Legal Stuff: This faq was created by uh me, so don't use it without my
permission or copy it.  If you want to use it just email me to give you
the ok.  Enough mumbo jumbo.  FAQ created by Richard "Ryu" Pajooh
[email protected]

RYU: Moves, Combos, and Strategies

Special Moves:

Hadouken (Fireball): D, DF, F + P

Shoryuken (Dragon Punch): F, D, DF + P

Tatsumaki Sempuukyaku* (Hurricane Kick): D, DB, B + K

Joudansokutou Geri (Snap Kick): D, DF, F + K

Tile Bone Splitter (will go through a low block): F + MP

EX Moves:

EX Hadouken: D, DF, F + 2P

EX Shoryuken: F, D, DF + 2P

EX Tatsumaki Sempuukyaku*: D, DB, B + 2K

EX Joudansokutou Geri: D, DF, F + 2K

Supers:

Isshinkuu Hadouken (Super Vacuum Fireball, can store two): D, DF, F x 2
+ P

Shin Shoryuken (Power Dragon Punch, can store one): D, DF, F x 2 + P

Denjin Hadouken (Electric Fireball, can store two): D, DF, F x 2 + P,
hold down P to increase power and amount of stun damage done to
opponent.



Combos:

1. Standing FP, standing RK.

2. Jump in FP, standing MP, standing FP, standing RK.

3. Jump in FP, standing FP, FP Hadouken or EX Hadouken.

4. Jump in FP, standing FP, RK Joudansokutou Geri or EX Joudansokutou
Geri.

5. Jump in MP (two hits), crouching FK, RK Tatsumaki Sempuukyaku or EX
Tatsumaki Sempuukyaku.

6. Jump in MP (two hits), crouching FK, FP Shoryuken or EX Shoryuken.

7. Jump in FP, standing FP, FP Shoryuken or EX Shoryuken.

8. Jump in MP, crouching FK, FP Hadouken or EX Hadouken.

9. Jump in RK, standing FK, RK Joudansokutou Geri or EX Joudansokutou
Geri.

10. Jump in RK, standing FK, FP Shoryuken or EX Shoryuken.

11. Jump in RK, standing FK, FP Hadouken or EX Hadouken.

12. Jump in FP, standing FP, FP Hadouken or EX Hadouken, super cancel
into an Isshinkuu Hadouken.

13. Jump in MP, crouching FK, FP Hadouken or EX Hadouken, super
cancel into an Isshinkuu Hadouken.

14. Jump in FP, standing MP, FP Shoryuken or EX Shoryuken, super
cancel into an Isshinkuu Hadouken.

15. Jump in FP, standing FK, EX Joudansokutou Geri (opponent will
bounce off wall), WP Hadouken, super cancel into an Isshinkuu
Hadouken.

16. Jump in FP, standing FK, EX Joudansokutou Geri (opponent will
bounce off wall), EX Joudansokutou Geri (opponent will bounce off
wall), WP Hadouken, super cancel into an Isshinkuu Hadouken.

17. Jump in FP, standing FP, FP Shoryuken, super cancel into a Shin
Shoryuken, dash in (F, F), FP Shoryuken.

18. Jump in FP, standing FP, super cancel into a Shin Shoryuken, dash
in (F, F), WK Joudansokutou Geri.

19. Jump in MP, FP Shoryuken, super cancel into a Shin Shoryuken,
jumping FP.

20. Jump in RK, standing FK, super cancel into a Shin Shoryuken,
jumping RK.

21. Jump in FP, WP Shoryuken, immediately super cancel into a Denjin
Hadouken, release as opponent gets up, if opponent is stunned, jump
in FP, standing FP, EX Tatsumaki Sempuukyaku.

Advanced Strategies:

Ryu is the best character.  He has the best arsenal of special attacks
and supers; also some of the best basic attacks in the game.  Ryu has
excellent speed and immense power.  He can defeat an opponent with two
combos, or play a complete defensive game.  This will be a step by step
strategy, ranking moves, working on defense and offense, and what to do
and not to do.

Hadouken: Ranking 5/10

Ryu charges back and throws a blue fireball that goes across the whole
screen.  Now that the parry system is in place, this move is almost
useless against anybody but beginners.  Never use it up close!  Even if
your opponent blocks, they will have time to counter attack, especially
with a faster character such as Yun or Yang.  Best used in a combo, or
if you can time it when the opponent jumps.  Also, it does nearly zero
stun damage, and little block damage.

Shoryuken: Ranking 8/10

Ryu thrusts himself in the air, with one of his arms going in an
uppercut like fashion.  This is a great defensive and offensive move.
Ryu can easily nail someone with a Dragon Punch when they jump in, or
after a parry.  It is easily one of the best combo finishers.  Try
using the WP and MP versions for defense, and the FP version for
finishing off combos.  Be careful when using this move, if you miss,
your opponent will have plenty of time to counter.

Tatsumaki Sempuukyaku: Ranking 9/10

Ryu jumps in the air, while spinning with one leg extended, hence the
name "hurricane kick".  This move does serious amounts of damage and
stun meter damage.  Ryu can do two quick combos, such as jump in FP,
standing FP, RK Tatsumaki Sempuukyaku, which will leave his opponent
stunned, and him with a full tank of super bar.  This is a great wake
up attack, and an easy way to get out of the corner.  Also, the air
version will override almost any jumping attack.  Just don't do this
when the opponent is a full screen's distance away, because they will
parry or blast you with a super.

Joudansokutou Geri: Ranking 8/10

Ryu snaps forward with incredible speed, launching a huge snap kick.
This move has power and speed, but one problem, a horrible recovery
time.  As with most of Ryu's specials, try to use it in a combo.  If
you have the timing down, try to use it against an opponent who jumps
in.  Also, if your fighting against a player who likes to stay back and
charge his bar all day, get within 3 character distances and blast him
with one.  The snap kick is a great counter against a blocked super.

Tile Bone Splitter: Ranking 8/10

Ryu takes a small step, punching downward, and hitting twice.  This is
one of the best overheads in the game, for its speed and recovery time.
It can start one of the most cheesiest ways of beating an opponent;
overhead, sweep, overhead, sweep.etc.  If you opponent catches on to
that, try to mix in Ryu secondary overhead (D, D + FP).  This will give
you the chance to jump in against turtlers.

Isshinkuu Hadouken: Ranking 9/10

Ryu charges his fists with blue flames, then releases all that power
with a huge jagged fireball.  The Isshinkuu Hadouken has improved
greatly over his Street Fighter 3 version.  Now it can hit opponents in
air, and all of it will connect.  Also, he can store two of them, and
now it takes off much more energy.  It's one of the few supers that can
go all the way across the screen.  It's great after a parry and can
lead to one of Ryu's prolonged combos.

Shin Shoryuken: Ranking 10/10

Ryu uses all of his might to blast his opponent with a four hitting
uppercut, it's so strong, it releases power waves.  This is the
strongest, fastest, and best super in the game.  It takes off 50% to
70% amount of damage, plus you can connect with an extra attack after
it.  Never use it as an air attack when an opponent is jumping in,
unless he is on 10% or less of energy.  You must be in throw range to
get the full effect of this super.  You can only store one of these, so
use it wisely.

Denjin Hadouken: Ranking 7/10

Ryu charges an electric fireball, which can immediately stun an
opponent if charged long enough.  This super is great for people who
like to play defensively.  Considering that you want all the hits to
connect, it is not very useful in combos.  But if used properly, it can
stun your opponent, and leave him open for a phat combo.  The longer
you hold the button, the stronger and faster it will go.  Also, it
cannot be blocked, but it can be parried.

Defense and Offense:

As always, Ryu dominates everyone.  He has strengths against all
characters, and very few weaknesses.  He can also adapt to the
situation, he can play defensively or offensively.  You should always
be controlling the fight, by attacking, or moving in and out, setting
up for an attack.  Remember that the parry is an important part of
Ryu's arsenal, you should let you opponent try to attack you.  And when
you can predict the move, parry it, and punish him for thinking that he
could attack.  Ryu has the best basic attacks in the game.  His
standing RK can hit opponents out of the air with ease, and it has
priority over most attacks.  His standing forward is very difficult to
parry, and is great for hitting opponents from outside of throw
distance. His standing WP and low WK are great ways of creating
distance from your opponent. When you are not pecking at your opponent,
you should always be charging up your super bar.  You can confuse your
opponent by changing your fighting style in the middle of the battle.
If your playing very defensively, then get risky, go for a hard hitting
combo, then follow through with basic attacks.  If you have your
opponent in the corner, that's when the cheese really starts to flow,
cause you can hit them with low shorts or forwards, and make them block
low.  Now that they have conditioned themselves to block low, walk up
and do the Tilebone Splitter.  If they still block low, do another one,
if they get up, then sweep.  As usual, the best we to become the best,
is to PRACTICE.