-PROFESSIONAL RYU STYLE FAQ for SF3 2nd IMPACT-
  =======================================================
  version 1
  7:18 PM 11/3/98
  Author: yinako minako
  yinako_minako.hotmail.com
  =======================================================

  This is the new style of using Ryu for SF3, in this
  faq it is assume you know about moves and combos for
  Ryu. The "opponent" referred many times in this faq
  usually applies to Ryu, Ken, Akuma, after all this is
  about professional SF3 challenge. The strategies are
  written in numbered form and in order of importance!
  So the first point is the most important point!! The
  [brackets] act as heading help you to memorize the
  notes, so you know exactly what to do in the arcade,
  when think of those headings. The rest are additional
  notes, by the way non of this faq is written with
  jab, strong, fierce etc., because it don't make sense.
  The original acronym should be LP, MP etc. (low punch,
  medium punch.)

  ========================================================
  GENERAL RULE

  Ryu should be always played slow never rush a game, I
  personally always play until time runs out opponent
  will rush at the end. Ryu is build based on a confident
  martial artist, he's moves are robust and combo should
  only be used at the right time in the right place. (By
  the way i didn't just make this up, its in the official
  capcom SF guide.)

    *  *  *
     \ | /      LP  MP  HP
  *==     ==*
     / | \      LK  MK  HK
    *  *  *
  ========================================================
1. [HK up, HK down]

  use the jump HK, trip HK allot why? Because they are far
  powerful then those jump in 3 hit combos. Capcom kept
  this powerful move as original as SF2. (This also annoy
  the opponent a lot, since some stupid kid did a 2 hit
  and 1/4 of their blood is gone.)
  ========================================================
2. [no fireball fight]

  Don't play fireball followed by dragon punch it doesn't
  work anymore, Even if you try play this style carefully
  you'll still get kicked by the professionals. If opponent
  use this style on you, pretend to jump in when he throws a
  fireball, when he do the dragon punch do a low air parry
  so you land in front of him, now I would do a HP-HK chain
  combo. Try playing without any fireball, it will sharpen
  your close counter abilities.
  =========================================================
3. [parry fireball]

  Parry all fireballs or projectiles, is not worth parrying
  trips unless you are really, really, really good at it!
  You must have the rhythm when parrying akuma's 3 hit
  fireball, you don't need to tap the joystick really fast,
  also if the opponent dash forward or back while you parry,
  it can skip frames a little and makes it harder, so do that
  while your opponent is parrying. If Akuma's air fireball
  land beneath you feet, you must do a low parry. practice
  parry a few times once you get that right you can also
  parry ryu's super fireball etc.
  ==========================================================
4. [jump HP]

  IF opponent do a jump HK, and you don't have a dragon punch
  do an early jump HP it is way faster then the HK.
  ==========================================================
5. [stunt fireball]

  The best super is stunt fireball, use it when you are far from
  opponent and hold the button, if opponent jump release it were
  he will land. If he is waiting for you just keep on holding it
  down until it charged up to max. speed and will automatically be
  released. It takes 1/2 a second for this haddoken to travel
  across the screen!! No one have ever jumped over this as soon
  as they see it. And many people don't know you can't block this
  move, and of cause after dizzy do a super jump forward do what
  ever you like now.

  =============================================================
  Additional notes on Ryu
  =============================================================
  IF you want to do overheads try use the normal --* MP instead
  of | | HP, this move is a poke not a combo starter I
     * *
  personally don't recommend it, it leaves you open after strike.
  Don't use overhead more than once in a round. The dragon punch
  is no longer invencable now, you can tap the HP early in a jump
  and the dragon punch would just clash with this move. I use the
  HK instead, it is a lot more stylish anyway.