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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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|| liable for any harm that anybody thinks came from reading this faq. ||
|| Examples of this harm include physical ones, such as getting mauled ||
|| by someone who lost to you via a technique found in this faq, and ||
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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.
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_ _ ____ _ _ ____ ____ _ _ ___
( \/ ) ( ___)( \( )( _ \ (_ _)( \( ) / __)
) ( )__) ) ( )(_) ) _)(_ ) ( ( (_-.
(_/\_)() (____)(_)\_)(____/ (____)(_)\_) \___/
* 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
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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. "
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(_/\_)(____) \/ () (____)(__)(__)(___/ (__) (_)\_)(_____) (__) (____)
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!
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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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|| ||
|| 1) I, Joseph Christopher, the author of this faq, is not in any way ||
|| liable for any harm that anybody thinks came from reading this faq. ||
|| Examples of this harm include physical ones, such as getting mauled ||
|| by someone who lost to you via a technique found in this faq, and ||
|| emotional ones, such as experiencing humiliation upon the use or ||
|| most likely misuse of yet another technique found in this faq. ||
|| ||
|| 2) If this faq was accessed from a source other than gamefaqs.com, nine ||
|| out of ten chances are it is not in its latest update. You must ||
|| therefore read the latest version of this faq first at the said web ||
|| site before sending in any comments, suggestions, and/or corrections. ||
|| As for webmasters, web page contibutors, and all similar personnel, ||
|| posting this faq on any other website requires every last sentence, ||
|| phrase, word, and character contained within this file included and ||
|| unaltered. Keeping this faq as updated as it is on gamefaqs.com is ||
|| preferable, though not required. ||
|| ||
|| 3) This faq is not to be profited from---directly, indirectly, or in ||
|| whatever other way possible. By directly I mean earning less than, ||
|| equal to, or greater than a cent's worth in cash, items, or services ||
|| in exchange for part of or all the contents of this faq. On the ||
|| other hand, by indirectly I mean using a part of or all the contents ||
|| of this faq as a convincing factor for the purchase of another product ||
|| 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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