This FAQ is by "The V", 01-11-06, Version 1.0. Copyright 2001. No part of 
this document can be reproduced and distributed via means mechanical or 
otherwise FOR PROFIT without the consent of the author. Reproduction and 
distribution for any other reason is welcome so long as the author is given 
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All games, characters, names, etc. are trademark and property of their 
respective company, Capcom.

Comments can be sent to viwong@interchange.ubc.ca

Revision history

01-11-06 : Version 1 completed.
=================================================================================================
                              Street Figher Alpha/Zero 3
                                   A/Z-Ism Ryu FAQ
=================================================================================================
Contents:
1 Introduction
  1.1 Biography and background
2 Basic Commands
  2.1 Legend
  2.2 Standard Moves
3 Moves
  3.1 Specials
  3.2 Supers
  3.3 Regulars
4 Combos and Strategies
  4.1 Combos
  4.2 Strategies and Tips
5 Closing

=================================================================================================
1 INTRODUCTION
================================================================================================
This is an FAQ on the character Ryu for SFZ/A3. This version of Ryu plays 
very close to his SFZ/A2 incarnation. He has been given a new super this 
time around but largely remains unchanged. Players will have to get use to 
the fact that his sweep can't be buffered into at all and the fact that his 
Dragon Punch has lost some priority. Ryu, however, remains a great character 
to use for anyone beginning to play this game. He is well balanced 
defensively and offensively. He is fairly easy to learn but there exists 
nuiances that separates a master Ryu player from an intermediate one. This 
guide is targetted to beginners and intermediate players.

-----------------------------
1.1 BIOGRAPHY AND BACKGROUND:
-----------------------------
-Profile-

Name: Ryu
Date of Birth: 64-07-21
Height: 5'10"
Weight: 68 Kg
Blood Type: O
Martial Art: Shotokan Karate
Homeland: Japan
Likes: Martial Arts
Dislikes: Spiders
Friend(s): Ken
Rival(s): Vega/M. Bison, Gouki/Akuma, Sagat
Game appearances (arcade only): SF, SF2-SSF2X/T (5 games), SFZ/A-SFZ/A3 (3 
games), SFEx-SFEx2Plus (3 games), SF3-SF3: 3rd Strike (3 games), Pocket/Gem 
Fighter, X-men vs Street Fighter, Marvel Super Heroes vs Street Fighter, 
Marvel vs Capcom, Marvel vs Capcom 2, Capcom vs SNK, Capcom vs SNK 2.

-Story-

Ryu was an orphaned child adopted by an Ansatsuken (means any "hard" martial 
art, where hard means very offensive, going for the kill as opposed to a 
martial art like Aikido) master named Gouken (Gouken's Ansatsuken is based 
on Karate and was created by his master Goutetsu). Gouken knew four 
techniques which were the Hadou Ken, Tatsumaki Senpuu Kyaku, Shouryuu Ken, 
and Shun Goku Satsu. Gouken did not want to spread the Satsui no Hadou 
("Dark Hadou") so he excluded teaching Ryu and Ken the Shun Goku Satsu. Dan 
was also to be a student of Gouken's but was immediately exiled because he 
harboured such intense feelings of vengeance and hatred towards Sagat.

After years of training both Ryu and Ken entered the first Street Fighter 
tournament where Ryu battled his way to the finals and faced the Emperor of 
Muay Tai, Sagat. Ryu would defeat Sagat but did not do so completely on his 
own. Sagat was in control for most of the fight was confident that he 
already won. When Ryu was about to fall, his Satsui no Hadou awakened and 
Ryu became Satsui no Hadou Mezameta Ryu (Evil Ryu) for the first time (Ryu, 
at this time, has no idea what exactly happened to him). Sagat approached to 
aid Ryu when Evil Ryu struck with his Metsu Shoryuken, which defeated and 
scarred Sagat. Sagat, from that day onward, hated Ryu for the way he won (by 
tapping into the Satsui no Hadou) and for scarring him.

While Ryu and Ken were away, Gouken fought his brother Gouki/Akuma, and was 
killed. Upon returning to the dojo Ryu, discovered a large pool of blood and 
his master slain. Ryu sensed a residue of evil energy which lingered after 
the battle. He would later find out that this energy belongs to Gouki/Akuma. 
In the time frame of SFZ/A-SFZ/A2 (which, storywise is one event), Ryu meets 
up with Ken and at this time Ken would give Ryu his red headband so he can 
remember their friendship and help hims tay focused (Ryu was supposed to 
have his red head band in this game but Capcom messed up). Ryu would later 
also meet his number one fan, Sakura, at this time, where he would tell her 
he is still training and can't teach her. After much searching, Ryu would 
locate Gouki/Akuma on his island of Gouketsutou. Ryu battled Gouki/Akuma and 
was victorious. Gouki/Akuma would inform Ryu about the Satsui no Hadou prior 
to vanishing. It is here that Ryu, for the first time, gained awareness of 
the Satsui no Hadou festering within him. Sometime later, Vega/M.Bison would 
track down Ryu and capture him and subject him to brainwashing. Ryu resisted 
but was overcome by Vega/M. Bison's "Psycho Power".

During the time setting of SFZ/A3, Ken, Sakura, and Sagat faced off against 
Vega/M. Bison. Vega/M. Bison sent the newly recruited Ryu to battle Sagat, 
while he amused himself with Ken and Sakura. The brainwashed Ryu fought 
Sagat and Sagat beat him and was able to get Ryu to overcome his 
brainwashing. Sagat tells Ryu that since he was corrupted so easily, he 
still has much to learn. Sagat awaits for Ryu to challenge him again in the 
future, this time in a fair one on one battle with no influence from the 
Satsui no Hadou or "Psycho Power". Sagat would allow the back-to-normal Ryu 
to aid Ken and Sakura in battle against Vega/M. Bison. The trio would force 
Vega/M. Bison to flee.

Years later, Vega/M. Bison would found the World Warrior tournament. Ryu 
would enter the tournament to fight worthy challengers and to learn the path 
of the "True Warrior". Although, not confirmed, I have one source that says 
Ryu defeated Vega/M. Bison with a Shouryuu Ken winning the World Warrior 
Tournament (Vega/M. Bison would be killed by Gouki/Akuma afterwards). Ryu 
would enter the Street Fighter 3 tournament for the same reasons as the 
World Warrior one. Ryu did not win the SF3 tournament, Alex did. Finally, in 
SF3: Third Strike, Ryu realises that he still has much to learn and so long 
as his body is able, he will continue fighting.

________________________________________________________________________________________

Much of what I know of Ryu's storyline comes from Gamefaqs DC Capcom vs SNK2 
message board specifically a posting from Saiki. What I present above, 
according to the thread, is supposed to be the official storyline from 
Capcom Japan. If anyone wants a copy of the original posting, simply e-mail 
me.

=================================================================================================
2 BASIC COMMANDS
=================================================================================================
---------------------------------------------
2.1 LEGEND - These abbreviations will be used.
---------------------------------------------
Control positions
U - UP         UF - UP FORWARD     QCF - QUARTER CIRCLE FORWARD
D - DOWN       DF - DOWN FORWARD   QCB - QUARTER CIRCLE BACK
B - BACK       DB - DOWN BACK      HCF - HALF CIRCLE FORWARD
F - FORWARD    UB - UP BACK

Buttons
LP - LIGHT PUNCH  K - ANY KICK
HP - HARD PUNCH   P - ANY PUNCH
LK - LIGHT KICK   KK - TWO KICKS TOGETHER
HK - HARD KICK    PP - TWO PUNCHES TOGETHER
MP - MEDIUM PUNCH KKK - THREE KICKS TOGETHER
MK- MEDIUM KICK   PPP - THREE PUNCHES TOGETHER

Combo shorthand (where X is a button).
-> - BUFFER TO
+ - LINK TO
j.X - JUMP IN WITH X
c.X - CROUCHING X
s.X - STANDING X
lv# - Level of super

-------------------
2.2 STANDARD MOVES:
-------------------

BLOCK - When attacked high, hold B. When attacked low, hold DB.

AIR BLOCK - When attacked in the air, hold B or DB.

GUARD METER PROTECTION - Perform a BLOCK or AIR BLOCK just before an attack 
hits. If done properly, your character will flash blue.

ZERO/ALPHA COUNTER - When blocking and attack hold F and press HP and HK 
together (not available in X-ISM).

THROW - When close to opponent hold F or B and press PP or KK

TECH THROW - When opponent attempts to throw, hold F or B and press PP or 
KK. If done correctly, you will receive a "Tech hit" message.

AIR RECOVERY - When knocked into the air, press PP. Hold F to recover 
slightly towards the opposition and hold B to recover slightly away from the 
opposition.

GROUND RECOVERY - Press KK when knock down or after an AIR-BLOCK. Hold F to 
roll a further distance. (not available in X-ISM).

TAUNT - Press start buttton (not available in X-ISM).

COUNTER HIT - Hit an opponent while before they finish the animation for a 
move. When done correctly the screen will pause, a loud hit sound occurs, 
and a "Counter Hit" message appears. Counter hits deal more damage and often 
set up juggles.

DAMAGE REDUCTION - Hold the controller in any direction and press a button 
while hit. Repeat for further damage reduction. If done correctly, your 
character will flash red.

DAMAGE REDUCTION (HOLDS) - Hold the controller in any direction and press a 
button while in a hold. Repeat for further damage reduction. If done 
correctly, your character will flash red (not available in X-ISM).

STUN OPPONENT - Repeatedly get successful hits on your opponent. When 
stunned the opponent will have "birds" around his head and is completely 
helpless for a period of time.

STUN RECOVERY - Hold the controller in any direction and press a button 
while stunned. Repeat for faster recovery.

DAMAGE INCREASE (HOLDS) - Wiggle the controller and rapidly press the button 
while you are performing a hold. If done correctly, your character will 
flash white.

TRADE COUNTER HIT - If you are COUNTER HIT, you have a tiny window of time 
to force your would be disrupted move through. To do this hold any direction 
while receving a counter hit and press a button. If done properly your 
character will flash red and the attack will complete.

GUARD CRUSH - Repeatedly force your opponent to block to decrease his guard 
meter to zero. When this occurs the opposition is momentarily open for 
attack.


================================================================================================
3 MOVE LIST - Some translations are my own, but many are from Keo Megura's 
excellent SFZ/A3 move list FAQ found on www.gamefaqs.com
================================================================================================
------------------
3.1 SPECIAL MOVES:
------------------
NAME: Hadou Ken (Wave Fist)
COMMAND: QCF + P
DESCRIPTION: Ryu puts his hands together and generates a blue energy ball 
which he releases by stepping forward and extending his palms outward.
FUNCTIONS: Full screen attack, combo finish, block damage, projectile 
nullification.
COMMENTS: This is the move most associated with Ryu. The best way to utilse 
this move is to use it wisely and not to overuse it. Most of the time you 
want to Use this move in combos only and to counter a projectile or two. If 
you want to get some block damage from a distance, then make sure you are at 
least 60% of the screen away from your opponent before using a Hadou Ken. 
Any closer can leave you open for counter attack. Have a plan for what you 
want to do if the opponent jumps towards you. Note that most experienced 
players will be able to evade Hadou Kens quite easily from a distance so it 
is important you have a plan on what to do when they evade. Sweeps, 
air-retailation, and Shouryuu Kens are traditional choices to counter 
jump-ins and rolls.

NAME: Sankunestsu Hadou Ken (Scorching Heat Wave Fist)
COMMAND: HCF + P
DESCRIPTION: Ryu puts his hands together and generates a red energy ball 
which he releases by stepping forward and extending his palms outward.
FUNCTIONS: Full screen attack, combo finish, block damage, knock down 
attack, projectile nullification.
COMMENTS: This move is very similar to the Hadou Ken, but it seems a bit 
slower and deals a bit more damage. When close enough this move wil knock 
down in one hit. Make sure you always use this instead of the regular Hadou 
Ken when you are doing close hitting combos because the extra knock down is 
favorable. Follow up the knock down with a cross up or anothr combot o put 
pressure on the oppponent.

NAME: Tatsumaki Senpuu Kyaku (Tornado Whirlwind Kick)
COMMAND: QCB + K (available in the air)
DESCRIPTION: Ryu takes to the air and performs multiple spin kicks.
FUNCTIONS: Pressuring, combo finish, knock down attack, projectile evasion, 
evasion.
COMMENTS: This is a very good move. It is very safe to use in the air and 
its one hit knock down property is very useful. It can be used to evade 
projectiles and used to run away from the opponent. Many of Ryus's most 
potent combos will use this move as well. Use it as a subsitute for a jump 
in as well, especially if you anticipate that your opponent will block the 
attack. This will allow you to score some block damage and if not blocked 
the opponent is knocked down so you can follow up with another attack 
(provided they don't roll).

NAME: Shouryuu Ken (Rising Dragon Fist)
COMMAND: F, D, DF + P
DESCRIPTION: Ryu steps forward and performs a jumping upper-cut.
FUNCTIONS: Anti-air, combo finish, counter attack.
COMMENTS: One of the best anti-airs in the game. It is a great way to stop 
predictable pokes because of its priority and power. Do not always use it 
for jump ins though sometimes the opponent will be jumping behind you and 
you may miss. In these cases the HP is a good choice. Always try to hit deep 
with the Shouryuu Ken; otherwise it can be air-blocked. Be aware that some 
moves can trade and even beat the Shouryuu Ken.

NAME: Hadou no Kamae (Pretend Wave)
COMMAND: QCF + Start
DESCRIPTION: Ryu puts his hands together and steps forward and extending his 
palms outward.
FUNCTIONS: Fake opponent out.
COMMENTS: Many North American players are puzzled by this move. When playing 
someone else at the arcade reaching over and hitting the start button seems 
to be a dead give away that you're using this move. Of course that is true 
because of the way North American machines are set up, but in Japan, arcade 
machines have two screens and are back to back, so the opponent can never 
see your hand movements. In that type of setting the Hadou no Kamae can fake 
the opponent. Tricking them into blocking or committing to an attack. I 
though that the recovery on this move was near zero but I was wrong there is 
recovery time on the move.
----------------
3.2 SUPER MOVES:
----------------
NAME: Shinkuu Hadou Ken (Vacuum Wave Fist)
COMMAND: QCF x 2 + P
DESCRIPTION: Ryu puts his hands together and generates a large multiple 
hitting blue energy ball which he releases by stepping forward and extending 
his palms outward.
FUNCTIONS: Combo finish, wake-up attack, projectile nullification, anti-air, 
counter attack.
COMMENTS: The most versatile of Ryus supers. This move can do anything a 
regular Hadou Ken can and more. The best way to use it is in combos, but if 
timed right it can be and anti-air (have the opponent land on it). It can 
cancel opposing projectiles hit the opponent with the remaining hits. If the 
opponent is too close and misses and attack (like a sweep), this move is an 
excellent counterattack. The only downside to the move is it can be easily 
jump over if used like a Hadou Ken and the damage could be higher.

NAME: Shinkuu Tatsumaki Senpuu Kyaku (Vacuum Tornado Whirlwind Kick)
COMMAND: QCB x 2 + K
DESCRIPTION: Ryu does a stationary but continuous Tatsumaki Senpuu Kyaku for 
a short time.
FUNCTIONS: Combo finish, wake-up attack, anti-air, counter attack.
COMMENTS: The most damaging of Ryus supers. This move has the special 
property of vacuuming the opponent into it if the opponent is too close. It 
is an excellent wake up move and a good anti-air. It can be used in combos 
with devastating effect.

NAME: Metsu Shouryuu Ken (Rising Dragon Fist of Destruction)
COMMAND: QCF X 2 + K (level 3 only)
DESCRIPTION: Ryu slides forward striking with his elbow and then does a 
Shouryuu Ken.
FUNCTIONS: Combo finish, counter attack.
COMMENTS: For a level three only move the Metsu Shouryuu Ken does very poor 
damage. It is not versatile either. The only redeeming property is its range 
since Ryu slides forward a short distance. It can be useful after you roll 
behind the opponent and surprise them with it and it can be put in combos.

NAME: Shin Shouryuu Ken (True Rising Dragon Fist)
COMMAND: Connect a Metsu Shouryuu Ken at the approriate distance.
DESCRIPTION: Same as Metsu Shouryuu Ken except Ryu throws in a standing HP 
in the middle of the  Shouryuu Ken.
FUNCTIONS: Same as Metsu Shouryuu Ken.
COMMENTS: See Metsu Shouryuu Ken. This move is more damaging but very hard 
to connect.

------------------
3.3 REGULAR MOVES:
------------------
------
TAUNT:
------
Ryu ties his headband.

Ryu Fixes his gloves.

-------------------
ZERO/ALPHA COUNTERS:
-------------------

Z/A-ISM - Shoryuu Ken

V-ISM - Low HK

--------
THROWS:
--------
NAME: Seoi Nage (Shoulder Throw)
COMMAND: When close to opponent, F or B + PP
DESCRIPTION: Ryu clutches the opponent and flips the opponent over his 
shoulder away from himself.
FUNCTIONS: Knock down attack, anti-blocking.
COMMENTS: None.

NAME: Kuuchuu Seoi Nage (Mid-Air Shoulder Throw)
COMMAND: While in air and close to opponent, F or B + PP .
DESCRIPTION: Same as Seoi Nage but while airborne.
FUNCTIONS: Knock down attack, anti air-blocking.
COMMENTS: None.

NAME: Tomoe Nage (Comma Throw)
COMMAND: When close to opponent, F or B + KK
DESCRIPTION: Ryu grabs the opponent and does a monkey flip throw.
FUNCTIONS: Knock down attack, anti-blocking.
COMMENTS: None.

----------------
COMMAND REGULARS:
----------------
NAME: Sakotsu Wari (Collarbone Splitter)
COMMAND: F + MP
DESCRIPTION: Ryu does a double hit downwards punch.
FUNCTIONS: Over-head attack.
COMMENTS: This can be a very useful move. Most people block low 
instinctively. However, it is important that you do not become predictable 
otherwise it will be blocked or worst yet countered because of the lag at 
the start of the move. Mix up this move with low attacks to keep the 
opponent guessing. Be ready to block after this move hits though, as there 
is recovery time on it. I use it in conjunction with a jumping HK as you 
have the option to perform a low attack after the jump in.

NAME: Senpuu Kyaku (Whirlwind Kick)
COMMAND: F + MK
DESCRIPTION: Ryu hops forward with a spin kick.
FUNCTIONS: Cover ground, Low attack evasion, Counter jumps.
COMMENTS: This is an excellent little move that is often overlooked. It has 
the special property of being able to evade low attacks and best of all it 
is an attack itself. This means you hop over a low attack and hit the 
opponent. Be aware, though, that not all low attacks can be evaded. Most low 
punches can't be evaded.
You can use it as a pseudo dash to cover ground as well because the range of 
the hop is has good range. There is some lag on the move but it is small. 
One other trick you can use this move with is to stop jumps. Not as an 
anti-air but to stop the initial take off. If you are close and anticipate a 
jump, do this move. Just as the opponent is leaving the ground the Senpuu 
Kyaku should hit disrupting the jump (note this can be air-blocked, but your 
opponent must be very quick), keeping the opponent grounded.



--------------
NORMAL MOVES:
--------------
----------
STANDING:
----------

LP (Far) - Ryu does a quick jab. The priority of this move is good but the 
range is short. Most useful as a combo starter. If it connects and you are 
close enough, you can perform a crouching jab and buffer into a special or a 
super.

LP (Close) - A quick elbow to the face of the opponent. Functions almost the 
same as the far standing light punch as you can link this into several 
crouching LP or LKs then buffer to a special or super. This move can be used 
as an anti-air because it is angled upwards slightly. However, Ryu has 
access to much more effective tools for stopping jumpers.

MP (Far) - A standing straight punch. Used for a quick counter strike 
against missed moves and for stopping some initial jumps or jump ins. Ryu 
has much better moves for those situations though.

MP (Close) - Ryu does a body punch. This move can be buffered into special 
moves. The range is low but the priority and speed is pretty good. Damage is 
not high though. Might be a viable attack option during a cross-up.

HP (Far) - Ryu does a straight punch then follows through arcing his arm 
across to his opposite shoulder. Primarily used for counter hits. The range 
exceeds the LP and is slightly less than the MP. The damage and priority is 
good but if missed will leave you open for a counter attack. It can't be 
buffered into any special moves.

HP (Close) - Ryu does a standing uppercut. Excellent combo move, Ryu can 
link any of his special moves from this punch. This is a good anti-air move 
and it has very high priority often scoring you counter hits. You can juggle 
up to three times (if opponent does not air recover) in the corner. The 
power is also very good. Can be utilised in

LK (Far) - Ryu does a standing kick to the ankle of the opponent. This move 
can end a standing LP, crouching LK, standing LK chain. It might be used as 
an in close poke or a tick followed by a throw.

LK (Close) - Same as the far standing LK.

MK (Far) - A standing kick directed at the head of the opponent. Some 
anti-air capability and can be used as a counter attack. Ryu has much better 
moves for those situations though.

MK (Close)  Same as far standing MK.

HK (Far) - A spinning kick directed about 45 degrees. Great anti-air move. 
This move has priority and power. Unfortunately, outside of an anti-air 
function, the move has few other uses. It might be tried as a poke to a 
standing opponent, but because of its recovery time that often is not a 
great choice.

HK (Close) - A double hit axe kick. Good push away move with a lot of 
priority and has good speed. Try it with jump ins and in the opponent is 
getting too close. Can be an anti-air if timed properly.

-----------
CROUCHING:
-----------
LP (Far) - Ryu does a quick punch to the stomach of the opponent. This move 
is more useful than the standing version. You can link this move into a 
super or special.

LP (Close) - Same as above, but better as you can link several of these 
together then buffer to the super or special of your choice. Best used 
during a cross-up or jump-in.

MP (Far) - Ryu does quick crouching punch. This move can link into any 
special or super. Useful in juggles for advanced combos. For standard combos 
it is better to use the low MK as it has added range and the property of 
hitting low.

MP (Close) - Use to begin some advanced combos but otherwise same as far 
standing MP.

HP (Far) - Ryu does a an uppercut from a crouch. The range of this move is 
low but the priority is high often scoring counter hits, knocking the 
opponent into the air. Can be buffered into specials and supers. Excellent 
anti-air.

HP (Close) - Identical to the far standing HP. Like the far standing HP, has 
slow recovery time. Can mess combos up because of its high priority will 
give you counter hits knocking the opponent into the air. But if you are 
aware of a counter hit you can take advantage of it and juggle the opponent.

LK (Far) - Ryu does a quick striking kick. Useful as a push away moves and 
linking to his low MK for combos.

LK (Close) - Same as the crouching far version. Most useful in close as a 
push away move becuase it has quick recovery time. Good for linking with LP 
for combos. Especially after a deep hitting jump in. Link several of these 
then buffer to a special or super.

MK (Far) - Ryu does a low striking kick. This is a bread and butter move. 
You will use it to begin combos and for low pokes. It can be buffered into 
any special or super and has fair range and damage. You can chain this move 
from a low LK.

MK (Close) - Same as far version.

HK (Far) - Ryu does a foot sweep. This move has been changed greatly. It is 
no longer bufferable at all. This makes the move much riskier to use do to 
its high recovery time. Best used for opponents jumping in front of you and 
as a counterattack for missed moves. Try to use it at its max range for the 
best recovery.

HK (Close) - Identical to the crouching far version. If in close and 
blocked, you will be wide open for a counter attack. Best to use LK and MK 
when at close range.

---------
JUMPING:
---------
LP (Towards) - A leaping punch that retracts quickly. It has high priority 
but short duration. Best used immediately after a jump. The punch is very 
quick and can surprise standing opponents and some crouching ones. Can be 
used to juggle a jumping opponent. You need to hit the opponent in mid air 
(remember to hit the button immediately after you jump). You will land first 
then do the attack again.

LP (Vertical) - Same animation as jumping towards LP, but used mostly to 
deter jumpers.

MP (Towards) - Ryu jumps and strikes with an uppercut. This move hits twice 
and is very hard to start combos with. It is best used as an air retailation 
move or to finish of juggles. The priority is not great and the damage is 
average.

MP (Vertical) - A leaping punch that retracts quickly. Same uses as the jump 
towards HP. Seldomly need this move.

HP (Towards) - A leaping punch that has high damage and priority. Best use 
as a combo starter or as an air retaliation move. This move is not on a 
steep angle like the jump towards HK so it is easier to counter attack. The 
jump attack of choice for most people.

HP (Vertical) - Same as the jump towards version, but Ryu jumps straight up 
has the same properties. Could be use ful over a fallen opponent who likes 
to retaliate with sweeps. Just go right next the opponent then jump straight 
up and land with this punch when they sweep.

LK (Towards) - Ryu does a diving knee. Similar to the jump towards light 
punch, but with less priority and the angle of descent is not as favorable. 
Might be useful as an air retailation move.

LK (Vertical) - Ryu does a aerial front kick. Can intercept jumpers.

MK (Towards) - Ryu does a standard jump kick that is not on steep angle like 
the HK version. Fair damage and good priority. Best use as a combo starter 
because the move allows a good amount of time to link to another move. Use 
this move in cross-ups as well.

MK (Vertical) - Same as light kick version but a bit slower and more damage.

HK (Towards) - Ryu does a standard jump kick that is on a steep angle. High 
damage and great priority. Best use as a combo starter, but be aware that 
the timing is tight after the move hits, you will need to link to another 
move quickly. Not so great as and air retaliation move as if blocked you are 
vulnerable.

HK (Vertical) - Ryu does a heavy kick that is useful for intercepting 
jumping opponents and to start combos. Used in close against people who 
attack attack low frequently. It can intercept jumpers but with air blocking 
available it is not that useful.

================================================================================================
4 COMBOS AND STRATEGIES:
=================================================================================================
Ryu posesses some devestating combos but many of them are quite difficult to 
do. My advice for putting supers in combos is to do the super motion while 
you are still air-borne then hit the button for the regular attack then hit 
the super combo activation button. If the activation button and the regular 
attack button are of the same class (i.e., both kicks or punches), hold down 
the regular attack and then hit another button to activate the super.

---------------
4.1 SOME COMBOS:
---------------

==Simple==

-j.HP/HK + s.HK

-c.HP -> Shouryuu Ken

-j.MK + c.LK + c.MK -> Hadou Ken

-j.HP/HK/MK + c.MK -> Hadou Ken or Sankunestsu Hadou Ken or Tatsumaki Senpuu 
Kyaku

-j.HP/HK/MK + s.HP -> Hadou Ken or Sankunestsu Hadou Ken or Tatsumaki Senpuu 
Kyaku

-j.HP/HK/MK + c.HP -> Hadou Ken or Sankunestsu Hadou Ken or Tatsumaki Senpuu 
Kyaku

-j.HP/HK/MK + c.MP -> Hadou Ken or Sankunestsu Hadou Ken or Tatsumaki Senpuu 
Kyaku

==Intermediate==

-(corner only) j.HP/HK -> Shouryuu Ken + (juggle with) Shouryuu Ken

-j.HP + c.MP -> HK Tatsumaki Senpuu Kyaku + (juggle with) s.HP

-j.HP/HK + c.LP + c.LK + c.LP -> Shinkuu Hadou Ken (any level)

==ADVANCED==

-j.HP/HK + c.MK -> lv3 Shinkuu Hadou Ken

-j.HP/HK + c.MK -> Metsu Shouryuu Ken

-(corner only) j.HP/HK + c.MK -> lv3 Shinkuu Hadou Ken + (juggle with) 
Tatsumaki Senpuu Kyaku

-j.HP/HK + c.MK -> lv3 Shinkuu Tatsumaki Senpuu Kyaku

-(corner only) j.HK + d.HP -> lv3 Shinkuu Hadou Ken + (juggle with) d.MP -> 
Tatsumaki Senpuu Kyaku

-(corner only) j.HK + d.MK -> lv2 Shinkuu Hadou Ken + (juggle with) d.MP -> 
lv1 Shinkuu Hadou Ken

-j.HP + c.MP -> HK Tatsumaki Senpuu Kyaku + (juggle with) s.HP -> HK 
Tatsumaki Senpuu Kyaku

-j.HP + c.MP -> HK Tatsumaki Senpuu Kyaku + (juggle with) s.HP -> Shouryuu 
Ken

-j.HP + c.MP -> HK Tatsumaki Senpuu Kyaku + (juggle with) s.HP -> lv3 
Shinkuu Hadou Ken

---------------------------
4.2 SOME TIPS & STRATEGIES:
---------------------------
General approach: Ryu is a versatile character. He can be played effectively 
aggressively or defensively. His move set is variable enough to cover any 
situation, but one should decide to be aggressive with him. Practice your 
combos as these are Ryus most dangerous weapon. When in close poke with the 
low MK and LK and follow with combos. Look for cross ups when the opponent 
is down. Use the Senpuu Kyaku against people who poke with low kicks.  
Follow up jump ins with a good mix of combos and the Sakotsu Wari. Dont 
overuse the Hadou Ken but if the opponent is turtling go a safe distance and 
fire away. Always use the Sankunestsu Hadou Ken when doing in close combos, 
as the chance of knockdown is always welcome. On defense, the Shouryuu Ken 
is your main weapon but do not underestimate Ryus standing HP and HK both 
are very good anti-air moves and the close standing HK is an excellen push 
away move. Always look for mistakes to punish with a Shinkuu Hadou Ken.

-If an opponent tries to use a sweep attack on you and they are just out of 
range for the animation to connect, step in and immediately sweep or dragon 
punch, you will catch them as they are momentarily open. You can also use a 
high level Shinkuu Hadouken.

-The air Tatsumaki senpuu kyaku is a good attacking move. Try to time it so 
the foot just hits the ground opponent, this is hard to counter.

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5  CLOSING
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Thanks for reading!

