Street Fighter Alpha 3/Ryu

From SuperCombo Wiki
Street Fighter Alpha 3SFA3Logo.png


Introduction

SFA3 ryu face.jpg

The "star" of the Street Fighter series and arguably Capcom's mascot. Ryu is always recognized by his trademark white gi and is likely the most well-known character in the world of fighting games. He is the master of the Hadoken and Shoryuken. His training partner, rival, and best friend is Ken Masters. Ryu has a burning desire to fight the strongest fighters in the world. He cares not for glory or wealth, but always lives for his next match and tours the world in solitude looking for opponents. He is winner of the first Street Fighter tournament and defeated Sagat there. He was the one who scarred Sagat's chest and Sagat has had a vengeful rivalry with Ryu since. Akuma killed Ryu and Ken's master (who was Akuma's brother) Gouken while Ryu was away at the tournament. In Street Fighter Alpha 3, he is being hunted by M. Bison and his forces to be used as a new host for Bison's mind.

Moves List

Ground Normals

  • Close Standing Jab:
Damage 6 Sfa3 ryu jab1.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/7
Block Stun +3
Hit Stun/Counter Hit +4/+9
  • Far Standing Jab:
Damage 6 Sfa3 ryu jab2.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/7
Block Stun +3
Hit Stun/Counter Hit +4/+9
  • Close Standing Strong A,V:
Damage 14 Sfa3 ryu strong1.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(V)
Frame Count 5/6/21
Block Stun -8
Hit Stun/Counter Hit -7/-3
  • Close Standing Strong X:
Damage 12 Sfa3 ryu strongx.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/4
Frame Count 5/3/19
Block Stun -3
Hit Stun/Counter Hit -2/+2
  • Far Standing Strong:
Damage 14 Sfa3 ryu strong2.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 5/6/20
Block Stun -7
Hit Stun/Counter Hit -6/-2
  • Close Standing Fierce:
Damage 17,13 Sfa3 ryu fierce1.png Sfa3 ryu fierce2.png
Stun 8
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 4/5/26
Block Stun -8
Hit Stun/Counter Hit -7/Launch

Note: 2nd active part cannot be canceled into specials in A&X-ISM, but can in V-ISM.

  • Far Standing Fierce A,V:
Damage 17 Sfa3 ryu fierce3.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(V)
Frame Count 6/3/30
Block Stun -10
Hit Stun/Counter Hit -9/Launch
  • Far Standing Fierce X:
Damage 16 Sfa3 ryu fiercex.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/9
Frame Count 6/4/26
Block Stun -7
Hit Stun/Counter Hit -6/Launch
  • Standing Short:
Damage 7 Sfa3 ryu short.png
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 5/4/12
Block Stun -2
Hit Stun/Counter Hit -1/+4
  • Standing Forward:
Damage 13 Sfa3 ryu forward.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 6/3/20
Block Stun -4
Hit Stun/Counter Hit -3/+1
  • Close Standing Roundhouse A,V:
Damage 10+8 Sfa3 ryu roundhouse2.png Sfa3 ryu roundhouse3.png
Stun 5+3
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3+1(A)4+1(V)
Frame Count 6/3,3/26
Block Stun -6
Hit Stun/Counter Hit -5/Launch
  • Close Standing Roundhouse X:
Damage 8+10 Sfa3 ryu roundhousex1.png Sfa3 ryu roundhousex2.png
Stun 8+5
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/1+4
Frame Count 6/2,3/30
Block Stun -10
Hit Stun/Counter Hit -9/Launch
  • Far Standing Roundhouse:
Damage 16 Sfa3 ryu roundhouse1.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 10/3/20
Block Stun 0
Hit Stun/Counter Hit +1/Launch
  • Crouching Jab:
Damage 5 Sfa3 ryu crjab.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/7
Block Stun +3
Hit Stun/Counter Hit +4/+9
  • Crouching Strong:
Damage 12 Sfa3 ryu crstrong.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 4/4/12
Block Stun +3
Hit Stun/Counter Hit +4/+8
  • Crouching Fierce:
Damage 16,14 Sfa3 ryu crfierce1.png Sfa3 ryu crfierce2.png
Stun 8
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 6/2/28
Block Stun -7
Hit Stun/Counter Hit -6/Launch

Note: 2nd active part cannot be canceled into specials in A&X-ISM, but can in V-ISM.

  • Crouching Short:
Damage 4 Sfa3 ryu crshort.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/8
Block Stun +2
Hit Stun/Counter Hit +3/+8
  • Crouching Forward:
Damage 11 Sfa3 ryu crforward.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 4/3/15
Block Stun +1
Hit Stun/Counter Hit +2/+6
  • Crouching Roundhouse:
Damage 18 Sfa3 ryu crroundhouse.png
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 5/6/31
Block Stun -14
Hit Stun/Counter Hit -

Air Normals

  • Neutral Jump jab:
Damage 8 Sfa3 ryu njjab.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 3/10/6
  • Diagonal Jump jab:
Damage 8 Sfa3 ryu fjjab.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 5/10/6
  • Neutral Jump Strong:
Damage 12 Sfa3 ryu njstrong.png
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 4/8/2
  • Diagonal Jump Strong:
Damage 8+5 Sfa3 ryu fjstrong1.png Sfa3 ryu fjstrong2.png
Stun 2x2
Meter on whiff/hit 1/1x2
Frame Count 9/3,8/11
  • Neutral Jump Fierce:
Damage 16 Sfa3 ryu njfierce.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 6/6/2
  • Diagonal Jump Fierce:
Damage 16 Sfa3 ryu fjfierce.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 5/6/2
  • Neutral Jump Short:
Damage 7 Sfa3 ryu njshort.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 4/10/10
  • Forward Jump Short:
Damage 7 Sfa3 ryu fjshort.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 7/10/2
  • Neutral Jump Forward:
Damage 12 Sfa3 ryu njforward.png
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 4/6/12
  • Diagonal Jump Forward:
Damage 11 File:Sfa3 ryu fjforward.png
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 7/8/8
  • Neutral Jump Roundhouse:
Damage 17 Sfa3 ryu njroundhouse.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 12/6/11
  • Diagonal Jump Roundhouse:
Damage 15 Sfa3 ryu fjroundhouse.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 10/4/10

Special Moves

Hadoken: QCF+Punch [X Z V]

-Ryu throws a blue fireball that travels horizontally across the screen.
 The stronger the Punch button used, the faster the projectile goes.

Shakunetsu Hadouken: HCF+Punch [X Z V]

-Ryu throws a red fireball similar to the Hadoken, like in past games
 it will cause a knockdown if it hits during its earlier frames.
 The stronger the Punch button used, the faster the projectile goes.

Shouryuken: F,D,DF+Punch [X Z V]

-Ryu will rise into the air with an uppercut. The stronger the Punch button
 used, the higher and faster Ryu will punch.

Tatsumaki Senpukyaku: QCB+Kick (air) [X Z V]

-Ryu will spin forward with a kick. If performed in the air, the kick will
 arc up or down according to the time performed during his jump. The
 stronger the Kick button used, the more times Ryu will spin and hit.

Super Moves

Shinku Hadoken: QCF,QCF+Punch [Z]

-A more powerful version of the Hadoken, Ryu tosses a multi-hitting fireball
 across the screen. This can be used to cancel an oncoming projectile,
 removing one hit from the total.
    Level 1: 3 Hits      Level 2: 4 Hits       Level 3: 5 Hits

Shinku Tatsumaki Senpukyaku: QCB,QCB+Kick [Z]

-A more powerful version of the Tatsumaki Senpukyaku, Ryu will do a spinning
 kick in place which can hit opponents rapidly or juggle them in the air.
    Level 1: 5 Hits      Level 2: 9 Hits       Level 3: 13 Hits

Metsu Shoryuken: QCF,D,DF+K [Z(LV3)]

-A more powerful version of the Shoryuken, Ryu slides forward with a Seichu
 Nidan Tsuki elbow strike. If he hits his opponent, he will perform a two-hit
 Shoryuken. The longer Ryu dashes with the elbow strike before hitting his
 opponent, the more powerful the following Shoryuken will be. At maximum
 distance, the following attack will be a Shin Shoryuken, dealing maximum
 damage (thanks Another Gamer).
    Level 3: 3 Hits

The Basics

QCF+P... then DP!

Some VCs...Both of these are in the corner. Activate with VC1-Fierce Hadoken times infinity. There's many variations to this. You can do Fierce into Hadoken, and then Hop Kick back in when you get pushed out to continue. You can also Hurricane Kick at the end.

Activate with VC1...Jab DP, Stand Fierce or Roundhouse, whiff Hadoken, repeat.

Which Ism?

As is the case with most characters, V. Ryu has good setups into cc infinites, as well as unblockable setups, and decent fireball trap in the corner with activation.

A-Ism

V-Ism

X-Ism

Advanced Strategy

Match-ups

Discussion

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