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[ TATSUNOKO VS CAPCOM MAIN PAGE & CHARACTER SELECT ]
Friday
Dec182009

RYU (CAPCOM)

"If you keep repeating your mistakes, you will not get anywhere"

TATSUNOKO VS CAPCOM BIO:

Ryu is a dedicated martial artist who aspires to become a true fighter. He tirelessly wanders the globe looking for stronger opponents to ensure he continues to improve upon his techniques and strength. He has previously revealed in other VS series his desire to gain the mutual respect of his opponents strictly through battle. His special Hadoken and Shoryuken moves are, inarguably, his trademarks.

 

 

 

CHARACTER ORGIN

Ryu debuted in the original 1987 arcade game Street Fighter. In the game he appears as the lead character, along with his best friend Ken, participating in the Street Fighter tournament.  Ryu has been a lead character in the Street Fighter series since the first game and has made crossover appearances in many other games.

 

GAMEPLAY DETAILS

A beginner-friendly character who will add substance to almost any team combination. Ryu has simple but powerful combos and tools to deal with almost any situation. His damage output is very high and he has no major weaknesses to speak of. His effective assist and useful super moves make him a great teammate as well as a solid point character.

 

CHARACTER STATS

Difficulty: Basic

Style: All-rounder

Defensive power: With average HP and his trademark Shoryuken, Ryu is quite defensively sound and has tools to deal with many different kinds of threats.

Offensive power: Ryu's combos are simple and hit hard. His Hyper moves are somewhat on the weak side but are very versatile.

Approach strength: He has no problem approaching for the most part thanks to his fast walking speed, quick pokes and decent range. Using an aerial tatsumaki senpukyaku close to the ground is also a good way to approach.

Combo ability: Ryu has strong combos and all of his standard attacks link easily into oneanother. He can extend his own combos through his Jodan Sokutou Geri which wallbounces and lets him follow up with a launcher into air combo. None of his combos are particularly difficult, even the longer ones.

Meter Usage: Due to the versatile nature of his Hypers, Ryu can use meter for pretty much anything he wants. Either for finishing combos with Hypers for a bit of extra damage or for megacrash and crossover air raids, his playstyle is flexible enough to allow all of these options to be effective.

Key Techniques: by using a senpukyaku close to the ground at the start of a jump, Ryu can move as soon as the attack ends and can use it to start combos. Other than this he doesn't really have any advanced techniques that are worth noting.

Partner Options: Anyone who has an assist that allows for extended combos is useful for Ryu. Morrigan, Ken the Eagle, Jun the Swan and Frank West are all possibilities. Some players may prefer crossover air raids due to the damage, in which case Tekkaman, Batsu and Chun Li are good choices.

Thursday
Dec172009

SPECIAL MOVES

FIREBALL (HADOUKEN) - IN AIR OK

   
QUARTER CIRCLE FORWARD + ATTACK

This is Ryu's fireball attack. .  It can be used in the air. The strength of the attack button used determines the fireball's speed and start-up time.  The fireball can be used for zoning when the opponent is far away.  It also causes a good amount of stun, making it a potent component in combos as well.

 

 

 HURRICANE KICK (TATSUMAKI SENPUU-KYAKU) - IN AIR OK

  
QUARTER CIRCLE BACK + ATTACK

The hurricane kick hits multiple times and is useful in combos.  The strength of the attack button used determines the move's start-up, duration, and damage.  The weak attack version hits twice and has the fastest start-up.  The medium attack version hits three times.  The hard attack version hits four times, travels the farthest, does the most damage, and builds the most meter. 

All three versions of the hurricane kick will knock an airborn opponent to the ground.

Can be cancelled into Shinku-Hadoken or Shin-Shoryuken.

Worth noting that if done while airborn, Ryu's hurricane kick will keep a grounded opponent standing, so it's useful in combos if used right at the start of a jump.

DRAGON PUNCH (SHORYUKEN)

   
FORWARD DOWN DOWN-FORWARD + ATTACK

This is Ryu's classic Dragon Punch.  It is an extremely useful anti-air move.  The strength of the attack button used determines the height of the attack and the damage caused.  The weak attack version hits once while the medium and hard attack versions hit twice. It has invulnerability for most of the attack's duration but is unsafe on block and can be punished if used without care.

 

 

 

SLIDING HIGH KICK / DONKEY KICK (JOUDAN SOKUTOU GERI)

   
BACK DOWN DOWN-BACK + ATTACK

Ryu steps and then kicks the opponent.  It can act as a wallbounce, so if you are near a corner you will be able to bounce them off the wall and follow it up with other moves.  You only get one wall-bounce, however, as repeating this move in a combo will not produce the same effect. This move seems to be most useful in combos as it can be punished if used alone.

Wednesday
Dec162009

Hyper Attacks

SHINKU-HADOUKEN - HYPER COMBO LEVEL 1

    
QUARTER CIRCLE FORWARD + ANY TWO ATTACKS

 

The Hyper Fireball is incredibly useful and versatile.  It has very fast startup, does good damage, and hits many times. It is not overly affected by damage scaling, which allows it to be damaging even if used late in a combo.  You can use this to punish just about anything. If your opponent used an attack from out of range, tries to dash at you, or throws a non-Hyper projectile you can punish it with Hyper Fireball.  It just may be Ryu's best Hyper when used by itself.

 

SHINKUU TATSUMAKI SPENPUU-KYAKU - HYPER COMBO LEVEL 1

    
 QUARTER CIRCLE BACK + ANY TWO ATTACKS

This is a stronger version of Ryu's Hurricane Kick.  It does much more damage than the Shinkuu Hadouken but has much less range and a greater startup. This attack has complete invulnerability during the startup, making it effective as a counter.

 

 

 

SHIN SHORYUKEN - HYPER COMBO LEVEL 3

   
FORWARD DOWN DOWN-FORWARD + ANY TWO ATTACKS

Ryu performs a more powerful version of his Dragon Punch.  It does more damage than his other Hyper attacks, but only if it fully connects and it is also one of the weakest level 3 hypers in the game.  If the opponent is slightly out of range, Ryu will perform a series of dragon punch hits but will be unable to follow up.  The true value of this super is that it is blinding fast, and if it fully connects it will launch the opponent sky-high, allowing you the opportunity to combo when they come back down.  However, the timing for this follow-up is tricky, but it is imperative to learn how to follow up if you want to get any substantial damage out of this move.

Tuesday
Dec152009

Assists

Partner Assist

Fireball (Hadoken)

This is a very useful assist because you can use it as a projectile if you wish, due to its fast travel speed.  You can also use it to extend combos as it does a good amount of stun and keeps the opponent on the ground. 

Variable Counter

Dragon Punch (Shoryuken)

This variable counter performs what you would expect it to.  It is easy to follow-up.

Variable Combination

Hyper Fireball (Shinku Hadouken)

Shinkuu Hadouken actually isn't that great in VHC's because it adds a lot to the damage scaling. It is very useful for Delayed Hyper combos though.

Monday
Dec142009

Combos

BEGINNER COMBOS

Crouching Light, Standing Medium, Crouching Medium, Crouching Hard, Forward + Hard, Hard Donkey Kick -> Standing Medium, Forward + Hard, Hard Hurricane Kick (Optional: Cancel into Shinkuu Hadouken)

Light, Medium, Crouching Medium, Hard, F + Hard [ Cancel Into ] Light Hadouken [ Cancel into ] Shinku Tatsumaki

Extremely powerful, this does Polymar-level damage. Make sure to release the joystick after the F + H for a second so you don't get a Shoryuken instead. This combo also works well in DHCs. Against Roll, use the next combo instead, because some of the attacks may miss her.

LMcMHcH -> F + H -> H Tatsumaki Senpuu Kyaku -> Shinku Hadouken

Simple and very versatile. Not as strong as the above, but works as a juggle (omit the crouching attacks) where the previous combo does not. Against Roll, omit the standing H unless hitting as a juggle.

Crouching Light, Standing Medium, Crouching Medium, BAROQUE, Crouching Light, Crouching Medium, Crouching Hard, Forward + Hard, Hard Joudan Kick, Medium, Forward + Hard, Hard Hurricane Kick, Shinkuu Hadouken

 

 

CORNER COMBOS

LMcMHcH -> F + H -> Donkey Kick -> LMH -> F + H -> H Tatsumaki Senpuu Kyaku -> Shinku Hadouken

You have a load of options after the Donkey Kick, but this will get you the most damage for 1 level. Of course, you can just use a regular air combo finisher if you don't want to spend a level. Of course, you can omit the Shinku Hadouken if you want.

LMcMHcH -> F + H -> Donkey Kick -> cLcMH -> F + H -> L Hadouken -> Shin Shoryuken -> (wait) -> Hadouken -> Shinkuu Hadouken

After Shin Shoryuken, you can combo and relaunch by dashing and hitting with a jab and launcher. Though this may be difficult, it is necessary for learning high level Ryu play in TvC. Until then, it's easiest just to do a Shinku Hadouken, even though it's not a good tradeoff for a whole 4 levels. If you can nail the relaunch however, it becomes far more effective and allows you to regain some of the meter used to perform the super in the first place.

Partner Specific