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Unpublished work Copyright 1998 Steven Peh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



______________________________________________________



______________________________________________________
Get Your Private, Free Email at http://www.hotmail.com