You're not logged in | Login / Register |
EventHubs.com

Ryu: Street Fighter 3 Third Strike Strategy Guide and Moves

Last updated on June 6, 2009

69 Comments

Ryu: Street Fighter 3 Third Strike Character Guide

Video: Street Fighter 3 Third Strike Guide: Makoto Karakusa Techniques

This video shows a collage of some of Ryu's deadliest tricks and tactics. Watch ►

Movie by the EventHubs.com community

Character Overview

Ryu is a very powerful character. He's capable of turning a losing match into a winning one in just a few moves. He's great at punishing mistakes, and many players feel he's at his best when applying a lot of offensive pressure to your opponent.

Some players prefer more of a turtle style with Ryu, which he can be effective at as well. Especially when coupled with setting up your opponent for an easy parry, and then counter-attacking.

Although Ryu is a middle tier character, he's deadly in the right hands.

Strengths
+ Ryu's moves hit hard, doing good damage and stun
+ He has several very effective combos
+ Exceptional ability to punish an opponent's mistakes
+ Good stamina (defense) rating, meaning he takes less damage when hit and isn't easy to stun
+ His moves have pretty good priority
+ Effective at rush down AND defensive tactics, meaning he can play two different ways
+ He has some great EX moves
+ Good mix up game that will keep the other fighter guessing what's coming next

Weaknesses
- He doesn't have as many viable options for consistently landing his Super Arts as other top tier characters
- Average movement rate and move speed
- Usually depends on EX moves and Super Arts to win matches
- He sometimes must rely on parry set ups and mistakes to deal damage to his opponents

Setting up a Parry and Combos

Parrying an attack with Ryu is a way to guarantee landing some of his best combos. It's important for Ryu to bait his opponent into attacking him — parrying that attack — and nailing them with one of his huge damage combos. Here's some ways to set these up.

After a Light Kick Hurricane Kick
Ryu's Light Kick Hurricane Kick travels a short distance, and he recovers from it somewhat quickly, which means he's in a great situation to throw his opponent. This will scare some players into either trying to counter throw or usually attacking with a mid-range or low attack.

Threatening a throw
If you dash up or tick throw your opponent a few times, many players will try to stick out pokes to counter this. When you think they'll go for a poke, parry and nail them.

Training your opponent to do dumb things
Because of Ryu's strong mix up game, you can train your opponent to do some things they shouldn't. Landing some throws and overhead hits will make most players block high. When they do this, you can break out some of Ryu's mostly safe combos that start out hitting low.

Playing head games
Mixing up your game is very important for Ryu players. To that end, making your opponent think you're going to do something, and then doing something else entirely is very beneficial. For example, dashing in after doing an anti air attack and throwing them a few times will make them expect you'll repeat this process. This is when you throw a wrench in their plans and set up a parry or try to land a hit confirmable Super Art. Remember to mess with your opponent's head whenever possible.

Staying Offensive

Being able to stay offensive with Ryu involves mixing up your attacks. It's easy for an opponent to counter what you're doing if they know it's coming, so make sure you do not get predictable.

Keep in mind that Ryu's moves at an average speed, so it's important that you pick your attacks based on what your opponent is showing you. More than likely your move isn't going to come out faster than your opponent's, so you should be picking your attacks wisely, and using his priority to your advantage.

Here's some other general tips.

• If your opponent is close and you feel like they're going to try and counter attack, throw out an EX-Fireball. Even if they block, it's usually safe to throw these out, and it's nice damage if you catch them.

• If the other fighter is blocking low, a universal overhead hit works well, along with Ryu's toward + Medium Punch overhead. Also, you can simply dash in and throw them, or use a tick throw. This will train your opponent to block high when getting up, or to try and counter attack.

• If the other combatant starts blocking high, do a crouching Medium Kick and Cancel into his Fireball or Hurricane Kick.

• When your opponent starts showing you openings in their defense, try to set up a hit confirmable situation if you're using Super Arts 1 or 2, if you're using Super Art 3 (Denjin Fireball) look for a way to score a combo that will knock them down.

This basic set tactics is VERY effective because Ryu is such a powerful character. A couple of wrong guesses and Ryu has turned the match in his favor.

Video: Street Fighter 3 Third Strike Guide: Ryu Denjin Fireball Set Ups

This movie demonstrates how to speed up and set up Ryu's Denjin Fireball Super Art. Watch ►

Movie by the EventHubs.com
Music by Delerium

Setting up SA3: Denjin Hadouken (Stunning Unblockable Super Fireball)

One of Ryu's most popular Super Arts is the Denjin Hadouken. It's popular among lesser players because if you're playing against someone who's not very good at parrying, you can basically dominate them with this.

Remember to circle the joystick in a 360 motion to charge the Denjin Fireball up faster.

Most players set up this Super Art by canceling a Shoryuken (Dragon Punch) which will stop the animation and immediately go into this move, but you can also set this move up by going into it any time your opponent lands flat on their back as they'll take a few moments to stand up — giving you time to charge this.

But even if you're playing against an opponent who's good at parrying, there's still some ways to land this, but they do require a bit of a sixth sense and positioning.

Setting up the Denjin Fireball

  • After a Shoryuken cancel into SA3 — if your opponent blocks this, just release the Denjin immediately so they can't punish you, and you'll get a hit or two in.
  • After you hit someone with a Light or Medium Hurricane Kick, go into the Denjin: A Hard Hurricane Kick takes longer to recover from, giving you less time to charge the Fireball.
  • After an air-to-air attack where you land first, nail your opponent as they come down.
  • When the enemy jumps in, knock them back with an anti-air move and then go right into the Denjin before they can fully recover for a quick couple hits.
  • If your opponent is on the verge of being stunned, throw out a fireball at close range, this fireball acts as a poke that you can cancel immediately, then go into the Denjin Fireball, pause for a split-second and have them eat the Denjin before they can counter-attack — this will stun them and really piss them off.

Some tips to help you land it

  • Throw the Denjin Fireball when close to your opponent. If you're too far away you give them more time to see this coming and parry correctly.
  • Wait a split-second after your opponent stands before you release the fireball, as most players will try to time their parry at the moment they stand up.
  • If they start parrying that, try experimenting with throwing out early and late Denjins as this will mess with their timing.
  • After a combo ending in a fireball, cancel into the Denjin to surprise your opponent and get a few more hits in.

Combos

Ryu's combos are absolutely devastating. This can not be stated with enough importance, because they're a huge key to him winning matches. Here's the most common combos, but keep in mind this is not a list of every possible one, just some of the effective ones you should know.

Important note
Most of Ryu's normal moves can be canceled into a special move or super art, giving him a lot of options. Feel free to mix and match his other normal moves with the combos below.

Jumping Hard Kick, Crouching Medium Kick, Cancel into Fireball
Ryu's basic Bread and Butter combo. This is usually safe unless you do it in the corner or your opponent parries it. Although the damage isn't top end, its range and ability to be safe when executing it make it a nice situational set up.

Jumping Hard KIck, Crouching Hard Punch, Cancel into Hard Kick Hurricane Kick
This is one of Ryu's most damaging combos without using part of your super meter, the Hard Kick version does very good damage, and if your opponent blocks this low, depending on your position you'll sail over their heads far away giving them little chance to counter attack.

Jumping Hard Kick, Standing Medium Kick (Close Range), Cancel into Hard Punch Dragon Punch
Ryu's Standing Medium Kick at close range is one of his best regular moves. It must be parried high, and it's easy as pie to cancel. Use it a lot.

Standing Hard Punch (Midrange), Chain into Standing Hard Kick
Ryu's sticks out a straight punch and chains into a roundhouse kick. An OK combo.

Video: Street Fighter 3 Third Strike Guide: Crazy Ryu Combos

Watch Ryu players pull off some crazy combos. Watch ►

Video courtesy of MoPreme and Blazianbones99
Music by Metronome

EX-Combos

Crouching Medium Kick, Cancel into EX-Fireball
This is a VERY safe combo, because it's difficult to parry and if your opponent tries, they're likely to get hit a few times for their trouble.

Ryu comes out of his EX-Fireball animation a hair before his opponent recovers from blocking, which gives you an advantage as well. This set up can be wicked in the right hands.

Standing Medium Kick, Cancel into EX-Joudan Sokotou Geri (Sliding High Kick), after your opponent bounces off the wall, Hard Punch Dragon Punch
Want to make your opponent fear making a mistake? Use this combo on them next time they leave themselves open.

This is one of Ryu's best ways to punish an opponent for screwing up.

Crouching Medium Kick, Cancel into EX-Hurricane Kick
Another mostly safe EX-combo, meaning your opponent will likely have a difficult time counter-attacking you before you recover.

This is great combo when you think your opponent is going to block high or parry when getting up, because you can nail them for some nice damage, but if you guess incorrectly, you're usually safe from being hit.

Super Art Combos

Do note that we have not listed every possible Super Art combo for Ryu. What we've tried to put here are the main combos you should know, but keep in mind you can combo into his super arts with most of his normal moves.

SA1: Shinkuu Hadouken (Super Fireball)

Crouching Light Kick, Crouching Light Kick, Cancel into SA1
This is a great way to hit confirm this super. On some characters you can add a Crouching Light Punch between the kicks for an extra hit, and more time to confirm the hit.

(In the corner) Crouching Medium Kick, cancel into an EX-Hurricane Kick, go into SA1 as soon as you land
A pretty solid combo overall, timing can be a bit tricky at first because you have to time your Super Art to come out the moment you land.

(While your opponent is in the air) Jumping Light Kick or Punch, cancel into SA1 when you land
You have to hit your opponent so that you'll land before they do. This is a fairly effective combo against players that like to jump a lot. You can really catch them off guard because your Light move comes out so quickly and has great priority, and then you nail them with a Super Art for their trouble.

(Opponent in corner) Super Fireball, Super Fireball, Shoryuken
This only works when your opponent in is the corner, but if you hit them with a Super Fireball, you can do another one to catch them while they are falling and when they're falling from that, nail them with a Hard Punch Shoryuken. If you do not have enough super meter, just do a Hard Punch Dragon Punch after the first Super Fireball. You can launch into the first Super Fireball in the corner from a combo as well. Very nasty.

SA2: Shin Shoryuken (Super Dragon Punch)

After hitting your opponent with a Shin Shoryuken, make sure you finish them off as they're falling with another move. A Hard Kick Joudan (Sliding High Kick) or Hurricane Kick are your best bets.

Crouching Light Kick, Crouching Light Kick, Cancel into SA2
One of the best ways to land this super. You can confirm you've hit your opponent and launch right into one of the most damaging supers in the game. Simply nasty. It's also possible to cross your opponent up with Medium Kick before going into the two Light Kicks if they're crouching when you hit them.

Toward + Hard Punch (Dash Punch), Link into SA2
Another great way to confirm you've hit your opponent. You'll usually have to trick the other fighter into trying to throw you or do something dumb to land the Dash Punch, but being able to hit confirm into the Shin Shoryuken makes it worth the effort.

Crouching Medium Kick, Cancel into Hard Shoryuken, Cancel into SA2
This will dizzy your opponent if their stun gauge is filled 60% of the way or more. If you land this when your enemy is near the corner and you stun them, jump up and juggle them with Hard Punch as they're coming down and juggle again with an Hard Sliding High Kick. The Sliding High Kick will not juggle unless you dizzy the other fighter.

Follow up on a dizzy opponent with a Jumping Hard Kick, then Crouching Hard Punch and Cancel into his Hard Hurricane Kick, which should kill them. Just a devastating combo when you land everything.

Note: Using Standing Medium Kick, instead of Crouching Medium Kick, does more stun to your opponent, so if their stun gauge is only 40% of the way filled, you can try setting up this combo that way.

This section edited by TJ369.

Hit confirms

Ryu has a nice set of hit confirming moves. This allows him to know if he's hit his opponent before launching into a devastating combo/super combo.

  • Towards + Hard Punch (Dash Punch)
  • Two Crouching Light Kicks
  • Standing Medium Kick (Close Range)
  • Crouching Medium Punch
  • Crouching Medium Kick

Special Moves

Joystick Joystick Joystick Joystick Joystick
Hadouken (Fireball)
Ryu's Hard Punch Fireball comes out quickly, and can actually be used as a decent poke. You'll want to throw these out sparingly though, because it's not difficult to parry or counter. The other versions of Ryu's normal Fireball have very limited use, mostly just for throwing people off on parrying timing.

This move can be handy in combos and Super Art combos as the fireball motion counts as the first part of a Super Art if done quickly enough.

Joystick Joystick Joystick Joystick Joystick
EX-Hadouken (Flashing Fireball)
This move comes out very quickly, is good at helping to keep your opponent in a specific area (zoning) and does good damage. It's difficult to parry when thrown at close range, especially when coupled with other attacks, and if your opponent blocks this you recover a hair faster than they do.

Many people refer to this move as a, "Super Poke," because of the above. You're at your best when throwing this out at close range and catching your opponent off guard with it. Do not underestimate this move if you're a Ryu player, it's great. Do not over use this though, nor throw it from full screen distance because it's easy to parry if you give them that kind of time to react.

Joystick Joystick Joystick Joystick Joystick
Tatsumaki Senpukyaku (Hurricane Kick, can be used in the air)
Ryu's Hurricane Kick has good priority, does a lot of damage, and works very well in combos. It isn't difficult to punish though, so make sure you pick your spots when you use this and you should be OK.

Joystick Joystick Joystick Joystick Joystick
EX-Tatsumaki Senpukyaku (Flashing Hurricane Kick, can be used in the air)
Ryu stays in one place while spinning like mad. Good damage and it's hard to counter making this a very nice move in the right situations.

Joystick Joystick Joystick Joystick Joystick
Shoryuken (Dragon Punch)
Ryu's Dragon Punch is a solid move. The priority is good, and it's a very effective way to finish off some combos. You'll want to be careful when using it though, because it's MUCH more punishable than in past Street Fighter games.

Use the Hard Punch Dragon Punch for extra damage when you know you're going to land a hit. And you can use the Light Punch version to counter some moves. A great move to use to knock your opponent down.

Joystick Joystick Joystick Joystick Joystick
EX-Shoryuken (Flashing Dragon Punch)
Ryu's EX-Dragon Punch has limited use. It has excellent priority for counter attacks, and can be really helpful to help escape if you're stuck in the corner, but besides that, there isn't much you can do with it.

The problem is the damage your get from landing it is marginally better than a Hard Punch Shoryuken if you hit your opponent with the first part of the animation. BUT it's actually worse damage than a non-EX Dragon Punch if you hit them with the latter part of the attack.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
Joudan Sokotou Geri (Sliding High Kick)
Ryu moves forward while doing a high kick. Some people will use this after a low parry because it will still hit most crouching characters if you're close enough, but still out of combo range.

Besides that this move has very few practical uses, as it's easy to spot and counter. You're usually better off using his other stuff, but it's sometimes funny to see your opponent get insulted that you actually managed to hit them with this thing — even if it happens to be after a parry.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick
EX-Joudan Sokotou Geri (Flashing Sliding High Kick)
This is a GREAT punishing move. If your opponent does something stupid, simply do a close range standing Medium Kick or standing Hard Punch, cancel into the EX-Joudan Sokotou, watch them bounce of the wall, and nail them with a Dragon Punch for big damage. After you land a few of these your opponent is going to start being much more careful.

Joystick Joystick Joystick
Personal Action (Taunt)
Ryu strikes a pose and flexes his muscles. You're wide open to an attack when you taunt. This increases your stun recovery rate by 10% the first time and then 21% for the second taunt. These benefits last the whole round. Maximum 2 taunts, 33% bonus.

Command Moves

Joystick Joystick Joystick
Dash Punch
This makes Ryu dash forward and hit twice with his fist. At first you might not think this is a terribly useful move — until you see how easy it is to hit confirm it.

A great tool in the right hands.

Joystick Joystick Joystick
Overhead Punch
A pretty good move overall. Ryu takes a short hop forward and does an overhead punch that will hit an opponent blocking low twice.

Super Arts

Ryu is one of the few characters with three viable Super Arts. There isn't a clear winner here, because it mostly comes down to your play style. In the end, you should choose the Super Art you think best compliments your game.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
SA1: Shinkuu Hadouken (Super Fireball)
A 5 hit version of Ryu's fireball. Good damage and very hit confirmable. Many players argue that this is his super art of choice because if gives you the most EX-meter to play with, it's the easiest to hit confirm with, and it's just plain effective.

The juggles you can pull off with this are very nice too.

You can hold a max of two stocks when your super meter is full, and you get approximately 5.6 EX moves.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
SA2: Shin Shoryuken (Super Dragon Punch)
Ryu does a Shoryuken after hitting his opponent with several punches. A very powerful super art, draining about half of your opponent's life when you land it. Against low stamina characters like Yun, hitting with this almost guarantees you'll win the match.

The problems with this super art is it's one long bar, meaning it takes awhile to charge, and if you miss with it, you're wide open to a counter attack. Also, since Ryu's EX moves are so good, it can be hard to keep this charged.

Ryu does have some solid hit confirms with this move, but they're not nearly as easy to pull off as SA1. This is probably his least popular super when all is said and done.

This super holds one stock and gives you approximately 3.2 EX moves.

Joystick Joystick Joystick Joystick Joystick Joystick Joystick Joystick
SA3: Denjin Hadouken (Stunning Unblockable Super Fireball)
An unblockable Super Fireball that does solid damage, and lots of stun and hits 5 times when fully charged. Keep holding the punch button to charge this up.

Important: Repeating a 360 (full circle motion) while this move is charging will make it charge up faster.

Although this is unblockable, it can be fully parried, so it's very important that you throw your opponent's timing off to land as many hits as possible.

This is an absolutely killer super art in the right hands, but picking it does limit your EX move ability, and if you're not good at mixing up its use, it's just parry bait.

This super holds 1 stock and gives you approximately 2.4 EX moves.

Ryu's character select colors Guide edited by Pherai, TJ369 and Wantonx.

Posted by Panda on August 21, 2008 at 12:56 p.m. #1

On the first video linked, what's that combo used on a dizzied ken at 2:26?

It looks like jump in HP, standing HP, HK hurricane kick. Is that right, and if so, are there any links involved?

Great resources in your guide, by the way.

 

Posted by Troll on September 1, 2008 at 6:39 a.m. #2

Ryu is a bum.

 

Posted by TrollKiller on September 3, 2008 at 12:26 p.m. #3

Your mother's a bum

 

Posted by Someplayer on September 24, 2008 at 7:39 a.m. #4

The start colors isnt working. how can you chose them?

 

Posted by Jin on September 27, 2008 at 11:14 p.m. #5

one comment about the denjin

ibuki can actually dodge the denjin by using her crouching-toward m.kick. i am an ibuki and ryu player and i use this tactic quite often against denjin users who usually never see it coming. the only time this will not work is in EXTREME close range.

for example, ryu does a shoryu cancel (after hitting me) into SA3 when i am cornered. this is the only combo for SA3 that i have not been able to dodge using crouching m.kick.

just to let you know.

 

Posted by yflow on October 5, 2008 at 2:51 a.m. #6

Someplayer: You have to finish the game once with a character for his/her start colors to be selectable.

 

Posted by Troll on November 29, 2008 at 11:45 p.m. #7

Failed, hijo puta. Ryu is still a bum. I mean EVERYONE is on his penis. Its like OMG his the best. IMO a good Sean game is Gold.

 

Posted by TrollKiller on December 1, 2008 at 7:43 p.m. #8

Yeah a good Sean game is good if you play a noob Ryu player, crazy man ur crazy

 

Posted by sunne187 on December 24, 2008 at 2:19 p.m. #9

ryu you is the most balance for a player new to the game

 

Posted by TJ369 on December 29, 2008 at 5:26 a.m. #10

First off, I have to say that this site's guides are among the best out there. It's greatly improved my skill in this game dramatically. I know this game is quite old but I love it's game play and the amount of skill it takes to actually be considered "good" at it. I was wondering if by chance you can provide a Ken/Urien guide. I'm a Ryu user but I'd like to improve my Ken/Urien game play.

This game is in my opinion the best SF out there. I just wished more people played around here.

 

Posted by Catalyst on December 29, 2008 at 2:56 p.m. #11

Just a heads up, I will be revisting the SF3 guides in the future, but right now the main focus is SF4 and HD Remix since there's so much demand for those games.

But I will finish the Third Strike guides, even if it kills me, too many people have asked for them and I don't want to leave them hanging.

Also many thanks for the compliments. They really help keep me going.

 

Posted by TrollKiller on January 27, 2009 at 8:13 p.m. #12

Yeah I for one really need a Ken and Urien match-up guide for Ryu users. Those are the only two characters I have any trouble with at all. Please at least do one with Ryu vs Urien cause I'm hurting in that department.

 

Posted by ryu24 on January 31, 2009 at 6:54 p.m. #13

does anybody out there have a denjin ryu stronger than mine?

if so, contact me and let me know.

 

Posted by Zealous on February 13, 2009 at 11:42 a.m. #14

Dude theres so much more that Ryu can do with SA1 and SA2. like you can J.SRK>SA1>F.HADO>SA1, and if you dont have enough meter for another SA1 then you can SRK-JAB>SA1>EX-HADO/F.HADO. Also you can EX.GERI>DASH UP>JAB for an air reset and do SA1. And after SA2 you can F.HADO or HCF.RH or QCB.RH or DASH up RH or jump in RH if timed right, (if in corner) DASH up SRK. Also after TOWARD-FIERCE you can EX-SRK with strict timing. And a crazy thing happened one time for me when I TOWARD-STRONG then I LOW-FWRD and it connected. Did that happen to anyone else?

 

Posted by RyuWannabe on February 13, 2009 at 10:53 p.m. #15

i see on youtube videos on ryu combos and there hadukens are differnt colour then mines please can u tell me what i can do

 

Posted by majesticangel on February 15, 2009 at 12:42 p.m. #16

If timed right,you can super jump and connect the medium-2 hit punch and dash foward with a jab punch after you land. You can dash foward jab for a few more times, if you catch the opponent in the corner, and add a nasty flash joudan kick to continue the punishment. ryu is a bum to those who don't like to master anything,but he is the very best if YOU master him. that's why his name is RYU!!! Yes! you are the one who has to make it happen in spite of all the other characters that has more speed,range and power!!!

 

Posted by tracer on March 1, 2009 at 10:06 p.m. #17

I cant pull off some of the combos I cant cancel the close range mid kick into a dragon punch. What am I doing wrong

 

Posted by monkeys uncle on April 27, 2009 at 8:47 p.m. #18

I need a ryu against makoto match up. She's a beast! Need to destroy

 

Posted by JINBX on May 11, 2009 at 3:45 p.m. #19

RYU IS A GREAT PLAYER IN SF3 3RD STRIKE....NOT A EXCELLENT PLAYER LIKE IM ON HIS DICK..BUT HE IS A GREAT GREAT PLAYER...AND FOR TROLL HATING ON RYU SUCK MUCH DICK..I BET I CAN BEAT YOU WITH RYU IN ANY SF GAME OUT....I PUT $100 A ROUND ON IT FAGG....GO JERK OFF TO CHUN LI..COWARD

 

Posted by Shotonub on May 30, 2009 at 3:12 a.m. #20

cruise control

 

Posted by Jonnyprofunk on July 31, 2009 at 5:08 a.m. #21

Wow, JINBX, I think you need to take your meds.

Anyone who says such a thing as:

"I BET I CAN BEAT YOU WITH RYU IN ANY SF GAME OUT....I PUT $100 A ROUND ON IT FAGG" is either trying to be funny (hopefully) or is seriously messed up...

 

Posted by Don on August 3, 2009 at 12:03 p.m. #22

Ryu's super balanced. Yet, at the same time, the combos someone can pull off with him seem kinda...insane. Then again, a bunch of combos in this game seem insane.

Hate to impose, but we should have a Sean guide.

 

Posted by Valter on August 17, 2009 at 7:01 p.m. #23

Wow, people complain about being on Ryu's nuts. I see more people riding Seans dick than anything.

 

Posted by Ryu Apprentice on August 24, 2009 at 10:15 a.m. #24

It will be great to hava a street fighter game that the player can choose to unleash the satsui-no-hado with Ryu or not, depending on the will of the player and the desire to win at all costs.

 

Posted by Don on August 24, 2009 at 8:55 p.m. #25

@Ryu Apprentice

I think they did something like that in Marvel vs Capcom-Clash of the Super Heroes-One of his abilities was to change to evil Ryu.

Maybe I'm mistaken.

 

Posted by Ryu Apprentice on August 24, 2009 at 11:48 p.m. #26

@Don

Actually it was changing to Akuma's move set that was programmed, not really evil ryu. I guess that's close enough.

I was watching ryu's videos on combo, man when would one have the time to pull of those in a real match? Well I guess I play turtle with ryu trying to read my opponents and countering.

I guess am still an apprentice and have alot to learn. Am yet to get used to parrying. But I'm good at zoning. Though am still no match for Gill,Oro and Akuma.

 

Posted by Don on September 2, 2009 at 11:14 a.m. #27

@Ryu Apprentice

Ryu's my main. If there's one thing I need to say, it's practice parrying as much as you can.Trust me, it will help a lot.

Another thing is to remember to use his EX moves. Because of that, I normally rely on SA1 because it has a bunch of EX meter. If your opponent EVER does something stupid, do the EX-Sliding kick and combo into HP Shoryuken.

Trust me on this. :D

 

Posted by Ryu apprentice on September 19, 2009 at 8:03 a.m. #28

@Don

I've actually improved on my ryu usage I can now
Beat any com character easily at the highest difficulty,except for gill,
Still suck at parrying though. I love using the
Shinkuu-Hadoken when close to the wall which
I can cancel or connect with a shoryuken or
Even another shinkuu-hadoken. Any hint on
Timing parrys. That will help

 

Posted by Cuttyb87 on October 12, 2009 at 11:25 p.m. #29

@ Ryu apprentice in order to become good at parrying u have to play alot of people and knowing the tendency of the characters and how to avoid their set-ups also u must play people in arcades to get it or play at home hope this helps

Cuz I sucked at parrying until I spent atleast 10 dollars in the aracade losing over and over to the guy who was akuma beating everyone in like 15 seconds lol

 

Posted by Ryu apprentice on October 17, 2009 at 2:58 p.m. #30

@Cuttyb87

I am getting alot better @ parrying though that i dont really depend on it much. am getting really good at fighting with ryu though I have a jumping in weakness and still get mowed down with anti airs. but I love his combos.especially ex sliding kick jump in with ex hurrican kick. Ryu rocks. so who is your best character?

 

Posted by cuttyb87 on October 18, 2009 at noon #31

@ Ryu apprentice I play Ryu and am Learning Alex cuz he is fun to play lol

But its all about RYu I do his Denjin Hadoken and I find it the best I really like the shin shoryuken but its hard for me to land it all the time. The shinku hadoken is good gives alot of super i think 3 but i can beat top level yun, yang chun, ken with mind games with RYU

normally I'm on the site and go to the ryu section of stf4 u can meet me their for more talk

 

Posted by b on October 29, 2009 at 10:56 a.m. #32

mbkjiojoijoi

 

Posted by hvf on October 29, 2009 at 10:57 a.m. #33

fkghçdxrjkhn flm

 

Posted by gh jm on October 29, 2009 at 10:58 a.m. #34

dsafdsabnficbx ngihjgh

 

Posted by nb on October 29, 2009 at 11 a.m. #35

yujm

 

Posted by ou on October 29, 2009 at 11:01 a.m. #36

kby7

 

Posted by Helps a beginner! on November 10, 2009 at 3:50 a.m. #37

Hello, can someone advise, how do you do the hurricane kick with ken ryu and akuma which goes to the top of the screen and right to the opposite corner? I've looked everywhere?
Cheers for any help

 

Posted by ryu apprentice on November 10, 2009 at 10:08 a.m. #38

@helps a beginner

You have to do a hyperjump plus hurricane kick, there is a normal jump and a high jump, press down and up quickly to perform a hyper jump, if you want to hurricane kick across the screen you have to press down and up (forward diagonal) then hurricane kick ,that should send you flying across the screen. If u have questions let me know.

 

Posted by Help a beginner on November 11, 2009 at 12:06 a.m. #39

Hey thanks man, appreciate it! I'll give it a go cheers

 

Posted by Ryu Apprentice on November 11, 2009 at 10:01 a.m. #40

no problem. let me know if you have any problems

 

Posted by please help? on November 11, 2009 at 10:34 p.m. #41

that little overhead punch i see in the video where he does a mini jump into a basically HP... thats not listed. how is that done? not F->MP but an actual jump into a HP.

 

Posted by Ryu Apprentice on November 12, 2009 at 8:21 a.m. #42

That is a universal overhead punch, you need to press Medium Punch and Medium Kick Simultaneously to pull it off.

 

Posted by cuttyb87 on November 20, 2009 at 12:04 p.m. #43

@Helps a Beginner play around with his super arts alot to RYU is way different than he is n 4 but he is deadly when u get the gameplay mechanics down in third strike I like the DenJin Hadouken but its hard to not use super with him good luck in ur Journey ...cheers

 

Posted by Ryu Apprentice on December 6, 2009 at 6:39 a.m. #44

man why doesnt anybody post anything here anymore.

Please if anyone has any new combo with ryu.

Please does anyone still play street fighter 3 third strike

 

Posted by Cuttyb87 on December 6, 2009 at 8:21 p.m. #45

The new combo has seen is standing hard punch into light sliding kick hadoken denjin hadoken

 

Posted by Ryu Apprentice on December 12, 2009 at 10:34 a.m. #46

really! how about this one

jumping hard punch, standing hard punch, sliding kick, ex hurricane kick (in air)

 

Posted by Ryu Apprentice on December 17, 2009 at 1 p.m. #47

I guess street fighter 3 third strike is finally fading away. nobody visits this blog anymore. well I guess I have to accept that. sad. well guess I have to move on to sf4.

 

Posted by kh on December 20, 2009 at 9:45 a.m. #48

obghi vbih

 

Posted by ryu24 on December 22, 2009 at 12:32 a.m. #49

never! 3s is the best street figher game of all time. it sucks that sf4 took over the mainstream. that crappy ass game has nothing on 3s.

 

Posted by rock guy on December 22, 2009 at 11:17 a.m. #50

i'm pretty sure this video had a different song on it before. a rock song. can anyone tell me what it was?

 

Posted by rock guy on December 22, 2009 at 11:21 a.m. #51

sorry, i was referring to the first combo video of ryus

 

Posted by Ryu Apprentice on December 24, 2009 at 11:53 a.m. #52

@rock guy

I was about to hang my gloves on third strike. so you still play third strike?

 

Posted by rock guy on December 24, 2009 at 1:52 p.m. #53

yeah.

do you know the previous song featured on the first ryu combo video?

 

Posted by Cuttyb87 on December 28, 2009 at 9:35 p.m. #54

I lov three series like anyone else but it sucks that they went away from a defensive game I mean sf series was good but it was cheap for the normal people to play alpha really didn't play like an stf game because it was based on darkstalkers and for is for beginners lol I like 3 beacuse it was a challenge to parry and execute ur move in the little time u had after the parry

 

Posted by Ryu Apprentice on December 29, 2009 at noon #55

@cuttyb87

Yah you are right, it was a challenge to parry, but when you get used to the game you dont really think about it but it gets natural, it kinda made the game more realistic (in real life knowing how and when to parry is important in a fight)

Am still a begginger in street fighter and I am still improving

 

Posted by cuttyb87 on December 31, 2009 at 6:50 p.m. #56

@ Ryu apprentice thats all u can do is get better Diago didn't become a beast overnight lol its takes time for real

 

Posted by ryu guru on January 4, 2010 at 11:13 p.m. #57

Another neat trick with Denjin Hadoken: After setting them up with a crouching MK -> Shoryuken combo, super cancel. Use the 360 trick to charge up fast, but not too fast! You don't want this going off before they get up. As they're getting up, launch it! It's okay if they parry it, because that's exactly what you want them to do. As they're parrying, dash in, and do a crouching MK! This works like a charm. They will either a) continue parrying high and eat the MK, and then eat the rest of the Denjin; b) parry the MK low and eat the rest of the Denjin; or c) freak out and eat the MK and Denjin. Guaranteed to frustrate!

 

Posted by Ryu Apprentice on January 6, 2010 at 1:35 a.m. #58

I dont use denjin, except for Gill, anyway nice trick.

 

Posted by Ryu Apprentice on January 6, 2010 at 1:37 a.m. #59

What is the most damaging combo you can do and how much life does it take (without stun)

 

Posted by ryu guru on January 7, 2010 at 4:21 a.m. #60

@Apprentice: I never use it either. That one trick is the only use I find for it in competitive play. Beyond that it is more or less useless to me. I prefer the Shin Shoryuken for its severe damage potential. In general, the more damage you do with less effort, the better off you are. That's why all the best players dominate with characters like Alex and Hugo, and the guys who spend way too long learning elaborate combos with Yun and Yang end up looking silly. A 28-hit combo is cool, but when it does only 1/3 of your life, and used up your super bar, it's a waste of time. Ryu can hit just as hard with a 3-hit combo, and build super bar in the process. To me, it's a no-brainer.
The most damaging, FEASIBLE Ryu combo, I am willing to bet, is a jumping FP -> standing close FP -> Shoryuken -> Shin Shoryuken -> Joudan-Sokutou Geri. Damage varies based on defending character but you can assume roughly 50% of the life bar will be gone after one of those. Less for Alex and bigger types, more for Yun and Yang small types.
That last kick part sounds difficult, but really all you have to do is start the motion for the kick right after Ryu lands from the super. In general, the longer the combo, the less damage each consecutive hit will do, so the damage from that last kick is absolutely minimal and inconsequential, but the style and panache makes it worthwhile nonetheless. And if you win a round with that last kick, you will be the baddest mofo at the arcade! Maybe.
Also, in combos, never use a jumping FK when you can use a FP. FP is just as powerful as FK and has better priority and more stun damage. FK has a longer reach, so use that when you're too far to land a punch.

 

Posted by Ryu Apprentice on January 9, 2010 at 2:43 a.m. #61

Wow! Cool combo! Alright, I will research and find a better damaging combo

 

Posted by Ryu Apprentice on January 17, 2010 at 4:39 a.m. #62

Now playing SF4 on PC.

 

Posted by Pissed Ryu on January 21, 2010 at 6:14 p.m. #63

For let's say an intermediate Ryu, does anyone have any tips against Alex's crossup stomp spam. Whenever I play alex's, as soon as I get knocked down I bend over and take it in the ass because I know it's time to get raped for the rest of the match. I've tried to ex shoryu to get the eff out of there, but the next stomp is ready for me like a pedophile in the Chucky Cheese bathroom by time I land, or else I trade.

 

Posted by Anon on January 25, 2010 at 11:38 p.m. #64

Either learn to block cross ups, or parry high on wake up.

Cross up stomps are REALLY predictable.

 

Posted by Ryu Apprentice on January 28, 2010 at 2:49 p.m. #65

@pissed ryu

try parrying

 

Posted by cuttyb87 on February 11, 2010 at 9:50 a.m. #66

But the super of choice for most ryus is his shinku cuz it gives two bars but didn't in stf3 second impact his denjin held to bars? but I like Ryu but alex is fun also and the stomp thing is best to parry high or block. but go for the parry and Shin shoryuken and hard tastu before u falls

 

Posted by Ryu Apprentice on February 23, 2010 at 1:41 a.m. #67

I love the shin shoryuken more. It looks sweet after you link it to F+HK

 

Posted by Ryu Apprentice on February 28, 2010 at 8:42 a.m. #68

i mean F+HP

 

Posted by Ryu_Apprentice on March 9, 2010 at 10:20 a.m. #69

I have to confess I kind off prefer third strike to sf4 because of the parries

 

Post a comment

You're not logged in, you must Login to your account to post a comment.

If you do not have an account, you need to Register to comment. It's a free and quick process.


Contact Us | Advertise | About | Links | Privacy Policy | Off topic | EventHubs.com v.43