Capcom vs SNK/Ryu

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Introduction

Move List

 Hadoken: QCF+P
 Shakunetsu Hadoken: HCF+P

n Shoryuken: DP+P

 Tatsimaki Senpuukyaku: (^)QCB+K

x Ashura Warp: DP/RDP + PP/KK

 (overhead punch): F+1
 Senpuu Kyaku: F+3

x Tenma Mujin Kyaku: jump UF,D+4

 SHINKUU HADOKEN: n DQCF+P (x DHCB+P)

n S.TATSUMAKI SENPUUKYAKU: DQCB+K

x MESSATSU GO SHORYU: DQCF+P

n SHIN-SHORYUKEN: DQCF+K++

x SHUN GOKU SATSU: 11F32++

Throws

Command Moves

Special Moves

Super Moves

The Basics

Combos

Cross-up HK \/ c.LP > s.HP XX qcb,qcb + KK

Jump HK \/ s.LK XX qcb,qcb + KK

Corner Jump LK XX qcb + K \/ qcb,qcb + LK \/ qcb,qcb + HK

Corner Jump HK \/ c.LP > c.LK XX qcf,qcf + HP, qcb,qcb + LK

Corner Jump HP \/ c.HP XX qcf,qcf + P, qcb,qcb + K

Cross-up HK \/ c.LK > c.LP > c.LK > db + HK XX qcf,qcf + PP

Cross-up HK \/ c.LK > c.LK > c.HK XX qcf,d,df + K

Corner Jump HP \/ c.LK XX f,d,df + LP \/ qcf,d,df + K

Jump HP \/ c.LP > c.HK XX qcf,d,df + K

Jump HK \/ c.LP > c.LK XX qcf,qcf + LP

Corner In air, qcb + K \/ qcf,d,df + K

Jump HK \/ c.LK > db + HK XX qcf + P

Jump HK \/ c.LP > c.LK XX qcf + P

Jump HP \/ c.LK > c.HP XX qcf + P

Jump HP \/ s.LP XX f,d,df + HP

Jump HP \/ c.HP XX qcf + P)

EX Changes

See Evil Ryu

CVS Pro Changes

  • Opponents can trade hits with his jab dragon punch as easy as in Super Turbo

now. To hit this consistently with Ryu you now have to wait until the opponent is SUPER SUPER deep before doing the jab dragon punch.

  • The shin shroyuken juggles but only for air counter damage instead of the

full damage it used to do...so if you combo off of the low roundhouse, say hello to a pixel of life damage. Ditto off of a deep jab dp. You can still combo for the full damage off of a super deep DB + HK, or crouching LK, but even his cross up HK, standing FP, shin shroyuken combo DOESN'T connect (the standing FP pushes your opponent too far away)!

  • His hurricane kick super seems to be improved somewhat, does more damage and

has better priority on the ground.