Street Fighter 3: 3rd Strike/Ryu/Strategy

From SuperCombo Wiki

Overview

Ryu has a fast dash, good normals, ex moves and supers and good damage and stun



Good normals

» cr.MK

Decent range, fast, can cancel into SA1 and SA2 or Shoryuken if close and EX Hadouken (normal as well but EX is safe)

» st.MP

Decent range, fast, cancel into EX Hadouken

» cr.MP

Very fast, use it to charge meter, can cancel into SA1/SA2/Shoryuken/EX Hadouken

» st.MK

A bit slow of a move but it goes over lows

» cr.HP

Pretty fast, mostly used for anti-airing and punishing moves (cr.HP xx MK Joudan Geri is a good punish: if cr.HP hits, it deals good damage. If it can be cancelled, MK Joudan Geri is prefered because it hits opponents while they´re crouching)



Kara-throw

To perform Ryu's Kara-throw you will do f.MP, and then LP+LK (Throw) in the very next frame. The thing about Ryu's kara throw it's not F+MP itself that gives him enough range for throw. It's the holding forward before doing MP, Throw. That way Ryu walks forward before doing kara throw and has better range. Kara-throws work best in corner because opponent can't walk back, he will always be in range for throw as long as he's on ground. If you do Kara-throw too fast after your blocked move, then you can't throw your opponent. It's because of active blocking frames. So, whenever you try Kara-throw don't do it too fast. Because of Ryu's F+MP, you should hold Forward a bit and then press MP, Throw. In result, Ryu walks up and does Kara-throw, which is more effective.


Kara-throw setups

» cr.LK, Kara-throw (You will not be able to kara-throw opponent withing the first 5 frames after cr.LK. It´s 7 frames on Ryu, Chun-Li and Q, all three crouching. If Q stands up, his grab box will be airbone for a few frames, being 15 if he stands up after blocking cr.lk)

» st.LK, Kara-throw (You will not be able to kara-throw opponent withing the first 7 frames after st.LK. It´s 8 frames on Q and both Ryu and Chun-Li if they blocking crouching and 9 frames on Q if he blocks crouching. If Q stands up, his grab box will be airbone for a few frames, being 17 if he stands up after blocking cr.lk)


» cl.MP, Kara-throw (You will not be able to kara-throw opponent withing the first 6 frames after cl.MP. It´s 7 frames on Q and both Ryu and Chun-Li if they block crouching and 8 frames on Q if he blocks crouching. If Q stands up, his grab box will be airbone for a few frames, being 16 if he stands up after blocking cr.lk)


» cl.LP, Kara-throw (You will not be able to kara-throw opponent withing the first 8 frames after cr.LP. It´s 9 frames on Q and 10 frames on Q if he blocks crouching. If Q stands up, his grab box will be airbone for a few frames, being 18 if he stands up after blocking cr.lk)


» cr.LP, Kara-throw (You will not be able to kara-throw opponent withing the first 7 frames after cr.LP. it´s 8 frames on Q and both Ryu and Chun-Li if they block crouching and 9 frames on Q if he blocks crouching. If Q stands up, his grab box will be airbone for a few frames, being 17 if he stands up after blocking cr.lk)


» cl.MK, Kara-throw (You will not be able to kara-throw opponent withing the first 7 frames after cl.MK. It´s 8 frames for Q and both Ryu and Chun-Li if they block crouching and 9 frames on Q if he blocks crouching. If Q stands up, his grab box will be airbone for a few frames, being 16 if he stands up after blocking cr.lk)



Air game

Jump-ins

» j.MK (crosses up)

» j.HP (to attack, good damage)

» 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)

» j.LP (to attack opponent above you, and do SA1 when you land. If parried you can do it again)

» j.LK (if parried you can do it again)


Anti-air

» st.LP/cl.LP (best anti-air. If your opponent parry it, contine with Shoryuken xx SA1/SA2.If they get hit by LP you can still do SA1 or SA2)

» cl.MP

» far MP (hits horizontally, not great when your opponent is above you)

» cl.HP

» cr.HP (good when your opponent is nearly directly above you, slow startup)

» cl.MK

» st.HK (easy and decent start up , but long recovery)

» Hadouken (risky if your opponent parries it)

» EX Hadouken (safe if your opponent parries it

» Shoryuken/EX Shoryuken (risky if your opponent parry it)

» j.MP (fast startup and it hits twice, a bit risky if parried and it needs to be done fast)

After parried cl.LP/st.MP/cl.MP/cl.HP/cr.HP/cl.MK, you can do: Shoryuken/EX Shoryuken or Shoryuken xx SA1/SA2, Tatsumaki/EX Tatsumaki, Hadouken/EX Hadouken or Hadouken xx SA1/SA2 or EX Hadouken xx SA1 and Joudan Geri. This is sort of a confirm/anti parry moves, and some of this options aren´t great, but they are listed to demonstrate Ryu´s anti-air options



Wakeup game

Possible things to do on wakeup against an opponent:

» Forward MP (slow overhead. if done meaty can link into cr.LK, cr.LP and SA1)

» cr.LK, toward MP (low, then overhead)

» cr.LK, cr.LK (hits low)

» cr.LK, st.LP (whiff), Kara-throw (vs. crouching)

» cr.LK, step back 2 frames, Kara-throw

» walk in, step back, Kara-throw

» meaty UOH (can link into far LP, cl.MP, cl.HP, cr.LP, cl.MK, cr.LK, Shoryuken, SA1 and SA2)

» meaty cl.MK xx HP Shoruyken xx SA3

» cl.MK, kara throw

» crossup j.MK

» crossup j.MK,c.LK,kara throw

» jump back HK (HK after jump back must be done fast)

» fwd.MP (if your opponent keeps blocking down, you can do another f.MP)

» fwd.HP (If it hits, continue with EX Shoryuken or SA2.If its blocked you can: kara throw, walk in throw, cr.LK, cl.HP)

» Jump at same time opponent is getting up and parry his reversal (a bit risky)

» Throw opponent and dash out. If opponent tried to counter, punish them with a combo.


Meaty attacks

» towards MP (if it´s done meaty, it can link into cr.LK, cr.LP and SA1)

» UOH (if it´s done meaty, it can link into far LP, cl.MP, cl.HP, cr.LP, cl.MK, cr.LK, Shoryuken, SA1 and SA2)

» cl.MK

» cl.HP



Super arts

Every Ryu´s super art is good, each one with their own advantages, disadvantages and changes on their gameplan

SA1 gives you confirms into super and more meter than the other two (which is good for zoning/dealing damage), but it´s damage isn´t great SA2 does incredible damage, but it´s only one bar, which limits it´s EX usage, and it´s very risky if it´s blocked/missed SA3 gives you deadly unblockable setups, dealing incredible stun damage, but it has a long recovery which it´s risky if the opponent it´s not stunned. Also, it´s one short bar, which limits it´s EX usage, but it´s good in other way becaus it charges faster than the other two



Taunt

Taunt increases your stun recovery speed. First time you taunt you get 10% stun recovery speed and 21% for the second taunt. Lasts for whole round. Maximum 2

taunts, 33% bonus.

But when you taunt you are wide open for an attack. Here are situations when you can taunt:

» After EX Hadouken

» After SA1

» After LK Tatsamaki (before doing it, check if the opponent has an option to counter you when they quick rise)

» After Joudan Geri (recommended to do it midscreen. And before doing it, check if the opponent has an option to counter you when they quick rise)

» After SA2

It is recommended that you use taunt against these characters:

- Makoto - Necro - Alex - Yang - Oro

Also use it against any other character when your stun bar is critical.