Ryu -- "You Must Defeat Sheng Long To Stand A Chance."
(The Ryu FAQ for MSH vs. SF v1.0)

	This FAQ is not written just for you to learn the moves and combos 
for Ryu, it is written to describe a playing style for you, my playing 
style.  This FAQ will not only tell you what the moves and combos are, 
it will also give you pointers on how to use them.  This FAQ will not 
contain all the combos for Ryu, but all the combos that I use.  With 
that said here we go...

The Key : 
	u - Up
	d - Down
	l - Left
	r - Right
	f - Forward
	b - Back
	uf - Up and forward
	ub - Up and back
	df - Down and forward
	db - Down and back
	WP - Jab punch
	MP - Strong punch
	SP - Fierce punch
	WK - Short kick
	MK - Forward kick
	SK - Roundhouse kick
	
 

Regular Moves : The moves that you should know but that some FAQ's don't 
tell you.

Ryu's launcher (Uppercut) : d + SP
Thrust kick : f + MK
Downward punch : f + MP
Sweep kick : d + SK

Special Moves : The good stuff

Dragon Punch : f, d, df + punch
	This dragon punch has been downgraded a lot since it appeared in 
SF II.  First of all it is not as invincible as it used to be, most of 
the time it's not even worth using as a counter to a jumping in attack.  
It does have its uses however, if the opponent gets too close or is 
leaping in at you and blocking then use the jab punch version to knock 
the opponent back because this move has a great push off effect.  If you 
use any punch stronger than a jab though, you're going to get nailed by 
something nasty because even though the push off effect is good, it's 
not that good.


Fireball : d, df, f + punch [air]
	This is Ryu's trademark move.  With the great yell of Hadoken he 
releases a huge blue fireball at the opponent.  This is a good move 
because you can use it as a keep away move.  A neat trick that you can 
do with the fireball is to jump and do a jab punch fireball and then 
throw a fierce one when you land forcing your opponent to either take it 
or super jump over it, most of the time they'll take it.

Hurricane Kick : d, db, b + kick [air]
	The hurricane kick is an excellent move to use because it is a one 
hit knockdown and if they block it will knock them far enough back that 
they won't be able to counter.  Also if you use this against an opponent 
with armor they'll end up taking two hits before they fall down.  The 
air version of this move can be used as an air combo finisher instead of 
a normal fierce punch or roundhouse kick.

Super Moves : The really good stuff..

Super Fireball : d, df, f + 2 punches
	This is the definer of all beam fireballs.  This move will combo 
with a standing fierce punch (very hard to do) and will add an extra 20+ 
hits to the combo but this move acts as a better air combo finisher than 
a ground combo finisher because in the air it just looks sweet, is easy 
to pull off and will leave your opponent with their mouth wide open.  
Another thing that you can do with this move is to trick your opponent 
into a fireball war and then after the second or third fireball throw a 
super fireball in and it will eat theirs right up and toast them for 20+ 
hits.  Remember to hit the buttons to add on extra hits.

Super Hurricane Kick : d, db, b + 2 kicks
	This move has many more uses than any of Ryu's other super moves.  
The first use for this is if the opponent misses a move that takes them 
up in the air and leaves them defenseless, like a dragon punch, get 
under them and super hurricane them for up to 18 hits.  The next use is 
if the opponent jumps in at you, just pull off this move and if they 
don't block their nailed for 18 hits and if they block they'll take 
massive block damage.  Another use for this, and another jaw dropper, is 
to two-in-one a super hurricane off of a sweep kick.  If you time it 
right you will suck them into the hurrican before they hit the ground 
for a nasty looking combo.  The final, and cheapest use for this move is 
after you finish off your opponent's first character get in the middle 
of the screen where their new character is coming in at and super 
hurricane.  If they block they'll take massive block damage, and if they 
try to attack, 99% of the time they'll get sucked in a wasted.  I've had 
times when I've done this and killed the opponent even when they block 
because most of the time they're already weak.  Use this move wisely 
though because if you miss it you are left open for a counter attack 
with a super fireball.  Another thing to watch out for is that there is 
a small portion of Ryu that will not suck them in and will allow them to 
hit located by his head.

Super Dragon Punch : f, d, df + 2 punches
	This move is a pretty good move if you can pull it off and that's 
the trick.  If you hit them on the ground with it will hit them in a 
cool looking way.  If you hit them in the air it doesn't look as good 
but gets more hits.  Use it more as a defensive weapon than as an 
offensive weapon because it will knock them back pretty far.

Team Play : You have a team mate so help him out...

Counter : Dragon Punch
	Like all dragon punches, this is a good counter.

Team Attack : Fireball
	This is good team move to use.  With this move Ryu throws either a 
jab or a medium fireball, I'm not sure.  This move is good to use as a 
keep away move but a better use for it is to have ryu throw his fireball 
and then follow it up with another one causeing two fireballs to be in 
approximately the same area and hit at about the same time.

Team Super : Super Fireball
	It's a super beam so it will help no matter what however, if your 
team mates super leaves them in the air for a while then it doesn't 
really help.  Good teammates for Ryu to use this move with are Cyclops, 
Akuma, Wolverine, and Ken.  Others may exist but I'm not sure who they 
are.

General Combos and Combo Strategies : The combos and how they can be 
used...

	Here will be listed the combos that I use and how I use them.

d + SP, (super jump), WP, WK, D+MP two-in-one into Super Fireball
	This is one of my favorite combos in the whole game, it inspires 
awe into all those who see it and fear into all those who feel it.  Use 
this combo whenever you have a super bar and have launched your opponent 
because it takes off a massive amount of damage.  It should be noted 
that it is possible to throw in the Super Fireball anytime after the WP 
and it will still be damaging.  Another thing that you can do is if you 
don’t have a super bar you can use a SP, SK, Hurricane Kick, or a 
fireball to end this combo.

d + SK two-in-one into Super Hurricane Kick
	This is my favorite Ryu combo just because of how it looks, you’ll 
know when you see it, having your opponents body flung back from nearly 
hitting the earth into your now spinning legs.  Awesome.  The other 
great thing about this combo is that it can be used in any combo that 
ends with a sweep kick to on the ground them for more hits.

WP (WK), MP (MK), SP (SK)
	This is the basic combo that works good in any situation because 
as long as the weak attack hits the others will connect in a combo if 
timed correctly.  Note, the buttons in parenthesis can be used instead 
of the one that is not.

Game Play Strategies : How I myself personally plays...

	When I use Ryu he is normally a defensive player meaning that I 
try to capitalize off of the opponents mistakes.  An example of this is 
like if your opponent is playing Ken and misses a Dragon Punch you 
should get under them and do a Super Hurricane Kick because they will be 
defenseless on the way down.  The other thing you have to watch out for 
is if they jump in try to launch them and do the Air Super Fireball 
combo.  Another strategy you can use when playing as Ryu, and probably 
the oldest, is to get a fireball war started and then throw a Super 
Fireball and smoke them.  

	When using Ryu defensively remember to use the Super Hurricane 
Kick a lot because it is really hard to hit when they’re jumping in and 
if they block they’ll take massive block damage.  If they change 
partners smoke them with a Super Fireball and also remember that when 
you kill one of their characters the other will be in shortly so get 
toward the center of the screen and use a Super Hurricane because either 
they’ll get hit or take more block damage which, depending on how late 
in the match it is, may kill them.

	Finally, remember that Ryu is a good team player and should be 
used like so.  When he is out remember that you can use his team attack 
to throw one fireball and follow it with one from the character that is 
in to make it a two hit fireball.  Remember also that Ryu’s counter is a 
Dragon Punch so it is a fairly safe one to counter with unless its 
during a Super Fireball.  And last but not least his Team Super is his 
Super Fireball which can really help add on the damage when you finally 
pull off that Team Super.

Conclusion : That's All Folks
	
	That is about all I can say about Ryu, I'll probably add more at a 
later date when I have learned more, but until then feel free to send me 
e-mail at nmercy@geocities.com if you have any comments, questions, or 
additions you would like to see added in a later edition of this FAQ.  
You can receive the latest copy of this FAQ at 
http://www.geocities.com/TimesSquare/Arena/9561/.

	Thank you for reading The Ryu FAQ, I've had fun writing it,

						John Meyer
						nmercy@geocities.com







Moves List : 

Fireball : d, df, f + punch [air]
Hurricane Kick : d, db, b + kick [air]
Dragon Punch : f, d, df + punch

Super Fireball : d, df, f + 2 punches [air]
Super Dragon Punch : f, d, df + 2 punches
Super Hurricane Kick : d, db, b + 2 kicks