Bio 6 STRENGTH 5 SPEED 6 STAMINA 7 ENERGY PROJECTION 7 FIGHTING ABILITY OCCUPATION REAL NAME ABILITIES WEAPONS PROFILE FIRST APPEARANCE POWER GRID

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1 R 8 yu SHOW ME YOUR S T R E N G T H. Bio REAL NAME OCCUPATION Ryu Fighter ABILITIES Utiizes a unique fighting stye based on Ansatsuken, with eements of karate, judo, and taekwondo bended in. He is aso abe to utiize his spiritua energy. WEAPONS None PROFILE Ryu s name gained great recognition among martia artists after he defeated the Muay Thai king in a fight. However, instead of caiming his fame, Ryu began to wander around the gobe, hoping to become a true martia artist. He continues his journey, engaging in battes with fighters he meets aong the way. FIRST APPEARANCE Street Fighter (87) POWER GRID INTELLIGENCE STRENGTH SPEED STAMINA 7 ENERGY PROJECTION 7 FIGHTING ABILITY *This is biographica, and does not represent an evauation of the character s in-game combat potentia. ALTERNATE COSTUMES PS: K Xbox 0: a PS: I Xbox 0: x PS: J Xbox 0: y PS: S Xbox 0: t

2 8 Command Attacks Attack Set Standing Basic Attacks Advantage if 0, , , Osnap back - Launcher attack, not specia or hyper combo canceabe 00,000 +m +h Advantage if, , Standing m Standing h s Standing Recovery Advantage Recovery Advantage Crouching Basic Attacks Crouching m Crouching h Crouching Recovery Advantage, Low attack 8, Low attack 80, Low attack, unrecoverabe knockdown Advantage if Aeria Basic Attacks Air m Air h Air s Air Recovery,000 08,000 0,000,000 8 As a Partner-Crossover Assists Screen Type, causes fying screen if used in auncher combo Description Recovery (this crossover assist) Shinku Senpukyaku Shoryuken H 0, Knocks down opponent Combo Recovery (other partner) Apha Beta Shinku Hadoken Hadoken L 00, Projectie has ow priority durabiity points Gamma Shinku Senpukyaku Senpukyaku H,00 7 7() 8 Knocks down opponent Crossover o Combination Hyper 8

3 8 Specia Moves Screen Name Command Recovery Advantage Advantage if Hadoken L , Projectie has ow priority durabiity points Hadoken M 78 + m 00, Projectie has ow priority durabiity points Hadoken H 78 + h 00, Projectie has ow priority durabiity points Air Hadoken (in air) 78 + a 00,000 8 Projectie has ow priority durabiity points Shoryuken L , Invincibe from frames - Shoryuken M 78 + m 0, Invincibe from frames - Shoryuken H 78 + h 0, Invincibe from frames - Senpukyaku L 7 + 0,000 - Knocks down opponent Senpukyaku M 7 + m,000 7() - Knocks down opponent Senpukyaku H 7 + h,00 7() - Knocks down opponent Air Senpukyaku L (in air) ,000 0 Unti grounded, frames ground recovery + + Air Senpukyaku M (in air) 7 + m 7,00 () Unti grounded, frame ground recovery + + Air Senpukyaku H (in air) 7 + h,800 () Unti grounded, frame ground recovery +7 + Jodan Sokuto Geri L , Wa bounces opponent Jodan Sokuto Geri M 7 + m 00,000 - Wa bounces opponent Jodan Sokuto Geri H 7 + h 00, Wa bounces opponent (in air) Senpukyaku: The air version of Senpukyaku is much more usefu; Senpukyaku L done very eary in a jump aows you to continuousy attack a throughout Ryu s jump arc. Done repeatedy at cose range, this can be very diffi cut for many characters to stop without using advancing guard. If the attack hits, you can easiy transition into a fu ground combo afterward. Senpukyaku L in the air can aso be used to create a cross-up, and is an effective way to counter opponents trying to throw escapejump over their accidenta standing h attack and hit them from behind with Senpukyaku L! Senpukyaku M and H behave very differenty, sending Ryu straight forward in the air. Ryu is vunerabe after this attack a the way unti he reaches the ground, making this diffi cut to use effectivey as an aeria mobiity option. However, when performed as cose to the ground as possibe, air Senpukyaku H becomes a viabe way to approach and attack a guarding foe; it aows you to transition into a fu combo if it hits, and eaves you at a + frame advantage if guarded. Hadoken: Much ike in his Street Fighter incarnations, Ryu s best and most important attack is the Hadoken. The Hadoken has faster startup and signifi canty faster recovery than most projectie attacks in the game, and the projectie itsef is reativey arge and remains an active threat on the screen for a ong period of time. Each Hadoken deas substantia damage: inf icting 00,000 damage if hit, and 0,000 chip damage if guarded. Hadoken L is the typicay the version you use the most: it has signifi canty faster recovery time compared to the other two versions, and usuay you want your projecties to occupy the screen for a onger period of time. The strategy behind using Hadoken is very straight-forward: toss out a Hadoken L and make your opponent dea with it. Anticipate how your opponent wi try to avoid the Hadoken and do the proper counter! (in air) Hadoken: Ryu is one of the few characters in Marve vs. Capcom with the abiity to fi re a projectie forward in the air; most characters can ony fi re projecties diagonay downward. This aows you to prevent your opponent from maneuvering around your ground projecties; anticipate the height at which your opponent wi attempt to avoid your ground Hadoken, then pace an air Hadoken at that height! When attempting to predict and cut off an opponent s route, aways use air Hadoken H; Hadoken L ikey won t reach your opponent in time to bock them off. Air Hadoken can aso be done sighty off of the ground to create a projectie that cannot be crouched under, and is more diffi cut to jump over. However, the air version of Hadoken has noticeaby more recovery time than the grounded versions, giving your opponent much more time to move between projecties. Hyper Combos Jodan Sokuto Geri: Jodan Sokuto Geri wa bounces a chaenger if it hits, aowing for additiona combo damage against cornered opponents. Unfortunatey, the engthy recovery time on the attack prevents you from gaining any rea benefi t from a wa bounce midscreen; the best you can do is usuay a simpe hyper combo-cance into Shinku Hadoken. Jodan Sokuto Geri is sow and very unsafe if guarded, making it very difficut to use effectivey outside of combos. A versions of the attack inf ict the same amount of damage, but have progressivey sower startup time and recovery at higher strengths. This makes Jodan Sokuto Geri L the most usefu version by far. The other versions wa bounce an opponent marginay farther toward you, but this ony makes it more ikey that your foe wi bounce over Ryu s head during a corner combo. Screen Name Command Recovery,,, Shinku Hadoken (in air OK) Shinku Senpukyaku Shin Shoryuken (Leve Hyper Combo) 78 + aa 7 + aa 78 + aa Advantage Advantage if, ,00 + ()()()() ()()()() ()()()() ()()()() ()()()() ()() - Shinku Hadoken: Like a beam-based hyper combos, Shinku Hadoken is extremey usefu in a variety of situations. Whie one can improvise a miion different ways to hit with a beam hyper combo, Ryu s uses Shinku Hadoken can be used mainy in three ways: to end combos, to win fi refi ghts with other zoning charcters, and to hyper combo-cance a Hadoken that the opponent has evaded, pushing them back across the screen. Hoding up on the controer after activating Shinku Hadoken wi aim it directy upward. This can be used as a very risky anti-air against opponents at super jump height directy above. The air version of Shinku Hadoken is great for punishing opponents trying to rain projecties down on you from super jump height, and hoding down on the controer during the activation period aows you to aim the beam downward at a steep ange. After the beam has been activated, a versions of Shinku Hadoken can be steered sighty using the controer. Whie Shinku Hadoken has sower startup than most other beam-based hyper combos, it aso recovers much more quicky and is essentiay safe if guarded. Can be steered using the controer, hoding up during the super fash causes beam to fire straight up, hoding down during air version causes beam to fire straight down, knocks down opponent, downward version is OTG-capabe, beam durabiity: frames x high priority durabiity points 7 frames invincibiity, ast hit causes unrecoverabe knockdown 80, frames invincibiity, unrecoverabe knockdown Shoryuken: Ryu s Shoryuken is an attack that is invincibe from the fi rst frame, an extreme rarity for a specia move in Marve vs. Capcom. This aows you to bow through any attack patterns that have even the smaest of gaps. Whie having a Shoryuken up your seeve is aways a powerfu asset that can force any offensive character to change their strategy, it s aso a huge risk: Shoryuken is very unsafe if guarded. Even hyper combo-canceing into Shinku Hadoken in the air wi not assure safety uness you team hyper combo to another character. Crossover assists can be caed immediatey before using Shoryuken to make it safer, but this is neary impossibe to do in situations where you ony have a tiny window to act. Senpukaku: Unike most other games, the ground version of Senpukyaku cannot be crouched under. However, the attack is sti unsafe to throws if guarded, severey imiting its usefuness. Senpukyaku is at its most usefu if you can anticipate when your opponent is going to use advancing guard: simutaneousy ca a crossover assist whie attacking with a norma move, then cance that norma move into Senpukyaku. The forward momentum wi push you through the advancing guard whie the crossover assist keeps you safe after your opponent guards it. Shinku Senpukyaku: Shinku Senpukyaku is typicay ony used to take advantage of its arge amount of invincibiity frames. It is very unsafe if guarded, so try to ony use it if you have a teammate on standby that you can safey team hyper combo to. If not, you might as we just use a Shoryuken H for the same purpose; the damage difference isn t substantia and Shoryuken H doesn t cost meter. Shinku Senpukyaku doesn t knock down opponents unti the fi na hit, making it usefu in some THC combos that require an opponent to be standing, ike Chris s Grenade Launcher hyper combo. Shin Shoryuken: Like a eve hyper combos, Shin Shoryuken is not subject to damage scaing at the end of ong combos. Shin Shoryuken inf icts ess damage than most eve hyper combos, but aows fu jugge combos afterward against a cornered opponent! Against a mid-screen opponent you are too far away to jugge anything but a Shinku Hadoken. 87

4 88 Batte Pan OVERVIEW VITALITY:,000,000 CHAIN COMBO ARCHETYPE: MARVEL SERIES X-Factor Lv. Lv. Lv. % % 00% Speed 0% 0% % Your goa with Ryu is to make contact with as many Hadoken projecties as possibe whie controing the pace of the match. Why is the goa so Hadoken-centric? Hadoken projecties infict substantia damage and chip damage, forcing your opponent to take action to avoid them. Both ground and air versions of Hadoken can be used to cut off arge portions of the screen. Ryu has severa strong ways to stop momentum from a chaenger and regain optima Hadoken-throwing range. ON THE GROUND Shoryuken is a great way to stop any offensive momentum your opponent has. Just make sure it isn t guarded! Use Shinku Hadoken to push your opponent back across the screen when things get too cose for comfort. If you get ahead in a ong-ranged fi refi ght, there isn t much room to act between Hadoken projecties. Force your opponent to avoid them and counter! As a zoning character, Ryu usuay best fis the roe of meter-buider on a team. Athough Ryu becomes much more powerfu when you have a ot of excess hyper combo gauge bars to throw around on Shinku Hadoken, it s generay too inefficient to spend most of your hard-earned meter in this way. Ryu is at his strongest when pitted against attacking characters, since they wi usuay have to wade through a sea of Hadoken projecties to get their offense started. Against these characters your strategy is the most simpe: contro your opponent s movement routes with Hadoken projecties and projecties from a crossover assist. In other words, force your opponent to take to the air by threatening them on the ground with Hadoken L and crossover assist projecties, then stop them cod in their tracks by pre-emptivey pacing an air Hadoken H in their way! Your opponent is ikey to guess correcty eventuay and maneuver around a Hadoken projectie at medium range. When this happens you can hyper combo-cance a Hadoken into Shinku Hadoken and push your opponent back across the screen at the cost of one hyper combo gauge bar. You won t have enough meter to keep using Shinku Hadoken every time your opponent gets through, so you have to rey on your cose-ranged defense to see you through some tense situations. If your opponent is coming at you from the air and you re not currenty stuck in the recovery frames of a Hadoken, then you can easiy anti-air anything your chaenger throws at you Shoryuken M or H. This works so we that your opposition shoud be wary of coming at you with an air attack, and may instead attempt to jump forward and guard your Shoryuken. Even though Shoryuken is very unsafe if guarded, you can use this to your advantage: if your foe is attempting to jump at you and guard your Shoryuken, you can instead safey use an air throw or push them back out with various norma attacks. Ryu s standing attack is aso a strong anti-air, provided you perform it a itte eary. If it hits, you can easiy perform a chain combo into auncher for major damage. If guarded, you can perform the chain combo anyway and cance into Hadoken to your opponent backwards. + h is a very strong anti-air that can aso safe if guarded and can ead into a combo, but must be performed much earier to work we. How do you contro the pace of the match whie pestering opponents with Hadoken projecties? Predict the route that your opponent wi take to avoid a Hadoken, then pant an air Hadoken directy within that path. Utiize a ong-ranged crossover assist to cut off extra movement routes, making it easier to predict where your opponent wi go. Hyper combo-cance into Shinku Hadoken when your opponent manages to get around your Hadoken projecties and push them back across the screen. If your chaenger gets within attacking range, neutraize their offense with an invincibe Shoryuken. If your opponent super jumps toward you, Hadoken-based zoning doesn t work neary as we; even if you correcty predict it and meet them in the air with a Hadoken, your foe wi and on the ground earier than you and have an advantage. Against super jumps you typicay want to anti-air with air throws from a norma jump or a crossover assist-covered Shoryuken. Wavedashing under the opposing character and attacking with crouching is aso a strong option, especiay if you are near the corner. Ryu becomes much stronger when paired with a ongranged crossover assist. The projecties from these assists can be used to contro the entire ground eve, forcing your opponent to take to the air. Since an assist was used to create the ground-eve projectie, this eaves Ryu free to thwart attempts to advance forward using air Hadoken projecties. Ca your ong-ranged crossover assist as often as possibe, uness your opponent s character has a strong counter to crossover assists, ike a beam hyper combo. Even if your opponent has an easy way to directy do major damage to your crossover assist, if predicted you can amost aways evade the attack with Ryu and hit your opponent back with a Shinku Hadoken. Characters with the abiity to teeport are much more difficut to keep away with standard Hadoken-based zoning. Against these characters you shoud rey on your ong-ranged crossover assist to create amost a of your projecties; firing a Hadoken projectie wi very ikey cause your opponent to evade it with a teeport and hit you with a combo. It s generay futie to try to keep away characters that can teeport for ong; against these characters you shoud sta with your crossover assist for as ong as you can whie you ook for an opportunity to move in and attack. In cases where your opponent manages to get within cose range and starts to appy pressure, Ryu has the uxury of being abe to use the invincibe Shoryuken to hit a chaenger out of amost any attack pattern. When your opponents begin to wise up and attempt to guard your Shoryuken attempts, take advantage of this by switching momentum around and attacking back whie they are guarding! In other words, defensivey you shoud mix up Shoryuken with attacking. Generay, you can push opponents away with your own attack string and resume zoning, but if you get reay aggressive you can find opportunities to hit your opponent with throws or even overheads! However, in most situations you shoud typicay be safe and simpy use advancing guard to push opponents away; most characters have difficuty maintaining offense afterward. If you get pushed a the way into the corner advancing guard becomes a much weaker option. Often you be forced to use the defensive Shoryuken andattack mix-up. Long-ranged firefights with other zoning characters can often be an uphi batte for Ryu payers. Whie Hadoken projecties have a respectabe 0 projectie points, most of the other dedicated zoning characters have attacks that are designed to give them an edge in firefights, ike Arthur s Lance Toss or Iron Man s UniBeam. To keep up with these attacks you have to empoy extra firepower from a ong-ranged crossover assist. If your opponent has their own ong-ranged assist as we, your ony rea chance to get ahead is to catch both the point and the crossover assist character in a Shinku Hadoken. If you can evade your foe s projectie and force them to guard a ground Hadoken L, then you can maintain contro of the pace of batte for a few momentstwo consecutive Hadoken L projecties from across the screen eave a 0- frame gap between them, depending on how wide your opponent s character s hitbox is. This isn t enough time for most characters to fire any projecties that can beat a Hadoken. If your opponent does have an attack they can use to break free, ike a fast beam-based hyper combo, predicting this and foowing Hadoken L with Hadoken M eaves a gap of ess than frames. This wi interrupt neary anything your opponent tries that isn t invincibe. However, using stronger strengths of Hadoken wi eave a arger gap afterwards. If you guess wrong and fire a stronger Hadoken projectie, your opponent wi have enough time to move as they pease after guarding. Repeated Hadoken L projecties from across the screen wi often force your opponent to use their ong-ranged crossover assist to keep up with you; anticipate this and counter with a Shinku Hadoken! If your chaenger s point character guards the Shinku Hadoken, the entire beam hyper combo wi dea un-scaed damage to the crossover assist resuting in at east 0% vitaity! This shoud deter your opponent from using their ong-ranged crossover assist for quite some time unti their vitaity regenerates. If your foe is in the corner, canceing your Shinku Hadoken with eve X-Factor, then immediatey performing another Shinku Hadoken wi K.O. any character in the game if the opponent s point character is guarding! Your opposition may attempt to evade your projectie instead. One of the more common reactions is to super jump and fire a projectie downward from super jump height. Ryu is one of the few characters in the game that can directy counter this tactic: super jump with this character and hit them with Shinku Hadoken! If your opponent tries to advance toward you instead, you can usuay keep firing Hadoken L projecties to maintain your advantage. If your chaenger guards a Hadoken L and uses advancing guard, they gain roughy UP IN THE AIR Repeatedy doing air Senpukyaku L is a great way to appy pressure to cornered opponents. It aso can be used as a cross-up! Ryu is one of the few characters that can quicky attack the opposite end of the screen at any height. Take advantage of this to counter ots of tactics! more frames to move before your next Hadoken makes contact. You can generay counter anything your opponent tries to do afterward with Hadoken H, but that wi usuay reset the pace of the match back to neutra afterwards. To prevent this, ca a ong-ranged crossover assist immediatey before firing Hadoken H; this shoud pin your opponent in pace ong enough for you to fire another Hadoken. Against some characters, you won t be abe to reaisticay win with pure zoning or ongranged firefights; characters with teeports are too difficut to keep out for any extended period of time, and some zoning characters ike Arthur are neary impossibe to keep up a firefight against without spending an exorbitant amount of meter on Shinku Hadoken. Against characters where your standard gamepan won t work, you often have to try to take the fight to them. This can be difficut, since Ryu s offensive options aren t exacty stear. Using air Senpukyaku H as ow to the ground as possibe is one of the keys to maintaining offense with Ryu. When performed correcty it cannot be crouched under by most characters, it aows you to perform combos if it hits, and it eaves you at a + frame advantage if guarded. This is a strong way to both approach your opponent and to maintain pressure on them if they use advancing guard on one of your air attacks. To perform air Senpukyaku as ow to the ground as possibe, sowy input 7, then press a sighty after finishing the motion. Even when performed as ow as possibe, air Senpukyaku can be crouched under by the foowing characters: Amaterasu Air s is Ryu s best air-to-ground attack. It aso can be used as a cross-up in some situations. Ryu s aeria movement options are amost non-existent. Air Senpukyaku L affects Ryu s trajectory by giving him a very sma amount of momentum up and towards his opponent before faing. This can be used to gain sighty more height and air-time on a jump, and can be used to cross up opponents at distances not normay possibe. Against cornered opponents, repeatedy jumping forward and performing air Senpukyaku L is a strong way to appy pressure, especiay when used in tandem with crossover assists. Air Senpukyaku M and H both send Ryu directy forward in the air for their duration, but these are difficut to use for air mobiity purposes due to the unsafe recovery a the way unti Ryu reaches the ground. Air Senpukyaku M can be used at norma jump height in tandem with a crossover assist as a reativey safe way to approach an opponent. Ryu is one of very few characters in the game that can quicky attack the opposite end of the screen at any height, using air Shinku Hadoken. This can be used to counter a variety of tactics, such as opponents attacking with air-to-ground projecties at super jump height, using aeria mobiity options to run away, and any Fight mode-based tactics. Uness you re using Ryu s air Senpukyaku tactics, you want to stay on the ground as much as possibe. Just having faster-recovering Hadoken projecties and access to Shoryuken aone justify staying on the ground! Arthur Morrigan X- Zero Your main focus when attacking with Ryu shoud be trying to find opportunities to mix up your opponent with a + m overhead or a crouching ow attack. Unfortunatey, for the overhead to be any rea threat you have to have access to either a crossover assist or X-Factor; after inputting + m, press O sighty before the punch hits the opponent to create the timing needed to get an entire combo. Finding opportunities to mix up your chaenger with + m can be difficut without aready using a crossover assist; typicay you have to corner your opponent first. Ryu can aso pace the opponent in a strong mix-up whenever you get into throw rangesee the Advanced Tactics section for detais. 8

5 0 COMBO USAGE I. CR., ST. m, CR. h, + h, s c SUPER JUMP, AIR m, AIR m ( HITS), h c 7 + h c 78 + aa (7,00 damage) Ryu s basic combo inficts a surprising amount of damage given how short and simpe the combo is. After the auncher, performing air m ( hits), h c 78 + c 78 + aa wi infict sighty more damage at 7,00. However, it wi aso resut in much ess of a gain in hyper combo gauge and won t push an IV. AIR THROW, O, LAND, DASH, ST. h, + h, s c SUPER JUMP, AIR h c 78 + c 78 + aa opponent as far to the corner. Choosing to not hyper combo-cance into Shinku Hadoken resuts in,00 damage. (0,00 damage, Wesker ) Air throws are typicay Ryu s safest and most reiabe anti-air option. Having a quick OTG-capabe assist ike Wesker or Deadpoo aows you to get major damage after each successfu air throw. Ending the combo with Senpukyaku L into Shinku Hadoken (hod down) wi pace your opponent much ower on the screen, aowing for more team hyper combo opportunities. The Senpukyaku L ender does not work against cornered opponents. It is much easier to hit with the OTG-capabe crossover assist if you perform a backwards air throw. Doing backwards air throws aso have the benefit of increasing the distance between you and the corner, and aow you to guard unexpected eary attacks from your opponent. h into Hadoken L to remain safe from retaiation combos. You can aso ca a crossover assist after crouching h and cance into II. (CORNER REQUIRED) CR., ST. m, ST. h, + h c 7 +, ST. m, ST. h, + h, s c SUPER JUMP, AIR h c 78 + c 78 + aa (7,00 damage) Ryu can easiy infict more damage in corner combos by using the wa bounce property of Jodan Sokuto Geri L. Be sure not to use the M or H versions of the attack, since they do not increase the damage of the combo and make it more ikey for the opponent to bounce over your head. III. + m, O, DASH, ST. m, CR. h, + h, s c SUPER JUMP, AIR m ( HITS), m ( HITS), h c 7 + h ( HITS) c 78 + aa (0,00 damage, Arthur ) Ryu needs the hep of either crossover assists or X-Factor to be abe to and combos after a successfu + m overhead. Amost any crossover assist that doesn t knock an opponent across the screen can be used in this combo, but ones that eave the opponent standing are preferred. The timing to press the O button is usuay immediatey before the first hit + m hits the opponent. V. O, FORWARD THROW, ST. m, S. h, + h, s c SUPER JUMP, AIR m ( HITS), m ( HITS), h c 7 + h ( HITS) c 78 + aa (,00 damage) With an OTG-capabe assist avaiabe Ryu can and fu combos after a forward throw on the ground. However, this must be premeditated ahead of time as the button must be pressed before the throw attempt. O Ryu has a strong mix-up against opponents attempting to throw escape; see the Advanced Tactics section for detais. If this combo is guarded, cance the crouching Senpukyaku M to maintain offensive momentum. ADVANCED TACTICS Post-Shoryuken M Mix-Up Throw Mix-Up Whenever you get near your opponent at a sight frame advantage you shoud mix up the foowing options: Ca OTG-capabe crossover assist and throw versus guarding opponents. ASSISTS Air Senpukyaku L versus opponents attempting to throw escape. Hitting your opponent with Shoryuken M creates a great opportunity to mix up your opponent for more damage. Projectie-based crossover assists ike Arthur greaty enhance Ryu s zoning game. Fast, OTG-capabe crossover assists ike Deadpoo greaty increase Ryu s damage potentia after ground and air throws. Ryu s Hadoken assist type is an a-around great too for any character, being one of the more versatie assists in the game. Projectie-based assists can be used for cover fire, teeport cross-ups, pinning your adversary down with guardstun, and neary an infinite number of other appications. The Senpukyaku assist type can sti be usefu, though it is much more speciaized. The additiona hitstun and guardstun from the attack are most usefu in attacking patterns and combos against cornered opponents. The Shoryuken assist type is difficut to recommend, since it does not retain any of the invincibiity the attack normay has. Ryu benefits most from projectie-based crossover assists ike Arthur and Zero. These assists greaty enhance Ryu s zoning game by controing the ground eve with the assist s projectie whie Ryu remains free to contro the air with air Hadoken. In ong-ranged firefights, projectie assists hep immensey in being abe to keep out with the sheer output of projecties that other zoning characters can manage. Projectie-based assists aso aow Ryu to approach more safey with ground and air overhead. Senpukyaku, and can be used in combos invoving the +m The Shoryuken attack used by Ryu is not invincibe at a! Use one of the other two assist types instead! Ryu s best anti-air is an air throw, which on its own doesn t ead into much damage. Having a fast OTG-capabe crossover assist ike Wesker or Deadpoo aows you to get fu combos after air throws, greaty increasing Ryu s defensive potentia. The assists aso aow you to combo after ground throws, which then aow you to perform Ryu s strong throw mix-up detaied in the Advanced Tactics section. Ryu becomes much stronger when you have a ot of hyper combo gauge bars to expend on Shinku Hadoken; beam-based hyper combos are very versatie and can be used to counter neary any tactic when used correcty. They aso aow you to push attacking opponents a the way back across the screen. Having one of the two meter-buiding crossover assists, Morrigan and Amaterasu, can give you many more opportunities to toss out a Shinku Hadoken, but finding time to use these assists instead of your projectie assist can be difficut. Ryu is one of the better characters at punishing crossover assists from a chaenger: simpy bast them with Shinku Hadoken! If your opponent s point character is guarding the beam, Marve vs. Capcom does not consider the beam to be a combo on the assist character; this means the entire hyper combo wi do un-scaed damage to the assist in addition the assist s 0% damage penaty! A singe Shinku Hadoken wi damage a crossover assist for more than 0% vitaity if the point character is guarding. After hitting your opponent with Shoryuken M your opponent wi air recover very high in the air. Most payers wi unconsciousy air recover backwards in this situation. If you dash forward and press you can anti-air neary anything the opponent attacks with after air recovering and then proceed into a fu combo. +h Once your opponent wises up and begins to guard after air recovering, you can then dash forward overhead, made more and attack with a difficut to guard since Ryu is off-screen for most of the startup time. Ca a crossover assist to be abe to combo after the overhead! Mix up the to hit opponents who overhead with crouching aren t guarding ow. If your opponent attempts to throw escape against you, counter by jumping forward and using air Senpukyaku L! Air throw or crouching versus opponents attempting to jump away. If you have an OTG-capabe crossover assist avaiabe, Ryu can easiy combo after his forward ground throw. This can often force chaengers to attempt to use throw escape when they think a throw is attack when coming. If you jump forward instead of throwing, the opponent wi instead get a standing they attempt to throw escape. This aows you to jump over it and hit your opponent from behind with air Senpukyaku L and go into a fu combo! h h attack, wait unti Ryu is near the peak To prevent getting hit out of the air by your opponent s standing of the jump before performing the Senpukyaku L. This shoud cause Ryu to competey cear your opponent s attack and tag them from behind. If your opposition simpy waits and guards, the crossup Senpukyaku L wi sti aow you to maintain offensive momentum behind the massive frame advantage. +m +m m If you predict that your adversary wi air recover forward, wak backwards after hitting Shoryuken M. This wi put you in position to anti-air any attacks, which out of the air recovery with eventuay wi force your chaenger to guard after air recovering. Once your opponent begins to guard you can then dash under an opponent at the ast from the second and attack with crouching overhead from the other side, or do a front side. +h +m Air Senpukyaku Fake Cross-Up Specia moves performed in the air wi aways re-aign and face the opposing character. Since air Senpukyaku L has a sma amount of forward and upward movement, this aows you jump behind an opponent, then air Senpukyaku L back in front of them! This can be incrediby difficut to guard when used in tandem with a crossover assist: norma jump button at over the opponent and press the the apex of the jump. When you ve ceared your If you jump behind your opponent and perform air opponent, perform the air Senpukyaku Senpukyaku you switch directions and hit your in the other direction to hop back in front of your opponent from the front! target, ikey causing them to guard the assist in the wrong direction. Depending on the assist, you can dash forward and continue with a fu combo! If your opponent is guarding the fake cross-up, simpy and from your jump without performing the air Senpukyaku to force them to guard in the opposite direction. O

6 COMBO APPENDIX Genera Execution Tips To do air Senpukyaku M or H as ow to the ground as possibe, sowy input 7, then press m or h sighty afterward. Air Senpukyaku L offense shoud be performed by simpy jumping forward and inputting the motion as fast as possibe. Requirements (Position, meter, etc.) Anti-air combo at norma jump height. The Airborne opponent Shoryuken H is easier to hit the higher your opponent is in reation to Ryu. Corner required X-Factor eve Command Sequence Combo after 7 + m overhead without using a crossover assist Do 7 + h to do the air Senpukyaku H as ow as possibe Corner required Combo after hitting opponent with air Senpukyaku L Combo aso works with ground throws but is much more difficut, especiay after forward throw. Perform Air Shinku Hadoken with 78 + aa This combo is character-specific; some characters wi fy out of the corner after the Shinku Senpukyaku. Perform the Air Shinku Hadoken by inputting 78 + aa Air m ( hits), h c 7 +, 78 + h,00 Cr., st. m, st. h, + h 7, st. m, st. h, + h c 7 +, 78 + m c 78 + aa, st. m, st. h, + h, s c super jump, air h c 7 + h ( hits) c 78 + aa + m ( hits) x, st. m, cr. h, + h, s c super jump, air m ( hits), m ( hits), h c 7 + h ( hits) c 78 + aa Air 7 + h, and, cr., cr. m, cr. h, + h, s c super jump, air h c 78 + c 78 + aa Air 7 +, and, st. m, cr. h, + h, s c super jump, air h c 78 + c 78 + aa,08,00 80,00 77,00,00 Air throw, 78 + aa (hod down on controer) OTG 0,000 Cr., st. m, st. h, + h c 7 +, cr. m, st. h, +h c 78 + c 7+aa, jump, 78 + aa (hod down on contoer) OTG 78,000 I sti have a ong journey before I am a true warrior

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