Super street fighter 4 ryu trial 21




















Neutral Jump Medium Punch. Focus Attack. Back Throw. Close Standing Light Punch. Far Standing Heavy Punch. Neutral Jump Heavy Punch. Far Standing Light Kick. Diagonal Jump Light Punch.

Red Focus Attack. Far Standing Medium Kick. Back Dash. Neutral Jump Light Kick. Neutral Jump Light Punch. Close Standing Light Kick. Toggle Buttons. Mirror Inputs. Tips for Ryu Submit a tip or combo. Unhelpful 1. Submit a tip for Ryu You're not logged in, you must Login to your account to post a comment. A decent but not super game. How do you execute Chun-Li Super Combo? Build 3 Answers How do you focus attack cancel?

Build 2 Answers How can I do a or degrees rotations without jumping or buffering? Build 7 Answers How to get Evil Ryu? General 7 Answers. Ask A Question. Browse More Questions. Keep me logged in on this device. Forgot your username or password? Trial 3: [YUN3]. Trial 4: [YUN4]. Trial 5: [YUN5]. Trial 6: [YUN6]. Trial 7: [YUN7]. Stand M Punch s. Stand L Kick sLK. Trial 8: [YUN8]. Crouch M Punch c. Stand M Kick s. Trial 9: [YUN9]. Target combo 1 j. LP xx f. Target Combo 3 c.

HK xx HK. Trial [YUN10]. Raigeki Shu During vertical or forward jump: df. Target Combo 5 s. LP xx s. LK xx s. Trial [YUN11]. Jump H Punch j. Trial [YUN12]. L Raigeki Shu During vertical or forward jump: df. Crouch L Punch c. Trial [YUN13]. Trial [YUN14]. H Raigeki Shu During vertical or forward jump: df. Trial [YUN15]. Jump H Kick j. Crouch M Kick c. GJ Stand H Punch s. Trial [YUN16]. Trial [YUN17]. Trial [YUN18]. Target Combo 4 s.

MP xx s. HP xx b. Trial [YUN19]. Trial [YUN20]. GJ Senpukyaku f. Trial [YUN21]. GJ Stand H Kick s. GJ Dakai f. Trial [YUN22]. Trial [YUN23].

Trial [YUN24]. Trial 1: [YNG1]. Trial 2: [YNG2]. Trial 3: [YNG3]. Trial 4: [YNG4]. Trial 5: [YNG5]. Trial 6: [YNG6]. Trial 7: [YNG7]. Stand L Punch s. Crouch H Kick c. Trial 8: [YNG8]. Trial 9: [YNG9]. The EX version spins in place which is typically best suited for use in combos and it also inflicts a lot of stun. A very versatile and powerful super with numerous set ups and combos.

When in Fireball fights, you can use the Super to go through their oncoming fireball and punish them. After a cross up Hurricane Kick you can also connect the full Super. Beyond that, it can be use to punish mistimed fireballs and other mistakes from the opponent.

Although Metsu Shoryuken is a very powerful Ultra, at the end of the day it has limited uses do to the fact that it is nearly impossible to combo into it and land the full Ultra.

Generally speaking you will land it after a Level 2 or 3 Focus Attack or after the opponent wiffs a move close to Ryu. That said, it can be used as an anti air attack, similar to a normal Dragon Punch. Half the time, you're going to want to replace the cr. Another big positive for cr. The cr. Learn the range of when you can use the preferable cr. Changing to the cr. Jul 20 Feb 11 Jumping Medium punch is a good air-to-air move which allows him to follow up with an Ultra or EX Fireball on hit.

You can combo after it with a dragon punch and also many of his normal moves such as crouching strong and crouching fierce. Dec 07 The advantage of ending a combo with sweep is that you get an untechable knockdown, giving you ample time to set something up for when they wake up. Also, with Ryu if you hold forward jump after a sweep you get an automatic safejump. Crouching Medium Punch, Crouching Medium Punch, Crouching Heavy Kick damage, stun If you are very comfortable with links, this combo is better than the one above because it does more damage and stun.

Because Ryu's sweep has such a slow recovery time, using any combo that ends in sweep as a blockstring is not a good idea vs. For blockstrings use a combo that ends in fireball.



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