Ryu -- "You Must Defeat Sheng Long To Stand A Chance."
(The Ryu FAQ for MSH vs. SF v1.0)

       This FAQ is not written just for you to learn the moves and combos
for Ryu, it is written to describe a playing style for you, my playing
style.  This FAQ will not only tell you what the moves and combos are,
it will also give you pointers on how to use them.  This FAQ will not
contain all the combos for Ryu, but all the combos that I use.  With
that said here we go...

The Key :
       u - Up
       d - Down
       l - Left
       r - Right
       f - Forward
       b - Back
       uf - Up and forward
       ub - Up and back
       df - Down and forward
       db - Down and back
       WP - Jab punch
       MP - Strong punch
       SP - Fierce punch
       WK - Short kick
       MK - Forward kick
       SK - Roundhouse kick



Regular Moves : The moves that you should know but that some FAQ's don't
tell you.

Ryu's launcher (Uppercut) : d + SP
Thrust kick : f + MK
Downward punch : f + MP
Sweep kick : d + SK

Special Moves : The good stuff

Dragon Punch : f, d, df + punch
       This dragon punch has been downgraded a lot since it appeared in
SF II.  First of all it is not as invincible as it used to be, most of
the time it's not even worth using as a counter to a jumping in attack.
It does have its uses however, if the opponent gets too close or is
leaping in at you and blocking then use the jab punch version to knock
the opponent back because this move has a great push off effect.  If you
use any punch stronger than a jab though, you're going to get nailed by
something nasty because even though the push off effect is good, it's
not that good.


Fireball : d, df, f + punch [air]
       This is Ryu's trademark move.  With the great yell of Hadoken he
releases a huge blue fireball at the opponent.  This is a good move
because you can use it as a keep away move.  A neat trick that you can
do with the fireball is to jump and do a jab punch fireball and then
throw a fierce one when you land forcing your opponent to either take it
or super jump over it, most of the time they'll take it.

Hurricane Kick : d, db, b + kick [air]
       The hurricane kick is an excellent move to use because it is a one
hit knockdown and if they block it will knock them far enough back that
they won't be able to counter.  Also if you use this against an opponent
with armor they'll end up taking two hits before they fall down.  The
air version of this move can be used as an air combo finisher instead of
a normal fierce punch or roundhouse kick.

Super Moves : The really good stuff..

Super Fireball : d, df, f + 2 punches
       This is the definer of all beam fireballs.  This move will combo
with a standing fierce punch (very hard to do) and will add an extra 20+
hits to the combo but this move acts as a better air combo finisher than
a ground combo finisher because in the air it just looks sweet, is easy
to pull off and will leave your opponent with their mouth wide open.
Another thing that you can do with this move is to trick your opponent
into a fireball war and then after the second or third fireball throw a
super fireball in and it will eat theirs right up and toast them for 20+
hits.  Remember to hit the buttons to add on extra hits.

Super Hurricane Kick : d, db, b + 2 kicks
       This move has many more uses than any of Ryu's other super moves.
The first use for this is if the opponent misses a move that takes them
up in the air and leaves them defenseless, like a dragon punch, get
under them and super hurricane them for up to 18 hits.  The next use is
if the opponent jumps in at you, just pull off this move and if they
don't block their nailed for 18 hits and if they block they'll take
massive block damage.  Another use for this, and another jaw dropper, is
to two-in-one a super hurricane off of a sweep kick.  If you time it
right you will suck them into the hurrican before they hit the ground
for a nasty looking combo.  The final, and cheapest use for this move is
after you finish off your opponent's first character get in the middle
of the screen where their new character is coming in at and super
hurricane.  If they block they'll take massive block damage, and if they
try to attack, 99% of the time they'll get sucked in a wasted.  I've had
times when I've done this and killed the opponent even when they block
because most of the time they're already weak.  Use this move wisely
though because if you miss it you are left open for a counter attack
with a super fireball.  Another thing to watch out for is that there is
a small portion of Ryu that will not suck them in and will allow them to
hit located by his head.

Super Dragon Punch : f, d, df + 2 punches
       This move is a pretty good move if you can pull it off and that's
the trick.  If you hit them on the ground with it will hit them in a
cool looking way.  If you hit them in the air it doesn't look as good
but gets more hits.  Use it more as a defensive weapon than as an
offensive weapon because it will knock them back pretty far.

Team Play : You have a team mate so help him out...

Counter : Dragon Punch
       Like all dragon punches, this is a good counter.

Team Attack : Fireball
       This is good team move to use.  With this move Ryu throws either a
jab or a medium fireball, I'm not sure.  This move is good to use as a
keep away move but a better use for it is to have ryu throw his fireball
and then follow it up with another one causeing two fireballs to be in
approximately the same area and hit at about the same time.

Team Super : Super Fireball
       It's a super beam so it will help no matter what however, if your
team mates super leaves them in the air for a while then it doesn't
really help.  Good teammates for Ryu to use this move with are Cyclops,
Akuma, Wolverine, and Ken.  Others may exist but I'm not sure who they
are.

General Combos and Combo Strategies : The combos and how they can be
used...

       Here will be listed the combos that I use and how I use them.

d + SP, (super jump), WP, WK, D+MP two-in-one into Super Fireball
       This is one of my favorite combos in the whole game, it inspires
awe into all those who see it and fear into all those who feel it.  Use
this combo whenever you have a super bar and have launched your opponent
because it takes off a massive amount of damage.  It should be noted
that it is possible to throw in the Super Fireball anytime after the WP
and it will still be damaging.  Another thing that you can do is if you
don’t have a super bar you can use a SP, SK, Hurricane Kick, or a
fireball to end this combo.

d + SK two-in-one into Super Hurricane Kick
       This is my favorite Ryu combo just because of how it looks, you’ll
know when you see it, having your opponents body flung back from nearly
hitting the earth into your now spinning legs.  Awesome.  The other
great thing about this combo is that it can be used in any combo that
ends with a sweep kick to on the ground them for more hits.

WP (WK), MP (MK), SP (SK)
       This is the basic combo that works good in any situation because
as long as the weak attack hits the others will connect in a combo if
timed correctly.  Note, the buttons in parenthesis can be used instead
of the one that is not.

Game Play Strategies : How I myself personally plays...

       When I use Ryu he is normally a defensive player meaning that I
try to capitalize off of the opponents mistakes.  An example of this is
like if your opponent is playing Ken and misses a Dragon Punch you
should get under them and do a Super Hurricane Kick because they will be
defenseless on the way down.  The other thing you have to watch out for
is if they jump in try to launch them and do the Air Super Fireball
combo.  Another strategy you can use when playing as Ryu, and probably
the oldest, is to get a fireball war started and then throw a Super
Fireball and smoke them.

       When using Ryu defensively remember to use the Super Hurricane
Kick a lot because it is really hard to hit when they’re jumping in and
if they block they’ll take massive block damage.  If they change
partners smoke them with a Super Fireball and also remember that when
you kill one of their characters the other will be in shortly so get
toward the center of the screen and use a Super Hurricane because either
they’ll get hit or take more block damage which, depending on how late
in the match it is, may kill them.

       Finally, remember that Ryu is a good team player and should be
used like so.  When he is out remember that you can use his team attack
to throw one fireball and follow it with one from the character that is
in to make it a two hit fireball.  Remember also that Ryu’s counter is a
Dragon Punch so it is a fairly safe one to counter with unless its
during a Super Fireball.  And last but not least his Team Super is his
Super Fireball which can really help add on the damage when you finally
pull off that Team Super.

Conclusion : That's All Folks

       That is about all I can say about Ryu, I'll probably add more at a
later date when I have learned more, but until then feel free to send me
e-mail at [email protected] if you have any comments, questions, or
additions you would like to see added in a later edition of this FAQ.
You can receive the latest copy of this FAQ at
http://www.geocities.com/TimesSquare/Arena/9561/.

       Thank you for reading The Ryu FAQ, I've had fun writing it,

                                               John Meyer
                                               [email protected]







Moves List :

Fireball : d, df, f + punch [air]
Hurricane Kick : d, db, b + kick [air]
Dragon Punch : f, d, df + punch

Super Fireball : d, df, f + 2 punches [air]
Super Dragon Punch : f, d, df + 2 punches
Super Hurricane Kick : d, db, b + 2 kicks