Tatsunoko vs Capcom/Ryu

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Introduction

TvC says that Ryu originated from the first Street Fighter (which is true).

Moves List

Normal Moves

  • F+B - Two Punch Overhead, or a two hit punch. It's very useful for crouching opponents. If you do this on a crouching opponent, you can link it with his QCF+AB super.
  • F+C - A roundhouse kick. This can be used in a combo. It can also be cancelled into a super (example, F+C xx QCF+AB super).

Special Moves

Hadouken

  • Quarter Circle Forward + Attack (Can also be done in the air)
    • Weak version travels slow, medium version travels in moderate speed, and the strong version travels pretty fast.

Tatsumaki Senpuu Kyaku

  • Quarter Circle Forward + Attack (Can also be done in the air)
    • Weak version does 2 hits, medium version does 3 hits, and strong version does 4 hits.

Shoryuken

  • Forward, Down, Down-Forward + Attack
    • Weak version does 1 hit, medium version does 2 hits and launches them mid-screen, and the strong version does 2 hits, but launches them 3/4ths of the screen.

Joudan Sokutou Geri

  • Back, Down, Down-Back + Attack
    • All three versions kick the enemy into the wall, causing a wall bounce.

Super Moves

  • QCF+AB (Can also be done in the air) - Super fire ball wave - This super does around 19 to 20 hits. Good to use at the end of a combo.
  • QCB+AB - Super Spin Kick - This does around 43 hits. It can be used in a combo, but slightly more difficult to connect.
  • DP+AB (Level 3 Super) - Shin-Shoryuken Super- Ryu does 3 powerful lightning punches on the enemy, causing them to fly REALLY HIGH into the air (literally off screen for about 3 seconds). This can be used to continue your combo. If your enemy jumps during this super, Ryu will do around 8 hits.

The Basics

Advanced Strategy

Match-Ups