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    Ryu by YMinako

    Version: 1 | Updated: 11/03/98 | Search Guide | Bookmark Guide

    
         -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.
    
    
    
    

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