Street Fighter 2: Hyper Fighting/Ryu
- 1 Introduction
- 2 Moves List
- 3 The Basics
- 4 Advanced Strategy
- 5 Match-ups
C. mk xx Hadouken or C. mk xx tatsumaki
Hadouken: Quarter-Circle Forward + Punch (236 + Punch).
Shoryuken: Forward, Down, Down-Forward + Punch (623 + Punch).
Tatsumaki Senpuu Kyaku: Quarter-Circle Back + Kick (214 + Kick). This move can also be done in the air.
cross up roundhouse, low short, low short cps1 chain standing fierce xx fierce fireball.
Ryu's Tatsumaki Senpuu Kyaku is completely invulnerable during start-up and recovery. You can use the move to pass through projectiles on reaction during the move's start-up and punish them for using projectiles from close to mid distance, depending on the recovery of their projectile. This completely nullifies Ken's projectile game, for instance.
Vs. Balrog (boxer):
Vs. E. Honda:
Ryu only needs two moves to win this match, jab fireball and crouching roundhouse. Ryu wants to make sure that he is at a distance against E. Honda, so he can do jab fireballs (which E. Honda can't jump straight up over). When E. Honda jumps forward from the fireball, just before his feet touch the ground, you can sweep him, and begin the fireball trap again. E. Hondas only move out of this is his butt slam (which has to be timed right to pass through the fireball), other than that, Ryu shouldn't have much problem with this match, as long as he is distanced away from E. Honda. If E. Honda gets close to Ryu, Ryu can hurricane kick away from Honda to get some distance and begin the pattern again.