Introduction
Move List
Hadoken: QCF+P
Shakunetsu Hadoken: HCF+P
n Shoryuken: DP+P
Tatsimaki Senpuukyaku: (^)QCB+K
x Ashura Warp: DP/RDP + PP/KK
(overhead punch): F+1
Senpuu Kyaku: F+3
x Tenma Mujin Kyaku: jump UF,D+4
SHINKUU HADOKEN: n DQCF+P (x DHCB+P)
n S.TATSUMAKI SENPUUKYAKU: DQCB+K
x MESSATSU GO SHORYU: DQCF+P
n SHIN-SHORYUKEN: DQCF+K++
x SHUN GOKU SATSU: 11F32++
Throws
Command Moves
Special Moves
Super Moves
The Basics
Combos
o1 :: 14 hit :: capcom / snk :: marvelous!!! :: J.C. Combo Ex. #1 cu.Roundhouse \/ c.Jab > s.Fierce XX LV-3/MAX Shinkuu Tatsumaki Senpuu Kyaku (Cross-up HK \/ c.LP > s.HP XX qcb,qcb + KK)
o2 :: 14 hit :: capcom / snk :: marvelous!!! j.Roundhouse \/ s.Short XX LV-3/MAX Shinkuu Tatsumaki Senpuu Kyaku (Jump HK \/ s.LK XX qcb,qcb + KK)
o3 :: 11 hit :: capcom :: fantastic!! :: J.C. Combo Ex. #1 Opponent in corner. j.Short XX Kuuchuu Tatsumaki Senpuu Kyaku \/ LV-1 Shinkuu Tatsumaki Senpuu Kyaku [4 hit] \/ LV-2 Shinkuu Tatsumaki Senpuu Kyaku (Jump LK XX qcb + K \/ qcb,qcb + LK \/ qcb,qcb + HK)
o4 :: 11 hit :: capcom :: fantastic!! Opponent in corner. j.Roundhouse \/ c.Jab > c.Short XX LV-2 Shinkuu Hadou Ken [4 hit], LV-1 Shinkuu Tatsumaki Senpuu Kyaku (Jump HK \/ c.LP > c.LK XX qcf,qcf + HP, qcb,qcb + LK)
o5 :: 11 hit :: snk :: fantastic!! :: J.C. Combo Ex. #1 Opponent in corner. j.Fierce \/ c.Fierce XX MAX Shinkuu Hadou Ken [5 hit], Shinkuu Tatsumaki Senpuu Kyaku (Jump HP \/ c.HP XX qcf,qcf + P, qcb,qcb + K)
o6 :: 10 hit :: capcom / snk :: fantastic! :: J.C. Combo Ex. #1 cu.Roundhouse \/ c.Short > c.Jab > c.Short > db + Roundhouse XX LV-3/MAX Shinkuu Hadou Ken (Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcf,qcf + PP)
o7 :: 8 hit :: capcom / snk :: wonderful! :: J.C. Combo Ex. #1 cu.Roundhouse \/ c.Short > c.Short > c.Roundhouse XX Shin Shouryuu Ken (Cross-up HK \/ c.LK > c.LK > c.HK XX qcf,d,df + K)
o8 :: 7 hit :: capcom / snk :: very good!! :: J.C. Combo Ex. #1 Opponent in corner. j.Fierce \/ c.Short XX Jab Shouryuu Ken \/ Shin Shouryuu Ken (Jump HP \/ c.LK XX f,d,df + LP \/ qcf,d,df + K)
o9 :: 7 hit :: capcom / snk :: very good!! j.Fierce \/ c.Jab > c.Roundhouse XX Shin Shouryuu Ken (Jump HP \/ c.LP > c.HK XX qcf,d,df + K)
1o :: 6 hit :: capcom / snk :: very good! j.Roundhouse \/ c.Jab > c.Short XX LV-1 Shinkuu Hadou Ken (Jump HK \/ c.LP > c.LK XX qcf,qcf + LP)
11 :: 5 hit :: capcom / snk :: great!! Opponent in corner. Kuuchuu Tatsumaki Senpuu Kyaku \/ Shin Shouryuu Ken (In air, qcb + K \/ qcf,d,df + K)
12 :: 4 hit :: capcom / snk :: great! j.Roundhouse \/ c.Short > db + Roundhouse XX Hadou Ken (Jump HK \/ c.LK > db + HK XX qcf + P)
13 :: 4 hit :: capcom / snk :: great! j.Roundhouse \/ c.Jab > c.Short XX Hadou Ken (Jump HK \/ c.LP > c.LK XX qcf + P)
14 :: 4 hit :: capcom / snk :: great! j.Fierce \/ c.Short > c.Fierce XX Hadou Ken (Jump HP \/ c.LK > c.HP XX qcf + P)
15 :: 3 hit :: capcom / snk :: good!! j.Fierce \/ s.Jab XX Fierce Shouryuu Ken (Jump HP \/ s.LP XX f,d,df + HP)
16 :: 3 hit :: capcom / snk :: good!! j.Fierce \/ c.Fierce XX Hadou Ken (Jump HP \/ c.HP XX qcf + P)
EX Changes
See Evil Ryu
CVS Pro Changes
- Opponents can trade hits with his jab dragon punch as easy as in Super Turbo
now. To hit this consistently with Ryu you now have to wait until the opponent is SUPER SUPER deep before doing the jab dragon punch.
- The shin shroyuken juggles but only for air counter damage instead of the
full damage it used to do...so if you combo off of the low roundhouse, say hello to a pixel of life damage. Ditto off of a deep jab dp. You can still combo for the full damage off of a super deep DB + HK, or crouching LK, but even his cross up HK, standing FP, shin shroyuken combo DOESN'T connect (the standing FP pushes your opponent too far away)!
- His hurricane kick super seems to be improved somewhat, does more damage and
has better priority on the ground.