Ryu:
To sum it up: You've practiced long enough; it's time to learn a different character.
Background
Ryu lives for the fight. Winning is the only thing on his mind. He is a contrast to his best friend Ken, who can be arrogant and has certain interests outside fighting. Ryu was an orphan born in Japan; he was taken in by a martial arts master, while Ken was born in America and sent over to Japan to train. Ken and Ryu were trained by the same master Gouken, who was killed by the evil Akuma. Ken and Ryu thrive on using martial arts from the good side of the Shotokan, while Akuma has unlocked the evil side of the form of martial arts; that is why Akuma is so powerful. If you didn't notice, the joystick motions for these guys have never changed. Street Fighter was released in 1987, so Ryu has been around for 11 years. He's 34 years old now, and Ken is 33; I have no idea how old Akuma is getting. With the lack of charisma shown by the new characters in Street Fighter 3, my guess is that we will be seeing these guys around even longer.
Moves:
Akuma Moves
- Collarbone Slice Chop F+MP
- Gou Hadoken D,Df,F+P
- Spin Kick F+Mk
- Gou Shoryuken F,D,DF+P
- Diving Kick D,DF,F+K (must be done in air)
- Teleport F,D,DF or B,D,DB +3P or 3K
Ken Moves
- Overhead Axe Kick F+MK
- Hadoken D,DF,F+P
- Shoryuken F,D,DF+P
- Tatsumaki-Senpuukyaku D,DB,B+K
Ryu Moves
- Hadoken D,DF,F+P
- Shoryuken F,D,DF+P
- Tatsumaki-Senpuukyaku D,DB,B+K
- Overhead Punch F+MP
- Spin Kick F+MK
Supers
- Shotokan Switch F,DF,D,DB,B + P
- Jab=Ryu
- Strong=Ken
- Fierce=Akuma
Akuma Supers
- Messatsu Gou Hadou D,DB,B+3P
- Messatsu Gou Shoryu D,DF,F+3P
- Tenma Gou Zankyu D,DF,F+3P (must be done from air)
- Shun Goku Satu (Raging Demon) Jab, Jab,F,Short, Fierce (3 levels of super)
Ken Supers
- Shoryu Reppa D,DF,F+3P
- Shinryuken D,DF,F+3K
- Shippa Jinrai Kyaku F,D,DF+3P
Ryu Supers
- Shinkuu Hadoken D,DF,F+3P
- Shinku Tatsumaki Senpukyaku D,DB,B+3K
- Shin Shoryuken F,D,DF+3P
Combos
Shippa Jinrai Kyaku: UnRestricted
Shinryuken: Restricted
Shinku Tatsumaki Senpukyaku:UnRestricted
Shinkuu Hadoken: UnRestricted
Messatsu Gou Hadou: UnRestricted
Temna Gou Zankyu: UnRestricted
Note: Only let his Strong hit ONCE on air combos or else you will have problems.
- C.Short, Hadoken
- S.Short, S.Fierce, Hadoken
- C.Short, C.Foward, Hadoken
- J.Roundhouse, S.Jab, S.Short, C.Forward, Hadoken
- C.Short, C.Fierce, Shoryuken
- C.Strong, Tatsumaki-Senpuukyaku
- F.Forward, Tatsumaki-Senpuukyaku
Akuma Combos
- S.Jab, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Gou Hadoken)
- S.Jab, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Fierce)
- C.Short, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Roundhouse)
- C.Short, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Tatsumaki Senpukyaku)
- C.Short, C.Fierce, Super Jump(Jab, Short, U.Forward, Diving Kick)
- In Corner: J.Fierce, S.Jab, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Fierce, Jab(OTG)), Jump(Jab, Short, Strong, U.Forward, Fierce)
- In Corner: J.Fierce, S.Jab, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Roundhouse, Fierce(OTG)), S.Jab, S.Fierce
- Tatsumaki-Senpuukyaku,C.Short(OTG),Tatsumaki-Senpuukyaku
- Tatsumaki-Senpuukyaku,C.Forward(OTG), Messatsu Gou Shoryu
- Tatsumaki-Senpuukyaku,C.Short(OTG),C.Fierce, Super Jump(Jab, Short, Strong, Tenma Gou Zankyu)
- In Corner: Tatsumaki-Senpuukyaku,C.Short(OTG), C.Fierce, Super Jump(Jab, Short, U.Forward,Diving Kick)
- Tatsumaki-Senpuukyaku,C.Short(OTG),C.Fierce, Super Jump(Jab, Short, Strong, U.Forward, Tatsumaki-Senpuukyaku)
- J.Fierce, Tenma Gou Zankyu
- In Corner: J.Fierce, Tenma Gou Zankyu, C.Short(OTG), C.Fierce, Super Jump(Jab, Short, Strong, Tenma Gou Zankyu)
- In Corner: J.Fierce, Tenma Gou Zankyu, C.Short(OTG), C.Fierce, Super Jump(Jab, Short, U.Forward, Diving Kick)
- S.Short, S.Fierce, Messatsu Gou Shoryu
- S.Jab, S.Strong, Messatsu Gou Shoryu
- S.Short, S.Fierce, Messatsu Gou Hado
- In Corner:J.Roundhouse, S.Short, S.Fierce, Messatsu Gou Hado, S.Short(OTG), C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Tatsumaki-Senpuukyaku)
- In Corner:J.Roundhouse, S.Short, S.Fierce, Messatsu Gou Hado, S.Short(OTG), C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, Tenma Gou Zankyu)
Ken Combos
- C.Short, C.Fierce, Super Jump(Jab, Short, Strong, U.Forward, Shoryuken)
- C.Short, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Fierce)
- C.Short, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Roundhouse)
- C.Short, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Tatsumaki-Senpuukyaku)
- In Corner: C.Short, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Fierce, Jab(OTG)), Jump(Jab, Short, Strong, U.Forward, Fierce)
- In Corner: C.Short, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Roundhouse), S.Short(OTG), S.Fierce
- J.Fierce, Shoryu Reppa
- J.Roundhouse, C.Short, C.Roundhouse, Shoryu Reppa
- S.Jab, S.Strong, Shoryu Reppa
- In Corner: S.Jab, S.Forward, Tatsumaki-Senpuukyaku, C.Short(OTG), Tatsumaki-Senpuukyaku
- In Corner: S.Jab, C.Strong, Tatsumaki-Senpuukyaku, Shoryureppa(OTG)
- In Corner: S.Jab, C.Strong, Tatsumaki-Senpuukyaku, Team Super(OTG)
- In Corner: S.Jab, C.Strong, Tatsumaki-Senpuukyaku, S.Short(OTG), C.Fierce
Super Jump(Jab, Short, Strong, U.Foward, Shoryuken)
- In Corner: S.Jab, C.Strong, Tatsumaki-Senpuukyaku, S.Short(OTG), C.Fierce
Shinryuken
- In Corner: S.Short, C.Fierce, Shinryuken, Jump(Jab, Short, Strong, U.Forward, Fierce), C.Short(OTG), S.Fierce
- In Corner: S.Short, C.Fierce, Shinryuken, C.Short(OTG), S.Fierce
- S.Short, S.Fierce, Shippu Jinrai Kyaku
- In corner:S.Short, S.Fierce, Shippu Jinrai Kyaku, C.Short(OTG), C.Fierce, Shinryuken
- In corner:S.Short, S.Fierce, Shippu Jinrai Kyaku, C.Short(OTG), Tatsumaki-Senpuukyaku
- In corner:S.Short, S.Fierce, Shippu Jinrai Kyaku, Shoryureppa(OTG)
- In corner:S.Short, S.Fierce, Shippu Jinrai Kyaku, Team Super(OTG)
- In corner:S.Short, S.Fierce, Shippu Jinrai Kyaku, C.Short(OTG), C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Fierce, Shoryuken)
Ryu Combos
- C.Short, C.Fierce, Shin Shoryuken
- C.Short, C.Fierce, Shoryuken
- C.Short, C.Roundhouse, Shinku Tatsumaki Senpukyaku (OTG)
- C.Short, C.Forward, Shinku Tatsumaki Senpukyaku
- C.Short, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Shinku Tatsumaki Senpukyaku
- C.Short, C.Fierce, Super Jump(Jab, Short, Strong, U.Forward, Hadoken)
- S.Jab, S.Strong, Shin Shoryuken
- C.Short, C.Fierce, Super Jump(Jab, Short, Strong, U.Forward, U.Roundhouse)
- C.Short, C.Fierce, Super Jump(Jab, Short, Strong, U.Forward, Roundhouse)
- C.Short, C.Fierce, Super Jump(Jab, Short, Strong, U.Forward, Fierce)
- S.Jab, C.Fierce, Super Jump(Jab, Short, Strong, Shinkuu Hadoken)
- In corner: S.Short, S.Forward, Shinku Tatsumaki Senpukyaku, S.Short(OTG), C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Fierce)
- In corner: S.Short, S.Forward, Shinku Tatsumaki Senpukyaku, S.Short(OTG), C.Fierce, Super Jump(Jab, Short, Strong, Shinkuu Hadoken)
- S.Short, S.Fierce, Shinkuu Hadoken
- J.Fierce, S.Short, S.Fierce, Shinkuu Hadoken, C.Short(OTG), C.Fierce, Super Jump(Jab, Short, Strong, Shinkuu Hadoken)
- J.Fierce, S.Short, S.Fierce, Shinkuu Hadoken, C.Short(OTG), C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Tatsumaki-Senpuukyaku)
- In Corner: C.Short, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Fierce, Jab(OTG)), Jump(Jab, Short, Strong, U.Forward, Fierce)
- In Corner: C.Short, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Roundhouse, Fierce(OTG)), S.Short, S.Fierce
- In Corner: C.Short, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, Tatsumaki Senpukyaku, Fierce(OTG)), S.Short, S.Roundhouse
- In Corner: C.Short, C.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, U.Forward, , U.Roundhouse, Fierce(OTG)), C.Short, S.Roundhouse
Strategy/Comments
- Ryu takes minimal skill to play with. He may be one of the two most overused characters in the game. Playing with him won't impress anyone. At the same time, so few people bother to use him in the proper and most effective manner.
- When used properly, which is rare, Ryu is one of the best players in the game. Of course, there is a right way to use Ryu and there is a wrong way.
- Ryu is set up with ground combos in mind. Of the three forms, only Akuma is made to attack from the air. It is important to know that each form (Ken, Ryu, and Akuma) can do a Shoryuken. This move is an effective air defender; use it to defend headstomps and other jump-ins. Remember, Ken's Shoryuken is the best.
- Each of these forms has a fireball. Ryu's is probably the best. However, Akuma's can also be thrown downward from the air at your opponent. Never, ever fireball repeatedly against a competent opponent. Just about every character has a move that they can use to counter such predictabilty.
- Each form of Ryu is equipped with an effective anti-turtler move. Ryu has the overhead punch, Akuma has the collarbone slice chop, and Ken has the overhead axe kick. Keep in mind that these moves can be seen a mile away. Use them sparingly, making sure that your opponent is crouch blocking when they are thrown.
- Ryu players often fail to take advantage of something called an air combo. One of the things that sets apart the men from the boys is being able and willing to air combo with Ryu. If you want to be effective using Ryu, you had better learn how to air combo; it is an underrated and essential part of his arsenal, if you want to improve your game. Lazyness is not a good excuse; learn to air combo with him. The amount of damage potential his air combo has should make it worth your while.
- If you want to use his Shinkuu Hadoken Super, learn how to combo it. All you have to do is press S.Short, S.Fierce, then Shinkuu Hadoken. Learn the button sequence. This setup should be second nature to all quality Ryu players. Remember, Akuma and Ken can also combo a super into this motion. Make sure you are one of the people that can pull off his supers with this motion. Random supers are unacceptable. People see them a mile away and punish the offender. Comboed supers will get you away from the Ryu stereotype.
- Exercise extreme caution when using his C.Short, C.Foward setup move. Although it can set up supers, it can be rolled out of easily. Many times Ryu will be in the midst of a Shinku Tatsumaki Senpuukyaku and a wise opponent will roll away and launch a super to hit him in this vulnerable form.
- Akuma's Messatsu Gou Shoryu and Ken's Shoryu Reppa are excellent mistake punishers. Keep in mind that neither move can be thrown out at random. If blocked, your character will most likely be air comboed or supered.
- None of Ryu's forms are designed for extremely effective jump-ins. Only Akuma's Downward kick is a useful jump-in. It has little recovery time, if any. All three J.Roundhouses are just not that good.
- Each of the three versions of Tatsumaki-Senpuukyaku have different traits. Ryu's functions as a knockdown, but be careful with it. Don't throw it out randomly from a distance, because your opponent will read your attack and counter accordingly. It is, by far, the slowest of the three. Akuma's is comboable; it comes off quite fast, not to mention the fact that it looks the coolest. Ken's is quick, cannot combo, but makes multiple hits.
- One of the most important things about using Ryu is knowing when to use each form. With each form, you give up certain traits and gain others. Ryu is the strongest; he takes the least damage of all three. He is also the slowest, and his attack power is weaker than Akuma's but greater than Ken's. With Ken, you gain speed, have minimal attack power, and take less damage than Akuma but more than Ryu. Akuma is the weakest; he takes attacks far worse than the other two. He has medium range speed, being faster than Ryu and slower than Ken. His main advantage is attack power, as his moves deliver the most damage of the three. Keep in mind that you should use Ken against speedy characters that are giving you problems. He should also be used against the likes of those such as Venom. Ryu should be used when you are against a character like Hulk that can do a considerable amount of damage. Ryu should probably be used the most of the three, as he is the best rounded character. Akuma should only be used when you want to finish off the game. He is clearly the best at chipping your opponent to death. Don't switch to him if you are having trouble with an opponent, as he is by far the easiest forrm to kill.
- When facing Ryu, learn how to tech hit; typically, when you are in a corner, Ryu players tend to try to throw you. They always grab your shirt and then try to repeat the throw. I've seen them pull about four in a row, typically. Not only is it cheap, but it is incredibly annoying.
- My next complaint is trash talking. I constantly hear tons of profanity from the sterotypical Ryu players. They waste your time with their novice caliber game play, then curse every time they lose. Also, according to a number of Ryu players I've run across, air comboing is unfair. Yeah, right. Don't respond to their trash talk; focus on the game and cream them there. Also, if they get really obnoxious, just leave the arcade.
- Don't be a stereo typical Ryu player. Hadoken, Hadoken, Hadoken, Shinkuu Hadoken is not the sign of someone who knows what they are doing. If you launch your opponent, don't step over to the other side and continually relaunch, jump up, and attack them. The air combo is your friend. Also, don't turn into Akuma at the start of the game. This is stupid, and proves you have no idea of what you are doing. Fireballing from above and relying on the Downward Kick will not propel you to victory. I've seen so many Ryu players who have used him for the longest time but have failed to develop their skills. Don't stick to the same moves. Yes, the Tatsumaki-Senpuukyaku is a useful move, but don't make it the basis of all your up close attacks. Work your ground combos. Combo your supers and please, please air combo. This is for your own good.