Street Fighter 3: 2nd Impact/Ryu

From SuperCombo Wiki

Introduction

Moves List

Normal Moves

Close Normals

c.LP
Close LP
c.Lp.png
(ryucloselp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options:
c.MP
Close MP
c.Mp.png
(ryuclosemp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options:
c.HP
Close HP
c.Hp.png
(ryuclosehp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options:


c.LK

c.Lk.png is the same as f.Lk.png.

c.MK
Close MK
c.Mk.png
(ryuclosemk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options:


c.HK

c.Hk.png is the same as f.Hk.png.

Far Normals

f.LP
Far LP
f.Lp.png
(ryulp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options:
f.MP
Far MP
f.Mp.png
(ryump).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options:
f.HP
Far HP
f.Hp.png
(ryuhp).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options:
f.LK
Far LK
f.Lk.png
(ryulk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options:
f.MK
Far MK
f.Mk.png
(ryumk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options:
f.HK
Far HK
f.Hk.png
(ryuhk).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
- - - - - - - - - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options:

Crouching Normals

Jumping Normals

Command Normals

Special Moves

Hadouken

Shoryuken

Tatsumaki Senpukyaku

Joudan Sokuto Geri

Super Moves

Shinku Hadouken

Shin Shoryuken

Denjin Hadouken

The Basics

Choose Denjin Hadouken (Super Art 3) because in 2I it has two stocks which not only allows for more denjin set ups than in NG or 3S, but it also means you have better ways to damage your opponent once you have them dizzy (For example, jumping fierce, crouching fierce, EX tatsu).

Denjin set ups:

EX hadouken xx denjin (on your opponent's wake up)

Crouching forward kick, EX hadouken xx denjin

EX blade kick, shoryuken (and then either xx denjin or (EX) hadouken xx denjin on wake up)

Advanced Strategy

Match-Ups