Ryu travels thr globe on foot, continually training in the art of Shotokan, constantly working to become the best fighter he can.
Moves List
Normal Moves
Command Moves
Collarbone Breaker | {{ ![]() |
Hop Kick | {{ ![]() |
Jumping Side Kick | {{ ![]() |
Special Moves
Hadoken | {{ ![]() |
Shoryuken | {{ ![]() |
Tatsumaki Senpuu Kyaku | {{ ![]() |
Super Moves
Shinkuu Hadoken | {{ ![]() |
Shinkuu Tatsumaki Senpuu Kyaku | {{ ![]() |
The Basics
Advanced Strategy
Combos/Infinites
Beginner
1) J.HK , C.MK XX HaDouKen
2) C.LK , C.HK XX ShinKuu TatsuMakiSenPuuKyaku
3) J.HP , S.HP XX ShinKuu HaDouKen
4) J.MK , J.HK XX ShinKuu HaDouKen
Intermediate
1) J.HK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK XX HaDouKen (FS)
2) J.MK , J.HP , D.S.LP , C.HP SJ SJ.LP , SJ.LK XX MK-Air TatsuMakiSenPuuKyaku (FS)
3) J.MK , J.HP , D.S.LK , S.HP XX ShinKuu HaDouKen
4) J.MK , J.HP , D.S.LP , C.HP SJ SJ.LP , SJ.LK XX ShinKuu HaDouKen
5) Have enemy in corner. J.HK XX Air TatsuMakiSenPuuKyaku , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK XX HK-Air TatsuMakiSenPuuKyaku (FS) , C.LK (OTG) , C.MP , S.HK, S.HP
**Note: After the S.HP at the end, it's very easy to sneak in a throw and catch the enemy completely off guard.
6) Get enemy near corner. J.MK , J.HK , D.S.LP , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK , SJ.UP.HK (FS), SJ.UP.HK , C.LK (OTG) , C.MP , S.MK [2 hits] , S.HP , S.HK
7) J.MK , J.HK , D.S.LP , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw, ShinKuu HaDouKen
8) Have enemy in corner. J.MK , J.HP , D.S.LP , C.HP SJ HK-Air TatsuMakiSenPuuKyaku (FS) , C.LK (OTG) , C.MP , S.HK, S.LP , S.MP , S.MK [2 hits] , S.HP , S.HK
**Note: After Launching the enemy, Super Jump up and IMMEDIATELY do the Air Hurricane Kick. It will hit the enemy three times on its way up and since the Air Hurricane Kick is an Air Combo Finisher, all three hits will do very good damage.
Expert
1) Have enemy in corner. J.MK , J.HK , D.S.LP , C.LK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK , SJ.UP.HK (FS), SJ.UP.HK (FS) , C.LK , T.MK, HK-Throw, C.LK (OTG) , C.HP SJ SJ.LP , SJ.LK XX ShinKuu HaDouKen
**Note: After the Hopping Kick, you have to time the Throw PERFECTLY or it will not keep the Combometer counting! Practice, practice, practice the timing.
2) Have enemy in corner. J.HK XX HK-Air TatsuMakiSenPuuKyaku, C.HP SJ SJ.LP , SJ.LK , SJ.UP.HK (FS), SJ.UP.HK (FS) , C.LK (OTG) , C.MP , S.MK (2 hits) , S.HP , S.HK, HK-Throw, C.LK , C.HP SJ SJ.LP, SJ.UP.MK, MP-Air Throw, ShinKuu HaDouKen
**Note: Again, the ground throw after the S.HK must be perfectly timed, or it won't combo.
3) This probably works on many characters, but I know the distancing for this
combo perfectly against Rogue. Get Rogue into the corner and walk Ryu into her. Have Rogue jump over Ryu OUT of the corner. After she lands, have Rogue walk away from Ryu about half a step. Then, right from where you two are: ShinKuu TatsuMakiSenPuuKyaku, C.HK (OTG) XX ShinKuu TatsuMakiSenPuuKyaku, C.HP SJ SJ.LP , SJ.LK XX ShinKuu HaDouKen