X-Men vs Street Fighter/Ryu

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Introduction

XvSFRyu.png

Ryu travels thr globe on foot, continually training in the art of Shotokan, constantly working to become the best fighter he can.

Moves List

Normal Moves

Command Moves

Collarbone Breaker F.png + MP.png
Hop Kick F.png + MK.png
Jumping Side Kick U.png + HK.png

Special Moves

Hadoken Qcf.png + P.png
Shoryuken Dp.png + P.png
Tatsumaki Senpuu Kyaku Qcb.png + K.png

Super Moves

Shinkuu Hadoken Qcf.png + P.png P.png
Shinkuu Tatsumaki Senpuu Kyaku Qcb.png + K.png K.png

The Basics

Advanced Strategy

Combos/Infinites

Beginner
1) J.HK , C.MK XX HaDouKen
2) C.LK , C.HK XX ShinKuu TatsuMakiSenPuuKyaku
3) J.HP , S.HP XX ShinKuu HaDouKen
4) J.MK , J.HK XX ShinKuu HaDouKen

Intermediate
1) J.HK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK XX HaDouKen (FS)
2) J.MK , J.HP , D.S.LP , C.HP SJ SJ.LP , SJ.LK XX MK-Air TatsuMakiSenPuuKyaku (FS)
3) J.MK , J.HP , D.S.LK , S.HP XX ShinKuu HaDouKen
4) J.MK , J.HP , D.S.LP , C.HP SJ SJ.LP , SJ.LK XX ShinKuu HaDouKen
5) Have enemy in corner. J.HK XX Air TatsuMakiSenPuuKyaku , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK XX HK-Air TatsuMakiSenPuuKyaku (FS) , C.LK (OTG) , C.MP , S.HK, S.HP

  **Note: After the S.HP at the end, it's very easy to sneak in a throw
          and catch the enemy completely off guard.

6) Get enemy near corner. J.MK , J.HK , D.S.LP , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK , SJ.UP.HK (FS), SJ.UP.HK , C.LK (OTG) , C.MP , S.MK [2 hits] , S.HP , S.HK
7) J.MK , J.HK , D.S.LP , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw, ShinKuu HaDouKen
8) Have enemy in corner. J.MK , J.HP , D.S.LP , C.HP SJ HK-Air TatsuMakiSenPuuKyaku (FS) , C.LK (OTG) , C.MP , S.HK, S.LP , S.MP , S.MK [2 hits] , S.HP , S.HK

  **Note: After Launching the enemy, Super Jump up and IMMEDIATELY do the Air
          Hurricane Kick.  It will hit the enemy three times on its way up
          and since the Air Hurricane Kick is an Air Combo Finisher, all
          three hits will do very good damage.

Expert
1) Have enemy in corner. J.MK , J.HK , D.S.LP , C.LK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK , SJ.UP.HK (FS), SJ.UP.HK (FS) , C.LK , T.MK, HK-Throw, C.LK (OTG) , C.HP SJ SJ.LP , SJ.LK XX ShinKuu HaDouKen

  **Note: After the Hopping Kick, you have to time the Throw PERFECTLY or it
          will not keep the Combometer counting!  Practice, practice,
          practice the timing.

2) Have enemy in corner. J.HK XX HK-Air TatsuMakiSenPuuKyaku, C.HP SJ SJ.LP , SJ.LK , SJ.UP.HK (FS), SJ.UP.HK (FS) , C.LK (OTG) , C.MP , S.MK (2 hits) , S.HP , S.HK, HK-Throw, C.LK , C.HP SJ SJ.LP, SJ.UP.MK, MP-Air Throw, ShinKuu HaDouKen

  **Note: Again, the ground throw after the S.HK must be perfectly
          timed, or it won't combo.

3) This probably works on many characters, but I know the distancing for this

  combo perfectly against Rogue.  Get Rogue into the corner and walk Ryu
  into her.  Have Rogue jump over Ryu OUT of the corner.  After she lands,
  have Rogue walk away from Ryu about half a step.  Then, right from where
  you two are: ShinKuu TatsuMakiSenPuuKyaku, C.HK (OTG) XX ShinKuu
  TatsuMakiSenPuuKyaku, C.HP SJ SJ.LP , SJ.LK XX ShinKuu HaDouKen

Match-ups