Ryu is a well-rounded character with no particular weaknesses or extreme advantages over the rest of the roster. The Street Fighter poster boy takes center stage and there is no question that anyone can pick up and play Ryu casually with ease, but mastering his deadliest combinations and strongest combos is very difficult.
Basic Terminology for tutorials
Jab = Light Punch = Button (LP)
Strong = Medium Punch = Button (MP)
Fierce = Hard Punch = Button (HP)
Short = Light Kick = Button (LK)
Forward = Medium Kick Button (MK)
Roundhouse = Hard Kick (Button (HK)
AP = Any Punch
AK = Any Kick
Ryu Special Moves
Note: Keep in mind that all special moves have 3 different levels of strength and each one will work better depending on the situation and the character the opponent is using.
Fireball (Hadouken)
Red Fireball (Shakunetsu Hadouken)
Hurricane Kick (Tatsumaki Senpuu Kiaku)
Dragon Punch (Shoryuken)
Combos & Advanced Super Cancels
Combos & Advanced Super Cancels – Video tutorial Explanations
Super Cancel input guide:
This is the input guide for super cancels with fireball motion. If you look at the motions, you will notice that there is no + sign between the down motion and the medium kick (MK). The reason for this is that the MK needs to be pressed between the down and down/forward motions and then the MP is done simultaneously as you press forward.
Basic Combo 1
This is Ryu’s Bread & Butter Combo and it will deal a decent amount of damage. The best thing about this combo is that it will always connect as long as you jump from a short or mid distance and that is why it’s one of the most reliable combos to do. If you only want to master one 3 hit combo, this is definitely it.
Inputs:
Basic Combo 2
This is a great combo that deal more damage than the first one because you have the fierce punch as well as the roundhouse kick. The only problem with this combo is that the crouching fierce punch will not hit if you jump from mid distance.
Inputs:
Jump Forward, Roundhouse kick, Crouching Fierce Punch, Fierce Hadouken.
Basic Combo 3
This one is also only for short distance jumps, but it’s great if you want to setup a crossup attack after the combo is done.
Inputs:
Jump Forward, Roundhouse kick, Crouching strong Punch, short Tatsu.
Basic Combo 4
This is an excellent choice for setting up crossups like a Tatsu or a series of hits.
Inputs:
Jump Forward, Roundhouse kick, Crouching Roundhouse cancelled into short Tatsu. Then you jump over to start a crossup.
Basic Super Cancel
Is you want to master super cancels, this is not only the best one to learn, but also the most useful in many situations. All you need to do is learn the proper timing and the video shows you everything as far as inputs and sounds. This is a perfect way to punish your opponent when making mistakes and the damage is huge.
Inputs:
It’s important to make sure that you input the kick as you start the second part of the super motion. This means that the sequence is:
Down, Forward, Down, Down/forward + Medium Kick, Forward + Punch. When this sequence is done properly, you get the super.
Tatsu & Super Cancel 1
This is one of my personal favorites and the best thing is that it keep people trying to guess what you are going to do. You should always mix up the short tatsu with throws, pokes, fireballs and supers. You could even stand there for a second just to have even more mix-ups for that tatsu.
Inputs:
Down, back + Light Kick, Down, Forward, Down, Down/Forward + Light Kick, Forward + Punch. When this sequence is done properly, you get the super.
Tatsu & Super cancel 2
This is just as useful as the last super cancel combo, but the good thing about the fierce punch is that the damage is much higher.
Inputs:
Down, back + Light Kick, Down, Forward, Down, Down/Forward + Fierce Punch, Forward + Punch. When this sequence is done properly, you get the super.
Jumping combo super cancel
This one is a little more difficult to pull off because you have to get used to the proper timing of the super cancel motion after the initial Roundhouse Kick. You need to start the super input right after you hit with the Roundhouse in the air, not before, not at the same time, but right after you hit.
Inputs:
Jump Forward + Roundhouse Kick, Down, Forward, Down, Down/Forward + Crouching Medium kick, Forward + Punch.
Link to Super Cancel
This is one of the most Difficult Super Cancel combos out there because it involves two complex moves. You need to link the Strong Punch and the Forward Kick and you need to simultaneously buffer the super.
Inputs:
Down + Strong Punch, forward, Down, Down/forward + Medium kick, Forward + Punch.
Massive Super Cancel Combo
This one is great after a knockdown and the best way to get a perfect knockdown with Ryu is with the Short tatsu due to the perfect spacing it provides for crossups and for meaty combos on wake up.
Input:
Down + Roundhouse Kick, back + Light Kick, Forward + Fierce Punch, Down, Forward, Down/Forward + Fierce Punch, Forward + Punch.
Advanced Rush Techs
This video is about flashy moves and while it might seem that no one would fall for such “shenanigans” at pro levels. There are many ways to combine these tatsu rushdowns in order to keep the opponent trying to guess between several combinations.
Advanced Super Cancel Video
These are some of Ryu’s most lethal super cancel combos with a POV arcade stick view. You can refer to the ultimate Ryu video guide for a better look at the inputs.
3 kicks to Super Cancel Video
The input display below shows you everything you need to do and the video gives you the correct timing for each motion. You start with down + c.short, then s.short, then right after you have hit that s.short, you have a very small window to do the super motion and cancel the last c.short into super.