Ryu (MVC)

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Mvc1ryu.gif

Introduction

Pros:

  • Good Normals;
  • Nice Hyper Combos for Zoning and Ground Rushdown;
  • Easy to play;
  • Can change mode at any moment of the round(If he has meter for that).

Cons:

  • He is too dependant of stocks and too much compared than his other incarnations;
  • Far Options are fewer than other characters except for Akuma Mode.

Basic Tips

Launchers: c. FP

Magic Series:

Ground Magic Series: Weakest to Strongest

Jump Magic Series: Weakest to Strongest

Super Jump Magic Series: Hunter Series


AC Finisher: FK, FP, RK, Ryu's Hadoken, Ken's Shoryuken, Ryu's Tatsumaki-Senpuukyaku

Move List

RYU Movelist

Fun Facts: -Gains a new Hyper Combo, Shin-Shoryuken.

Command Normals

Thrust Strong: F + MP

Ryu does a lunging overhead that does two hits.

Hop Kick: F + MK

Ryu hops forward as he does a spin kick.


Special Moves

Hadouken: QCF + P (also in air)

Ryu throws a large projectile forwards from his palms.

Shoryuken: F, D, DF + P (also in air)

Ryu leaps up into the air a bit forward as he does a rising fist.

Tatsumaki Senpuu-Kyaku: QCB + K (also in air)

Ryu spins around with one leg forward as he slightly goes forward in that position.


Hyper Combos

Shinkuu-Hadouken: QCF + Px2

Ryu unleashes a giant projectile wave from his palms.

Shinkuu Tatsumaki Senpuu-Kyaku: QCB + Kx2

Ryu does an extended version of his Tatsumaki Senpuu-Kyaku on the same spot.

Shin-Shoryuken: F, D, DF + Px2

Introduced in MvC, Ryu does an extended version of his Shoryuken that does great damage but has extremely short range.


KEN Movelist

Fun Facts: -Ryu has Ken's moves from MSHvSF.

Command Normals

Overhead Kick: F + MK

Ryu does a vertical split kick on startup that acts as an overhead.


Special Moves

Hadouken: QCF + P (also in air):

Ryu throws a large projectile forwards from his palms. When doing in the air, Ryu does Ken's version as it goes down like Akuma's instead of forwards like Ryu's.

Shoryuken: F, D, DF + P (also in air)

Ryu leaps up into the air a bit forward as he does a rising fist. All versions engulfs his fist in flames like in MSHvSF.

Tatsumaki Senpuu-Kyaku: QCB + K (also in air)

Ryu spins around with one leg forward in a vertical angle as he slightly goes forward in that position and ends with an Overhead Kick after.


Hyper Combos

Shoryu-Reppa: QCF + Px2

Ryu does two LP Shoryukens and finishes it off with an HP Shoryuken as all of them are in flames.

Shinryu-Ken: QCF + Kx2

Ryu does a Shoryuken from the same spot that has a lot of verticality.

Shippu-Jinrai-Kyaku: QCB + Kx2

First introduced in MSHvSF, Ryu does a barrage of kick normals engulfed in flames then finishes it off with a Tatsumaki Senpuu-Kyaku.


AKUMA Movelist

Fun Facts: -Ryu has Akuma's moves from MSHvSF.


Command Normals

Overhead Chop: F + MP

Akuma does a slow chop that serves as an overhead.

Hop Kick: F + MK

Akuma hop forward as he does a spin kick.


Special Moves

Gou-Hadouken: QCF + P

Ryu throws out a fireball from his palms.

Zankuu-Hadouken: QCF + P (only in air)

Ryu throws a Gou-Hadouken downwards in the air.

Gou-Shoryuken: F, D, DF + P

Ryu goes forward and does a rising fist attack with his fist surrounded in a purple-like flame.

Tatsumaki Zankuu-Kyaku: QCB + K (also in air)

Ryu spins around with one leg forward surrounded in a lightning wave as he spins around forward.

Ashura-Senkuu: F, D, DF + P/Kx3

Ryu does a teleport dash from far or near parts of the screen.

Dive Kick: QCF + K (only in air)

Ryu does a diving kick from the air that does multiple hits.


Hyper Combos

Massatsu-Gouhadou: QCB + Px2

Ryu unleashes a giant projectile wave from his palms.

Messatsu-Goushoryu: QCF + Px2

Ryu does two LP Gou-Shoryukens and finishes it off with an HP Gou-Shoryuken with all of them surrounded in purple-like flames.

Tenma-Gou-Zankuu: QCF + Px2 (only in air)

Ryu does an extended version of his Zankuu-Hadouken.

Shun-Goku-Satsu: LP, LP, F, LK, HP

Ryu slightly dashes forward and when it connects, he grabs the opponent as the screen goes dark with explosions as they drop down to the ground right after.


Combos

Universals

1) c. SK, c. FK, cancel FP Fireball
2) D.S.Short, S.Forward, S.Roundhouse
3) D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward, Tatsumaki Senpuu/Zankuu Kyaku

Ryu Mode

1. LK-> HP-> Shinkuu Hadouken
2. D+LK-> D+HP-> U-> LP-> LK-> MP-> Shinkuu Hadouken
3. d.D+LK-> D+MK-> D+HK-> Shinkuu Tatsumaki Senpuu Kyaku
4. D+LK-> D+HP-> Shin Shoryuken
5. Shin Shoryuken after jump-in

Ken Mode

1. D+LK-> D+MK-> Shoryureppa
2. D+LK-> D+MK-> Shipuujinrai Kyaku
3. D+LK-> D+HP-> Shinryuken
4. J.Short, J.Forward \/ C.Short, C.Forward XX Shouryuu Reppa
5. D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, Shouryuken
6. D.C.Short, C.Fierce /\ SJ.Jab, SJ.Short, SJ.Strong, SJ.Forward,Tatsumaki Senpuu Kyaku, Shouryuken

Akuma Mode

1. LK-> HP-> Messatsu Gou Hadou
2. D+LK-> D+HP-> U-> LP-> LK-> MP-> LK-> Tenma Gou Zankuu
3. Tenma Gou Zankuu after jump-in
4. D+LK-> D+MK-> Messatsu Gou Shoryuu
5. Roundhouse Tatsumaki Zankuu Kyaku, C.Short, Roundhouse Tatsumaki Zankuu Kyaku