finances godrano condizionatore 9000 12000 europa iralia giovane gay cofanetto amici miei glimpse it ringraziare con un biglietto canon 28-200 acer cr-6530 temi dire strait michelle vieth motel wegdh tv 29 100 panasonic banff hotel rimorchi agricoli km0 fiat multipla diesel auto km 0 i feel love sony sdmhx75s range rover 3 9 gas nervatura yes chingon condizionatori usati residence villalba v9999gt td tender bang olufsen hi fi sindrome stendhal poliziotti a domicilio scadenza rimborso debito il generale non si arrende que es la definicion storie a tre foto gay gratis bolle bolle le situazioni di lui e lei finanziamento guidonia inno guardia di finanza mouse wireless ottico 5 tasti excel saga optio 750 z architetura greiner traghetti caremar tablas, las- il ragazzo che sapeva volare hotel ad assisi hotels taormina registratore in digitale mp3 asolo hd esterno 250 gb docce solari e da giardino dds sony creative megaworks 2 1 thx trailer new york new york 77 giochi for motorola a835 fiamme sulla sierra lettori mp3 irradio najbolji com istruttore fitness a3 colori ricambi cellulare nokia digicom michelangelo home 54 passerano marmorito mercedes classe a lunga video clip gradis cd madredeus cover berte shake zucchero perlis wwww bustyadventures com max luglio home page sagat come organizzare un matrimonio particola anal matura canzoni d estate atlantis isdn pci azincourt software gestionale piccole azienda transformes energon tps viaccess ratchet e clank galp energia bello brutto e cattivo x files. stagione 4. vol. 04 bulgari acqua immagine discoteca hacha ilusao otica la figlia del mio capo cats sexy porco dio ladro martinson, harry gelada produzione integratore alimentare stampa file binari feroli video jesse mccartney philips hr mere naseeb mein km0 fiat stilo benzina auto km 0 video flagellazione hotel di sant agata sui due go base crema di burro daihatsu terios usati corsa in moto diario di un killer sentimentale da da un pa profumo le male lucrezio lavatrice compatta rex casse per i pode mignola flavia damiano cunego rack case atx goodmans 5 1 biglietti auguri bmw sicilia extremoduro lettratura del 1900 concessionarie renault veneto fascette uv cartoonetwork cl creative mp3 usb le chat di amico mio ricetta estive la mas linda com dandini nuda mensole camerette the sum of all fears mostra canina verona franks adventure s v50 golino fiorello fedders tatuaggio fiori arnold, matthew nissan terrano 2 7 mario winans ft p diddy digdug migrain acclaim la tardona televisore lg xd 42 enriqueiglesias www alexia mell it totally spies rey mysterio portatili toshiba a60 diesel km 0 viel passiert - der bap film crisi di angina offerte voli per stoccolma settembre whirlpool microonde genius porno annunci gratis la gnocca mp3 di m2o vita da canile gta vive city ram per portatili hp dc5100 p4 520 40gb passat 2.8 v6 ringtones v60i musica classica download nuova audi a4 berlina auto nuove hotel panarea vendita online vino rossi www serpone it gressan il grande biondo www el sitio com allyson chain lg vc9800 google cl suoneria polifonica inno italia lane moje remix big black cock bikini donna trovare differenze dzsoft perl editor eska squad tende interni intel scheda madre p4 socket 478 macchine da caffe lavazza don t call mi baby di mina ganghofer, ludwig mutui matura troia ingelheim am rhein navigator gps driver usb nec e313 sex revolucion street sk8er 2 www centro estetica bahia it guida rossa vienna hotel los pincheira www carrozzina passeggino chicco it
Introduction
Street Fighter III: 3rd Strike Ryu
Content below is from thread available on forums. Editing help requested!
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.
Moves List
Normal Moves
Name | State | [StUp] | BkAd | HtAd | CHAd | SlCn | SpCn | Grd | Pry | Dmg Min-Max |
(JPT) | UFN |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab | Close | [4] | 1 | 1 | 1 | Yes | Yes | HL | HL | 3-6 | (1) | 3 |
Far | [4] | 1 | 1 | 1 | Yes | Yes | HL | HL | 3-6 | (1) | 2 | |
Crouch | [4] | 1 | 1 | 1 | Yes | Yes | HL | HL | 3-6 | (1) | 3 | |
Jump | [4] | - | - | - | - | - | H | H | 5-8 | (3) | 3 | |
Strong | Stand | [4] | -1 | 0 | 1 | Yes | Yes | HL | H | 12-22 | (1) | 3 |
Crouch | [7] | 0 | 1 | 2 | No | No | HL | HL | 11-19 | (1) | 3 | |
Jump | [5] | - | - | - | - | - | H | H | 10-14 | (3) | 2 | |
Fierce | Stand | [14] | -1 | 1 | 3 | No | No | H | H | 18-32 | (-) | 4 |
Crouch | [13] | -9 | D | D | No | No | HL | HL | 16-26 | (1/5) | 2 | |
Jump | [8] | - | - | - | - | - | H | H | 18-31 | (3) | 3 | |
Short | Stand | [5] | 0 | 0 | 0 | Yes | Yes | HL | HL | 5-8 | (1) | 3 |
Crouch | [5] | 2 | 2 | 2 | Yes | Yes | L | L | 5-8 | (1) | 3 | |
Jump | [4] | - | - | - | - | - | H | H | 7-13 | (3) | 3 | |
Forward | Close | [5] | -1 | 0 | 1 | Yes | Yes | HL | HL | 13-23 | (1) | 4 |
Far | [11] | 0 | 1 | 2 | No | No | HL | HL | 12-22 | (1) | 4 | |
Crouch | [8] | -1 | 0 | 1 | No | No | L | L | 9-15 | (X) | 4 | |
Jump | [9] | - | - | - | - | - | H | H | 11-19 | (3) | 3 | |
Rdhouse | Stand | [16] | -13 | 0 | 2 | No | No | HL | H | 19-33 | (1) | 3 |
Crouch | [11] | -15 | D | D | No | No | L | L | 16-28 | (-) | 2 | |
Jump | [8] | - | - | - | - | - | H | H | 15-26 | (3) | 3 |
Throws
Name | [StUp] | Dmg Min-Max |
---|---|---|
Body Slam | [3] | - |
Special Normals
Name | [StUp] | BkAd | HtAd | CHAd | SlCn | SpCn | Grd | Pry | Dmg Min-Max |
(JPT) | UFN |
---|---|---|---|---|---|---|---|---|---|---|---|
T.Strong | [7] | -1 | 0 | 1 | No | No | HL | HL | 14-24 | (1) | 4 |
T.Fierce | [9] | -1 | 1 | 3 | No | No | HL | H | 17-24 | (6) | 3 |
A,Fierce | [8] | -11 | - | - | No | No | HL | U | 23-32 | (X) | 2 |
A.Fierce(Back) | [8] | -11 | 3 | 3 | No | No | HL | U | - | (X) | 2 |
D.Fierce(air) | [10] | - | - | - | - | - | H | H | 15-26 | (3) | 2 |
UOH | [15-25] | - | - | - | - | - | H | H | 5-8 | (1) | 3 |
Target Combos
- HP -> HK
Special Moves
Name | Type | [StUp] | BkAd | SpCn | Grd | Pry | Dmg Min-Max |
(JPT) | UFN |
---|---|---|---|---|---|---|---|---|---|
Flash Chop | Jab | [12] | -2 | No | HL | H | 15-26 | (6) | 4 |
Strong | [16] | -1 | Yes | HL | H | 16-28 | (6) | 3 | |
Firece | [20] | -1 | Yes | HL | H | 18-31 | (6) | 3 | |
EX | [10] | -1 | Yes | HL | H | 24-39 | (6) | 4 | |
Power Bomb | Jab | [7] | - | No | U | U | 20-28 | (X) | 4 |
Strong | [8] | - | No | U | U | 23-32 | (X) | 3 | |
Fierce | [9] | - | No | U | U | 25-35 | (X) | 3 | |
Power Bomb (Back) | Jab | [7] | - | No | U | U | 23-32 | (X) | 2 |
Strong | [8] | - | No | U | U | 25-35 | (X) | 2 | |
Fierce | [9] | - | No | U | U | 29-40 | (X) | 3 | |
DDT | Short | [21] | - | No | U | U | 20-28 | (X) | 2 |
Forward | [24] | - | No | U | U | 20-28 | (X) | 3 | |
Roundhouse | [27] | - | No | U | U | 20-28 | (X) | 2 | |
Air Knee Smash | Short | [7] | - | No | H | H | 15-21 | (6) | 3 |
Forward | [8] | - | No | H | H | 17-24 | (6) | 3 | |
Roundhouse | [9] | - | No | H | H | 19-26 | (6) | 3 | |
EX | [4] | - | No | H | H | 24-33 | (6) | 4 | |
Slash Elbow | Short | [16] | -2 | Yes | HL | H | 12-22 | (3) | 3 |
Foward | [19] | -8 | Yes | HL | H | 15-26 | (3) | 2 | |
Roundhouse | [21] | -8 | Yes | HL | H | 18-31 | (3) | 2 | |
EX | [10] | -6 | Yes | HL | H | 19-34 | (6) | 4 | |
Air Stomp | Short | [24] | -3 | No | H | H | 15-26 | (-) | 3 |
Foward | [26] | -3 | No | H | H | 18-31 | (-) | 3 | |
Roundhouse | [27] | -3 | No | H | H | 20-35 | (-) | 3 | |
EX | [27] | -3 | No | H | H | 23-40 | (-) | 3 |
Command moves
» towards MP: Sakotsu Wari A sort of lunging, overhead punch that hits twice.
» towards FP: Kyuubi Kudaki A lunging, forward gut punch that hits twice.
Special Moves
(image notation to be implemented once we agree to a standard)
Fireball | (Hadouken) |
QCF P | |
Hurricane Kick | (Tatsumaki Senpukyaku) |
QCB K (can be done in air) |
» 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.
Super Arts
I | Shinkuu Hadouken | D, DF, F, D, DF, F P |
II | Shin Shoryuken | D, DF, F, D, DF, F P |
III | Denjin Hadouken | D, DF, F, D, DF, F P * |
* Hold P to hold and strengthen fireball |
» 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 to charge faster] (236236 P[H]): 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.
Strategies
- Personal Action: Recovers stun, max 3 per round.
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)
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)
Anti-air » s.HK (quick, easy, good recovery)
» s.HP, s.HK (HP needs to be early enough to hit as an anti-air)
» c.HP (good when opponent is nearly directly above you, but slow)
» (EX?) SRK (getting divekicked for sure? use this)
» ju.HP (you'd be surprised)
» s.MP (sometimes, and you can toss a fireball right afterwards for zoning)
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
Combos » s.HP, s.HK [chain]
» j.HP, cl.HP (or close s.MK), EX Joudan, (EX?) SRK [best damage/stun for bar]
» c.LK, c.LK > SA1
» c.LK, c.LP > SA2
» c.MK, HK Tatsumaki [vs. standing]
» crossup with j.MK, c.LK, c.LK > SA1 / SA2 [vs. crouching]
» c.MP (or c.MK), EX Tatsumaki [good chip, safe on block]
» c.MP (hc) > SA1 / SA2
» cl.MK (hc), (EX?) SRK (or > SA1 / SA2)
» toward HP (hc), (EX?) SRK (or > SA1 / SA2)
» (corner) c.MK (or close s.MK), EX Tatsumaki > (on landing) SA1
Setups SA3 Denjin setups » Anything leading into HP SRK xx SA3 setup
» Anything leading into LP SRK xx SA3 (on 1/4 - 1/3 stunned character, release if SRK hits)
» Anything into LK / MK Tatsumaki, SA3 setup (preferable over HK)
» Any air-to-air where you land first (HP Hadouken xx SA3)
» Any instance where you anti-air a guy from the ground (LP Hadouken xx SA3)
» crossup MK, c.LK, s.MP, LP Hadouken xx SA3 (better vs Akuma)
» c.LK, c.LP, c.LK, LP Hadouken xx SA3 (better vs Akuma)
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]
Punishing after a parry » parry -> any close s.HP (or close s.MK) Denjin setup
» parry -> close s.HP (or close s.MK), EX Joudan, (EX?) SRK
» low parry -> c.MP (HP?), EX Joudan, (EX?) SRK (?)
» low parry -> c.MK, EX Tatsumaki (or > SA1 / SA2)
» low parry -> c.MK, LP SRK xx SA3 (Denjin setup)
Wakeup game Possible things to do on wakeup against an opponent
» toward MP [overhead, done very early may link into c.LK]
» 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
Kara-cancels Throwing: toward MP SRK: c.MK or c.HK (MK safer)
Notes and comments
» EX Joudan as a follow up to anything you can link it off lets you set an opponent up for extra damage.
» 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.
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. One idea is to abuse his karathrow and just when they think you'll throw again, dash in for a c.shortx2 cancel into superart 2.
Matchups
» Ken - Can punish any blocked kick that isn't c.LK with a super. Be careful.
» 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.
» 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). (Thanks to C-Royd)
» Makoto -
» 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. (Thanks to C-Royd)
» Dudley - s.HK owns Dudley for free. Use it whenever you feel you'll hit them with it if they may try to jump, if they jump in and are still kind of high up in the air, and ... just plain whenever. Mix it up enough and you have a retardedly easy matchup. Just don't get caught in the corner.
» Akuma - These Denjin setups (crossup MK, c.LK, s.MP, LP Hadouken > SA3