Introduction
Moves List
Normal Moves
- 6B-Overhead punch-This is a two-hit overhead punch. You can use this in a combo. For example, Ryu does his 6B on a crouching (or standing) enemy -> 236AB super.
- 6C-Standing Roundhouse Kick-Ryu does a standing roundhouse kick. If you use this in a combo, you have two routes. If you do not sweep your enemy before you use 6C, your enemy will be in a mild stagger state (example: 5ABC6C). If you do sweep your enemy right before your 6C, you will have your enemy in an air stagger, in which you will be able to continue your combo (example: 5ABC2C6C ->214A -> 236AB).
Special Moves
- Hadoken (236A/B/C; this can be performed both on the ground and in the air)-Ryu's fireball. The A version travels slowly across the screen, the B version is faster than the A version, while the C version is the fastest. Keep in mind that if your enemy avoids this correctly, you are potentially left open for a "punishment" or where the enemy has a chance to attack you.
- Shoryuken (623A/B/C)-Ryu's dragon punch. The A version hits once and makes the enemy fly in the air slightly above your head, the B version hits twice and makes the enemy fly half way in the air, and the C version hits twice as well, but makes the enemy fly at the same height as a launcher. You can use this in a combo; however, if you use this, it would more likely to push your enemy away from you. If you whiff this special move, you are open for "punishment" or where the enemy has a chance to attack you.
- Tatsumaki Senpukyaku (214A/B/C; this can be performed both on the ground and in the air)-Ryu's spinning kick special. The A version travels 1/3 across the screen and does two hits, the B version travels half-way across the screen and does three hits, and the C version travels 4/5th's across the screen and does four hits. Tatsumaki Senpukyaku is very useful in a chain combo; however, if you are not in the corner, or if you do not do 2C6C into his C Tatsumaki Senpukyaku, it is possible that you will "whiff" or miss some hits, leaving you open for attack. This move in the air will slam the enemy in the ground. This special move is also great for run-away, especially if you are trying to win from a "Time-out."
- Jodan Sokutou Geri (421A/B/C)-I've heard this being called the "blade kick" or the "donkey kick (from 3S)." All three versions cause a wall-slam/wall bounce on the enemy. This special move is wonderful to continue your ground combo. However, you cannot wall-slam/wall bounce your enemy twice. If you attempt this, all you will get is the enemy flying slightly above the ground like a bullet shot from a gun.