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°°°°°   °°°°°    °°°°°      °°°°°°°°

STREET FIGHTER III 3RD STRIKE FAQ
by Joseph Christopher <[email protected]>
version 3.1
Mar. 27, 2000

this faq is copyright 2000-2001 Joseph Christopher

I didn't believe there will come a time when I'll have to write something
like this just to remind some people of what they all should be knowing
by heart :( Anyway, here goes...

By gaining access to this faq you agree to the following terms:

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===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

* This society does not care if you're the dumbest vegetable on earth,
 if you do something wrong, someone will make you pay the price! ;)

* Akuma may be the best, as I've said in my Akuma faq, but that doesn't
 mean Ryu's far behind. Actually, Ryu WAS the best streetfighter until
 SSF2T when Akuma first became playable. At that point, Ryu wasn't even
 half the man Akuma is. In SF3 3rd Strike, however, it's hard to decide
 who'll win if the people who play them are of equal skill. How's that?
 Let's see now...

1. Ryu is quality over quantity (less hits yet more damage)
2. Ryu can EX all of his moves
3. Ryu EXs not only increase damage and number of hits, they also change
  in style and effect
4. Ryu is hard to stun but is great at stunning opponents


Why read this guide:
  I. Legend
 II. General Moves
III. Normal Moves
 IV. Special Moves
  V. Supers
 VI. Combos
VII. Vs. Computer
VIII. Vs. Human
 IX. Fighting with Honor
  X. Ending
 XI. Credits
XII. Revision History
XIII. Final Words
XIV. Last Note

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____      __    ____   ___  ____  _  _  ____
(_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
_)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
(____)()  (____)(____) \___/(____)(_)\_)(____/


U - up
D - down
B - back
F - forward
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
/ - or

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____       ___  ____  _  _  ____  ____    __    __
(_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
_)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
(____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                __  __  _____  _  _  ____  ___
               (  \/  )(  _  )( \/ )( ___)/ __)
                )    (  )(_)(  \  /  )__) \__ \
               (_/\/\_)(_____)  \/  (____)(___/


dash       - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
throw      - LP+LK / F+LP+LK / B+LP+LK (different throws depending on
            direction)
overhead   - MP+MK
taunt      - HP+HK
parry      - tap F at the moment of impact of the opponent's attack (maybe
            done in mid-air)
low parry  - tap D at the moment of impact of the opponent's attack (no
            longer can it be done on high attacks)
red parry  - tap F at the moment of impact of the opponent's attack right
            after blocking a previous one. (both the current and previous
            attack must've been a combo for the red parry to be acknowledged)

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  ____  ____      _  _  _____  ____  __  __    __    __
(_  _)(_  _)(_  _)    ( \( )(  _  )(  _ \(  \/  )  /__\  (  )
_)(_  _)(_  _)(_      )  (  )(_)(  )   / )    (  /(__)\  )(__
(____)(____)(____)()  (_)\_)(_____)(_)\_)(_/\/\_)(__)(__)(____)
                      __  __  _____  _  _  ____  ___
                     (  \/  )(  _  )( \/ )( ___)/ __)
                      )    (  )(_)(  \  /  )__) \__ \
                     (_/\/\_)(_____)  \/  (____)(___/


1) LP - Ryu's jabs, like any other shoto's, are one of the few that
       live up to the name; a simple, weak, but quick punch.

  a) standing - he throws a punch that's just as useful as any normal
                or small sized player's jab in the game. Used to confuse
                high-blocking opponents to continue blocking high when
                you decide to do a D+MK-> any special or super move.
                You can even use it to stop an overhead attack. Sounds
                useless? Well, you can combo a Shoryuken after, or a
                super if you're fast.

  b) crouching - well, he just crouches and does basically the same
                 attack as his standing LP. This time you use it to
                 confuse opponents to block low when you decide to do
                 an overhead or a Sakotsu Wari.

  c) jumping - useless, actually. He just sticks his elbow out. Maybe
               you can use it to counter a Shoryuken type move but,
               doesn't a parry followed by any other, stronger, attack
               feel a lot better?

2) MP - these attacks do come out quick and but nothing they can do that
       HPs or Ks can do better so I'd rather not use them. I'd still be
       describing them though. It is, however, good for charging your
       super meter rather safely. It's safer than the roundhouse, but
       charges slower.

  a) standing - he delivers a straight punch that has a pretty short
                execution time which is good but still I'd prefer a
                standing HP to this move.

  b) forward - this is already a special move, but I'll include it here
               for completeness' sake. It's another overhead P that does
               not jump. It's slower but harder to detect so maybe you
               can use this but only in the first round when your opponent
               ain't familiar of your style yet.

  c) crouching - a straight punch that basically has all the advantages
                 and disadvantages of a crouching MK. One exception
                 is the latter's range. It's quite longer than this
                 move so you know which to use.

  d) jumping - a lot more useful than the jumping LP, but I really can't
               decide if it's better than his jumping HP. In a very
               unique manner, Ryu does a mid-air two-hit uppercut that's
               quite weak but heavy on combo opportunities. I recommend
               using whenever you're not so much in a hurry to finish
               the match (I meant either way: winning or losing)

3) HP - The most important of Ryu's normal moves, these can be used
       in a variety of ways and even have a different effect if done
       up close.

  a) standing - his nearer arm does a hook punch. Really looks like
                Ryu has packed much pain with this move. He even looks
                the other way to be able to twist and transfer his
                whole upperbody weight into the attacking arm.

  b) forward - this is already a special move, but I'll include it here
               for completeness' sake. It's a high damaging two hit punch
               to the midsection. It's almost as slow as the forward MP
               and not much strategy can be applied to it. It can't even
               be easily comboed into anything so try it but don't use
               it much.

  c) close - much is changed when you do an HP up close. This time the
             opponent receives what looks like an elbow attack but is
             really a side uppercut.

  d) crouching - from a kneeling position, Ryu sends forth a powerful
                 uppercut (of course, not as powerful as the Shoryuken)
                 that looks much like uppercuts in the Mortal Kombat
                 series. This move used to rule during the previous
                 SF games, even was a launcher for the ***vs*** games
                 but now it's not the best anti-air and is only a good
                 filling for combos

  e) jumping - this is why the HP is Ryu's best normal move. You just
               punch downward, (diagonally forward, not straight down)
               and hit hard, giving you enough time to follow it up with
               ANY move---normal, special, or super!

4) LK - nothing his LKs can do that his LPs can't do better so I won't
       be including strategies on this but I'll describe them...

  a) standing - everybody's short, forward kick, very common, very
                useless

  b) crouching - Ryu's folded front leg just turns side ways and
                 stretches out while the whole base of the foot does
                 not leave the ground

  c) jumping - even more useless than the jumping LP. Makes use of the
               knee.

5) MK - also comes in varities and can be both a good starter or filler
       in combos.

  a) standing - you do a forward thrust kick of some sort that's very
                easy to detect, parry, block, counter, and all the other
                things you don't want to happen to any of your moves.

  b) close - your opponent gets a knee to the midsection as if he was
             being set up for an HK Tatsumaki which in turn is definitely
             a good idea.

  c) crouching - same as his crouching LK except he uses the other leg
                 and only the heel does not leave the ground. It's his
                 basic combo filler.

  d) jumping - a lot more useful than the jumping LK, but ironically
               will be used a lot less because while having the same
               execution time and range with the jumping HK, it does
               a lot less damage. Eric Chou, fellow Ryu faq writer, has
               a different view on this: "It's much easier to cross up
               this kick than any other kick. Do it as a jump in cross
               up and surprise people who try to dragon punch...at the
               worst you'll trade hits.

6) HK - these haven't changed since his first appearance. Maybe they look
       and feel different now, but are basically the same attacks.

  a) standing - a roundhouse, what else? This time, however, it turns
                the opponent on his back, giving you enough time to
                continue with a combo.

  b) crouching - a sweep, what were you thinking? Apply this only when
                 you think you're too far for a crouching MK to connect
                 because if you aren't, proceed with a D+MK-> any special
                 or super combo.

  c) jumping - a flying kick, surprise, surprise. Only to be used if
               you think you're too far to connect a jumping HP because
               it has less priority than the said move.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  _  _      ___  ____  ____   ___  ____    __    __
(_  _)( \/ )    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
_)(_  \  /     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
(____)  \/  ()  (___/(__)  (____) \___)(____)(__)(__)(____)
                __  __  _____  _  _  ____  ___
               (  \/  )(  _  )( \/ )( ___)/ __)
                )    (  )(_)(  \  /  )__) \__ \
               (_/\/\_)(_____)  \/  (____)(___/


* EX version - done by pressing two P/K instead of one in every move

1) Hadouken - D,DF,F+P

       Beginners can evade it, Normal players can parry it, Better
  players will counter. In short, don't you EVER use it except in juggles
  and combos, things Ryu won't usually rely on. And once again according
  to Mr. Chou, this move has its uses: "People who dash forward or backwards
  can't block while dashing. Sometimes the fireball is the only way to
  take advantage of this. If you catch someone in the air with a hadouken,
  you can do many different juggles, depending on the location and the
  circumstance. The classic one is the Shinkuu Hadouken, but a clever
  player can do other things."
       EX version is the one to be relied on since it would be just about
  as damaging as Akuma's three hit Shakunetsu Hadouken, but it pierces
  through normal fireballs and its speed is known to catch an opponent
  off his guard. Also good for punishing whiffed moves, the Hadouken's
  EX version can also be used to make super meter chargers learn their
  lesson.

2) Shoryuken - F,D,DF+P

       What's a Shotokan w/o an uppercut? Always use the HP version
  cause its damage is worth the risk. Never treat this as the almighty
  SF2 Shoryuken which renders Ryu invincible in its duration. This time
  around, well placed attacks can trade hits with you if you're not
  careful enough. Remember that only Ryu's FIST itself is invulnerable
  and the rest of his body isn't.
       On a side note, the EX version of this move is faster, leaps higher,
  has more hits, and of course, more damage.

3) Tatsumaki Senpuu Kyaku - D,DB,B+K

       The hurricane K may be done in mid-air. Its so powerful all it
  needs is one clean hit to knock an opponent off his feet. It is, sadly,
  easy to counter and therefore not to be used unless you're absolutely
  sure your opponent's expecting something else. You could use this as
  an opening move, but it has its risks. May also be used as a multi-hit
  anti-air, that is, if the first kick is parried, another kick will
  come out. You need some distance for this trick to work, though. If
  you see a jump-in you can back-dash then Hurricane Kick as an anti-air
  mix-up. This in turn has its own risks since the second kick may very
  well be parried.
       EX version is stationary and sucks the opponent in much like his
  SFA3 super, only a LOT weaker. One of the best things to do as you
  get up from a fall. Also cool to do when you and your opponent are
  both in mid-air. Time it right and he won't be able to counter, parry,
  or/and especially do an air throw. You may miss tough, cause Ryu tends
  to stay in the air while executing an EX Hurricane Kick so be careful.

4) Joudan Sokutou Geri - D,DF,F+K

       A single high damaging forward kick that can serve as an alternative
  to the traditional Shoryuken on jumping opponents if they are too far
  from you. It can also be used to exchange hits with someone who's
  about to make a move because its sure to give more than it receives.
       EX version is so dam hard-hitting, your opponent is propelled
  to the edge of the screen and bounces off back to you. Unrealistic,
  but fun! You can, of course, hit the opponent again before he lands
  on the ground.

* the following moves you can no longer EX
 (ok, I said he could EX all his moves, but let's  not consider these
  as moves, just modified punches. Besides, a real move causes damage
  even when blocked; these don't)

5) Sakotsu Wari - F+MP

       As mentioned in my normal moves section, another overhead P that
  does not jump. It's slower but harder to detect so maybe you can use
  this but only in the first round when your opponent ain't familiar of
  your style yet.

6) Hatobi Kudaki - F+HP

       Again, as mentioned in my normal moves section, A high damaging
  two hit punch to the midsection. It's almost as slow as the Sakotsu
  Wari and not much strategy can be applied to it. It can't even be easily
  comboed into anything so try it but don't use it much.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _      ___  __  __  ____  ____  ____  ___
( \/ )    / __)(  )(  )(  _ \( ___)(  _ \/ __)
\  /     \__ \ )(__)(  )___/ )__)  )   /\__ \
 \/  ()  (___/(______)(__)  (____)(_)\_)(___/


1) Shinkuu Hadouken - D,DF,F,D,DF,F+P
  (comes in two moderately long super bars)

       A 5-hit fireball that's extremely useful for a surprise attack as
  you get up from a fall. Easy to parry, that is, IF your opponent detects
  it a mile away. Do it either when you're really close and the opponent's
  on the move, or right after you throw an EX Hadouken and he doesn't
  block or get hit by it(e.g he parries, jumps over, rolls under, etc.)

2) Shin Shoryuken - D,DF,F,D,DF,F+P
  (comes in one looong super bar)

       ALWAYS follow-up this move with a Joudan Sokutou Geri. Most people
  forget that. Also, remember that this super is not of much help if the
  first, extremely close-range hit doesn't connect so as much as you would
  want to inflict its full damage, use it in a combo(after a Shoryuken)
  to greatly minimize risks. Besides, the damage is still respectable.
  Another note, when near a corner, you can opt to super jump and hit
  him with a HP instead. This will push him towards the corner where
  you can further juggle with a Joudan Sokutou Geri.

3) Denjin Hadouken - D,DF,F,D,DF,F+P
  (comes in one short super bar)

  what I used to say about this super...

       Nothing to learn about this super because you must NEVER use it.
  It's Ryu's lamest yet coolest-looking super so for curiosity's sake,
  it's an unblockable, high stun-valued Hadouken that increases in damage
  stun, and number of hits if you hold the P and hold it long. Sounds
  good? Wait till you hear it's easier to detect and parry than an
  EX Hadouken.

  what I say NOW...

       This super ROCKS! I could kick myself for not realizing that in
  such a long time, and I only did upon the discovery that there is an
  alternative for holding the P for several seconds just to ensure a full
  stun. And that alternative is...to repeatedly do a 360degree whirl on
  your joystick as you hold the P! That way, holding the P for only 1-2
  seconds would have the same effect as that of holding it(without the
  whirling) for 5 whole seconds! Do you get what that means? Means you
  could almost combo it, especially on those who block all day! It never
  fails!

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____       ___  _____  __  __  ____  _____  ___
( \/ )(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
\  /  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
 \/  (____)()   \___)(_____)(_/\/\_)(____/(_____)(___/


(every HP Hadouken may be followed with two Shinkuu Hadoukens,
yes TWO!! Timing is essential, and practice makes perfect)
(every HP Shoryuken may be followed with a Shin Shoryuken)

Beginner

1) UF-> HK-> D+HK
2) UF-> HP-> D+HK
3) UF-> HK-> D+MK-> HP Hadouken
4) UF-> HP-> D+MK-> HP Hadouken
5) UF-> HK-> D+HP-> HP Hadouken
6) UF-> HP-> D+HP-> HP Hadouken

Intermediate

1) UF-> HP-> D+HP-> HP Shoryuken
2) UF-> HK-> D+HP-> HP Shoryuken
3) UF-> HP-> B+HP-> HP Shoryuken
4) UF-> HK-> B+HP-> HP Shoryuken
5) UF-> HP-> D+HP-> HK Tatsumaki
6) UF-> HK-> D+HP-> HK Tatsumaki
7) UF-> HP-> B+HP-> HK Tatsumaki
8) UF-> HK-> B+HP-> HK Tatsumaki

Expert

1) UF-> MP-> LP-> LK-> HP Shoryuken
2) UF-> MP-> HP-> HK-> HK Tatsumaki

Improbable yet Possible (I have successfully done these yet only on
                        rare occasions)

1) Fully charged with a Shinkuu Hadouken (14-hits)

UF-> MP-> HP(close)-> EX Joudan Sokutou Geri-> LP Shoryuken->
EX Joudan Sokutou Geri-> LP Shoryuken-> EX Joudan Sokutou Geri->
LP Shoryuken-> EX Joudan Sokutou Geri-> LP Shoryuken-> EX Joudan
Sokutou Geri-> LP Shoryuken-> HK Joudan Sokutou Geri

* LP Shoryukens must barely hit the opponent
* LP Shoryukens must hit the opponent when he is at the peak
* only Ryu's knuckles should touch the opponent during a LP Shoryuken
* adjust your position as you see fit

2) Fully charged (16-hits)

UF-> MP-> LP-> LK-> HP Shoryuken-> Shinkuu Hadouken-> HP Hadouken->
Shinkuu Hadouken

* HP Shoryuken must be cancelled into the Shinkuu Hadouken
* HP Hadouken will be done while the opponent is falling and must be cancelled
 into the Shinkuu Hadouken

3) In corner, fully charged (17-hits)

UF-> MP-> Overhead P-> D+MK-> HP Hadouken-> Shinkuu Hadouken-> HP Hadouken->
Shinkuu Hadouken-> HP Shoryuken

* HP Hadoukens must be cancelled into Shinkuu Hadouken
* the first HP Hadouken-> Shinkuu Hadouken may be replaced by an EX Tatsumaki
 if you aren't fully charged

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____      _  _  ___
( \/ )(_  _)(_  _)    ( \/ )/ __)
\  /  _)(_  _)(_      \  / \__ \
 \/  (____)(____)()    \/  (___/()
            ___  _____  __  __  ____  __  __  ____  ____  ____
           / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
          ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
           \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)


* These are NOT 100% applicable in all cases. There's always a chance,
 slim as it may be, that the computer did not follow what I say below.
 But it's safe to say that if you follow my guidelines, you'll always
 win.

* Shin Shoryuken is the most recommended super for the computer

Akuma - if you block a combo of his that ended with a Hadouken, do a
       HP Shoryuken cause he'll jump and try to do another dive K combo
     - if he's in the corner and blocks your Hadouken, he'll jump.
       Do a Shin Shoryuken if you will

Alex - whenever he does an HP Back Fist, duck. He'll follow up with a
      Double Dive P which you should be ready to parry and counter
    - if he suddenly walks back for 3 sec, get ready to parry his charging
      elbow

Chunli - she wouldn't be herself if she didn't jump at least 10 times per
        match. Have a handy HP Shoryuken at your disposal

Dudley - he is, in my opinion, the hardest to parry cause it's so dam hard
        to anticipate his moves. A good strategy would be to block his
        attacks and retaliate
      - note: don't block all day, especially if he's close cause he,
        like most computer opponents, can always throw you when you least
        expect it

Elena - memorize her body language and you'll see her charging kick from
       a mile away
     - low blocking her D+LK will make her do an overhead kick and follow
       it with a sweep so counter as you see fit
     - she'll super jump for you if you're too far away so time your
       Joudan Sokutou Geri wisely

Gill - continue parrying his fireballs until he does something else
    - he rarely parries in mid-air so you know what to do
    - super jump and HK Tatsumaki to land behind him if he gets too close
    - don't get intimidated by his meteor shower; it can be parried
    - get intimidated by his ULTRA CHEAP angel of death super
    - have at least one super ready to counter his resurrection super

Hugo - jab occasionally to make sure he doesn't grapple you
    - when he jumps, carefully time a sweep cause he never expects it

Ibuki - if she jumps back, she'll throw a dagger so don't try to follow
     - if she jumps forward, meet her in the air and pummel her to the
       ground with an HP
     - your Hadouken will cancel her Kunai, and continue on. Use this
       advantage against her, or if she tries to throw it at a steeper
       angle, just Shoryuken through it.

Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken
   - if he's near fully charged and you launch a Hadouken, he'll jump
     over it and propell himself with an EX Tatsumaki, landing behind you

Makoto - don't risk slow moves even if you think their damage is worth
        the wait. She'll surely punish you with her speedy power P
      - don't HK repeatedly just to charge up your super meter. She'll
        see to it that you learn your lesson

Necro - don't jump cause he has a whole lot of ways to counter
     - his mid-air drill K is always followed by a sweep
     - he mixes his groud and air attacks but keep an eye on his feet
       and you'll know when to do a Shoryuken

Oro - he'll always follow a straight fireball with an upward one
   - he rarely uses his uppercut now. That means you can always beat
     him via jump-in combos

Q - he's crap. Don't know why he was chosen for a secret challenger.
   Not much strategy is needed for him. He can be obliterated even by
   simple jump-in combos

Remy - concentrate on countering his attacks and low parrying his projectile
    - don't rush cause that's what he's waiting for
    - if you must jump, be sure you're ready to parry a 2 hit flash kick

Ryu - if he dashes backwards, expect two hadoukens to come your way. Jump
     and attack

Sean - you're half-screen away and you throw a Hadouken, he'll always counter
      with a hopping heel K which you, in turn can counter with a parry->
      super
    - two D+LK s will always be followed by a hopping heel k. Parry and
      super

Twelve - don't lose hope if he's been countering all your jump-ins for half the
        round. he won't be countering the succeeding ones and thus victory
        for you
      - keep an eye out for his invisibility. It's when you give all you've
        got: He'll accept every last bit of it

Urien - crouching for 3 or more seconds yields a dive knee
     - walking back for sec yields a charging shoulder
     - standing for 3 or more seconds yields a projectile

Yang/Yun - they may have different abilities, but the strategies the computer
          has in mind when playing them are identical
        - whenever they're very far from you, they'll super jump and
          dive K. You'll parry and super

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____  ____      _  _  ___      _   _  __  __  __  __    __    _  _
( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
\  /  _)(_  _)(_  _)(_      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
 \/  (____)(____)(____)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)


Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers

* Ryu, because of his advantage in power and lack of speed, must be used
 as a counter attacker. I must admit even I have not perfected this sort
 of strategy. But many battles I have won simply  by moving left and right,
 parrying an attack, and doing either a HP Shoryuken or a super to retaliate.

1) Shinkuu Hadouken is the most recommended super

As I have mentioned above, the Shinkuu Hadouken is a great surprise move.
Sure, the Shin Shoryuken can also be a surprise but what if you miss?
Then the surprise's on YOU! Not only that, unlike the Denjin Hadouken,
the Shinkuu Hadouken also comes with two moderately long super bars which
means there's more room for EXs and EXs you should utilize.

2) Mix-up your D+MK, Overhead P, and your throw

If you get close to an opponent, try as randomly as possible to execute
one of these attacks and follow it up with another randomly chosen move.
Most of the time I just mix-up the crouching kick and the overhead punch
and only use the throw when my opponents' getting the hang of it.

3) Try jumping straight up as the first round starts

Normally, your challenger would throw a fireball which you should parry.
If he jumps towards you, just do an HK. Sometimes he'll dash in. When this
happens, repeatedly tap forward and LP+LK to anticipate either an attack
or a throw.

4) Specific What-to-do's:

  a) you standing - dash forward:
                    That's what I usually do on players who challenge
                    me for the first time simply because they can never
                    expect it! Just remember that good follow-ups on
                    dash-ins DO NOT include direct, forward attacks.
                    Either you proceed to a D+MK-> HP Hadouken/Shoryuken
                    combo, do an overhead, or throw. Dashing back after
                    dashing forward is already pointless if you're too
                    close.

                  - dash back:
                    He'll probably react with a fireball, which you
                    should quickly counter with an EX Hadouken. Other
                    than that, just hit HK repeatedly to charge your
                    super meter up. If your opponent sees this, especially
                    if he's all charged up, he'll usually try a long
                    range attack so watch out, parry, and counter.

                  - walk forward:
                    Most opponents will think you're going for a throw,
                    so if he's not and blocks, proceed with the throw!
                    However as mentioned if he does expect the throw,
                    he'll try to surprise you with a quick super which
                    you should be ready to block. Parrying a super,
                    specifically a projectile super, when you're near
                    the opponent is a give-away for him.

                   - wait:
                     Your opponent is bound to lose patience and attack
                     moments after you both find yourselves standing
                     there doing nothing at all. When he does, it's all
                     about who has the quicker reflexes. Try to see
                     whether he'll attack high or low and parry-> counter
                     accordingly. Don't forget about the throw though,
                     and escape the moment you detect it.

  b) you crouching - D+MK-> HP Hadouken/Shoryuken combo:
                     Since the D+MK has good priority over most crouching
                     attacks of equal or even greater strength, a good
                     Ryu player can often land combos like these with
                     ease, but the real Ryu expert knows when to cancel
                     the whole combo if the D+MK doesn't connect. Otherwise,
                     one mistake can yield supers FROM the enemy.

                   - Overhead
                     In my opinion the best tool in the whole Street
                     Fighter series to counter turtlers, this move is
                     a good alternative for the one mentioned above
                     and should be mixed-up well, usually in a random
                     fashion, but in some cases already adjusted according
                     to the way the opponent thinks. I even won a round
                     using nothing, and I mean nothing but overheads
                     (He seriously thought I'd eventually hit low thus
                     all my overheads connected ridiculously)

                   - D+LK repeatedly
                     Well, not really repeatedly, but mixed-up with your
                     other, more powerful attacks. This technique does
                     not aim to deal damage on your opponent (even if
                     it does) rather to stuff any mix-up plans he may
                     have even before he gets close enough to execute
                     them. Again, remember to use your D+LKs sparingly,
                     since your opponent might see the beauty in your
                     style and try to mimic, giving you more of a headache
                     than you expect.

  c) you jumping - HP/HK
                   Your basic combo starter. Use the HP as much as possible,
                   giving chance for the HK only if the opponent is out
                   of the HP's range. Good priority, good damage. Most
                   people will counter this strategy, and when they always
                   do, you'll have to make use of the following jump-in
                   follow-ups:

                 - parry/throw
                   I included them in one category because they work
                   together. Use the parry in anticipation of anti-air
                   specials like your very own Shoryuken. Of course you'll
                   have to hit him afterwards. The throw, on the other
                   hand, is done in anticipation of an opponent who expects
                   you to parry---the result is an escaped throw.

                 - EX Tatsumaki
                   People will sometimes try to meet you in the air with
                   an attack of their own, in which case the Air EX Tatsumaki
                   will work fine. It will not only suck them in, but
                   nullify any attacks they might be taking with them.
                   Use this technique sparingly though, since it can
                   be very painful if predicted.

  d) him jumping - anti-air move
                   Your basic counter for the basic combo starter. Many
                   moves fall under this category, some requiring just
                   the right distance while others simply require you
                   to be on the ground while he's airborne. The most
                   common move you can do is a Shoryuken, especially
                   the HP version since its damage is worth the risk.
                   However, there have been more than enough instances
                   where the almighty Shoryuken was simply parried and
                   countered to convince shoto players to think of something
                   else. In Ryu's case, a simple standing HK does the
                   job. Not only does it enable various juggling opportunities,
                   parrying it requires a different kind of timing compared
                   to the Dragon Punch. Jumping straight up is also an
                   option here, to be followed up by a simple U+HK.

                 - parry/throw
                   Including these two features in one category yields
                   two interpretaions: One, you have an option whether
                   to parry an incoming jump attack, or to walk forward
                   and throw him instead, and Two, you will need both
                   each other's moves to get through this situation unharmed
                   while the oppoentn isn't.

                 - super jump-> HP/HK
                   This is also one tactic I regularly use, especially
                   if my opponent has no airborne super moves. Super
                   jumping causes you to leap higher or further in the
                   least amount of time possible. And because of this,
                   anyone who super jumped shortly after someone who
                   just jumped will be able to meet him in mid-air and
                   even kill him.

  e) both in mid-air - HP/HK
                       Well, of course attacking is an option. This is
                       what most people do and if both do it, it's all
                       about who's at the better angle. Be careful though,
                       especially if you're gonna use a low priority move
                       like an air Tatsumaki (NOT EX Tatsumaki) cause
                       you may very well be countered with ease. Follow-up
                       with a dash to D+MK-> any special and/or super
                       if you got the hit.

                     - parry
                       Knowing that the above move is as common as can
                       get, you must also learn to parry in mid-air so
                       as to anticipate any simple air strike whatsoever.
                       Be wary though, of people with multi-hitting mid-air
                       moves and parry accordingly. Don't get intimidated
                       by mid-air supers such as Akuma's Gou Rasen since
                       it CAN be parried once you get the hang of it.
                       Just do a double parry even if you don't expect
                       a multi-hitting move so as to be ready as ever.

                     - EX Tatsumaki
                       Whether an opponent jumps and attacks or jumps
                       and then tries to parry, the EX Tatsumaki will
                       more or less deal at the very least a double jab's
                       worth of damage. Parrying the airborne EX Tatsumaki
                       requires unique timing, thus making the opponent
                       screw up if he was expecting something else. The
                       only flaw with this set-up is the fact that you
                       can't do it if you did not plan it. And if you
                       plan it, you'll do it even if the opponent doesn't
                       jump at all---now YOU'RE screwed.

  f) you getting up - Shoryuken/Shin Shoryuken
                      The Shoryuken's highly respected priority once
                      again proves its usefulness in this area. Anytime
                      suspect an attack coming your way as you get up,
                      execute the dreaded F,D,DF+P code and voila! Now
                      HE'S gonna try and get up! Of course, the Shin
                      Shoryuken is another alternative, but if you chose
                      to use that, you should wait a little longer for
                      the opponent to be really in the middle of his
                      attack for best results. You won't ever want an
                      opponent blocking your Shin Shoryuken now, would
                      you?

                    - throw
                      Some people may try parrying or blocking any Shoryuken
                      attempts you may be thinking, and then make you
                      pay double the price. If you're expecting this,
                      then you have to throw, cause only throwing goes
                      through blocks as well as parries. If you expect
                      a throw, however, throwing the opponent himself
                      is most of the time the only escape you'd be thinking
                      of.

                    - parry/block
                      If you're feeling flashy and would like a combo
                      push through rather than a simple wake-up move,
                      then you'll have to parry or block all incoming
                      attacks first cause they'll most likely out-prioritize
                      any combo starters you may be thinking of. Of course
                      if they also try to parry or block then nothing
                      important would happen. The only thing you should
                      worry about this tactic is the throw---it'll obviously
                      go through blocks and parries, so you better have
                      a handy jab ready to go.

  g) him getting up - Overhead
                      This is what connects on most people, mainly cause
                      they're all so so afraid to get swept back into
                      the ground just after standing up, thus blocking
                      low, and partly cause a really well-timed Overhead
                      will stuff ANY and I mean any wake-up move with
                      the teleport as the only possible exception. Notice
                      I said REALLY well-timed, meaning it's quite tough
                      to do it right everytime.

                    - D+MK-> HP Hadouken/Shoryuken combo
                      The more experienced players will add blocking
                      high to the list of possible things to do while
                      getting up. This time you'll hit them low, and
                      follow it up with a painful combo. I don't usually
                      do this tactic cause it's just natural for most
                      people to fear a D+MK-> combo over a simple, one-hit
                      universal overhead. I usually do this AFTER hitting
                      my opponent at least twice with an overhead after
                      he got up.

                    - parry/block
                      Another good player would probably try a wake-up
                      move on you, one that'd usually be a multi-hiting
                      super or any hard to parry moves. Normally you
                      could just parry them anyway, especially if they're
                      just one to three hit wonders. Counter afterwards.
                      For characters with supers that deal more than
                      three hits, parrying can be hazardous to your health
                      since all they have to do is dash-in and nail you
                      with a jab and the rest of their supers will push
                      through. In this case you'll have to know when to
                      stop parrying, start blocking, and/or start red
                      parrying. Oh and, if you can see that they don't
                      have any supers ready yet, then proceed with the
                      simple parry.


5) Are you experiencing an almost inhuman desire to repeatedly annoy an
opponent? Use my 6-hit Joudan Sokutou Geri combo to satisfy your needs!
I'm quite proud of it cause I discovered it and no one (at least where
I play) has ever successfully used it even against the computer. Anyway,
here's how:

(you have to be fully charged and equiped with a Shinkuu Hadouken)

a) Set up your opponent. Throw a fireball and hope he'll jump or throw
his own projectile. You can also walk back and do nothing to lure him
into walking or jumping towards you.

b) When the time is right, surprise him with an EX Joudan Sokutou Geri

the following steps will only apply if you are at one end of the screen
and the opponent is propelled to the other end. Otherwise, you'll have
to estimate your positioning

c) Notice that the opponent will fall somewhere on the middle of the
ground. Dash forward

d) Catch his falling body with another EX Joudan Sokutou Geri
e) If you don't move, his body will hurl itself all the way behind you
so walk back

f) Land your third EX Joudan Sokutou Geri
g) You're almost in the perfect position this time. Move forward a little
bit and wait

h) And, then again, you send him off with what else? An EX Joudan Sokutou
Geri!
(surprise, surprise)

i) Dash forward and...
j) for the last time, hit him with...an EX Joudan Sokutou Geri!

wait a minute, how many was that? 5? did i say 6? then there must be one
last hit, right? Right! Move forward a bit and, since your super bar is
empty by now, do a NON-EX JOUDAN SOKUTOU GERI!!!

* if you're going to put this combo on your faq please include me in your
 credits section. thanks

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____  _  _      ____  ____   ___  _   _  ____  ____  _  _   ___
(_  _)( \/ )    ( ___)(_  _) / __)( )_( )(_  _)(_  _)( \( ) / __)
_)(_  )  (      )__)  _)(_ ( (_-. ) _ (   )(   _)(_  )  ( ( (_-.
(____)(_/\_)()  (__)  (____) \___/(_) (_) (__) (____)(_)\_) \___/
                _    _  ____  ____  _   _    _   _  _____  _  _  _____  ____
               ( \/\/ )(_  _)(_  _)( )_( )  ( )_( )(  _  )( \( )(  _  )(  _ \
                )    (  _)(_   )(   ) _ (    ) _ (  )(_)(  )  (  )(_)(  )   /
               (__/\__)(____) (__) (_) (_)  (_) (_)(_____)(_)\_)(_____)(_)\_)


(this section is only for Ryu experts who are already used to victory)

Ryu is an honorable man. Everyone, at least in the Capcom world, respect
him. Do not tarnish this image simply by using him to win in a cheap way.
I know most Ryu players wouldn't care, but I just had to add this section.
for those who, like me, love to use Ryu but hate to be called a cheap@$$
If you follow these strictly, anyone who calls you a cheap@$$ even before
he saw you fight will take back what he said and moreso applaud you for
a well-played game.

1) Do not throw a fireball. Train yourself. Get used to it. Live without
  the root of all cheapness. Use it as a combo filler, maybe, but don't
  as much as possible.

2) Do not throw an EX Hadouken. It's less cheap because you can't do it
  all the time, but still you must try your best to avoid it. One exception
  maybe is when you only aim to counter the fireball that HE threw.

3) Use only the Shin Shoryuken super. The Denjin Hadouken is really not
  a tempting to super to use because it can only be advantageous in
  specific situations, even if you apply the mentioned alternative. The
  Shinkuu Hadouken, on the other hand, is what most people need to win.
  I said it was the best super because it really was. The problem is no
  one would be ever convinced that you don't fight cheap if you use that
  (the Shinkuu Hadouken) super.

4) Do not taunt. That's the worse thing you could do. Either you get
  punished for the taunt's lame recovery and lose, or you win but most
  your audience is already pissed off at you. Besides, Ryu's taunt does
  little in improving gameplay.

5) Do not throw. Ryu doesn't really rely on throwing, anyway. But still
  don't be tempted to use it. It's a bad way to win.

6) When crouching, use only either the HP or the MK and follow it up
  with a combo. The HK is what most people use and besides it's disadvantage
  in speed and combo ability, it makes you look like you can't think
  of anything better to do.

7) Never be an offensive player. Just look at Ryu's face. He's cool and
  calculating, and the same goes with how you must use him. Master the
  art of parrying, and DO NOT win with a "C" mark (meaning you hit an
  opponent with 0.01% life left while he was blocking and had no choice)

Now, having said all that, you might be wondering, "How the hell can I
win, avoiding all that?" Well, I got the specific instructions for each
opponent just to answer that question:

Akuma - If there's anyone who'd take your Shin Shoryuken as a sign to
       insert more quarters, it's him. The Shin Shoryuken takes a LOT
       of damage, and Akuma just takes a LOT more than he should as a
       balancing factor for his awesome power. With Akuma as an opponent,
       all you have to concentrate on is landing a Shin Shoryuken that's
       not part of a combo. That's quite a hard task, but parrying leads
       the way to it. Just parry any jump-in and proceed with this
       super---and follow up with a Joudan Sokutou Geri if he's not
       KOed yet!

Alex - Always keep an eye out for his spiral DDT. You can do just about
      anything to counter it, but that is IF you detect it. Most of the
      time you'll block, which is very, VERY bad. It IS blockable but,
      why block if you can counter? Besides, a simple crouch would get
      you out of his accursed reach. His non-super grapples do not require
      a 360 degree rotation so don't underestimate your opponent's ability
      to do it anytime he wants. He won't be doing any non-grapple moves
      if you can parry and counter them all so give him that impression.
      Besides, it's quite easy to parry his non-grapples, being one-hit
      moves.

Chunli - She'll definitely confuse you with her wide array of high and
        low hitting kicks so stay out of a close fight (no, don't use
        fireball-to-keep-away tactics!) She can't just walk toward you
        and attack without you crouch MK to comboing her first so she'll
        have to jump. Parry and counter. If she pushes you to a corner,
        however, she'd be an instant offense freak so unless she's doing
        a Lightning K, do an HP Shoryuken to silence her.

Dudley - Parrying his moves will prove to be quite a challenge as its
        moments of impact vary at his will. If you really find it hard
        to parry, try blocking all his moves. They leave a lot for you
        to feast your combos on, anyway. Be careful not to get thrown
        out of a block, though. If he does that move wherein he allows
        you to hit him in the face and then counters, throw him. It
        won't be considered cheap unless the throw knocked him out, but
        no one's so foolish as to execute that move with a low life
        left.

Elena - She's also a good confuser like Chunli, and she attacks slower but,
       to my surprise, is a lot more undetectable. LP Shoryuken her when
       she's starting a confuser's game with you. Her Rhino Horn need
       not be parried, just duck, dash-in, and choose a favorite combo
       for her. Remember, all her moves, even her supers, leave her
       open for a Shin Shoryuken afterwards.

Hugo - Intimidating, but not really a problem. He's a grappler, so throwing
      won't be considered cheap in this situation. Actually, it's a
      worthy skill on your part if he wasn't able to throw you first.
      He'll also be a counter attacker cause if he's not, all you'll
      need are well-timed HPs and HKs to win. If he is, as I was saying,
      you'll just have to out-wait him. When he jumps toward you, dash
      back and do a Joudan Sokutou Geri. If he super jumps, dash forward,
      walk back, and throw.

Ibuki - Don't be dismayed over a 10+hit combo that rendered you helpless
       for several seconds because all her efforts would prove futile
       when she does a cheap knife throw in mid-air, cause that's when
       you jab the knife (yes, you can!) dash forward, and bury your
       hand in her,....uh....midsection with a Shin Shoryuken. Same goes
       with her slide if you block it---and she's sure to use either
       of the two moves I mentioned at least thrice in a round.

Ken - It's easy to land a Shin Shoryuken with this guy. Just sacrifice
     a relatively small amount of life by letting him hit you with a
     Tatsumaki. He's so weak even four or more hits of this move won't
     knock you down so repeatedly do the down to forward motion and hit
     the HP afterwards to connect. If he doesn't ever use this move,
     my number two and three Vs. Human strategies are enough to send
     him on his way.

Makoto - Just like Elena, this newcomer will leave herself open for a
        Shin Shoryuken after every blocked move. You'll find it hard
        to parry her speedy punch, but you won't have to. Block and
        super. If she utilizes a choke-grab-to-speedy-punch-and-repeat
        strategy on you, the better. Time it right so you can do a Shin
        Shoryuken after the speedy punch is done to make her cry. She'll
        also be a counter attacker like Hugo so you'll also have to out-
        wait her. Always be ready to block, though, as she might surprise
        you with her sudden attacks.

Necro - a lot rarer than Alex users to even have the guts to challenge
       me so I'm not that sure of the properties of his moves but what
       I know is this: treat him as you would treat a computer controlled
       Necro. He'll knock you off the air if you jump, electrify you
       if you're close, and do that multi-hitting spin attack if you
       miss a move. Watch his feet when he does a confuser's strategy
       so you'll know when to do an HP Shoryuken.

Oro - Another character whose cheapness is more frequently utilized than
     not. His EX fireball is the key to his "efficiency" It hits twice,
     just like any other EX projectile, but then it has some MAJOR pluses.
     First, it's extremely slow, meaning he could use it to protect himself
     and make sure you won't hit him without YOU getting first. This dam
     projectile is also homing, which means you can't jump over it and
     hope to feel safe. This will be one of the rare occasions you'll
     have to do an EX Hadouken, but just to counter his EX fireball and
     only when he's too close to it. Otherwise, you can parry it without
     the fear of being thrown, swept, or stomped at.

Q - His tricks come out fast and therefore hard to detect. Don't try
   to parry them, as you would only put yourself at risk of receiving
   very high damage. Block his moves. Counter with a combo or better
   yet a Shin Shoryuken. Two of his supers require one hit connects
   and since he can't combo, will be easier to evade than your Shin
   Shoryuken. One of his supers is a series of whacks. Easy to parry
   all of them but then again, rather not take the risk. One more thing,
   the fourth hit of this super is a low attack so be prepared for that
   and show off YOUR super when he's done.

Remy - I just hate the Guile types. It's so dam easy to go cheap on them.
      Just crouch back all day, throw projectiles like crazy, and counter
      jump-ins via flash kicks. Remy's even worse. His projectile actually
      has a use (as a confuser cause it may hit high or low), the EX
      version is hard to parry (because it hits BOTH high and low), and
      parrying the super is virtually impossible unless you jump first
      (since it's compose of a multitude of EX versions). Ok, enough
      of his "strengths" and on to his weaknesses. Remy needs to hold
      directions before he could execute his moves so if you ever see
      a standing Remy, dash-in immediately and engage in a confuser's
      game. He'll probably double sweep you and that'd be his downfall.
      Block one of his sweeps and parry the other. It's Shin Shoryuken
      time! If you happen to be facing the cheap@$$ low blocker I was
      talking about, you'll have to master the art of parrying an anti-air
      (in this case flash kick-like moves). Whenever you are successful
      leave him a scar in the chest via Shin Shoryuken.

Ryu - You'll have your hands full in this mirror match, whether he'd be
     using a Shinkuu Hadouken or a Shin Shoryuken. They'd probably use
     their supers as surprise moves, so when you close in on a knocked
     down Ryu, add blocking to the list of things you might do as he gets
     up. Denjin Hadouken users need not be worried about. All you have
     to do is avoid being rendered dizzy, as that would mean the end.
     In any case, always meet him in mid-air with an HP, always parry
     his Hadoukens, duck and combo when he does a Tatsumaki, and apply
     numbers two and three of my Vs. Human strategies.

Sean - It's easy to land a Shin Shoryuken with this guy. Just sacrifice
      a relatively small amount of life by letting him hit you with his
      (Dan's) version of a Tatsumaki. He's so weak even four or more
      hits of this move won't knock you down so repeatedly do the down
      to forward motion and hit the HP afterwards to connect. If he doesn't
      ever use this move, my number two and three Vs. Human strategies
      are enough to send him on his way.

Twelve - If he copies you, you'll just have to follow my Ryu strategies,
        disregarding the "avoiding the supers" part because he won't
        be able to do any of them. Choosing his dive super means your
        opponent is ready for any Hadouken attack you can think of, but
        since you DON'T use a Hadouken, he'll die of frustration. Looks
        like the needle super is all he has left, but you can easily
        block that. Scatter his molecules with a Shin Shoryuken afterwards
        for a glorifying win. By the way, his specials are of no use
        whatsoever.

Urien - Learn from the computer. Don't parry that Thunder thingy cause
       he'll follow up with an EX projectile. Don't jump for him cause
       he's got an ultra cheap D+HP that allows him to juggle you with
       several powerful moves and even his shoulder ram super! You're
       also not supposed to parry the mirror super and the reasons are
       obvious. Out-wait him just like you would with Hugo and Makoto.
       He'll generally be less patient than the other two and succumb
       to his fate---KO!

Yang - Good Yang players would never finish their three hit Tourou Zan
      so keep an eye out for the pause and Shin Shoryuken! Master the
      art of parrying a dive kick and you'll be fine. Don't ever jump,
      hoping to land behind him cause he's got a nice MK that can juggle
      you for a looong time. Choosing his roll super means your opponent
      is ready for any Hadouken attack you can think of, but since you
      DON'T use a Hadouken, he'll die of frustration. His Raishin Mahhaken
      is just too easy to evade, and his multiplicity super is not supposed
      to give much damage.

Yun - Lure him into missing a Zesshou Hohou by dashing in and out for a
     free Shin Shoryuken in his face. Master the art of parrying a dive
     kick and you'll be fine. His two combo supers are dealt with in the
     same manner: just block them all and Shin Shoryuken him out of his
     brand new kung-fu shoes afterwards. His multiplicity super, by the
     way, is not supposed to give much damage.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _      ____  _  _  ____   ____  _  _   ___
( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
)  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/


* Ryu's sub-boss is Ken and this is what they have to say:

 Ken: You never get bored of this, do you?
 Ryu: I could say the same to you.
 Ken: I'll make it quick this time. Prepare for defeat.
 Ryu: You may think so, but I still have the better win record.
      Stand strong!

* Ryu's ending:

Ryu is training by a waterfall. He whispers to himself, "What is a true
warrior?" "Should I stop asking the question or continue searching for
the answer?" He then tries to catch a leaf, but tears it to shreads in
the process. "I'm not close. I can't even predict where the leaf will
fall." He then decides to go on with his journey.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____       ___  ____  ____  ____   ____  ____  ___
( \/ )(_  _)     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
)  (  _)(_     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
(_/\_)(____)()   \___)(_)\_)(____)(____/ (____) (__) (___/


Jeff Maxwell for sharing his opinions on the predictabilities of different
            computer opponents and...
            for constantly giving me a taste of brand new kung-fu shoes
            (but that's nothing compared to the taste of feet that have
             walked the globe! hehe)

Mech Gouki ([email protected]) for the correct names of all of Ryu's
                               moves

Kao Megura ([email protected]) for info on Ryu's additional moves

Andrew Hart ([email protected]) for a big part of my Hadouken juggle

Casey ([email protected]) for a big part of my corner combo

Red Phoenix ([email protected]) for the awesome ASCII art

Carter Ong ([email protected]) for info on the Spiral DDT

Hok Lau ([email protected]) for info on the alternative for charging up the
                          the Denjin Hadouken

Eric Chou ([email protected]) for lots and lots and still lots of
                                  strategy inputs here and there.

Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game

Ms. AsianCuteness for inspiring me in just about everything I do!

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
( \/ )(_  _)(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
)  (  _)(_  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
(_/\_)(____)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                      _   _  ____  ___  ____  _____  ____  _  _
                     ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                      ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
                     (_) (_)(____)(___/ (__) (_____)(_)\_) (__)


v3.1 - added specific what-to-do's and the red parry
v3.0 - incorporated a number of new strategies
v2.9 - added comments on the Denjin Hadouken
v2.8 - fixed some errors
v2.7 - updated strategies
v2.6 - added a few comments
v2.5 - fixed a few errors
v2.4 - added fighting with honor section
v2.3 - improved ACSII art
v2.2 - added normal moves section
v2.1 - improved ending
v2.0 - added sub-boss conversation
v1.9 - improved ASCII art
v1.8 - a lot more combos
v1.7 - corrected spelling of moves
v1.6 - added credits and last section
v1.5 - forgot to finalize name of Thrust K
v1.4 - final touches
v1.3 - added vs human strategy
v1.2 - corrected name of Thrust K
v1.1 - added Gill strategy

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  ____  ____      ____  ____  _  _    __    __
( \/ )(_  _)(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
)  (  _)(_  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
(_/\_)(____)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                  _    _  _____  ____  ____   ___
                 ( \/\/ )(  _  )(  _ \(  _ \ / __)
                  )    (  )(_)(  )   / )(_) )\__ \
                 (__/\__)(_____)(_)\_)(____/ (___/


Please feel free to email me if there's something about Ryu I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.

*reminder: a Shinkuu Hadouken done when the opponent is cornered can be
followed by ANY other move

Ryu is, by far, my favorite streetfighter (yeah, yeah, I said Akuma is
the best). Akuma IS the best. It's just that when I'm playing him no one
has ever given me a good challenge without being cheap. Besides, it may
take a little more effort, but everyone I could beat using an Akuma I
could also beat using Ryu.

Eric Chou, fellow Ryu faq writer, has a few more strategies to share which
          I could no longer categorize anywhere in my faq thus I placed
          them all here...

    1)   " I regularly use sacrifice throwing as an anti-air trick,
           because it's absolutely annoying to counter. (See a jump-in,
           move forward and throw, even if you get hit, you'll get the
           throw. People who jump in and try to parry get a surprise.)
           Takes some practice, works better on some players than others."

    2)   " If you hit someone out of the air with any basic attack, you
           can juggle with a Shinkuu Hadoken or two. Not all of the hits
           will connect, but juggles don't damage-tone as much. Even
           though you get less hits, the juggles do more damage than
           a Shoryuken-> Shinkuu Hadoken. Usually anyways, I hate it
           when I time it too early and only get one hit."

    3)   " Against people who parry a lot, it's all about unpredictability.
           Throw two shorts in a row as a custom chain, then next time,
           throw a short and pause, if he tries to parry he'll no longer
           be in block stance and if a short kick gets through, a super
           gets through. "


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_  _  ____  _  _      __      __    ___  ____    _  _  _____  ____  ____
( \/ )(_  _)( \/ )    (  )    /__\  / __)(_  _)  ( \( )(  _  )(_  _)( ___)
)  (  _)(_  \  /      )(__  /(__)\ \__ \  )(     )  (  )(_)(   )(   )__)
(_/\_)(____)  \/  ()  (____)(__)(__)(___/ (__)   (_)\_)(_____) (__) (____)


on shotokan haters:
Let's be fair, alright? I don't give any harsh comments on kung-fu masters,
boxers, and professional wrestlers. It's not that I can't think of any,
it's just that I know there'll always be people who'll be offended so I
stick to giving praise to my favorite characters. (Ok, I said Q is crap
but I only meant the computer-controlled Q) So, why don't you do the same?
Don't emphasize and curse on what you think is the lameness of another
character cause someday you might eat your own words when someone (like
me) challenges and beats the crap out of YOU using the "lamest" shoto,
and without being cheap.

to those who give Ryu a bad name:
Don't continue using Ryu if all you can do to win is my #1 & 2 beginner
combos. (sheesh, those combos are a decade old by now!) Maybe you need a
real powerhouse (like Alex and Hugo) cause Ryu is still somewhat inclined
to being balanced and cannot just win by two-hit jump-in combos. Ryu has
a very different strategy now, one that relies much on parrying and counter
attacks. If you're not used to parrying, or if you think strategies on
SFA3 and below still work, then don't you EVER select Ryu!

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

And just in case you read the last part of this faq before the first,
allow me restate my legal notice...

By gaining access to this faq you agree to the following terms:

___________________________________________________________________________________
===================================================================================
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||     liable for any harm that anybody thinks came from reading this faq.       ||
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||     emotional ones, such as experiencing humiliation upon the use or          ||
||     most likely misuse of yet another technique found in this faq.            ||
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||     preferable, though not required.                                          ||
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||     equal to, or greater than a cent's worth in cash, items, or services      ||
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||     thus directly or again indirectly yielding profit.                        ||
||                                                                               ||
||  4) You will not use even a single phrase, sentence, or concept found         ||
||     anywhere in this faq on your own work, even if you expressed it in        ||
||     your own words, without at the very least giving me, Joseph Christopher,  ||
||     the author of this faq, full credit for it. If you in any way             ||
||     incorporated even a very minute part of the strategies found in this      ||
||     faq with your own in your work, then you must at the very least give      ||
||     me partial credit for it.                                                 ||
||                                                                               ||
||  5) Ignorance of the law excuses no one, therefore if ever anything           ||
||     unlawful is done to this faq and/or to me, its author, the appropriate    ||
||     legal actions will be taken. If at any point you disagree to this         ||
||     or any of the above statements, delete this faq immediately and discard   ||
||     any help it has done for you.                                             ||
||                                                                               ||
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