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Title: Ryu's move's... in detail


Mysterious Duelist - January 22, 2005 01:26 PM (GMT)
'Ello to all you wonderful, yet mentally challenged, people! ^^


Ah, it's good to be back home. Anyway, as a sort of "Returning gift" thingy, I have put together something that I think is needed for this section. A detailed move list for Ryu. I'll be going over Priority, damage, throw effect's, frame advantage (if any, lol), Counters, Air counters, enemy manipulation, combo's, and environmental technique's. I'll also be adding more Ryu+Kasumi combo's to the original thread, enjoy.... ^^


Move name/command/damage/height/frame adv/counter/info


-Ren: PP/10+10/H,H/--/--

Ryu punches the opponent twice. A fast little two hit combo that's hard to hold. In counter status, it causes a mini stagger and in HI counter, it causes a long standing stun.


-Ren-Geki-Dan: PPP/10+10+24/H,H,M©/--/--

Ryu punches the opponent twice, then strike's the opponent in the chest with a nice chop. An add on to the Ren, the last hit is a critical and can cause a really nice bent over stun in counter status.


-Kusen-Zangeki: PP,back+PP/10+10+18+28/H,H,M,M(k)/--/--

Ryu punches twice, then does a quick spin chop into a palm thrust. A fast, hard hitting attack that can be used to knock the opponent into a wall or off of a ledge. On counter, the chop make's the opponent stagger in the direction your chest was facing and the thrust make's the opponent take a few step's back. To my knowledge, there is nothing you can use to follow it up with, except maybe a throw.


-Mekki-Tatsumaki: PP,backPK/10+10+18+36/H,H,M,M(k)/--/--

Same as the Kusen-Zangeki, but instead of a thrust, Ryu jump's in the air and knock's the opponent to the ground with a powerful kick. The Kusen-Zangeki with an alternate ending. If mid punch hold's are becoming a problem for you, this is a good idea, especially if you have the opponent in the air and/or near a wall. However, do try to mix up your P and K finisher's for mix up.


-Ren-Kikoku-Shintei: PPKKK/10+10+16+15+20/H,H,H(k),H(k),H(k)/--/anti-air

Ryu punches twice, then unleashes three strong kick's, one after another. Simple and fast, with some good priority and range. Every kick in this combo has knockdown qualities, so it doesn't matter which kick hit's them. This combo is also good for countering pretty much anything. Sadly, counter status offers nothing else. Add this to your mix up game, but use it carefully. If the oppoenent block's just one of the kick's, you've had it.


-Jinpu-Ren-Kyaku: PP,downK/10+10+25/H,H,L(c/h)/--/--

Ryu punches twice, then does a quick thrust kick, which leaves him in handstand position after it connects. Not too much to say here, except for the fact that the kick put's him into handstand and it make's the opponent stagger in the direction his/her chest is facing. Unlike DOA3, you can't cause as much chaos as you used to after the kick. This is also the last of the punch mix ups.


-Hato-Geri: PKK/10+26+28/H,H©,H(f)/--/anti-air

Ryu throw's out a punch, then follows it up with two strong kick's. Now thing's are getting interesting. This combo is quite fast, and can be followed up with a Tenrin-Kyaku or a Shoryu-Kyaku. The second kick has the ability to change the opponent's stance, which isn't used that much.... but is incredibly important in DOA3. The last kick send's the opponent into a juggle. Opponent goes a little higher on counter, but that's about it.


-Hatotsu-Rensho: forward+PKK/M,M(f),H(f)/--/can counter anything standing! lol

Ryu thrust's his elbow into his opponent's chest, then introduces him/her to his knee, which is then followed by a kick. This is by far one of Ryu's greatest combo's. It has great priority, good speed, great counter status, and can set the opponent up for a juggle. In counter status, the elbow put's the opponent into a "crying" stun. In counter staus, the 2nd attack act's as a floater, allowing you to add a Kusen-Zangeki, Hagen-Koryu-Kyaku, Tenrin-Kyaku or a Shoryu-Kyaku. In counter status, the last hit also act's as a floater for a Tenrin-Kyaku.


That's it for now. Lol. I'll be back later to add some more ^^


~M_D~ :ph43r: tis good to be back ^^

Dan - January 22, 2005 07:10 PM (GMT)
welcome back

BM2 - January 22, 2005 07:20 PM (GMT)
Good to have you around, Man! :bow:

And thanks for the hints.

Serenity Now - January 22, 2005 07:47 PM (GMT)
Welcome back and thanks for the tips.

Darkfox101 - January 24, 2005 09:25 AM (GMT)
Good to see you back MD.^^

~D_F~ :ph43r: I am cold....

Mysterious Duelist - February 4, 2005 04:37 AM (GMT)
(Edit: it's the second attack of the Hato-Geri that changes the opponents stance, not the last. If the last hit of the Mekki-Tatsumaki is blocked or evaded, your in trouble. lol)


Combos continued:



Kushin-Geki: 4P6P/18+28/M,M(k)/-/

Ryu spin chop’s his opponent, then does his famous palm strike.

Now we are entering the combos where Ryu excels, the poking combos. This is a simple two hit combo that with knock your opponent off his feet. In addition, just like the Kusen-Zangeki, it will knock them into any wall and off of any ledge in any stage. To add to that, it can also end in one of two ways with Either a mid punch or a mid kick, for more mix up. In counter and Hi-counter, it does the same thing the Kusen does, just remember that the opponent still wont go off a ledge in counter status. But hey, you’ll at least be close enough to follow it up with something then, right?


Hayo-Nagi-Geri: 4PK/18+30/M,M©/-/

Ryu spin chop’s his opponent, then kick’s them in the gut.

It’s the Kushin-Geki, just with a different ending. It’s slower, but it’s a great way to mess with your opponent when it comes to the type of hold they have to use. In addition, the kick also causes critical status and does more damage than the Kushin. Though, you do have to be a little closer to a wall if you want to do some real damage. As far as ledge’s go, you have to make sure the first hit connects in order for the kick to knock them off. In counter and Hi-counter, the kick becomes a knockdown that sends the opponent flying and it will knock anyone off a ledge from quite a long distance, unlike the Kushin.


Chisen-Kyaku: hold 1 P,K/18+25/L,L/-/

Ryu does a low spin chop, then does a leg sweep.

Here’s an interesting combo. While it might not look like much, you can do a lot after the first attack. You can either go with it all the way, or go in three other directions.

1)If your opponent is holding low after words, you can swap the low kick for a Shoryu-Kyaku to hit them mid and go into handstand. At which point, you can have your way with them, just like in DOA3. ^^

2)If your opponent is expecting this and they hold mid, simply let go of the D-pad and push kick to send them flyin‘ with an Onibishi. At which point, you can add any type of combo you please.

3)The most useful thing you could probably do is throw them after you see what type of hold they’re doin’. Izuna, anyone? Of course, this does require incredible timing, but it’s worth it.

In counter and Hi-counter, the chop will make the opponent stagger in the direction your chest was facing before you chopped. The leg sweep also turns into a knockdown that will send the opponent in the direction your back is facing. Often, it will cause the opponent to fall of a ledge, but you should really use it more to position the opponent for something worse.


Jaki-Barai: PK/30+13/H,M(k)/-/Counters anything from the air

Ryu kick’s high, then does a swing chop to the opponents chest.

Yet another good two hitter! It start’s off with a critical and end’s with a knockdown that sends the opponent in the direction your back was facing before you attacked. It’s great for wall attack’s and can knock anyone off a ledge. In addition, the last hit can be delayed for quite sometime before deciding what you want to do. It also adds to your mix up game in that it can turn into a Hazumi-Guruma in the last moment and it has good priority. You can also use the same tactic’s you use for the Chisen-Kyaku for this combo. In counter and HI-counter, the first kick turns into a knockdown and will cause a stance change. Aside from that, the chop attack will also send the opponent in the direction their chest is facing, not where your back is facing.


Hazumi-Guruma: KK/30+18/H©,H(k)/-/counter air attacks

Ryu does a high kick, then puts all of his energy into one incredibly powerful spin kick.

This is a GREAT combo for many reasons. It can be mixed up with the Jaki-Barai, it’s a knock back that sends anyone incredibly far, you can control your opponent with it and it can be delayed for a while before executing the last attack, thus giving you time to choose what you want to do. Nice. Though the main reason you’ll want to use this is for it’s knock back qualities and it’s control. All you have to do is have a ledge in the background, or behind your opponent, and make sure your back is facing the direction of the ledge, and you’re set. In counter and Hi-counter, the first kick does the same thing the Jaki-Barai does, and the second kick will still send them flaying in the direction your back was facing. However, you will have to do the last kick immediately after the first, due to the fact that the opponent will start to fall from the stun of the first kick.


Hagen-Koryu-Kyaku: 8KK/26+15/H(f),M(k)/-/counter air attacks

Ryu jump’s in the air with a fast high kick, then knocks his opponent down as it return’s.

Another good combo. It’s fast, has priority and is a floater/knockdown. One of the cool thing’s about this combo is it’s speed and it usefulness. You can use it on a wall, a ledge, a floor, against air attacks and pressure. It can even be used as part of your wake up game! Lol. But sadly, the first attack grant’s no follow up’s. In counter and Hi-counter, the first hit sends the opponent far into the air, allowing you to add whatever your little heart desires. The last hit, however, has nothing else to give.... except more damage.


Ura-Chiso-Kyaku: 23K2K/22+24/M©,L/-/

Ryu let’s out a middle kick, then does a leg sweep.

Another interesting move for mix up. The first kick has good priority and is a critical. The last hit, however, is quite slow. But, with some practice, you can make this combo work a lot of the time. Think of it as the Chiso-Kyaku when it comes to the tactic’s that should be used. If they hold the last hit, throw them! If they know this trick already, try using a different attack after words, like the Hagen or the Shoryu. The last kick also seems to have some priority over low attacks. In counter and Hi-counter, the first kick causes a sit down stun that sends them back a few feet and gives you a moment to follow it up, but the kick alone will never send them off a ledge. The last hit turn’s into a knockdown and sends the opponent in the direction your back was facing. This combo is also good when you and your opponent are on a ledge together.


Haja-Rensho: 6KK/25+12 /M(f),H(k)/-/can counter most situations

Ryu thrusts his knee into the air, then finishes with a quick high kick.

If your opponent has become accustomed to your Hotatsu-Rensho, this is a nice alternative. Instead of “giving away” your strategy every time by elbowing, you can mix it up with this. It’s the same thing, it’s just short one move. Aside from mix up, it’s a good move. It’s a mid kick, float’s quite well on counter, and it has some priority. In addition, it’s another combo that can be used to knock your opponent off a ledge or into a wall. On it’s own though, you can’t follow it up with anything and it’s start up time is a little slow. In counter and Hi-counter, you can add pretty much any combo you want.


~M_D~ :ph43r: *takes his sig back* lol

Mysterious Duelist - February 11, 2005 06:52 AM (GMT)
Jinpu-Geki: 1K, hold 2 K/24+25/L,L(c/h)/-/Can counter low attacks and high attacks and some mids

Ryu starts off with a sweep kick, then thrusts his legs into his opponents legs.

This combo isn’t so bad. As long as you can connect the first hit, you should be okay. But, of course, that’s the problem. Lol. The fact that the first hit is so slow is what makes this combo so risky. Against someone who knows what they’re doing and has fast reflexes, this combo becomes more of a gamble than anything else. But enough of that, lol.

Once the first hit connects, you can do a number of thing’s from here. Again, just like the Chisen-Kyaku, you can wait quite a bit before deciding what it is you’re going to do, due to the terrific delay time. But the main reason you’re going to be using this move is cause of the handstand bonus, after the second attack connects. Once it connects, you can wait again to see what your opponent is going to do from the critical status. Another problem though is that, after the second attack, the opponent is out of your attack/throw range. This pretty much means that you’ll be using this combo near walls/ledges, since you’ll be ALOT closer to your opponent after the second hit. Also remember that the second attack causes your opponent to stagger in the direction their chest is facing. In counter and Hi-counter, the first hit turns into a knockdown that sends the opponent in the direction your back is facing, and will also send them off a ledge. The second attack, however, remains the same.


Jinpu-Ren-Geki: 1K,1K hold 2 K/24+24+25/L,L,L(c/h)/-/Same as the above

Ryu uses his sweep kick twice, then thrusts his legs into his opponents legs.... again. lol

This is the same as the above combo, but with an extra sweep. Nothing new here.....


Rekku-Rakushin-Ga: 3P+K,K/20+14/M(f),M(k)/-/counters high attacks and some mids

Ryu quickly swings his arm towards his opponents jaw, then finishes them off with a powerful heel smash.


That’s a little better! LOL! Here is a very good two hitter, though you’ll probably only use it for it’s first floater move. The cool thing about this combo is that it can go under a lot, and it can send the opponent quite high in both normal and counter status. In addition, both parts of the combo will knock your opponent off a ledge or into a wall. On it’s own, you’d be better to add a combo instead of the kick. In counter and Hi-counter, the first hit will send the opponent VERY high. From there, you can add pretty much anything you want. The second hit has no extra bonuses.


Kikoku-Shintei-Kyaku: F+K,KK/20+7+15/H(k),H(k),H(k)/-/counters air attacks

Ryu attacks his opponent with three powerful air kicks.


Here’s another good one. This combo is good for just about anything, and every kick is a knockdown. In addition to that, its also very fast, so there should be no problem catching the opponent off guard with this one. Every kick can knock the opponent off a ledge, but only the last kick can knock them into walls. However, should you fail in hitting your opponent with any one kick, you’re pretty much screwed. Lol. However, you can block/hold an attack if the third kick is blocked, but a throw is always guaranteed. In counter and Hi-counter, it gives nothing more but a few more point’s of damage....



end of combos.... Attacks are next....


~M_D~ :ph43r: For Adun!

Mysterious Duelist - February 21, 2005 09:33 AM (GMT)
-Raishin-Geki: 66P/28/M(k)/-/

Ryu skillfully thrusts his palm into his opponents gut.


Here’s a good one. It's fast, hit’s anything, it’s a knockdown, has good wall pressure, and it’s also good at interrupting other moves and combos. Nice. So, if you want the palm strike from the Kusen-Zangeki, but don’t want to wait, this is the answer. you’ll probably be using this move more than the combo. In addition to all that, it’s also a great way to smash the opponent into a wall or off a ledge, since it’s speed and range are pretty good. In counter an Hi-counter, it has the same qualities as the last hit in the Kusen-Zangeki.


-Amatsuki: 8P/18/H©/-/counters air attacks and standing attacks

Ryu thrusts his palm skyward, hitting his opponents jaw.


Yet another good move. It’s a little slow, but it has alot going for it. It’s one of Ryu’s safe moves, can interrupt moves and combos quite well, causes a long dizzy stun in normal status, it floats in counter status, and it has good priority. The main reason you’ll be using this is to start other combos/throws from a critical status. In counter and Hi-counter status, it turns into a nice little floater that allows you to add a kusen-Zangeki after words. It will also knock anyone off a ledge as well.


-Garyo-Sen: QCF,P/28/M(k)/-/counters most standing attacks

Ryu suddenly spin’s toward his opponent, then let’s loose a strong palm strike to his opponents jaw.


Another good move you say? Yes, lol. This move is very interesting for many reasons. First, it evades ALOT of attack’s on the ground, while still being able to dish out the pain. Second, it has good counter status effects. Third, it launches the opponent quite high on counter, allowing you to add pretty much anything. And finally, it can knock the enemy off a ledge, but won’t knock them into a wall, which is a good thing, since you’ll be able to start a wall combo with this move without fear of it ending prematurely. In addition to all that, it also sends the opponent in the direction your back was facing before you attacked. In counter and Hi-counter, it sends the opponent high into the air. At which point, you can have your way with them. ~_^


-Nichirin-Kyaku: 9K/35/M(k)/-/Counters Low attacks

Ryu flips toward his opponent, knocking them in the face with his heel.


I give you one of your first wake up game attacks. While it might not look like much, this move has alot to offer when it comes to countering. Just use it on any low attack and watch the fun start. The only problem you’ll have with this move is that it takes a second to connect, and if it’s blocked, you’re in trouble. If timed properly, it can go through alot of standing attacks. The main reason you’re going to be using this move is for the counter status it offers and the knockdown qualities. It can knock them off a ledge or into a wall instantly, and from there, you can do some wall pressure. In counter and Hi-counter, it offers a great juggle, which starts off with the Shoryu-Kyaku, then followed up with either a Senjin-Kyaku or a Tenho-Kyaku. Remember, if you’re near a wall, use the Tenho-Kyaku. If you’re in the open, use the Senjin-Kyaku to push them in the direction your back was facing, and hopefully off a ledge. Sadly, this type of juggle doesn’t work on heavy/middle weights at all.


-Tenrin-Kyaku: 7K/40/M(k)/-/can counter most attacks

Ryu spins his entire body upward, hitting his opponent with his leg in the process.


Another good, fast, damaging, high priority move. It can knock the opponent off a ledge, and can send them right into a wall as well. Aside from that, it’s good at interrupting other moves and combos. The fact that it’s also a mid helps too. In counter and Hi-counter, you get nothing more. Lol.


-Onibishi: (while rising) K/29/H(f)/-/counters high attacks

While he is rising, Ryu lets out a fast, powerful kick.


This is one of my favorite moves in Ryu‘s move list! Seriously. It’s fast, it juggles in normal status, can counter alot of moves, Gets past high attacks, and it’s great for walls and ledges. The thing you’ll probably like most about this move is the fact that it can come out of nowhere. All you have to do is tap 2+F really fast, then hit K for an almost immediate Onibishi. If you train yourself, you can counter pretty much anything the moment it comes out. Aside from it’s speed, it’s also one of the best floaters Ryu has. In counter and Hi-counter, it sends the opponent high into the air, allowing you to add a whole lotta points to your damage total. ^^


-Jisuberi: 66K/28/L(k)/-/counters most standing attacks

Ryu jumps toward his opponent, then knock’s them down with a powerful kick to the shin.


Another one of those moves where you scratch your head and go “Huh?”, lol. This move would actually be great, if it weren’t so slow. Aside from some speed issues, it is a good attack. It has great priority, goes under both high and mid attacks, goes over low attacks, and it’s a knockdown that can also send the opponent off a ledge. you just have to know when to use it. Lol! In order for this move to work the way it should, you have to use it very, very carefully.

1) You can use it up close as a surprise attack. Since it looks alot like the Zanma-Geri (3, K+F), they will most likely try to hold mid.

2) If you and/or your opponent are charging one another, this move is great. Not just for the above reason , but also cause it can dodge most of whatever is coming at you. Just beware of anti-low attacks.

3) You may also want to try using this as part of your wake up game. If activated before the opponent gets up, it will dodge and hit any mid recovery kick. When it comes to countering low recovery kicks, you must activate it right after they get up, weird. However, if you are hit while doing this, you don’t have much to worry about, since they can’t juggle you after words. I have also found that this little trick works quite well online.


The other way you can use it is as a knockdown for a combo on a ledge. Get the opponent dizzy, throw out some shots, then trip ‘em. Aside from all that, there really isn’t any reason to use this attack that often, especially since a throw/attack is guaranteed on block. In counter and Hi-counter, it just does more damage.


-Riei-Shusen-Kyaku: 64K/17/L/-/can counter high attacks

Ryu quickly turns around and hits his opponent with his heel.


An odd move, to say the least. The only real reason you’ll be using this move is for interrupts, and for its range. Think of it more as a low kick with a little more power and range. It can also get under high attack’s as well, and has good priority. In counter and Hi-counter, it turns into a knockdown that will also send your opponent off a ledge.


~M_D~ :ph43r: Sorry for the delay ^^

wirbelwind - February 23, 2005 07:44 PM (GMT)
I'm not much of a Ryu user myself, gave up cuz his counter-hold Izuna thingy was just too complex for me. Still, I like to use him from time to time cuz he is pretty fun. I have the feeling he can be really good, in the hands of someone who can use him, but his learning curve is rather steep. As for me, I'll stick to my Leifang.

Mysterious Duelist, your awesome movelist summarizes Ryu far better than I ever could.

Personally I found these moves VERY USEFUL for hayabusa:


1) Elbow (6P) - elbow is awesome. High priority and come out fast. Use alone as a counter, or follow with pretty much anything.

2) flip kicks (7K or 9K) - comes out fast and decent stand-alone damage. usually, you won't combo it, but use it more as a defensive move.

3) floaters (236+P, or 236+K) - will both float high after a stun. Follow up with the PPKKK combo

4) PPKKK - where would Ryu's damage be without this? Follow up with this whenever you float, it's 5 hits and often lasts long enough to "push" the opponent into a wall or off an edge.

:)

Wirbelwind

Serenity Now - February 23, 2005 07:49 PM (GMT)
Thanks for the wonderful info Mysterious Duelist!

Dark Rabbit 87 - February 25, 2005 04:13 AM (GMT)
Any tips on how to master his almighty tornado attack? The attack where he throws the person up, jumps up, grabs them, and then spins down like a drill? Forgot what the attack was called

janejana - February 25, 2005 04:35 AM (GMT)
Izuna Otoshi? :p

most people recommend to just start making circles on the D-Pad and mash the throw/counter button after the first part connects. it's also a lot easier to do if you are using an arcade stick.

i just practiced the motion until it became uh...not that hard. :p

and near WALLS, especially on a reversal (not the throw), it's sometimes better to go for a juggle than to get the entire counter.

and thanks for all the info, MD! :D (are you going to go into stuff like handstand and/or non-damaging moves like 9P anytime soon? just wondering ^^ )

messy - February 27, 2005 07:17 PM (GMT)
QUOTE (Dark Rabbit 87 @ Feb 24 2005, 08:13 PM)
Any tips on how to master his almighty tornado attack? The attack where he throws the person up, jumps up, grabs them, and then spins down like a drill? Forgot what the attack was called

Just 1 word: practice.
Practice makes everything possible

Mysterious Duelist - March 1, 2005 10:15 PM (GMT)
(Edit: Nichirin-Kyaku is a hold resistant attack. So too is the last hit of the Kikoku-Shintei-Kyaku.)

Thank you all for your support! ^^

wirbelwind - You're right on the money! Those are some of his best move's. Especially his 6+P.

JaneJana - That's pretty much how I do it, but I'll go into more detail later. Though it is usually better to go with a juggle afterward, EXCEPT Hi-counter. ^^

messy - So true.....


As for everything else, I will be covering EVERYTHING that is Ryu, so don't worry. I myself am a BIG fan of the handstand ^^

I think I shall try it bold! lol

-----------------------------------------------

-Korin-Kyaku: 4K/33/H(k/h/r)/-/counters most attacks

Ryu quickly flips toward his opponent, knocking them to the ground with his foot.


Here’s yet another fast, damaging, high priority move. The cool thing about this attack is that it can come almost out of nowhere and can counter pretty much anything. What’s even better is that you also get the handstand bonus afterwards! So, if the attack connects, you can still mess around with your opponent on wake up with the handstand attacks and evasions. Sweet. In addition, it’s also a hold resistant attack, meaning that if the opponent holds the attack, all they’ll get is a position change. However, if this attack is blocked, the opponent gets a free hit or throw... so be careful. In counter and Hi-counter, it just does more damage.



-Mai-Kiri: QCF, K/34 /M(f)/-/counters high punches

Ryu advances toward his opponent, then lets out a powerful mid kick.


Want a move that looks like the Garyo-Sen, but isn’t? Here yah go! Lol. This is another good move, especially if you’re fond of the Garyo-Sen. It has range, it’s a floater and it has good pressure. The main thing to remember here is that this move isn’t as tricky as it’s brother, and by that I mean it can’t go around or under any attack, except high punches. One of the main reasons you‘ll be using this if for mix up, going back and forth between the Sen and the Kiri. Since it looks alot like the Garyo-Sen, people will often hold mid punch too early, thus resulting in their demise. It will also knock anyone off a ledge or into a wall. In counter and Hi-counter, you get a nice big float. ^^



-Shoryu-Kyaku: (While rising) 4, K/26/M(h/r)/-/counters anything! LOL!

Ryu suddenly curls up, then thrusts his feet into the air, hitting his opponents chest.

The Onibishi is one of my favorite moves, but this move is my all time fav! It’s freakin’ fast, has incredible priority, great in counter status, and it goes into handstand automatically! Nice. This is probably one of Ryu’s best moves. Of course, one must always know how to use an attack before executing it, and this move has ALOT to think about! On hit and guard, this move leaves you quite vulnerable to attacks and throws. But, that’s not necessarily the way to use it. The main reason this move is so good is cause it has great shock value. By that I mean it’s great for countering and messing up the opponent afterwards. The best way to use it is when the opponent is attacking you, but it actually does better when the opponent is crouching. If hit while crouching, the opponent goes into a long stagger that allows you to fool around with their mind (and body) afterwards. Of course, this wont happen that often, but you can make it happen more often by playing with your opponents mind, and Ryu does that quite well. In addition, this move is also hold resistant. In counter and Hi-counter, this move will send the opponent quite high, thus allowing you to add either a Senjin-Kyaku ( for control) or a Tenho-Kyaku (for wall damage).



-Soku-Zanto: P+K/25/H©/-/?

Ryu leans toward his opponent, then does a quick chop to his opponents face.


Here’s an interesting move. While it might not look like much, this move is actually pretty good. It has speed, decent priority, causes a critical stagger in both normal and counter, and most of all... it’s one of his best set up moves. While the Amatsuki has a great stun in normal, which allows you to add combos and whatnot afterward, it’s very hard to actually hit the opponent without getting the counter bonus and making them float. That’s where this move comes in. This move has a great little stagger, regardless of the status your opponent is in at the time. Of course, this is not a good thing in the middle of a combo, but that’s not why you’re using it, lol. After this move hit’s, you’re pretty much guaranteed a command throw of your choice, including Izuna. Why? Cause by the time the enemy has recovered from the attack, your command throw is about three frames (guessing, lol) short of landing on them. Which means that they would have to either crouch or attack to avoid it. Nice. In addition to all this, this move can also knock anyone into a wall, regardless of any condition the enemy might be in. But it will never knock them off a ledge on it‘s own. It’s also a great add on to your wall pressure game.



-Gao-Sho: 4P+K/42/M(k)/-/counters anything! LOL!

Ryu quickly takes a step back, then unleashes a powerful, double hand strike.


Yet another one of my fav’s. This move is great for many reasons. It evades everything, has incredible priority, great damage, it sends the enemy all the way across the screen, sends them into walls and off of ledges with ease, can be used during combos, and it can be used during wake up!!! Of course, all good thing’s must come to an end, and this move has one flaw. If blocked, you’re a$$ belongs to throws! Lol! But then again, that’s not the way you’ll be using this. This move has COUNTER written all over it and it does a heck of a good job at it too. Just when your opponent thinks he has you on his next attack.... BOOM! Terrific! To be honest, there really isn’t anything else I can add on to this. It’s that good. In counter and Hi-counter, you just get more damage.... if you got anything else, it would be a crime against nature!!! Lol.



-Rekku-Rakushin: 3P+K/20/M(f)/-/counters high and mid attacks

Ryu quickly swings his arm toward his opponents jaw, launching them into the air afterwards.


This is the same as the Rekku-Rakkushin-Ga, just one move short. This move is pretty good all on it’s own. It has speed, decent priority, huge evasive priority, floating qualities, can knock anyone into a wall or off a ledge, and it gives you the chance to use your “back towards opponent” attacks, which I’ll go into later. One of the other things that makes this move so interesting is that it can become anything afterwards. You can go through with it all the way, mix it up with your other back attacks, throw them, or go into a whole new combo. of course, that’s not the real reason you’ll be using this, lol. The real power of this move is in it’s evasive priority. It’s not uncommon to see this attack go through both highs AND mids while still getting the counter bonus, which leads to it’s incredible counter status. And THAT, boys and girls, is what you’re really looking for! From there, the enemy is yours, plain and simple. In counter and Hi-counter, it launches the opponent incredibly high, allowing you to add whatever you want. Enjoy one of Ryu’s best launchers. ^^



-Chisho-Kyaku: 4K+F/32/H(k/r/h)/-/counters high attacks

Ryu suddenly curls up, then let’s out a fast handstand spin kick.


I give you the 4th offensive handstand attack! While it might not look like much, this move is actually more important than one might think. It has decent speed, decent priority, some evasive priority, it’s hold resistant, it’s a knock back, has great control, and it ends with the wonderful handstand position, regardless of whether you hit the opponent or not. Nice. The only real problem with this attack is that it has a long execution time, which pretty much means you’ll be using this in mid range most of the time. Now, while this move might be good, there is indeed a bit of learning to be done on your part.

1) Defensive handstand: Go into handstand while protecting yourself. This can also be a form of mix up. If you mix this up with 2P+K, you’ll most likely trick the opponent into attacking it. be careful, of course, lol.

2) Offensive handstand: If you’re like me, you probably use the Shoryu-Kyaku after 9K or 1K. Of course, such repetition is deadly. This on the other hand, is an interesting way for you to have your cake and eat it too. Since they’ll probably hold mid afterward, you can once again mix it up with a high handstand attack. However, the reason you’ll be doing this is for control, not necessarily for damage.

One important thing to remember is that this attack has great control over the opponent. If the attack connects, the opponent will go flying in the direction your back was facing before you attacked, thus resulting in them flying off a ledge or into a wall. Which is why you want #2 to work, lol. In counter and Hi-counter, it just does more damage. And of course, like always, if the attack is blocked, you’re screwed. Lol.



-Jinpu-Kyaku: 2K+F/25/L©/-/counters high attacks

Ryu places his hands on the ground, then slides his legs across the floor, hitting his opponent in the shin.


Yet another great move!! LOL!! This move is good for the following reasons: It evades high attacks the moment it is activated, it has good priority, adds pressure near walls or ledges, it’s fast, goes into handstand after it connects, and it goes through some advancing attacks, such as the Dragon Kick. The thing you’ll like most of course is the fact that it’s a great way to set the opponent up for one of your mid combos. Use this a few time‘s, then mix it up with a Kusen-Zangeki or a Ren-Geki-Dan. Often, folks will get really close to you before the match starts in order to throw out a high or a mid juggler...or they‘ll just stand there, lol. This, however, is a great way to get around that. Of course, the Rekku is ALOT better for such situations, but this still gives you yet another option, especially if there is a wall nearby. In addition, it also makes the opponent stagger in the direction their chest is facing. However, if your opponent blocks it... you’re dead, lol. In counter and Hi-counter, it just does more damage.



-Zanma-Geri: 3K+F/40/M(k)/-/counters low attacks

Ryu jumps toward his opponent, putting all his strength into one powerful kick.


Aaahhh, the Zanma-Geri. So strong, yet so limited, lol. While this move might not be the best, it’s certainly not the worst. It has good priority, it’s a knockdown, it goes over low attacks and it has incredible range. The only time you’ll be using it is when the opponent does a low attack or if you have ‘em on a ledge or near a wall. Probably one of the coolest thing’s about this move is that it can be used during an opponents combo string to knock ‘em out, so long as you activate it on a low attack, just like the Nichirin-Kyaku. Aside from that, it also makes a good advancing move, since it can hit pretty much anything and it has good priority. In counter and Hi-counter, it just does more damage.


Basic attacks are next....


~M_D~ :bow: I added you to my Xbox friends list, Jane. Hope you don't mind ^^

janejana - March 2, 2005 12:36 AM (GMT)
no problem.

i'm only on during school breaks, though. :x

Mysterious Duelist - March 4, 2005 12:03 PM (GMT)
Basic moves:


Punches:



-Punch: P/10/H/-/can counter alot of attacks

Ryu’s quickly punches the enemy........ that’s it, lol!!


Do I really have to go into detail here? Lol. It’s a simple standing punch, with good speed and Hi-counter status. In counter, it causes a small stun that allows you to throw in a....quick standard throw. Not guaranteed, of course. In Hi-counter, it causes a long, stagger stun that makes the opponent take a few steps back. This move will never push the opponent off a ledge or into a wall, regardless of the status.





-Hatotsa: 6P/18/M/-/counters anything! LOL

Ryu suddenly thrusts his elbow into his opponents chest.


I give you one of Ryu’s best attacks! It has speed, great priority, hits anything, has great counter qualities, it has great pressure and it can be turned into a combo for mix up! Wow. Aside from all that, there really isn’t anything I can say about this move. Except that you’ll probably be using this more than the actual combo itself. Another cool thing to take note of is that if you make use of this or the combo version, you’re setting your opponent up for something nice. If you use the combo more, you’re setting them up for a throw, since they’ll hold mid to stop the knee. If you only use this move, you’re setting them up for the combo. See? Fun, lol. Due make sure to go back and forth between the two, of course. In counter and Hi-counter, it causes a “crying stun” that lasts for quite a bit. This move will never knock the opponent into a wall or off ledge on it’s own, regardless of the status.





-Alternate mid punch: 3P/20/M/-/counters high attacks

Ryu leans toward his opponent, then hits them with an upward chop.


This move is great. Seriously! It has evasive priority over high attacks, has enough power priority over other moves, has great counter status, has good damage and it can be used as part of your “after wake up” game. One of the main reasons you’ll be using this move is for it’s evasion. Pretty much any high attack will fail once this move is executed, much like the Rekku-Rakushin. Of course, the Rekku is better, but it floats the moment it connects, regardless of the condition the opponent is in. This move, however, keeps the opponent on the ground, even in Hi-counter status! So it’s really up to you when it comes to countering high attacks. Ryu has so many ways to counter, it’s actually sickening. Lol. Another good thing about this move is that, much like the Rekku, Rei, Tenrin, Jinpu and his rising attacks, it’s a wonderful way to start the match. This move will never knock the opponent into a wall or off a ledge on it’s own or, regardless of the status.





-Kushin: 4P/18/M/-/“can” counter most attacks

Ryu does a quick spin chop.


You probably wont be using this move that often. It has some priority, it’s kinda fast, can turn into a combo for mix up, it has decent wall pressure and it has a nice little stun in counter status. not much to say here, though. All I can say is that it has a sort of anti-crouch thing going on and it can be used to set the opponent up for the same reasons as the hatotsa. It can also do a good job as a pressure move near a wall. In counter and Hi-counter, it causes a nice little stagger which makes the opponent stagger in the direction your chest was facing.. Once again, this move will never knock ‘em off a ledge or into a wall on it’s own, regardless of the status.





-Mizore-Uchi: 44P/24/M©/-/counter most attacks

Ryu sends a strong, downward chop to his opponents chest.


Here is an interesting move. It has good priority, good range, good damage and nice counter status. You’ll mainly be using this move for it’s counter status, not it’s damage. On it’s own, it has a critical status that is the same as the low punches counter status. While that might not be much, it can still be useful if you have the opponent near a wall. At that range, you can easily add a throw or a quick attack to mess them up. In counter and Hi-counter, you get a nice, long, bent over stagger. This move will never knock the opponent into a wall or off a ledge on it’s own, regardless of the status.





-Low punch: 2P/5/L/-/counters high attacks

Ryu crouches, then unleashes an unstoppable low punch........yeah right! LOL!


It’s a low punch, nothing more. The only real good thing about this move is it evasion and it’s counter qualities. Just like the Rekku and the others, this move dodges high attacks. Sadly, it does lack priority over pretty much anything not high, lol. In counter and Hi- counter, it causes a bent over stagger that makes the opponent take a few steps back. Which is much like the standing punch, except the opponent recovers much faster. If you get a counter with this move, add on a Shoryu-Kyaku or a Rekku-Rakushin as fast as you can. This move will never knock the opponent into a wall or off a ledge on it’s own, regardless of the status.





-Chisen-To: 1P/18/L/-/Counters high attacks

Ryu suddenly spins to the ground and chops his opponents shin.


This move is actually pretty good. It’s like the Kushin, but better, lol. It has decent priority, evades high attacks, has good counter status, some control, is fast, has good pressure, and it can turn into a combo for mix up. Not too bad, if I do say so myself...and I do, lol. Probably more than anything, you’ll be using this move for it’s mix up, not its combos. Though, the combos are part of the mix up. After you hit the opponent, you can do alot! You can turn it into a combo, or add a rising attack, a throw, withdraw with the fumon, or simply attack. Nice. In addition, this move also has some control over the enemy in counter status. If you do get counter status, it’s sometimes better to complete the combo instead, so that you can send the enemy into the background or foreground. Of course, that depends on how often you’ve used it. Aside from all that, it’s also a good starting move, since it’s fast and has evasive priority over high attacks. In counter and Hi-counter, it well make the opponent stagger in the direction your chest was facing. This move will never knock the opponent into a wall or off a ledge on it’s own, regardless of the status.





-Jumping punch: (while jumping) P/15/M©/-/counters low attacks

Ryu jumps in the air, hitting his opponent with a quick, palm strike to the face.


Believe it or not, jumping attacks ARE good. You just have to know how to use them. Once you do, you really will start to see their usefulness in battle. This attack has good priority, decent speed, can be mixed up with landing attacks, evades low attacks, can be used during wake up and it has a great critical stagger in both normal and counter status! it can even be used as a form of pressure! See what I mean? Lol! What I like about this move is it’s versatility. You can use it for mix up, counter low attacks, and you can use it for wake up and pressure. And Once it hit’s, you can do a nice big combo from there. I love it. In counter and Hi-counter, it has the same stagger the high punch has. This move will never knock the opponent into a wall or off a ledge on it’s own, regardless of the status.





-Landing punch: (While landing) P/25/M(k)/-/counters most attacks

Ryu lands from a jump, then attacks with a strong, palm strike.


It’s the Raishin-Geki. Everything except the damage is here. It’s pretty much used for mix up. Nothing new here. At least not to my knowledge. LOL!!


Kicks are next........


~M_D~ :dancebaby: I'm full of energy!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! lol

Mysterious Duelist - March 10, 2005 10:56 PM (GMT)
Kicks:

-High Kick: K/30/H©/-/counters most attacks

Ryu kicks his opponent in the face with a strong high kick.


Not much to say here, it’s his standard high kick. Of course, this move does have some good things going for it, like all of his moves. Lol. It has good priority, decent speed, critical stagger in normal, can become one of two combos for mix up and it changes the opponents stance on counter. Not too bad. Another cool thing about this move is that it can even be used as a standard throw set up, since the opponent recovers a little faster than usual from the stun. If you take a look, it’s actually a smaller version of the Soku-Zanto stun, lol. Of course, you don’t have to throw. You can always turn this move into either the Hazumi-Guruma or the Jaki-Barai for more fun. Heck, it’s a stun! Be creative! Lol. In counter and Hi-counter, it turns into a knockdown stun that also changes the opponents stance, which is somewhat useful. In addition, it will also knock the opponent into any nearby wall, but it will never knock them off a ledge on its own....for some reason.



-Mid kick: 3K/22/M©/-/counters most attacks

Ryu kicks his opponent in the gut with a strong mid kick.....lol


Much like the high kick, this move is also rather interesting. It has good priority, critical stagger in normal, Can turn into a combo for mix up and it has a great stagger in counter status. The main reason you’ll be using this for its mix up ability. If you make your opponent familiar to your Ura-Chiso-Kyaku, he/she will usually hold low after this kick, thus leaving the door open for a quick Raishin-Geki, Tenrin-Kyaku, Shoryu-Kyaku or a low throw. Nice. Aside from that, the thing you’ll like most about this move is it’s counter status, which leaves the opponent wide open for a good combo. In counter and Hi-counter, it does the exact same thing the first hit of the Ura-Chiso-Kyaku does.



-Low kick: 2K/10/L/-/counters high attacks

Ryu quickly crouches, then kick’s his opponent in the shin........the ######, lol.


here is your standard anti-high attack. While it might not look like much, this move is actually kinda interesting. It goes under high attacks the moment it is activated, has a great counter stagger and it has decent speed. Hmmm, lol. Mostly, you’ll be using this as your main anti-high attack, since it has such a good counter stun. Aside from that, you’ll be using it to counter such annoyances like the Dragon Gunner, Leon’s catch throw, etc, etc. In counter and Hi-counter, it causes a sit down stun that lasts long enough for you to add either a Shoryu-Kyaku, Hatatsu-Rensho or a haja-Rensho. Also remember that it will never knock the opponent into the wall or off a ledge on its own.


-Sweep Kick: 1K/24/L/-/counters high and mid attacks

Ryu suddenly crouches, then sweeps his legs across the floor.


This is another one of those moves where, if you’re not careful, could easily be overlooked. This move actually has alot going for it in it’s single from. It has great priority, great evasive priority, good counter status effects and it can become a combo for mix up. Not too bad, neh? That’s how a friend of mine would say it, lol. Mostly, you’ll be using this for it’s mix up’s, but you’ll always want the counter status of this move if you’re near a ledge. Why? Control, my friend! It’s also funny how almost everybody and their grandmother knows how this move can end. Of course, that’s the reason you’re using it. After you hit them, they will almost always hold low afterward. At which point, the best thing to add on is the Shoryu-Kyaku, since they’ll be crouching. But do remember to go back and forth between the combo and the mix up. You know what you’re doin’. in counter and Hi-counter, it turns into a knockdown that will send the opponent in the direction your back was facing. So, if you and your opponent are on the ledge together, you use this to knock ‘em off. Simple, no? ^^



-Jumping Kick: (while jumping) K/30/M(k/r)/-/counters low attacks

Ryu jumps toward his opponent, then kicks them in the face.


Well, here you go. I give you your jumping kick, lol. But as simple as this move is, it does have a few things that are very important. It has great priority, it’s a knock back in normal status, it has evasive priority, can be used as a form of wall pressure, it can turn into a mix-up, can be used for wake-up and it is a hold resistant attack against most characters. Not too bad, neh? Lol. Aside from all that, this is also a good way to start a match. You’ll be evading low attacks while still being able to dish out the pain. And, since it has such good priority, it can go through most of whatever your opponent throws at you from the start. In addition, it can also knock your opponent into a wall or off a ledge. In counter and Hi-counter, it causes a bent over stun that sends the opponent back a few steps. To the best of my knowledge there is nothing else you can follow it up with. It will always knock them into the wall in any status. But, it will never send them off a ledge in any counter status on it’s own.



-Landing Leg Sweep: (while landing) K/24/L(k)/-/counters high and mid attacks

Ryu lands from a jump, then sweeps his legs across the floor.


It’s the standard leg sweep, but with a bonus. Instead of having to counter the opponent in order to get the counter effect of the leg sweep, this move has it built in! It is the same move, point for point, but it’s good to use when your opponent is expecting a jumping punch or a kick. And since it has the control part built in, it’s perfect for the ledge.


Reverse stance attacks are next..........



~M_D~ :rofl: maybe this info will help Jane! LOL

Mysterious Duelist - March 10, 2005 11:00 PM (GMT)
Reverse Stance Attacks:



-Chop: P/11/H/-/??

Ryu quickly spins around and chops his opponent face.

Not much to say here. It’s a fast little chop. In counter and hi-counter, it has the same stagger/stun of the standing punch.




-Mid Chop: 2P/14/M/-/??

Ryu quickly spins around and chops his opponents gut.


This move is much better, lol. It has good priority, it’s fast, has great counter status and it’s one of Ryu’s save moves. Which is a blessing no matter how you look at it. Lol. In counter and Hi-counter, it has the same stun as the hatotsa.




-Low Chop: Hold2, P/13/L/-/counters High attacks

Ryu Quickly crouches while spinning, then chops his opponents shin.


Another good move. It has good priority, evades high attacks and it causes a good stagger in counter/Hi-counter status. In counter and Hi-counter, it has the same stagger the Chisen-To has, but a little longer. Follow it up with an Onibishi right after it hits for a nice juggle. Also remember that the opponent will always stagger in the direction your chest was facing.




-Rakushin-Ga: 8K/28/M(k)/-/Counters most attacks

Ryu lifts his leg high over his head, then knocks his opponent to the floor with his heel.


Another good move. It has great priority and it’s a knockdown. It will always knock the opponent into a wall or off a ledge. I can’t really say much about this attack, lol.




-High Kick: K/30/H(k)/-/counters most standing attacks

Ryu turns his head to get a good look at his opponent, then sends them far with a nice kick to the face.


This is yet another good move! It has incredible priority, it’s a knock back and it has some control. The cool thing about this move is that it will always send the opponent in the direction your chest was facing at the time you executed it. Quite far, I might add, lol.In addition, it will always send the opponent into a wall or off a ledge. In counter and hi-counter, it does nothing more.




-Mid Kick: 2K/26/M©/-/counters most attacks

Ryu leans forward and lets out a powerful kick to his opponents gut.


I know, I know. It’s another good move. Lol. it has great priority and great counter status. It will never knock them into a wall or off a ledge on it’s own. In counter and Hi-counter, it will knock the opponent into the wall, but it will never knock them off a ledge on its own.




-Low Sweep: Hold2, K/25/L©/-/-

Ryu crouches very low, then trips his opponent with a sweep kick.


Yet another good move! LOL! It has great priority, great evasive priority, long critical stagger in normal, turns into a knockdown in counter status and it has good control. Sweet. Lol. One of the main reasons you’ll be using this move is for it’s evasive priority over high and mid attacks. Aside from that, it’s also a nice little set-up move for either a Shoryu-Kyaku or a throw. In counter and Hi-counter, it turns into a knockdown that always sends the opponent in the direction your chest was facing, it will also send the opponent off a ledge as well.



Throws are next........


~M_D~ :dancebaby: I be on a roll!!! lol

Mysterious Duelist - March 10, 2005 11:09 PM (GMT)
Throws:


Standing throws:



-Juji-Garami: F+P/40/-/-/-

Ryu quickly grabs his opponent by the arms and forces them into a toss.


This is actually an interesting throw. Though it might seem like a simple throw, it’s actually doing three things at once. First, it’s causing a position change. Second, it’s changing the opponents stance to match yours. And third, it’s also knocking the opponent to the floor, which is great for DOAtec Germany. As for the position change, it’s important to know that it always tosses the opponent behind you. It’s not a full 180, but it’s dang close. In addition, it can also send the opponent off a ledge, providing that the ledge is directly behind Ryu. Also remember that, though this is Ryu’s fastest standing throw (5 frames), it can also be escaped.

Normal: 40
Counter: 50
Hi-counter: 60




-Kubikiri-Nage: 6F+P/45/-/-/-

Ryu flips over his opponent and grabs them by the neck, throwing them over his back afterward.


Now here is a good throw. While it’s damage might be a little low, it makes up for it with its incredible distance. With just one throw, your opponent will be about 4 character spaces in front of you. Not bad, neh? Of course, you’re not using this for the distance it puts between you and your opponent. You’re using this for its positioning and for its use of the ledge. You don’t even have to be that close to the ledge to make use of it! Nice. Aside from that, it also changes Ryu’s stance to be opposite of his opponent.

Normal: 45
Counter: 56
Hi-counter: 67




-Shiho-Nage: 3F+P/48/-/-/-

Ryu grabs his opponents arm and then tosses them over his knee.


This is yet another position changer, but in a different way. While the Juji-Garam tosses the opponent behind you, this throw tosses the opponent more in the direction your back is facing. In addition, it also changes the opponents stance to match yours. However, if you do not have the same stance as your opponent, this throw will toss the opponent more toward the direction your chest is facing. For some reason or another, this throw will never toss them off a ledge. Weird.

Normal: 48
Counter: 60
Hi-counter: 72




-Yama-Arashi: 4F+P/56/-/-/-

Ryu grabs his opponents arm and neck and forces them into a barrel roll.


Well...not much to say here. Lol. It’s pretty simple. I has good damage, is easy to do and it has great damage in counter and Hi-counter. It will also change Ryu’s stance to be opposite of the opponents. Aside from all that, Ryu will always recover in the direction the opponents chest was facing.

Normal: 56
Counter: 70
Hi-counter: 84




-hayabusa-Geri: 66F+P/50/-/-/-

Ryu thrusts himself over his opponents shoulders, kicking them in the back afterward.

Here is one of my favorite throws! It has good damage, sends the opponent quite far, causes a position change, changes the opponents stance to match yours and it is GREAT for ledges! Wonderful! Lol Aside from all that.....well.....there really isn’t anything else to say.

Normal: 50
Counter: 62
Hi-Counter: 75




-Gen-Ei: 46F+F/-/-/adv/-

Ryu does a brief handstand on his opponents shoulders, then falls behind them.


Here is an interesting move. While it might not do any damage, it does have something that is a blessing in more ways than one. Frame advantage! Yes, folks. Ryu actually has some frame advantage! Lol. Aside from that, this throw also offers a quick position change as well. But back to the main reason you’ll be using this! Lol. On normal, it offers a 6 frame advantage. On counter/Hi-counter, it offers a 17 frame advantage! In it’s normal status, you won’t be able to do that much. I have found that anything that takes about 15 frames or less is okay-ish, but it’s still cutting it close. Even the Hatotsa can’t cause a back stun after the throw! Lol. In reality, the 6 frame advantage only gives you the ability to mix it up.

Now, if you get counter or Hi-counter status, that’s a totally different story! Lol. In either status, pretty much anything that takes 25 frames or less will hit. Much better! The bad thing though is that this move is not like its DOA3 version. So you actually end up a few steps behind your opponent, instead of right behind them. However, you can get the same effect by using this when your opponents beck is to the wall.

Normal: 0, -6 frames
Counter: 0, -17 frames
Hi-counter: 0, -17 frames




-Rakurai-Sho: 214F+P/60/-/-/-

Ryu swings around his opponents neck and uses the momentum to slam them to the ground.


I give you Ryu’s most damaging 6 frame throw. Unfortunately, there isn’t much to say here. Except that it has great damage in counter/Hi-counter and it has some interesting control. When I say control I mean that this throw will always send the opponent in the direction his/her chest is facing. Think of it this way, if your opponents chest is facing the background/foreground, he/she will go into it after the throw is executed. This also means that if you’re close enough to a ledge, and they’re chest is facing in the same direction, they will go right off. Fun, neh? ^^

Normal: 60
Counter: 75
Hi-counter: 90




-Izuna-Otoshi: 41236F+P, 23698F+P, full circle F+P/80/-/-/-

Ryu pulls his opponent by the hair, then with all his strength, he thrust his arm into their gut, sending them high into the air.


YAYYYYY!!!! My most favorite throw of all! Ha ha! Lol! There isn’t really much I can say here. This throw is good all by its little self. So what more could I add? Well.... This throw is by far one of the most damaging in the game. It makes use of ledges and ceilings in a way that no other throw can. It can be used as a launcher for a juggle, though you won’t be doing that too often. Least of all, it changes your stance to be opposite of your opponents. This is also his slowest throw (7 frames). That’s about it. Be creative with this throw. Lol.

Normal: 80*
Counter: 99*
Hi-counter: 120!!!*

*damage is increased depending on the type of ledge that is being used.

I have also heard online that this throw is the hardest throw of all. While I might agree with that a little, it isn’t that hard of a throw to master. In fact, it’s just like riding a bike, once you find a way to make it work for you....you never forget it. I personally have mastered this throw. I have also found that this throw is alot easier once you create a rule for it. As funny as it might sound, doing a full circle a couple of times on the D-pad won’t help most the time. This is where the rule comes in. With practice, you will learn that all this throw needs is just a simple 412369874 to finish it if you‘re on the left. If you’re on the right, do 632147896. Always try to go in the direction Ryu is standing, it’s much easier that way. While online, however, it usually requires you to start from 4/6 and end on 4/6. Don’t know why. If you can’t do the above command it means you need practice....plain and simple. Lol.

As for combos...it’s pretty much up to you. The best one I have found has one Garyo-Sen, one Amatsuki and ends with a Mekki-Tatsumaki on a wall. However, this only applies to the normal and counter status Izuna. In Hi-counter, it is usually better to just go all the way with it. Especially if you’re on a ledge!




-Ura-Nage: (while behind opponent) F+P/53/-/-/-

Ryu grabs his opponent from behind, then throws them to the ground.

Not much to say here. Just a standard throw.....

Normal: 52
Counter: 65
Hi-counter: 78




-Kandachi-Otoshi: (while behind opponent) 4F+P/55/-/-/-

Ryu jumps on top of his opponent and grabs their head with his feet, then throws them to the ground.


This is a good throw for a couple of reasons. It has good damage, it’s a position changer and it works with ceilings. And that, of course, is the main reason you’ll be using this. Once the opponent hits the ceiling, you can immediately follow it up with a Rekku-Rakushin juggle for an incredible amount of damage. Fun, no?

Normal: 55
Counter: 68
Hi-counter: 82




-Rakuryu-sho: (while behind opponent) 66F+P/58/-/-/-

Ryu grabs his opponents neck from behind, then slams them to the round.


This is the most damaging of Ryu’s back throws. But aside from that, all it really offers is a position change. Also remember that it will always make the opponent recover in either the background or the foreground, depending on where their back was facing.

Normal: 58
Counter: 72
Hi-counter: 87




-Zanshu-Sen: (while behind crouching opponent) 2F+P/55/-/-/-

Ryu grabs his opponents neck, flips over them, then slams their head on the ground.


This throw is good. It has incredible execution time (3 frames), is a position changer, changes both you and your opponents stance to be opposite of each other and it can send them off a ledge if used correctly. Not too bad. The only reason you’ll be using this is for it’s position change effect. If you’re near a wall and you just blocked an opponents crouching attack, use this to instantly turn it around. If you and your opponent are on the ledge, this will sometimes send them off it. But, they have to be directly on the ledge in order for it to do so.

Normal: 55
Counter: 68
Hi-counter: 82




-Hane-Karakuri: (while behind crouching opponent) 1F+P/62/-/-/-

Ryu steps on his opponents shoulder, jumps in the air, flips, and hits his opponents head with his knee.


This throw is pretty simple. It just does more damage than the Zanshu-Sen. If you see the chance for Hi-counter or anything, use this throw. Simple, lol.

Normal: 62
Counter: 77
Hi-counter: 93!!!




-Takitsubo-Watari: (while behind crouching opponent) 2F+P/57/-/-/-

Ryu grabs his opponent by the head and swings them over his shoulder.


An interesting throw. It’s a position changer, has control and it has good damage. Probably the main reason you’ll be using this is for its control. When executed, it will send the opponent behind you, but you will recover in the opposite direction their chest was facing. This means that if their back was facing a wall in the background, you will recover in front of them while they will have the wall behind them. Nice, neh? Lol.

Normal: 57
Counter: 71
Hi-counter: 85


Holds are next........


~M_D~ :bow: Thats it for now ^^

janejana - March 11, 2005 09:52 AM (GMT)
QUOTE (Mysterious Duelist @ Mar 10 2005, 02:56 PM)
~M_D~ :rofl: maybe this info will help Jane! LOL

i already know quite a bit of this. :p

however, i can effectively use approximately none of it. :D

<----is still working on blocking and free-cancelling and buffering! T____T

Mysterious Duelist - March 12, 2005 03:53 PM (GMT)
LOL!!!! I know, I know. I'm just messin' with yah ~_^

(EDIT: The Zanshu-Sen and Hane-Karakuri are throws from the front, not the back. LOL.

Also forgot to add this ^^

Jumping Throw: (while landing) F+P/60/-/-/-

Ryu jumps toward his opponent, then throws them as he lands.


It’s the Rakurai-Sho, every bit of it. But, it gives you something that’s quite nice. Mix-up. If you’re already using jumping attacks on your opponent, this is a VERY good way to mess them up. Since they will most likely hold what they think is an attack, it is perfect to use every now and then.....just to mess with their mind a little bit more.

Normal: 60
Counter: 75
Hi-counter: 90

Sorry about all that. I was writing this whole thing at like 4 in the morn, lol.


~M_D~ :pinch: Holds should be next lol!

Mysterious Duelist - March 12, 2005 07:29 PM (GMT)
Holds:


Punch Holds:




-Senko-Izuna: 7+F, 21478+F, 412369874+F/80/H/-/counters high punches....duh! Lol

Ryu grabs his opponents arm, pulls them over his back, then shoots them into the air with his leg. Then, with great speed and precision, he grabs them in the air and spins them toward the ground.


Izuna, anyone? Lol. It’s the Izuna-Otoshi, in counter form. It does everything the Izuna-Otoshi does. However, unlike the Izuna-Otoshi, this hold does a position change. But, just like the Izuna-Otoshi, it also goes off ledges! As for combos, it’s usually better to go with two Amatsuki’s followed by a Mekki-Tatsumaki, provided you have a wall to smash them into. of course, this only applies to the normal and counter status Senko-Izuna. I would also like to point out that this is the hardest Izuna counter to perform, due to the small “input window” of each combo hold. To make this and any Izuna throw easy, simply input the commands a second or two before the combo notice appears, but make sure that you end the command right when the combo notice appears. Otherwise you might end up doing it too fast, as funny as that sounds. If you do it right, it will look like one big throw with a little flash of green popping up every now and then. Lol!

Normal: 80*
Counter: 99*
Hi-counter: 120!!*




-Rekko-Izuna: 4+F, 21478+F, 412369874+F/80/M/-/counters mid punches

Ryu grabs his opponents arm, pulls them over his shoulder and thrusts them into the air with his arm. After that, he grabs them in the air and spins them to the ground.


You want more Izuna? You got it! This is the exact same hold as before, only this one is a little easier and gives you more combo options. With this one, you can use a Garyo-Sen to start the juggle, then add on an Amatsuki followed by a Mekki-Tatsumaki. However, this combo only adds about 2 - 3 more points of damage than the Amatsuki juggle. So you’ll probably be better off using the Amatsuki juggle instead. This hold is also one of the easier ones to pull off, due to the increased time in each “input window”.

Normal: 80*
Counter: 99*
Hi-counter: 120*




-Yoko-Izuna: 1+F, 21478+F, 412369874+F/80/L/-/counters low punches.

After grabbing his opponents low punch, Ryu jumps over his opponents back and grabs their torso. And with all his strength, he uses both his legs to shoot the opponent incredibly high into the air. At which point, he grabs them in the air and spins them to the ground.


You want to see just how high Ryu can throw someone? Here you go. Once again, this hold is exactly the same as the other two. Only real difference here is that this hold sends the opponent incredibly high into the air. I mean, wow! Lol. Aside from that, this hold also gives you more combo options than the other two and it’s also the easiest of all the punch holds, due to the wonderful amount of time they give you for each combo notice.

Normal: 80*
Counter: 99*
Hi-counter: 120*


Another thing to remember is that you will always do more damage with the Izuna throw/hold if you’re on a ramp. I use two Amatsuki’s followed by 75% of a Kusen-Zangeki which is then followed up with a Shoryu-Kyaku and ends with either a Senjin-Kyaku or a Tenrin-Kyaku. Does over 100 points, easy. And that’s without the wall!! Lol.




-Gasai: 4+F/60/M/-/counters Jumping Punches

Ryu grabs his opponents arm, turns around and slams them to the ground with his heel.


It’s your standard jumping punch hold. Not much to say here, except for the fact that it will always send the opponent in the direction their chest was facing. So if you use this, and your opponents chest is facing a wall, they will recover with the wall behind them. Aside from that, it also does a stance change on both of you.

Normal: 60
Counter: 75
Hi-counter: 90




Kick Holds:




-Kage-Toro: 7+F/60/H/-/counters high kicks

Ryu grabs his opponents leg and trips them, then spins them around twice and slams them to the ground with his heel.


A nice little high kick counter hold. All It really does though is change both your stances. That’s it. Lol.

Normal: 60
Counter: 74
Hi-counter: 90




-Shugeki-Kakuto: 6+F/60/M/-/counters mid kicks

Ryu grabs his opponent by the leg and pulls them close to his body, then jumps back and body slams them.


This hold a little more going for it. It’s a position changer. So if you have your back to the wall and your opponent throws out a mid kick, this is a wonderful way to defensively get out of it. Of course, that doesn’t happen that often! Lol

Normal: 60
Counter: 75
Hi-counter: 90




-Koken-Giri: 1+F/60/L/-/counters low kicks

Ryu grabs his opponents foot and pushes it in the opposite direction, causing them to turn around. At which point, he spins straight up into the air and sends a hard chop to his opponents back as he falls.


This hold has pretty much nothing going for it. But, if the opponent has a ledge behind them, this hold becomes rather interesting. If you catch the opponent with the ledge behind them, they will fall right off it. Not too bad, neh? Lol

Normal: 60*
Counter: 75*
Hi-counter: 90*




-Jumping Kick Hold: 6+F/-/M/-/counters jumping kicks

Ryu quickly dodges his opponents jumping kick in order to attack them from behind.


This is your basic Jumping kick hold. The reason you’re behind your opponent is cause all Jumping kicks are hold resistant. And since Ryu doesn’t have a special hold for this, he goes right behind the opponent by default. This is good because the opponent usually cannot recover fast enough to dodge most of whatever you throw at them, even a throw. Lol.




Down Attacks:




-Naraku-Zuki: 8+P+K/18/-/-/-

Ryu jumps into the air and punches his opponent in the gut as he lands on them.


This is your standard down attack, nothing special here. However, it is important that you know when to use this type of down attack. The best time to use it is when you have slammed your opponent down to the ground with an attack that...well....slams them to the ground. Or, when you use an attack that sends them into the air a little but cannot be followed up with any combo, like the Tenrin-Kyaku, for example. Another good thing about this attack is that is beats out recovery kicks. So if your opponent likes using recovery kicks alot, use this on ‘em! You also should not use this on an opponent who doesn’t use recovery kicks, cause then you’ll be in trouble. Lol!




-Toraga-Sodan: 2+P/10/-/-/-

After his opponent has fallen, Ryu gets close to them and punches them with both his fists.


Again, nothing special here. You’ll be using this more than the Naraku-Zuki, though. Due to its safety. Lol.



Special move are next.......


~M_D~ :bow: I must make fun of Jane....forever! lol

Serenity Now - March 12, 2005 08:17 PM (GMT)
Wow... :shocked:. You're really hardcore Mysterious Duelist. Thanks for the info! :).

Mysterious Duelist - March 19, 2005 06:46 AM (GMT)
Special Moves:



-Tenchi-Gaeshi: 2P+K/-/-/-/-

Ryu suddenly decides to stand on his hands....I wonder what he’s up to...


YES! We are finally here! The wonderful handstand stance! Now, while this might look like a suicide move, this move is actually one of the most important move in his movelist. Why? Well, lets take it apart. First, when you go into handstand, you are effectively changing your strategy and messing with your opponent. From here, you can send out an incredibly quick Senjin-Kyaku, a high priority Tenho-Kyaku, a strange yet useful Muso-Gari, three types of evasive maneuvers, an attack that gives you a frame advantage, a tricky mid kick and your choice of two different throws! WOW! Lol. And the best part? You have alot of ways to get into this stance.

But what CAN the Tenchi do on its own? Well...pretty much nothing. The only thing this move can do is evade high attacks once it’s activated. However, the timing must be perfect. Aside from that, it can also fool your opponent into doing something they don’t have to. In this way, you should think of it more as a bluff. After a move like the Amatsuki connects, use this to make them hold, then grab ‘em. Other than that, there isn’t much to say here.




Handstand Moves:




-Koten-Seiken-Zuki: (during handstand) P/10/H/adv/counters high and mid attacks

Ryu suddenly rolls out of the handstand and punches his opponent in the face.


I give you Ryu’s one and only frame advantage attack. Lol! It’s fast, evades high and mid attacks, can be used for wake-up, turns the first two attacks of the Hato-Geri into a 2 in 1, has good speed priority and above all else...it gives you a frame advantage. YAY! Now, while the move itself may look retarded, it actually plays a big part in your handstand mix-ups. Why? Well, after you roll out of the handstand ANYTHING could come out of it. So, if you’ve been doing a good job of mixing it up, this move will hit most of the time, thus giving you the frame advantage you need to cause more chaos.

How much of a frame advantage does it give? On a hit, it gives +2. On guard, it gives +1, lol. While that might not seem like much, it does make a huge difference for your fast attacks and your throws. As for wake-up games, this move only works on mid recovery kicks. Also, it is very important to know that this move can turn into any one of the punch combos Ryu has. What’s also very interesting is that it turns the first two attacks of the Hato-Geri into a 2 in 1. Meaning that the opponent cannot hold the second attack in the combo string once the first one hits. Nice thing to remember, neh?




-Koten-Sokuto-Geri: (during handstand) 2K/25/M/-/counters most attacks

Ryu rolls out of the handstand and kicks his opponent in the gut.


Well, here is the mix-up part! Lol. This attack has good priority, good evasion and has a good counter status. This move is designed to be used with the above move for mix-up purposes. If the opponent thinks you’re hitting high they may hold incorrectly. Or, even better, they may duck it! In which case, you can get a nice little juggle after it connects. When it comes to evasion, this move has the same evasive properties the above move has. But aside from that, this move doesn’t offer anything else. In counter and Hi-counter, this move turns into a mini floater. Usually, the best thing to throw out after it connects is a quick Tenrin-Kyaku. However, on lighter opponents you can add a Kusen-Zangeki, Hatatsu-Rensho, Hagen-Koryu-Kyaku or a Shoryu-Kyaku. In addition, this move will also knock the opponent off the ledge, but it will never knock them into the wall.

Another thing to remember is that both of these moves can be done during the Koten, they don’t have to be done during the handstand. Remember that! Lol!




-Senjin-kyaku: (during Handstand) KK/20+12/H(k/r),M(k/r)/-/counters most attacks

While standing on his hands, Ryu suddenly begins to spin his legs around and knocks his opponent in the face.


This is one of his best handstand moves. It has great priority, great speed, it’s hold resistant, it’s a knock back and it has great control. Sweet, neh? One of the main reasons you’ll be using this is for mix-up. Going back and forth between the Tenho-Kyaku and the Senjin-Kyaku is an incredible strategy that almost always works, especially near ledges and wall’s. Probably the coolest thing about this move is its control. It doesn’t matter which attack hits, they both have control in some way. The first attack has nearly the same control the Chisho-Kyaku has. The second attack, however, has incredible control over the opponent. How much control? It’ll send the opponent about 90 degrees into the background or foreground. That’s a hell of alot! In addition, this move is also great for ledges and wall pressure, after either a Jinpu-Geki, Jinpu-Kyaku, or even a Korin-Kyaku after it connects. Why? Cause when you’re opponent is near a wall and they’re in some form of critical status, they have to make a guess as to what you’re going to do next, since you are much closer than usual. In this situation, fast knockdown/knock back moves are always good, and this move is just that. In addition, both attacks will knock the opponent off the ledge or into the wall, regardless of the condition your opponent may be in at the time. Also remember that the first attack changes both your stances while the second attack only changes yours. However, if both attacks connect, both your stances will be changed. But, most importantly, remember that either one of these attacks, or the whole combo itself, will always send the opponent in the direction your back was facing before you entered the handstand. Oy! Lol.




-Tenho-Kyaku: (during handstand) P+K/35/M(k/r)/-/counters high and mid attacks

While standing on his hands, Ryu pulls his legs toward his chest, then releases a powerful, double leg strike to his opponents face.


Think that just cause you’re in the handstand it means you can’t fight back? Wrong! This is one of his most valuable handstand moves. It has priority over EVERYTHING, it has incredible evasive priority, good counter status, it’s a knock back, can be used for wake-up and it’s hold resistant! Nice. Of course, the main reason you’re using this move is to evade whatever your opponent throws at you and for mix-up. It evades high attacks with ease and it evades low attacks quite well. It also has good wall/ ledge pressure, since the opponent may duck instead of hold, and it will evade most of their attempts to counter you in return. Also, this move will always knock the opponent off the ledge or into the wall, regardless of the condition the opponent may be in at the time. In counter and Hi-counter, it turns into a mini floater that is best followed up with a Tenrin-Kyaku. Of course, weight classes always affect floating moves, so I will go into much more detail later on, but you can pull off a Kusen-Zangeki or a Shoryu-Kyaku on a light weight with ease. This move is also very good against mid recovery kicks. Another thing to remember that is also very important, don’t use this attack near the ledge that often. As funny as it sounds, if they hold the attack, you will go right through them and fall off the ledge, provided you’re close enough. LOL!




-Muso-Gari: (during handstand) K+F/25/L©/-/counters high and mid attacks

While standing on his hands, Ryu suddenly spins down to the ground, then trips his opponent with a powerful double leg sweep.


I give you the handstand set-up attack. It has great priority, great evasive priority, causes a critical stagger in normal status, can be used for wake-up and it has good counter status. Not too bad. You probably won’t be using this attack that often, but it’s nice to have. On its own, it causes a critical sit down stun that gives you the chance to follow it up with a command throw. Of course, such things are never guaranteed, but it‘s pretty dang close! In this way, it kinda puts your opponent into the whole guessing game thing again. But not nearly as good. Will you throw or not? That’s pretty much how this stun works. But you can still trick them with an attack, of course. In addition, this move is also good against mid recovery kicks. In counter and Hi-counter, it turns into a knockdown that sends the opponent in the direction your back was facing before you entered the handstand. In addition, it will also send the opponent off the ledge.




Handstand Evasive Moves:




-Koten: (during handstand) 2/-/-/-/evades high and mid attacks

While standing on his hands, Ryu suddenly rolls out of the handstand.


This is your basic handstand evasion. It evades high and mid attacks with ease and can be used for mix-up, since pretty much anything can come out of it. It can also evade mid recovery kicks. Not much to say here.




-Ko-Ten: (during handstand) 44/-/-/-/evades advancing attacks

While standing on his hands, Ryu suddenly pushes himself far away from his opponent, landing on his feet afterward.

This is your second evasive move. This time, you’re withdrawing rather than evading. It’s also pretty quick too and it will always change your stance. Also, just like the Koten, pretty much anything can come out of this move the moment your feet hit the ground.




-Handstand Hop: (during handstand) 8/-/-/-/evades low attacks

While standing on his hands, Ryu uses his arms to push himself into the air.


This is your third evasive move. This one, however, is a little more specific when it comes to the type of attack you can evade with it. This move can only evade low attacks. While that might not sound like much, it is actually pretty cool. Once you evade a low attack, the opponent should be quite vulnerable to a handstand throw or a Senjin-Kyaku. In addition, this move can evade low recovery kicks. It’s also important to remember that you don’t have to push only 8, you can push 7+8 or 9+8 to move back or forward while hopping. It’s actually quite funny to look at. Lol.



Evasive/ Advancing moves:




-Urakaze: 9+P/-/-/-/evades low, high and mid attacks.

Ryu flips toward his opponent.


This is actually a pretty good move. It’s fast, has great mix-up potential and it evades alot. What does it evade? Well, it “can” evade most low attacks, but it usually only evades the lowest of low kicks. So it’s good for low recovery kicks, but it‘s also good for mid recovery kicks too. If timed right, this move will put you right behind your opponent after they do a recovery kick. But you must be close to them in order for this to work. If done right, you should be able to pull off a back combo on your opponent with not too many problems. Usually a good 2+P followed by a Ren-Geki-Dan is the best thing to use. At which point, they’re all yours. But aside from that, this move is also good for advancing. In fact, this move is even better than your standard forward dash, since it covers more ground and it evades. Once you land, you will be totally safe from any high or mid attack the opponent tries to throw at you. Which is a perfect time to hit them with either a rising attack or....anything. Lol. in addition, this move is great when used with the Nichirin-Kyaku! Since they both look so alike, the opponent will usually try to either hold it, or block. At which point, you can throw them or do whatever you want. Be creative ^^.




-Fumon: 7+P/-/-/-/evades advancing attacks and low attacks

Ryu suddenly withdraws with a nice back flip.


Yet another good evasive move! It’s fast, evades low’s, evades advancing attacks and it can turn into one of two different wall moves. Nice. Of course, it’s not all it’s cracked up to be. Not all low attacks can be evaded and almost no low attack can be evaded if you’re blocking a combo. But of course, you’re not using this completely for it’s low evasion. You’re using it for it’s withdraw ability. If your opponent is fond of using advancing attacks, this move is great. But more importantly, it gives you alot of options when you’re near a wall.




-Asuka-Gaeshi: (while near a wall) 7+P,P/-/-/-/evades low, mid and high attacks

During the Fumon, Ryu places his feet on a nearby wall and pushes himself off of it, landing quite far from it afterward.


Ryu is full of anti-wall moves and this is one of the best. It’s fast and it evades almost everything. Usually, this move will put you right behind your opponent, provided your opponent is right in front of you. As for evasion, once your feet are actually on the wall, you can evade pretty much anything. Only the highest of high attack’s will hit you then. However, do be incredibly careful when using this move, since it takes a second to actually perform the move, and while that is happening, you are incredible vulnerable to mid and high attacks. But, since this move is so fast, that will hardly ever happen. Only the computer has THAT kind of timing. Lol!




-Furetsu: (while near a wall) 7+P,K/38/M(k/r)/-/counters anything!! Lol.

During the Fumon, Ryu places his feet on a nearby wall, and with all his strength, pushes himself toward his opponent, hitting them in the gut with his entire body.


I give you one of Ryu most powerful attacks, seriously! This attack will go through anything! Even recovery kick’s!! And it’s hold resistant! Even if the opponent blocks, you can still defend yourself against attacks with an attack or a hold. In addition, this attack has about the same knock back qualities as the Gao-Sho....if not more. It’s great for countering recovery kick’s too. When it comes to mid recovery kick’s, this attack will match the kick, point for point. When it comes to low recovery kick’s, this attack goes right through ‘em. It’s great! Aside from all that, this attack will obviously knock the opponent into the wall or off the ledge, regardless of the condition the they may be in at the time. Sweeeeeeet ^^.




Special Throws:




-Shoro-Uchi: (while near a wall) 6P+F/55/-/-/-

Ryu flips over his opponent and grabs them by the torso, then pulls them over his back and slams them into the wall.


This is a great, high damaging throw. But like all wall throws, this throw does more or less damage depending what kind of wall you’re using. Usually, you’re better off not using this in a stage with normal wall’s. However, if you’re in a stage like the Dangerzone, this throw becomes deadly.

Normal: 55*
Counter: 68*
Hi-counter: 82*




-Yagura-Kuzushi: (while opponent has back toward slope) P+F/??/-/-/-

Ryu does a quick uppercut to his opponents face, then sends them off the ledge with a quick kick to the gut.


Not much to say here. This is your standard slope throw. Of course, this isn’t as effective as the others, it does do more damage than the Juji-Garami and it can’t be escaped. And like all slope throws, the damage is dependent on the size of the slope being used.

Normal: ???
Counter: ???
Hi-counter: ???




-Koryu-Otoshi: (while you have your back toward the slope) P+F/??/-/-/-

With the slope only inches behind him, Ryu decides to go on the offensive. He grabs one of his opponents arms and strikes them in the face with his heel, then uses his leg to throw them over his back.


This is your defensive slope throw. Just like the last one, the damage for this throw is dependent on the size of the slope you are using. Aside from that, this slope throw does more than the above slope throw and it cannot be escaped.

Normal: ???*
Counter: ???*
Hi-counter: ???*

*Damage is dependent on the type of wall/ slope being used.


And there you have it!!! Every move in the movlist described for all of you to enjoy and use. I can assure you that no stone was left unturned in my quest for the truth. After all, I have been using these strats for years. I'll also be going into more detail for weight classes and how they affect floating moves. Environmental effects on attacks, and best damage for certain stages.

~M_D~ :bow: Hope this has helped in some way ^^

Mysterious Duelist - March 19, 2005 08:20 PM (GMT)
Can you believe I forgot these two!!!?? Where the heck is my head these days, heh? .....don't answer that! Lol!


Handstand Throws:


-Kirimomi-Nage: (during handstand) P+F/48/-/-/-

While standing on his hands, Ryu grabs his opponents head with his legs and throws them to the side.

On of my most favorite throws! Why? Control. Like no other throw in his movelist, this throw has incredible control over the opponent! Here’s how it works. Make sure the opponents back is facing the direction you want them to go....then throw them! Lol! It’s that simple, and that powerful. This throw was practically designed for ledges and slopes! It’s too cool. Aside from that, this throw will always make both you and your opponents stance the same.

Normal: 48
Counter: 60
Hi-counter: 72



-Kabuto-Gari: (during handstand) 4P+F/50/-/-/-

While standing on his hands, Ryu grabs his opponents neck with his legs, then twists their neck with a nice hard spin afterwards.


This is also a good throw, but you’ll mostly be using it near ledges/slopes/walls. Use it near ledges/ slopes to send them off the edge. use it near walls to keep the opponent cornered. Simple, neh? Lol. Also remember that this throw always changes your stance to be opposite of your opponents.

Normal: 50
Counter: 62
Hi-counter: 75



Taunts:



-Nin!: 646F+P+K/-/-/-/-

Ryu taunts his opponent in a way that only a ninja could


It's a taunt. Plain and simple.




-Rin!: 464F+P+K/-/-/-/-

Ryu taunt his opponent the exact same way, he just says something diffrent this time around. Lol.

Do I really have to go into detail here? Lol.




-Rei: 22F+P+K/-/-/-/-

Since his opponent doesn't stand a chance, Ryu desides to bid farewell to them with an honorable bow.


Yes...it's another taunt. But this one is actually useful! Just like how Tina has a damage taunt, Ryu has an evasive taunt. This taunt will totally evade any mid or high attack that is thrown at him while he is bowing. Do this just before a combo and you'll see all those attacks just fly over his head. ^^



There we go. I don't really know how I missed two of my most favorite throws, but I did. I wasn't gonna add the taunts cause I didn't feel like they meant anything. But then I thought about the Rei and I figured...what the heck! Lol.

~M_D~ :pinch: Once again, sorry about the goof up. ^^

~Silver Phoenix~ - March 22, 2005 12:28 AM (GMT)
Okay...that was very detailed. Good thing I like details. lol But, hmm...interesting. Now I really want Live... Just need a credit card...but I can't seem to find one. lol

Serenity Now - March 22, 2005 12:49 AM (GMT)
QUOTE (~Silver Phoenix~ @ Mar 21 2005, 08:28 PM)
Okay...that was very detailed. Good thing I like details. lol But, hmm...interesting. Now I really want Live... Just need a credit card...but I can't seem to find one. lol

A debit card will also work, or, if you have PayPal, you can get a PayPal debit card; although that kind of defeats the purpose because you have to have a bank account to have PayPal, well actually you don't, but if you don't the only way to get money in your PP account is for someone to transfer if from theirs to yours, and the only way to use your PP account is with the PP debit card.

Mysterious Duelist - March 23, 2005 03:37 AM (GMT)
Water/ slippery surfaces:

As you may have already noticed, certain attacks gain special status while fighting in a wet environment. An attack that might not have any critical status at all may become one in a wet environment. While an attack that already has a critical status will usually become even more powerful. Ryu has a good amount of these, so you should do just fine ^^.


-Amatsuki: 8P/18/H©/-/counters high attacks

Causes a long dizzy/ sit down stun




-Soku-Zento: P+K/25/H©/-/???

Causes a sit down stun.




-High Kick: K/30/H©/-/counters most standing attacks

Turns into a knockdown that changes the opponents stance.




-Raishin-Geki: 66P/28/M©/-/counters most standing attacks

Causes a special trip stun.



-Kushin: 4P/18/M©/-/counters most standing attacks

Causes a sit down stun.



-Mizore-Uchi: 44P/24/M©/-/-

Causes a special trip stun.



-Hatotsa: 6P/18/M©/-/counters almost everything lol

Causes a special mini trip stun.



-Mid Kick: 3K/22/M©/-/counters most attacks

Causes a long knock back stun.




-Chisen-To: 1P/18/L©/-/counters high attacks

Causes a stagger.



-Low Kick: 2K/10/L©/-/counters high attacks

Causes a special sit down stun.



-Muso-Gari: (during Handstand) K+F/25/L©/-/counters high and mid attacks

Causes a special sit down stun.




Crouching:

An opponent who is crouching can avoid high attacks and throws. However, this leaves them open for a beating. Just like with water, crouching has an effect on some attacks. But unlike water, crouching affects all attacks by giving them the counter bonus. This also means that attacks that float high in counter status will also work here as well.



-Kushin: 4P/22/M©/-/counters most crouching attacks

Causes a crouching step back stun. Best if turned into a Hayo-Nagi-Geri.



-Mizore-Uchi: 44P/30/M©/-/counters most crouching attacks

Causes a crouching step back stun. best if followed up with an Alternate Mid Punch.



-Hatotsa: 6P/22/M©/-/counters most crouching attacks

Causes a crouching step back stun. Best it followed up with an Alternate Mid Ounch.




-Alternate Mid Punch: 3P/25/M©/-/counters some crouching attacks

Causes a standing dizzy stun. Be creative here ~_^.




-Mid Kick: 3K/27/M©/-/counters most crouching attacks

Causes a standing step back stun. Best if followed up with a Hatotsa.




-Koten-Sokuto-Geri: (during handstand) 2K/31/M©/-/counters most crouching attacks

Causes a standing step back stun. Best if followed up with a Hatotsa.




-Shoryu-Kyaku: (while rising) 1K/32/M(c/r)/-/counters anything! Lol.

Causes a standing step back stun. Best if followed up with a handstand throw or a Senjin-Kyaku.




-Rekku-Rakushin: 3P+K/25/M(f)/-/counters some low attacks

Causes a high floater.




-Mei-Kiri: 236K/42/M(f)/-/counters some low attacks

Causes a high floater.




-Garyo-Sen: 236P/35/M(f)/-/counters some low attacks

Causes a high floater.




-Nichirin-Kyaku: 9K/43/M(f)/-/counters low attacks

Causes a mini floater.




-Tenho-Kyaku: (during handstand) P+K/43/M(k/f/r)/-/counters most low attacks

Causes a high floater.




Weight classes:

Weight affects anything that juggles/ floats. The heavier you are, the harder it will be for your opponent to juggle you. The lighter you are, the easier it will be for your opponent to juggle you. Simple.



-Lightweight:

Kasumi
Ayane
Tina
Hitomi
Lei-Fang
Gen-Fu
Tina
Zack??


-Middleweight:

Ein??
Jan-Lee
Hayabusa


-Heavyweight:

Bass
Leon
Baymon


-Heaviest:

Tengu....duh! ^^


~M_D~ ;) Special conditions is next.....

Serenity Now - March 23, 2005 03:39 AM (GMT)
QUOTE (Mysterious Duelist @ Mar 22 2005, 11:37 PM)
~M_D~ :wub: Perhaps Kasumi should be next? :wub:

Can you do this with Hitomi?

Mysterious Duelist - March 23, 2005 03:49 AM (GMT)
I can do this with any character ^^

However, puting something like this together takes a HECK of a long time. And that's with someone I know! Lol! But, I will do my best to make something like this for every character in the game ~_^


Of course, I think Kasumi is gonna be my next target lol


~M_D~ :kasumi: :wub:

~Silver Phoenix~ - March 23, 2005 10:54 PM (GMT)
QUOTE (Xbox/1 @ Mar 21 2005, 02:49 PM)
QUOTE (~Silver Phoenix~ @ Mar 21 2005, 08:28 PM)
Okay...that was very detailed. Good thing I like details. lol But, hmm...interesting. Now I really want Live... Just need a credit card...but I can't seem to find one. lol

A debit card will also work, or, if you have PayPal, you can get a PayPal debit card; although that kind of defeats the purpose because you have to have a bank account to have PayPal, well actually you don't, but if you don't the only way to get money in your PP account is for someone to transfer if from theirs to yours, and the only way to use your PP account is with the PP debit card.

I've got a debit card. But, my Dad doesn't want me to use it. -_- So...I'm hunting for a credit card....

Mysterious Duelist - March 24, 2005 12:37 AM (GMT)
Special Conditions:

A special condition is a special ability you gain after an attack has hit the opponent. It could be an automatic handstand or a certain type of evasion. This depends on the character, of course. Here’s a list of Ryu’s special conditions.



Auto Handstand:


-Jinpu-Kyaku: 2K+F

Handstand after hit connects.



-Korin-Kyaku: 4K

Handstand after hit connects.



-Chisho-Kyaku: 4K+F

Handstand after executing the attack.



-Shoryu-Kyaku: (during handstand) 4K

Handstand after executing the attack.




Evasion:


-Kikoku-Shintei-Kyaku: K+F,KK

No hit: First two hits evade high and mid attacks, after landing.

On guard: First two hits evade high and mid attacks, after landing.




-Nichirin-Kyaku: 9K


No hit: Evades high and mid attacks.

On guard: Evades high attacks.



-Rakushin-Ga: (with back towards opponent) 8K

No hit: Evades high and mid attacks.

On guard: Evades high attacks.




-Jinpu-Kyaku: 2K+F

No hit: Evades high and mid attacks.

On guard: Evades high attacks.



-Leg Sweep: 1K

No hit: Evades high and mid attacks

On guard: Evades high attacks.




-Muso-Geri: (during handstand) K+F

No hit: Evades high and mid attacks.

On guard: Evades high attacks.



-Shoryu-Kyaku: (during handstand) 4K

No hit: Evades low attacks

On guard: X




Priority Moves:

priority is actually quite simple. Each character has a move or set of moves that have more power than others. In this way, a move will “go through” another move and usually cause a counter.

There are three types of Priority:



Power Priority:

Power priority is simple. My move has more power than yours, so my attack wins. Of course, not all moves are like this and that’s why it’s important to find this out. There are moves that have HIGH priority. Here’s a list of Ryu’s HIGH priority attacks.


-Tenrin-Kyaku: 7K

-Gao-Sho: 4P+K

-Hagen-Koryu-Kyaku: 8KK

-Furetsu: (near wall) 7P,K

-Shoryu-Kyaku: (while rising) 4K

-Jusuberi: 66K

-Zanma-Geri: 3K+F

-Korin-Kyaku: 4K

-Tenho-Kyaku: (during handstand) P+K

-Senjin-Kyaku: (during handstand) KK

-Muso-Gari: (during handstand) K+F

-Hatotsa: 6P



Speed Priority:

Speed Priority is also simple. My attack is faster than yours, so I hit you first. Here’s Ryu’s speed priority list.




-Hatotsa: 6P

-Shoryu-Kyaku: (while rising) 4K

-Hagen-Koryu-Kyaku: 8KK

-Soku-Zanto: P+K

-Standing Punch: P




Evasive Priority:

Evasive priority is a little harder. You must find out what height your attacks can evade. Usually, evasive attacks dodge anything high or low. But some incredibly evasive attacks can evade both high and mid attacks. here be Ryu’s evasive priority attacks.




-Rekku-Rakushin: 3P+K

Evades High and mid attacks.


-Leg Sweep: 1K

Evades High and mid attacks.


-Jinpu-Kyaku: 2K+F

Evades high attacks. Also evades mid attacks at the height of its animation.


-Alternate Mid Punch: 3P

Evades high attacks.


-Riei-Shusen-Kyaku: 64K

Evades high attacks.


-Chisen-To: 1P

Evades high attacks.


-Kikoku-Shintei-Kyaku: K+F

Evades high attacks. Will also evade low attacks if continued.


-Tenrin-Kyaku: 7K

Can evade high attacks.


-Nichirin-Kyaku: 9K

Evades low attacks.


-Jisuberi: 66K

Evades low attacks upon its execution. Will also evade high and mid attacks near its end.


-Hagen-Koryu-Kyaku: 8KK

Evades low attacks.



Wake-up Game:

Wake-up game means that instead of holding a recovery kick, you are using an attack that gets under or around it instead. In this way, you are applying pressure to your opponent while keeping yourself relatively safe from the recovery attack. Remember that holding a recovery kick is nice, but if you do it wrong it leaves you incredibly open for a throw or whatever they have up their sleeve. This is why it’s important to mix it up from time to time. here be the best moves to us on wake-up.



Mid recovery kicks:


-Leg Sweep: 1K

-Rekku-Rakushin: 3P+K

-Jinpu-Kyaku: 2K+F

-Garyo-Sen: 236P

-Jisuberi: 66K

-Koten-Seiken-Zuki: (during handstand) P

-Koten-Sokuto-Geri: (during handstand) 2K

-Tenho-Kyaku: (during handstand) P+K

-Muso-Gari: (during handstand) K+F

-Urakaze: (To get behind) 9P




Low Recovery kicks:




Nichirin-Kyaku: 9K

-Jisuberi: 66K

-Zanma-Geri: 3K+F

-Hagen-Koryu-Kyaku: 8KK

-Shoryu-Kyaku: (while rising) 4K

-Urakaze: (to get behind) 9P




~M_D~ :bow: :bow: That should just about do it..... Now for Kasumi ^^ :wub:

Dan - March 24, 2005 01:15 AM (GMT)
Yeah, go Kasumi! Nice ryu info, also!

Serenity Now - March 24, 2005 01:16 AM (GMT)
This thread needs to be a sticky. :).

Great work M_D! :yes:.

Dan - March 24, 2005 01:17 AM (GMT)
I'll do it!



*crys*

Serenity Now - March 24, 2005 01:18 AM (GMT)
QUOTE (Dan™ @ Mar 23 2005, 09:17 PM)
I'll do it!



*crys*

What the heck? :rofl:. I already made it a sticky...

Dan - March 24, 2005 01:19 AM (GMT)
that is why i am crying....

Serenity Now - March 24, 2005 01:20 AM (GMT)
QUOTE (Dan™ @ Mar 23 2005, 09:19 PM)
that is why i am crying....

There there, there there. :).

Dan - March 24, 2005 01:21 AM (GMT)
thanks, i needed that...

side note

Mysterious Duelist - March 24, 2005 01:39 AM (GMT)
LOL!!!!

Well thank you! Tis a great honor ^^


~M_D~ :kasumi: :wub:




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