch | lp | ? | - | 4 | 40 | ? | }}
{{MoveListFooter}}
 
===Unique Moves===
 
===Throws===
 
===Special Moves===


Hadouken: Quarter-Circle Forward + Punch (236 + Punch).
Hadouken: Quarter-Circle Forward + Punch (236 + Punch).
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Tatsumaki Senpuu Kyaku: Quarter-Circle Back + Kick (214 + Kick). This move can also be done in the air.
Tatsumaki Senpuu Kyaku: Quarter-Circle Back + Kick (214 + Kick). This move can also be done in the air.


= The Basics =
 
==The Basics==
 


==Advanced Strategy==
==Advanced Strategy==
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'''Fireball counter''' <br>
'''Fireball counter''' <br>
Ryu's Tatsumaki Senpuu Kyaku is completely invulnerable during start-up and recovery. You can use the move to pass through projectiles on reaction during the move's start-up and punish them for using projectiles from close to mid distance, depending on the recovery of their projectile. This completely nullifies Ken's projectile game, for instance.
Ryu's Tatsumaki Senpuu Kyaku is completely invulnerable during start-up and recovery. You can use the move to pass through projectiles on reaction during the move's start-up and punish them for using projectiles from close to mid distance, depending on the recovery of their projectile. This completely nullifies Ken's projectile game, for instance.


==Combos==
==Combos==
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*cr.LK, cr.LK, cr.LK, cps1 chain s.HP xx QCF+HP (char specific) [unverified]
*cr.LK, cr.LK, cr.LK, cps1 chain s.HP xx QCF+HP (char specific) [unverified]


= Match-ups =
==Match-ups==
 
*<b>Vs. Balrog (boxer):</b>


== Vs. Balrog (boxer): ==


*<b>Vs. Blanka:</b>


== Vs. Blanka: ==


*<b>Vs. Chun-Li:</b>


== Vs. Chun-Li: ==


*<b>Vs. Dhalsim:</b>


== Vs. Dhalsim: ==


*<b>Vs. E. Honda:</b>
Ryu only needs two moves to win this match, jab fireball and crouching roundhouse. Ryu wants to make sure that he is at a distance against E. Honda, so he can do jab fireballs (which E. Honda can't jump straight up over). When E. Honda jumps forward from the fireball, just before his feet touch the ground, you can sweep him, and begin the fireball trap again. E. Hondas only move out of this is his butt slam (which has to be timed right to pass through the fireball), other than that, Ryu shouldn't have much problem with this match, as long as he is distanced away from E. Honda. If E. Honda gets close to Ryu, Ryu can hurricane kick away from Honda to get some distance and begin the pattern again.


== Vs. E. Honda: ==
*<b>Vs. Guile:</b>


Ryu only needs two moves to win this match, jab fireball and crouching roundhouse. Ryu wants to make sure that he is at a distance against E. Honda, so he can do jab fireballs (which E. Honda can't jump straight up over). When E. Honda jumps forward from the fireball, just before his feet touch the ground, you can sweep him, and begin the fireball trap again. E. Hondas only move out of this is his butt slam (which has to be timed right to pass through the fireball), other than that, Ryu shouldn't have much problem with this match, as long as he is distanced away from E. Honda. If E. Honda gets close to Ryu, Ryu can hurricane kick away from Honda to get some distance and begin the pattern again.


== Vs. Guile: ==
*<b>Vs. Ken:</b>




== Vs. Ken: ==
*<b>Vs. M. Bison (dictator):</b>




== Vs. M. Bison (dictator): ==
*<b>Vs. Ryu (self):</b>




== Vs. Ryu (self): ==
*<b>Vs. Sagat:</b>




== Vs. Sagat: ==
*<b>Vs. Vega (claw):</b>




== Vs. Vega (claw): ==
*<b>Vs. Zangief:</b>




== Vs. Zangief: ==


{{Hyper Fighting}}


[[Category:Street Fighter 2: Hyper Fighting]]
[[Category:Street Fighter 2: Hyper Fighting]]

Revision as of 15:25, 29 March 2012

Street Fighter 2: Hyper FightingSf2hf-logo.png
Street Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#CharactersStreet Fighter 2: Hyper Fighting#System InfoStreet Fighter 2: Hyper Fighting#MiscellaneousStreet Fighter 2: Hyper Fighting#Basic StrategyMvC3HeaderButtons.png

Ryu

Sf2hf-ryu-portrait.gif

Ryu learned his Ansatsuken martial art alongside his rival-become-"friend" Ken. Ryu was always the more serious student, resulting in a far superior mastery of fireballs and spinning hurricane kicks.
After defeating Sagat at the Street Fighter 1 tournament in an staggering display of deception skill, Ryu went on to tour the globe with no shoes on. Yearning to learn the meaning of "fight" and to find ever stronger combatants, Ryu became famous for leaving tournaments just before the ceremonies, leaving podium photographs missing the #1 place (much to the chagrin of the organisers).

In a nutshell

Ryu is probably the best character in Hyper Fighting. His moveset covers all the bases, with an excellent projectile, several invincible moves, fantastic anti-airs, and also has very potent combos to cover many situations. He outright dominates E.Honda, and only has a couple of very minor bad matchups.


Color Options

Moves List

Normal Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Standing Light Punch
{{#motion: lp }}
 ?
-
4
40
 ?
{{{9}}}
{{{10}}}
{{#motion: {{{11}}} }}

Unique Moves

Throws

Special Moves

Hadouken: Quarter-Circle Forward + Punch (236 + Punch).

Shoryuken: Forward, Down, Down-Forward + Punch (623 + Punch).

Tatsumaki Senpuu Kyaku: Quarter-Circle Back + Kick (214 + Kick). This move can also be done in the air.


The Basics

Advanced Strategy

Fireball counter
Ryu's Tatsumaki Senpuu Kyaku is completely invulnerable during start-up and recovery. You can use the move to pass through projectiles on reaction during the move's start-up and punish them for using projectiles from close to mid distance, depending on the recovery of their projectile. This completely nullifies Ken's projectile game, for instance.


Combos

Bread And Butter

  • j.HK, s.HP xx QCF+HP
  • c.MK xx QCF+HP

Meaty Combos

  • meaty cr.MP, cr.MK xx QCP+HP

Redizzy

  • crossup j.HK, cr.LK, cr.LK, cps1 chain s.HP xx QCF+HP
  • cr.LK, cr.LK, cr.LK, cps1 chain s.HP xx QCF+HP (char specific) [unverified]

Match-ups

  • Vs. Balrog (boxer):


  • Vs. Blanka:


  • Vs. Chun-Li:


  • Vs. Dhalsim:


  • Vs. E. Honda:

Ryu only needs two moves to win this match, jab fireball and crouching roundhouse. Ryu wants to make sure that he is at a distance against E. Honda, so he can do jab fireballs (which E. Honda can't jump straight up over). When E. Honda jumps forward from the fireball, just before his feet touch the ground, you can sweep him, and begin the fireball trap again. E. Hondas only move out of this is his butt slam (which has to be timed right to pass through the fireball), other than that, Ryu shouldn't have much problem with this match, as long as he is distanced away from E. Honda. If E. Honda gets close to Ryu, Ryu can hurricane kick away from Honda to get some distance and begin the pattern again.

  • Vs. Guile:


  • Vs. Ken:


  • Vs. M. Bison (dictator):


  • Vs. Ryu (self):


  • Vs. Sagat:


  • Vs. Vega (claw):


  • Vs. Zangief: