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Ryu: Tatsunoko vs. Capcom Moves, Combos, Strategy Guide

Guide last updated on
March 17, 2010 at 2:13 a.m. PDT

Ryu: Tatsunoko vs. Capcom Character Guide

Guide by Nyoronoru with edits by staff

Character Overview

Tatsunoko vs. Capcom Button Move Key

+ Dragon Punch is good anti-air.
+ Powerful basic combos.
+ Good team synergy with assist projectile.
+ Shinku Hadouken is a great Cross-over Combination Hyper.
+ Very fast footspeed.
+ Easy to pick up and learn.
+ His Special Moves are good hit confirms.

- Very popular, so people know all his tricks and openings.
- Doesn't have a good method of chasing down evading players.
- Level 3 Hyper Combo does poor damage, and continuing a combo off of it is difficult.

Ryu is one of the best and easiest characters to learn in Tatsunoko vs. Capcom. His combos are powerful and rewarding and the timing for his moves is not difficult at all.

Add in the fact that Ryu has a lot of utility moves along with great team synergy, and you will realize that he is always a solid choice.

Special Moves

2.4 B
2.8 B
3.2 B

Joystick Joystick Joystick Joystick Joystick
(Can also be used in the air)
Fireball (Hadouken)
Ryu's trademark projectile. The hitbox is large and a little trickier to avoid in this game compared to previous Street Fighter titles. While it might be tempting to try and zone characters with this move, this projectile has quite a lot of recovery time and it is much easier to punish at mid and short range. This move does a lot of stun making it easy to combo off of.

As an assist, this move is fantastic. Use it and abuse it whenever possible, because you can control a lot of ground space with it.

2.4 B
4.5 B
6.0 B

Joystick Joystick Joystick Joystick Joystick
Dragon Punch Uppercut (Shoryuken)
Ryu's anti-air, which is extremely good. It's possible to combo into this move, but most people don't bother since there are better special moves to use. The attack button controls the range and power of the Dragon Punch, with Light being the weakest. This move is very punishable on block or if you miss.

If you do a Dragon Punch and then immediately Baroque, you can get an instant overhead attack on an unsuspecting player. Combining the dragon punch's high priority along with the Baroque Cancel is one of Ryu's most dangerous techniques.

2.9 B
4.7 B
6.2 B

Joystick Joystick Joystick Joystick Joystick
(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, with Light having the fastest recovery time but the fewest hits. It's difficult to punish this move if used at the right distances.

Something to remember is that if you start the Hurricane Kick on the ground, it will lift your opponent into the air. On the other hand, if you perform the air Hurricane Kick while someone is standing on the ground, they will remain standing. This move is a favorite to end combos where your opponent has already been lifted off the ground.

2.4 B
2.5 B
2.6 B

Joystick Joystick Joystick Joystick Joystick
Sliding High Kick (Joudan Sokotou Geri)
This move is a replica of Ryu's EX-Mule Kick from Street Fighter III. If this hits your opponent they will bounce off the wall allowing you to follow up with more attacks. This is the ideal ground combo ender for the first phase of Ryu's corner combos.

Comboing after this move is simple, but if you want maximum damage, try landing as many hits after the wallbounce as possible.

Hyper Moves

8.8 B

Joystick Joystick Joystick Joystick Joystick
(Can also be used in the air)
Hyper Fireball (Shinkuu Hadoken, Level 1)
This Hyper has an incredibly fast start up time, making it a good punishing move if you are too far away to start a combo. While it may be tempting to use Shinku Hadouken to punish everything, in a good match you'll want to be careful how much Hyper meter you are using.

As an assist Hyper, this move is fantastic. It can hold the opponent in place for a long time letting you hit with pretty much any other Hyper in the game. The only downside is that this Hyper does 20 hits if it lands, contributing to damage scaling.

If you throw this move out there and the opponent blocks, there is actually a window of opportunity to attack you while the beam is still firing, since the blockstun does not last for the entire move.

12.5 B

Joystick Joystick Joystick Joystick Joystick
Hyper Hurricane Kick (Shinkuu Tatsumaki Senpuukyaku, Level 1)
This is a powerful Hyper and it also has a vacuum effect. It's also invulnerable at startup, making it good as a counter Hyper. The downsides are that the range is short, the startup is a little slow and that the Hyper Fireball is such a good move you may not want to use Hyper meter for anything else.

16.5 B

Joystick Joystick Joystick Joystick Joystick
Hyper Dragon Punch (Shin Shouryuuken, Level 3)
It is very easy to combo into this Hyper, but it doesn't take off very much damage. The key to maximizing the damage after landing this is to combo the opponent as they are about to hit the ground. As you cannot see their trajectory, this is difficult to do, but essential to becoming a good Ryu player. If the opponent is not hit with the initial cinematic hit of Hyper Dragon Punch, Ryu will juggle the opponent with multiple hits for a fairly good amount of damage but not equal to the whole Hyper's output.

If you're trying to finish an opponent or character off, you can simply use Hyper Fireball after the Hyper Dragon Punch as a finisher.

Normal Moves

Joystick Joystick Joystick
Overhead Punch
Must be blocked high. Rather slow, but it's cancellable into special moves, allowing you to setup a combo and giving Ryu the element of a mixup game.

Joystick Joystick Joystick
Spin Side Kick
The purpose of this move is to keep the opponent close to you after sweeping them in combos.

Joystick Joystick Joystick
Uppercut (Launcher)
Use this to launch your enemy up into the air.


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.


herrokitty said on June 5, 2010 at 12:28 a.m.

There better not be any infinite combos in this game...I loved MvC2 till I played online and played against 5 billion ppl using Iron Man's infinite juggle. I still like it but not as much. But anyways, it kind irks me how much they toned down the Shin Shoryuken's damage. Considering it takes 3 bars and you have to hit them with precise timing and spacing to get the full move out, it should do a lot more damage. It shouldn't do as much as it did in MvC2(like almost 3/4 of your damn health bar lol) but it should do ALMOST half, not quite though. That's just my opinion though ^_^

MasterFoxx said on June 7, 2010 at 6:16 p.m.

Mine is:

s. L, s. L, s. M, cr. M, s. H, Forward ( ->) s. H, L. Hadoken, Baroque, Repeat, but swap L . Hadoken for F. Tatsumaki, ShinShou

If you're feeling fancy just do all of the above, then hit'em with a Shinkuu Hadoken on the way down, then cross-over with another Ultra. It's really an unnecessary combo, but its fun to watch your friends reactions when you do it.

In total the Combo does about 31.256 B. with 20% Baroque, and the total comes to 39 hits, but with proper timing you could score more with the Shinkuu at the end just with Ryu alone. You COULD do a cross-over after the Shinkuu at the end and rack up more hits and damage if you have the proper partner character.


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