--------------------------------------------
STREET FIGHTER EX2 RYU FAQ v1.12b
by Serpent Wave <
[email protected]>
23rd June, 1999
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FAQ researched and written by Serpent Wave
This FAQ is for private and personal use only. It can only be reproduced
electronically, and if placed on a web page or site, may be altered as
long as this disclaimer and above copyright appears in full. This FAQ may
not be used for profitable/promotional purposes; this includes being used
by publishers of magazines, guides, books, etc. or being incorporated into
magazines, blah blah blah, in ANY way. This FAQ was created and owned by me,
Serpent Wave<
[email protected] - i.am/serpent_wave>.
All copyrights and trademarks are acknowledged that are not specifically
mentioned in this FAQ. Please give credit where credit is due.
Street Fighter EX 2 is (c) Arika <arika.co.jp>, (c) Capcom of Japan
<capcom.co.jp> and (c) Capcom USA <capcom.com>
This FAQ can be found at:
GameFAQ's
http://www.gamefaqs.com
~~~~~~~~~~~~~~~~~
TABLE OF CONTENTS
~~~~~~~~~~~~~~~~~
1. INTRO
2. RYU'S MOVES
a.Normals
b.Specials
c.Supers
3. COMBOS
a.Normal
b.Super
c.EXCEL
4. STRATEGIES
a.VS CPU
b.VS HUMAN
5. MISC.
a.GAME SECRETS
b.REVISION HISTORY
c.CONCLUSION
d.THANKS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1. INTRODUCTION
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Street Fighter EX 2 is the sequel to the break-through game, Street Fighter
EX Plus. The game features 2 new features; the Cancel Break and the EXCEL
combo mode.
The Cancel break system is a new way to psyche you opponent out. It allows
you to cancel a Special/Super move into a Guard Break. The conditions after
the hit varies though. If you combo a blocking opponent and cancel break,
the
Breaker does it's normal function and dizzies you foe. However, if you
successfully hit the combo and then Cancel Break, the opponent falls to the
ground and your only chance to hit him is with a Super Cancel.
The EXCEL Combo Mode allows you to cancel all your normal/special moves into
a move different from the previous. You cannot cancel into the same move
over
and over. Another plus is the after the EXCEL time wears off, you can still
follow-up with a super. You have approximatelty 5-8 seconds to perform your
own customized combo. If you finish your opponent with an EXCEL combo, the
screen flashes and meteors fall on your foe creating blue "bubbles" on
impact. The rest is almost exactly alike from EX Plus.
THE CONTROLS:
ub u uf up-back up up-forward
b N f back NEUTRAL forward
db d df down-back down down-forward
(defensive crouch) (offensive
crouch)
JP SP FP Jab Strong Fierce PUNCHES
SK FK RK Short Forward Roundhouse KICKS
Legend:
P =Any Punch
K =Any Kick
(air) =can be done in the air
PPP =All three Punches simultaneously
KKK -All three Kicks simultaneously
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
2. RYU'S MOVES
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
a.Normal Moves
Jab Punch:
Standing-Nothing much. Just a normal left handed punch. Not much range
either. Useless IMO. Cancellable.
Crouching-Same as the standing version. Use it when the opponent gets too
close. Cancellable.
Jumping-A jumping punch. I really don't use it at all, maybe in an EXCEL.
Strong Punch:
Standing-Ryu does a standing uppercut. Good air defence. Not other much use
for it except a move to preceed a Shoryuken. Cancellable.
Crouching-A good crouching move. Use it in combos. It's got medium range.
Cancellable, Chains into Forward Kick.
Jumping-This move is very unique. Ryu does a Right Angled punch which hits
twice. You can use it in jump ins and get both hits if you time it right.
Fierce Punch:
Standing-Ryu does a powerful right handed straight. Another useless move
IMO.
But has pretty good range. Cancellable into SUPER ONLY.
Crouching-Ryu sits a bit up and does a standing uppercut. Not as good in air
defence as Standing SP or Standing RK. Cancellable.
Jumping-A very good jump in move. But lacks the range which the Jumping RK
possesses. Crosses up.
Short Kick:
Standing-Ryu with a left shin kick. A move that is usefull when the opponent
plays sweep games with you. Use it to hit their sweep. It comes out VERY
fast. VERY short range.
Cancellable.
Crouching-Ryu does a sitting left kick. Good for opponents who wants to get
close. Good range. Cancellable. Can be chained two to three times.
Jumping-Ryu does a range lacking knee attack. It's usefullness is the same
as
the Jumping JP. Crosses up.
Forward Kick:
Standing-Ryu does a left kick to the face. Has good range but lacks
usefullness. Cancellable.
Crouching-Ryu does a crouching kick. Has very good range. Best used in
combos.
Cancellable.
Jumping-Ryu's primary croos up move. It's has the same range as the Jumping
RK.
Use it n Jump ins. Crosses up.
~~~Senpuu Kyaku- Ryu does a kick while turning around. Has it's uses. Use it
while the opponent is doing a sweep.
Roundhouse Kick:
Standing-Ryu does a High hitting Kick. Good range. Very good air defence.
Cancellable into SUPER ONLY.
Crouching-Ryu's sweep. IMHO, Ryu's best crouching move. Use it on opponents
that are getting up or when they keep throwing close ranged fireballs.
Cancellable if it hits.
Jumping-Ryu's primary jump in move. Good damage, good range, and fairly good
speed.
b.Special Moves
Senpuu Kyaku f + FK
Hadoken d,df,f + P
Shakunetsu Hadoken f,df,d,db,b + P
Shoryuken f,d,df + P
Tatsumaki Senpuu Kyaku d,db,b + K (hold b + K up to
4 hits)
c.Super Moves
Shinkuu Hadoken d,df,f,d,df,f + P
Shinkuu Tatsumaki Senpuu Kyaku d,db,b,d,db,b + K
LEVEL 3
Shin Shoryuken d,df,f,d,df,f + KKK
Hadoken-Ryu extends his arms forward, with his palms together and exclaims,
"Hadoken", while a ball of blue energy forms and speeds towards the
opponent.
Use this move often. It has fair recovery time so BEWARE when using it
constantly. 1 HIT
Shakunetsu Hadoken-Ryu extends his arms forward, with his palms together and
exclaims "Ha", while a ball of fiery redenergy forms and speeds towards the
opponent. The same as the normal Hadoken except it hit twice and knocks the
opponent down. 2 HITS
Shoryuken-Ryu raises his arm as he jumps and exclaims "Shoryuken!".
This is Ryu's primary air defender. It does GREAT damage and comes out
QUICK.
It's usefull to cancel this move into a Shinkuu Tatsumaki Senpuu Kyaku. 1
HIT
Tatsumaki Senpuu Kyaku-Ryu jumps into the air and does 2 to 4 consecutive
kicks while saying "Ha, ha, ha, heeya!". The moment you release back, Ryu
does the final kick which knocks the opponent down. Good in combos.
2 to 4 HITS
Shinkuu Hadoken-Ryu pauses for a while, extends his arms with his palms
together and exclaims "Shinkuu...Hadoken!!!", while a ball of blue (red
randomly) energy accelerates to the opponent. Only use it in combos and well
set up jump in defense. 5 HITS
Shinkuu Tatsumaki Senpuu Kyaku-Ryu jumps up, extends his leg, and spins
around really fast while exclaiming "Shinkuu...Tatsumaki Senpuu Kyaku!!!"
while dust forms beneath him. Only for combos or after a Shoryuken. Use as
air defense only if the opponent doesn't do an air attack.
Shin Shoryuken-HAS 2 VERSIONS
If it hits deep:
Ryu does a gut punch with his left hand, the quickly does a 2 hit Shoryuken
with his right hand while saying "Shin...Shoryuken".
If it barely hits:
Ryu does a normal Shoryuken which hits about 5 to 8 hits while exclaiming
"Shoryuken".
This move can be done after a Shoryuken. If the fake version is done, you
can follow-up with a Shoryuken. HUGE DAMAGE.
3 HITS/5 to 8 HITS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3. COMBOS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
a.Normal Combos
1. Jumping RK, Crouching RK
2. Jumping RK, Crouching SP, Crouching RK
b.Special Combos
1. Jumping RK, Crouching SP, Crouching FK, Hadoken or Shakunetsu Hadoken
2. Jumping RK, Crouching SP, Crouching FK, Tatsumaki Senpuu Kyaku x4
3. Jumping FK, Standing SP, Shoryuken
c.Super Combos
LEVEL 1
1. Jumping RK, Crouching SP, Crouching FK, Hadoken, Shinkuu Hadoken
2. Jumping RK, Crouching SP, Crouching FK, Shakunetsu Hadoken, Shinkuu
Tatsumaki Senpuu Kyaku
3. Jumping FK, Standing SP, Shoryuken, Shinkuu Tatsumaki Senpuu Kyaku
LEVEL 2
1. Jumping RK, Crouching SP, Crouching FK, Hadoken, Shinkuu Hadoken, Shinkuu
Tatsumaki Senpuu Kyaku.
2. Jumping RK, Crouching FK, Shakunetsu Hadoken, Shinkuu Tatsumaki Senpuu
Kyaku, Shinkuu Hadoken
3. Jumping FK, Standing SP, Shoryuken, Shinkuu Tatsumaki Senpuu Kyaku,
Shinkuu Hadoken
LEVEL 3
1. Jumping RK, Crouching FK, Hadoken, Shin Shoryuken.
2. Jumping RK, Crouching FK, Tatsumaki Senpuu Kyaku x3, Shin Shoryuken,
Shoryuken
3. Jumping FK, Standing SP, Shoryuken, Shin Shoryuken
4. Jumping FK, Standing SP, Shoryuken, Shinkuu Tatsumaki Senpuu Kyaku,
Shinkuu Hadoken, Shinkuu Tatsumaki Senpuu Kyaku
5. Jumping RK, Crouching FK, Tatsumaki Senpuu Kyaku RK x1 into Tatsumaki
Senpuu Kyaku FK x1, Shinkuu Tatsumaki Senpuu Kyaku, Shinkuu Hadoken,
Shinkuu Tatsumaki Senpuu Kyaku.
EXCEL combos:
1. Jump in EXCEL, Jumping RK, Crouching FK, Hadoken, Shakunetsu Hadoken,
Hadoken, Shakunetsu Hadoken, Hadoken, Shakunetsu Hadoken, Shinkuu
Tatsumaki Senpuu Kyaku, Shinkuu Hadoken. LEVEL 3.
2. Jump in EXCEL, Jumping RK, Standing SP, Standing FP, Standing RK,
Crouching SP, Crouching FK, Hadoken, Shoryuken
3. Jump in EXCEL, Jumping RK, Crouching SK, Crouching FK, Crouching SP,
Crouching JP, Crouching, SK, Crouching FK, Hadoken, Shoryuken, Hadoken,
Shoryuken.
4. Standing EXCEL, Standing JP, Standing SP, Standing FP, Standing RK,
Crouching SP, Crouching FK, Hadoken, Shoryuken.
5. Standing EXCEL, Standing JP, Standing SP, Standing FP, Standing RK,
Crouching SP, Crouching FK, Hadoken, Tatsumaki Senpuu Kyaku x3, Shinkuu
Hadoken, Shinkuu Tatsumaki Senpuu Kyaku. LEVEL 3.
6. Defensive EXCEL(when opponent jumps in), Shoryuken, Hadoken, Shakunetsu
Hadoken, Hadoken, Shakunetsu Hadoken, Hadoken, Shakunetsu Hadoken,
Shoryuken.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
4. STRATEGIES
a.VS CPU
Ryu:
Just wait for his fireball and do a jump in combo. Pretty easy, IMO.
Ken:
Harder, wait for his first fireball, then jump in and combo. If he starts
the
Shoryuken routine, just wait for the third one to finis and grab him when
he lands.
Chun Li:
At the beggining, she'll do a Hien Shu, counter with a Shoryuken. Jump back
to the corner and throw a fireball, if she jumps forward, jump in and combo
her.
C.Jack:
At the beggining, just wait for his move and Shoryuken, then go to the
corner
and throw fireballls until he jumps in. Jump in and combo. (this is called
the Keep Away Strategy).
Skullo:
Just keep doing jump in combos.
Hokuto:
Do the Keep Away strategy when in danger.
Dhalsim:
Same as Skullo.
Blanka:
Jump in combos. Keep Away if in danger.
Hayate:
Keep Away Strategy.
Sharon:
Keep doing Jump ins.
Zangief:
Throw fireballs, when he does the double lariat, walk up and sweep.
Guile:
Keep doing Jump ins.
D.Dark:
The easiest CPU. Jump in and combo.
Vega:
Keep doing jump ins until he gives. Counter his wall dives with a Shoryuken.
Shadow:
Keep Away Strategy
Kairi:
Keep Away.
Garuda:
Keep Away or
Defensive, wait for his teleport,diving headbutt and grab. If he does his
f + FP/RK moves, just sweep after. Pretty easy in EX2.
b.VS HUMANS
General Strategy:
STRATEGY 1:
First Round-Begin by doing either a sweep or jumping away from the opponent.
Then throw a couple of Hadokens (about 2-4). Fake a next fireball. If they
jump, SHORYUKEN. While they're getting up get close to them, about sweep
distance. When they get up, sweep 'em. Repeat. Then get close to 'em again,
but this time, when they gut up, throw him or cross him up and do a high
hitting combo.
Second Round-Be defensive in the beggining if he has a super charge. Invert
your strategy. Hesitate for a split second before doing Hadokens. Pretty
much
harder.
When jumping in-When you see him doing a defender (ie:Dragon Punch move),
immediately do an EXCEL. You won't get hit, and you can combo him when he
falls.
After doing this a couple of times, your opp will hesitate to defend your
jump ins and pressure him more. Making him bait for a Cancel Break after a
combo.
STRATEGY 2:
1)Fireball Trick ( 1 Super Bar. )
This works 95% in most cases. Whenever you and your opponent are at the end
of the screen throwing projectiles at each other(say Ken and Ryu in this
case), the expert players throw about 3 Hadokens,then if you throw another
one ,they'll try to jump in and combo. However, after you throw a
Hadoken,when they jump,immedietly do a Shinkuu-Hadoken,and it'll send your
opponent half way across the screen. Once you have done this about 2-3
times,whenever you have a super your opponent hesitate before doing a jump
in combo.
STRATEGY 3:
2)Begining of Round (Supers are a bonus).
Alot of times when the announcer says(Round 1,Fight!),your opponent will try
to sweep you by doing a crouching RK(I do this alot). I recommend as soon as
he says 'Fight!', to crouch and push Forward Kick. If the opponent jumps in
to combo,you have enough time to block. If he tries to sweep,
your kick will hit first,and can follow up by a hadoken,shinkuu
hadoken,etc...
STRATEGY 3:
3)Guard Break Combo (1 Super Bar).
You shouldn't do this more than 2X per human you challenge. It's very
basic,yet very effective and will make the other person go crazy!!! Jump in
RK,c SK, and as soon as you follow up with a HadoKen, immedietly do a Gaurd
Break. If fast enough , the opponent won't have time to counter your Guard
Break.
STRATEGY 4:
4)Building Combo.
Whenever your opponent is on the ground ,or at a distance,just keep doing
Sho-Ryu-Kens using Jap Punch. Pretty easy and has a big effect later on if
you get to the 3rd Round.
Ryu: Anticipate his hadoken, jump in and combo. Strategy 1 works perfectly.
Be carefull for cross ups.
Ken: The same as Ryu. When he does a Shoryuken and you block it, be carefull
because he can cancel IMMEDIATELY as he fals to the ground.
Chun Li:
CrackerJack: Don't attack immediately after a blocked Dashing Straight or
Dashin Upper if he has a level of super, or he might do a Guard Break.
Stay ALERT.
Skullo: Don't attack immediately after a block Skullo Slide. He can also
follow it up with a Guard Break so be ALERT. Be weary of his Skullo Dream.
Always clock low when getting up after a knockdown. Watch out for the
Skullo
ToCatchEv. Don't attack immediately after a blocked Skullo Head.
Hokuto: Don't attack immediately after a Chugeki Hoh. BE AWARE of her Ranbu.
Don't jump in if you don't have a level. Use EXCELS constantly.
Dhalsim:
Blanka: Use constant fireballs only if he doesn't have a super. He'll do a
Vertical Rolling Attack if you jump, counter it with an Air Shinkuu
Tatsumaki
Senpuu Kyaku. Cross up constantly.
Hayate:
Sharon:
Zangief: Constant hadokens. When he gets desparate and jumps in, counter
with
a Shoryuken. Always jump after blocking a Fierce Banishing Punch or a
Crouching SK.
Zangief(from Blade
[email protected]): The only way,and I repeat ,
only way you stand a chance to beat him is to keep your distance away from
him!!!
Zangief main strategy is for close combat,which is why you don't want him
close.
Constant Hadokens from a distance,watch out for his glowing backhand. Great
strategy
is to build a super, then on purpose throw a hadoken close,he'll jump and
make great
bait for a Shinkuu Tatsumaki Senpuu Kyaku. Another trick is to jump in,if he
tries to
do a Spinning Lariat,do another Shinkuu Kyaku.
Guile: I HATE THIS GUY. Almost everyone uses him. If he walks backwards,
follow him and sweep. Cross him up when he's knocked down. If you hit him in
his Sommersault with a cross up, quickly walk to the other side under him
while he's falling. Then combo him with a Ground Combo. STRATEGY 1 works
good. Use the EXCEL when jumping in. Combo him when he drops from the Flash
Kick.
D.Dark:
Vega:
Shadow:
Kairi:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
5. MISC.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
a.Game Secrets
HOW TO PLAY AS ShadowGeist AND Kairi:
Go to the test screen and open the "COLOR" option
While in "COLOR", press:
HP LP LK HK
MP LP LK MK
LK MK MP LP
HK MK MP HP
HOW TO PLAY AS Nanase and Garuda:
Go to the test screen and open the "COLOR: option
While in "COLOR", press:
MK HK HP MP
LK HK HP LP
HK LK LP HP
MK LK LP MP
LEGEND:
/----\ (LP) (MP) (HK)
O
\----/ (LK) (MK) (HK)
b.Revision History
V1.11 - Have added some new combos, strategies and some other stuff.
V1.12b - Added a couple more strategies
c.Conclusion
To tell you people the truth, I have lost my interest in SFEX2, I'm now on
to greater heights... well, KoF 99. But don't worry, I'll update this FAQ if
SFEX2 Ryu players
send in more strategies, and more combos to keep the FAQ up and going. I
understand
that this FAQ helps lots of people, so all I want to say is thanks for all
of the support
and keep the Ryu spirit going....
Who knows, maybe I might just play EX2+ and make another FAQ :)
d.Thanks
I'd like to thank the following:
Kao Megura -For the disclaimer.
<
[email protected]>
And some real good EX2 players:
Dennis, Dave, Brian, Carl, Jay, -For the practice.
and Everyone else.
Blade:
[email protected] -Since I don't play EX2 anymore,
keeping this FAQ alive by sending
me more stuff to put in.
Dammit I need money for EX2....AAAAAAAAAAARGHH.
______________________________________________________(c)Serpent Wave___1999