STREET FIGHTER ZERO 3 : RYU's COMBO GUIDE v2.0
----------------------------------------------
By Steven Peh,
[email protected], 2/2/99
Unpublished work Copyright 1998 Steven Peh
This guide 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 the above
copyright notice appears in full. This guide is not to be used
for any commercial/profitable/promotional purposes; this includes
being used by publishers of magazines, guides, books, etc. or
being incorporated into magazines, etc. in ANY way. This guide was
created and is owned by me, Steven Peh <
[email protected]>.
Any and all copyrights and trademarks are acknowledged that are
not specifically mentioned in this FAQ. Please give credit where
it is due.
The Street Fighter game series are (c) Capcom of Japan and (c)
Capcom of America.
Credits
-------
Keo Megura -
[email protected]
Game Faqs - www.gamefaqs.com
Changes
-------
1) Z-ism Ryu Combos added
2) Fixes to some of the errors in the combo count for X-ism Ryu
3) X-ism Ryu's 10+ hit combo extended to 11+ hit. (Yay! One more hit!)
3) Juggle notes.
Introduction
------------
The combos in this guide are all original (especially
X-ism Ryu's 11+ hit super combo), in that I learned and discovered
them by my own at home. Any similarities are purely coincidental.
Any duplication without proper credits is prohibited. However,
the names for the basic moves are not mine and was "taken" from
Kao Megura's faq from www.gamefaqs.com And now, on to the moves
and combos..
Legends:
--------
Common Terms-
, - used to seperate moves in succession
+ - used to group moves in concurrence
(air)- can be done in the air
X - X-ism Mode
Z - Z-ism Mode ( or A-ism Mode for some )
V - V-ism Mode
Buttons-
P - Any Punch
K - Any Kick
LP - Light Punch
MP - Medium Punch
HP - Heavy Punch
LK - Light Kick
MK - Medium Kick
HK - Heavy Kick
Direction Pad/Stick-
ub u uf
\ | /
b --c-- f
/ | \
db d df
Frequent moves-
QCF - d,df,f
QCB - d,db,b
HCF - b,db,d,df,f
HCB - f,df,d,db,b
Basic Moves List
----------------
Hadouken (XZV) QCF + P
This is the shotokan's famed fireball move.
Hadou no Kamae (XZV) QCF + Start
This is a fake. Ryu does the Hadouken movement but
nothing comes out.
Shakunetsu Hadouken (XZV) HCF + P
This is Ryu's Red Fireball. The Heavy Punch version
hits multiple times.
Shouryuuken (XZV) f,d,df + P
The move that started it all in Street Fighter. The
infamous Dragon Punch that left a scare on Sagat's
chest and on my brain =P
Tatsumaki Senpuu Kyaku (XZV) (air) QCB + K
Better known as the Hurricane/Cyclone Kick.
Sakotsu Wari (XZV) f + MP
This is Ryu's overhead attack. Hits twice if near enough.
Seichuu Nidan Tsuki (XV) f + HP
This is a new move in SFZ3. Ryu thrust his elbow in a forward
motion for a 2 hit attack, 1 hit if opponent is not close
enough.
Senpuu Kyaku (ZV) f + MK
This is a very annoying and useful move against opponents
who like to sweep and squat.
Super Move List
---------------
Shinkuu Hadouken (XZ) QCF, QCF + P
Super fireball. This move is really cool in X-ism Mode and
more damaging also.
Shinkuu Tatsumaki Senpuu Kyaku (Z) QCB, QCB + K
Super Hurricane Kick. This move has the most hits among Ryu's
supers.
Metsu Shouryuuken (Z) QCF, d, df + K
This is Ryu's new super. It actually looks like a combination
of Seichuu Nidan Tsuki (his new elbow move) followed by a
Shouryuuken.
X-ism Ryu Combo List
--------------------
3-hit - uf + HK/HP, d + MK/HP, Hadouken
This is the standard combo for Ken, Ryu and Gouki.
3-hit (corner only) - uf + HK/HP, Shouryuuken, Shouryuuken OR
LP, Shouryuuken, Shouryuuken
Yes! This is a juggle, Ryu's Shrouryuuken can juggle in the
corner. But this is a very very extremely difficult move to
master. I can only do it like 30 percent of the time and you have
to do it really really fast! You have to time it so the second
Shouryuuken is executed the moment he lands after the first
Shouryuuken. It is extremely COOL and can really make yer
opponent look Bad! =)
4-hit (5 hit in corner) - uf + HK/HP, d + MP/HP,
Tatsumaki Senpuu Kyaku
This is a common one also, but not used much since if
the opponent was able to block/dodge it, you are vulnerable
during or after the Tatsumaki Senpuu Kyaku.
7-hit (or 8 hit, see below)- uf + HK/HP, d + MK, Shinkuu Hadouken
This is a hard move to perfect and this is why I have great
respect for a person who can master Ryu. The bottleneck
of this move is getting the Shinkuu Hadouken executed fast
enough after the 2nd hit (d + MK). One strategy I use to
master this move is to start the Shinkuu Hadouken motion right
after the 1st hit (uf + HK/HP). Here's a detailed list of
what I do: uf + HK/HP, (before Ryu hits the ground do -
d, df, f ), d + MK, df, f + P.
So as you can see it actually looks like the 3-hit combo above
with the only extra QCF in the time between the first hit and
when Ryu lands on the ground. Hehe so with this you don't have
to twist your direction stick like mad to get the 2 QCF fast
enough to combo.
Note: With Z-ism Ryu's new super, Metsu Shouryuuken, most
of the time when I try to do the 7-hit, I get the Metsu
Shoryuuken instead of the Shinkuu Hadouken. Hence I get like
5 hits instead of 7 with the Shinkuu Hadouken. I guess its
fine since there's not much significance in the damage
difference.
8-hit (alternative) - uf + HP/HP, f + HK, Shinkuu Hadouken
Well if you ever notice, when you do a standing HK near an
opponent, Ryu will execute a Chopping kick like in SF2 World
Warriors. This move hits twice and can be chained into a combo!
Note: Z-ism Ryu CANNOT chain into a combo (Boo!). Since I
discovered this, I've never used the 7-hit above much anymore
because this move is easier to execute. Anyway, one
point to note, you have to do the Shinkuu Hadouken fast enough
cause his f + HK tends to "push" Ryu back away from the opponent
so if you don't do it fast enough, the opponent can recover
before the Shinkuu Hadouken hits so you won't get to combo.
10-hit/11-hit (corner only) - Do the 7-hit/8-hit above +
Tatsumaki Senpuu Kyaku
This is my favorite move using X-ism Ryu. You can actually
juggle the opponent after a Shinkuu Hadouken, and what's better
than an additional 3-hit with a Tatsumaki Senpuu Kyaku? With
the new way of accumulating combo points in SFZ3, you can
actually get a 10+ hit count. For example if you execute
a combo that stuns the opponent with the last hit and leaves
him stunned in the corner, do this 10-hit and it will be added
to whatever combo count you did to stun the opponent. I've
done like 17-hits before in training. Since in training you
get a super bar that recharges instantly, I bet you can get
20 hits with simultaneous 10-hit combos. Thats how I got the
17 hit. My first 10-hit happened to stun the dummy in training
right after the 7th hit in the corner, after that I did another
10 hit to accumulate to 17-hit!
New: Instead of a Tatsumaki Senpuu Kyaku you can alternatively do,
d + HP, Tatsumaki Senpuu Kyaku. However this will also give
you only 3 hits cause for some reason, the Tatsumaki Senpuu
Kyaku will only hit 2 times instead of 3 times. Anyway, as
you can see, there can be numerous ways to juggle. So far
i've only been able to juggle for 3 additional hits. If
anyone can juggle for more please mail me! =)
Z-ism Ryu Combo List
--------------------
3-hit - uf + HK/HP, d + MK/HP, Hadouken
This is the standard combo for Ken, Ryu and Gouki.
3-hit (corner only) - uf + HK/HP, Shouryuuken, Shouryuuken OR
LP, Shouryuuken, Shouryuuken
Well same stuff as X-ism Ryu above, see above for comments.
4-hit (5 hit in corner) - uf + HK/HP, d + MP/HP,
Tatsumaki Senpuu Kyaku
See X-ism Ryu above for comments.
7-hit - uf + HK/HP, d + MK, Shinkuu Hadouken
Well sad to say no 8-hits for Z-ism Ryu.
10-hit (corner only) - Do the 7-hit above + Tatsumaki Senpuu Kyaku
See X-ism Ryu above for tons of comments on this combo.
5-hit - uf + HK/HP, d + MK, + Metsu Shouryuuken
Tis a shame his Metsu Shouryuuken takes 3 levels or else Ryu can
have a Double Super Combo worth 9 hits. Aye, You can try his only
in practice where his super bar recharges instantly,
uf + HK/HP, d + MK, + Shinkuu Hadouken (level 2/3), +
Metsu Shouryuuken.
15-hit - uf + HK/HP, d + MK/MP, + Shinkuu Tatsumaki Senpuu Kyaku
Well this is his legacy combo since SF Zero 1. Nothing new here.
Note: one side point, I've never really tried to juggle after
this move who knows, mebbe you can. Anyway I dont use Z-ism
Ryu much and definitely dont use this combo much at all.
Juggle Notes
------------
Well one new feature in SFZ-3 is juggle opponents (Believe it or not
juggles have been present since SF3 new generation). However one must
note that another new feature of SFZ-3 is the ability to break an air
attack. This means that an opponent can recover instantly when hit in
the air. Hence opponents can actually (although very very unlikely)
escape from juggles. Most of Ryu's juggle
are very close to the ground and are executed very fast so its pretty
much impossible to break away. However there are some characters juggle
that are very easy to break away from. Wait till my Sagat Combo Faq
comes out and you'll see why.
V-ism Notes
-----------
Heh, what can I say, V-ism sucks! =P. Don't think i'll be covering any
V-ism guides at all. Maybe when I discover an insane combo then i'll add
in a section.
Credits
-------
Keo Megura -
[email protected]
Game Faqs - www.gamefaqs.com
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