Ryu: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide
Last updated on Dec. 13, 2009
Special Moves
(Can also be used in the air)
• Fireball (Hadouken) •
Ryu's trademark move, which can also be done in the air. This stuns your opponent more so than in other vs. games which lets you set up some big combos with it.
The attack button press determines the speed and start up time of this move.
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• Dragon Punch Uppercut (Shoryuken) •
Another Ryu staple. Ideally used as an anti air move, but you can use it to end some combos as well. The attack button controls the range and power of the Dragon Punch.
(Can also be used in the air)
• Hurricane Kick (Tatsumaki Senpuu-Kyaku) •
Works well in combos and can also be done in the air. The button pressed controls the number of hits and damage of this attack.
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• Sliding High Kick (Joudan Sokotou Geri) •
Like Ryu's EX-Sliding High Kick in Street Fighter III, if this hits your opponent they will bounce off the wall allowing you to follow up with more attacks. A good way to set up a Hyper move or big combo.
Hyper Moves
(Can also be used in the air)
• Hyper Fireball (Level 1, Shinkuu Hadoken) •
Very fast start up time so you can punish so many moves with it. It fires out a beam of fireballs that will toast whatever is in its path. If your opponent dashes, throws a non Hyper projectile or does anything stupid, nail them with this.
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• Hyper Hurricane Kick (Level 1, Shinkuu Tatsumaki Senpuukyaku) •
While this doesn't have as much range as the Hyper Fireball it does a ton of damage, so it's generally preferred over Ryu's other Level 1 Hyper move when used in combos.
Landing this takes a bit of getting used to, because it has a decent chunk of start up time, but once you learn to use this in combos Ryu becomes a lot more deadly.
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• Hyper Dragon Punch (Level 3, Shin Shouryuuken) •
You don't want the first hit of this to miss or Ryu will do a much weaker uppercut to try hit his opponent.
If this lands from the first hit on, Ryu will take off a ton of life and set his opponent up to be juggled after wards just like in Street Fighter III Third Strike. Devastating Hyper move if you land it.
Normal Moves
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• Uppercut (Launcher) •
Use this to launch your enemy up into the air.
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• Overhead Punch •
Must be blocked high.
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• Spin Side Kick •
Assists
| Partner Assist | Variable Counter | Variable Combination |
| Hard Fireball | Light Shoryuken | Hyper Fireball |
Tatsunoko vs. Capcom Storyline
Ryu is a dedicated martial artist who aspires to become a true fighter. He tirelessly wanders the globe looking for stronger opponents to ensure he continues to improve upon his techniques and strength.
He has previously revealed in other VS series his desire to gain the mutual respect of his opponents strictly through battle. His special Fireball and Shoryuken moves are, inarguably, his trademarks.
Contributions to this guide by Gnik.

Posted by nameless on June 17, 2009 at 8:32 a.m. #1
is he the one character that's been in almost every single VS game?
Posted by Floob on June 26, 2009 at 3:19 a.m. #2
Yeah, I'm surprised Ken wasn't in this.
Posted by dude on July 8, 2009 at 10:43 a.m. #3
I'm surprised Dan wasn't in this.
Posted by ArcadeKnowItAll on July 21, 2009 at 6:27 p.m. #4
I'm surprised that Ryu can't change to different modes like in Marvel vs Capcom to compensate for Akuma and Kens Absence.
Posted by artha14 on August 3, 2009 at 3:41 p.m. #5
I was hoping he would be able to change modes.... sigh.......
Posted by adon friend on August 17, 2009 at 7:41 p.m. #6
I can't wait for the sequel to this gane 4real especially with RYU and hopefully new moves and add Akuma
Posted by TdoubleL on October 15, 2009 at 12:12 a.m. #7
HE is so damn broken with all his highs connects.
Posted by kar lee on December 16, 2009 at 6:48 p.m. #8
Posted by King on December 27, 2009 at 10:01 p.m. #9
wow first what is tansuko and is that guy with the blue jaket is from rival schools its a really old game but is he and one more thing is this game cool or not
Posted by Combos? on January 27, 2010 at 7:20 a.m. #10
Favorite combo so far...
Jump-in H, cr. L, cr. L, cr. L, cr. M, cr. H xx H Tatsu -> Shinkuu Hadoken (16.999 billion damage if connect with everything).
Posted by Huggy Bear on January 28, 2010 at midnight #11
Personally, my combo of choice is s. L, s. M, cr. M, s. H, cr. H xx Slide Kick -> Shinku Hadouken.
If you're spaced right, substitute Shinku Hadoken for ShinSho, then blast them with Shinku Hadoken on the way down
Posted by chris on January 29, 2010 at 10:05 p.m. #12
how do you extend the combo when they change olors i just got the game an my daughter lost the book
Posted by @12 on January 30, 2010 at 3:23 a.m. #13
you have to use baroque by pressing an attack and the assist button at the same time
Posted by Sagat on January 30, 2010 at 1:53 p.m. #14
This tiger fool is always in these tiger games. Why can't I at least be a tiger cameo? Tiger.
Posted by dopey on January 31, 2010 at 9:12 p.m. #15
dope character all i gotta say
Posted by Koori on February 1, 2010 at 9:29 p.m. #16
Fun to use his Hyper Hadouken with Frank West's Real Mega Buster in a Cross-Over Combo. Beam Spam, anyone?
Posted by ... on February 7, 2010 at 1:03 a.m. #17
haha yeh looks crazy with them two together
Posted by PGC on February 14, 2010 at 11:52 a.m. #18
the slide kick is good to created a juggle state in the corner. But in one combo if you get a second slide kick in, the wall bounce will not juggle. This would be to stop an infinite combo I would think. Are there any infinite combo's if the opponent does not use mega crash?
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