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Welcome to StrategyWiki!

Hello Ganj! Welcome to StrategyWiki. Thank you for your contributions. If you have any questions, just contact a sysop through their talk page or post on the staff lounge, and they'd be happy to help. If you need help editing, check the StrategyWiki Guide. If you have a question about the content on this wiki, you can check out our staff lounge page. If you want to ask questions or hang out in IRC, we're usually around. On the other hand, if you have ideas for StrategyWiki, bring them up on the forums. Please remember to sign your name on, and only on, talk pages by clicking Wikisigbutton.png or using four tildes (~~~~); this will automatically produce your name and the date. Finally, please do your best to always fill in the edit summary field as this helps to document all of your hard work. Feel free to delete this message from your talk page if you like, or keep it for reference. Happy editing! -- Procyon (Talk) 12:18, 14 June 2008 (CDT)

No need to apologize

Thanks for registering an account. And there's no need to apologize. I totally get the decision to use stars, I've seen the Japanese command.dat, and it's great for fighting game experts. The thing is that we want the guides to be accessible to players of all skills, and (EX) is more understandable than a star to people who, say, haven't played SF3 before. Also, we want to keep the look and feel of the move lists fairly consistent. That being said, if you have a suggestion for a better way to represent certain concepts, by all means, please let us know. The best place to do this is probably StrategyWiki talk:Move lists project. Take care. Procyon (Talk) 12:18, 14 June 2008 (CDT)

SF4 Portraits

Ganj, the reason it doesn't matter what name you put in the portraits is because they don't exist yet. I need to find similar artwork to the ones I used earlier and upload portraits for them. Procyon (Talk) 22:08, 15 June 2008 (CDT)

Prototype tables

Hi Ganj. Those tables look very impressive. It would be helpful if we worked them into the existing templates so that they could be used across every fighting game. Granted, it will take quite a bit of work to transform every existing fighter on StrategyWiki. Would you be willing to assist with that? Procyon (Talk) 21:41, 23 June 2008 (CDT)

Sorry, more thoughts... We tend to stick to the wikitable style, so if you add class="prettytable" to your tables, that will change the style for you. Also, what about Command Attacks? Procyon (Talk) 21:45, 23 June 2008 (CDT)

I am really blown away by the effort that you put into this. I prided myself when I took the command lists from a text format to the humble table format that we use today, but this takes it to a whole new level that I never envisioned. I see most of what you did working out very well if we create one special move template, with a level parameter, 1 through 6 (e.g. 1 for throws, 2 for command attacks, etc.) Granted, not every game will need all six levels, but none should need any more (I hope!) The biggest problem I see with converting the existing tables is that I created an unfortunate situation by separating inputs into motion and button, whereas your table uses just one input field (which, admittedly, is better. I was trying to line the + up in every table, but it doesn't really gain that much. Some of the changes can be "botted." Anyway, I don't want to overwhelm you with details. Thank you for your efforts. The best place to see what is affected by this is Capcom/Move_lists and SNK_Playmore/Move_lists. Procyon (Talk) 09:24, 24 June 2008 (CDT)
I know that I probably jumped the gun as you may still be in the process of tweaking, but that's OK cuz the templates should be just as easy to tweak, so I went ahead and set up some new templates, namely: Template:Command Header, Template:Command List, and Template:Command Footer, and I was able to transform
SSF2T Ryu.gif

Click here for more information about Ryu's other fighting game appearances.

Ryu was an orphaned child, with no knowledge of who his parents were or if they are still alive. When Ryu was a young child, he was adopted by a man named Gouken and began living with him as well as learning a mysterious martial art. Gouken would later train his best friend's bratty son, Ken Masters, who served not only as a sparring partner for Ryu, but also to give Ryu some company since Gouken was the only person Ryu had seen in a long time due to the seclusion of Gouken's dojo. Ryu looked up to Gouken as a father figure during his early years and Ken as a best friend and surrogate brother, which is how their relationship remains to this day.

When Ryu was about 23 years old, Gouken thought that Ryu was ready to travel the world in order to test his skills against the best fighters in the world. With this, Ryu leaves Gouken and Ken, and heads to fight in the first World Warrior tournament. After defeating all challengers, his skills earn him the right to fight its host, Sagat. Despite nearly losing against the "Dark Emperor of Muay Thai," Ryu secures a difficult victory, and is crowned champion. Years later, after the events depicted in the Street Fighter Alpha series, Ryu enters the second World Warrior tournament to test his skills again.

Fighting Style

Both Ryu and Ken are practitioners of a nameless martial art, which incorporated the most violent techniques from a blend of four styles of martial arts, alongside a mysterious sure-killing technique called Shun Goku Satsu. Both Ryu and Ken learned their art from Gouken, who vowed to teach a less violent variation of the art created by his master Goutetsu which does not include the discipline's life-threatening techniques such as the Shun Goku Satsu.

While Ryu and Ken follow the same martial arts discipline, as the Street Fighter series evolved, the differences between the two characters was portrayed by their attacks: Ryu focused on technique while Ken opted for stylish unpredictability.

Ryu's normal attacks are slightly slower than Ken's, albeit straightforward. His special moves are more focused; Ryu inflicts damage with individual strikes rather than combinations. His Shoryuken does only one hit, so Ryu can effectively use this move at full power against airborne opponents, although Ken's is still much stronger since he follows the Shoryuu principle. Ryu can dodge projectiles at the start of his Tatsumaki Senpuu Kyaku maneuver and knocks an opponent down with one hit.

Ryu focuses more on the Hadou principle of his fighting styles, which translates to him being very skilled with his usage of ki - Ryu has the most concentrated Hadouken amongst all fighters of the same style, and only Akuma can match and/or surpass Ryu's Hadouken in both gauge and concentrate in certain instances. Ryu is capable of using the Shakunetsu Hadouken with the greatest of care—ensuring that the surge still burns bright with flames, but won't result in immolation.

HD Remix Alterations

  • Only one, a new special move: Fake Hadouken. Arcade-Stick-Qcf.png+Arcade-Button-LKick.png

Techniques

Name Translation Description Image
Hadouken (波動拳?) Surge Fist Ryu gathers all of his ki into his fists, and releases it by pushing it forward through the air. He can release it at three different speeds. Opponents who do not block or dodge the resulting energy experience the same force as if Ryu had punched them himself. SSF2T Ryu Hadouken.png
Shakunetsu Hadouken (灼熱波動拳?) Scorching Surge Fist Starting in Super Street Fighter II, Ryu gains the ability to add thermal energy to his ki. The resulting burst will light an opponent on fire if they are struck by it. The opponent will be knocked down if hit from up close, and stunned if hit from far away. It has the ability to do more damage than a normal Hadouken, but it takes Ryu more time to recover from this technique, making him more vulnerable to counter-attack. SSF2T Ryu Shakunetsu Hadouken.png
Tatsumaki Senpuu Kyaku (竜巻旋風脚?) Tornado Whirlwind Kick Ryu leaps off the ground, twisting his feet as he does. Then, extending one leg out, he approaches the opponent spinning around as if in a whirlwind. Since Ryu puts all of his ki into the attack, it immediately knocks down the opponent on the first hit. Starting in Street Fighter II Turbo, Ryu gains the ability to initiate this move while in mid-air. SSF2T Ryu TSK.png
Shoryuken (昇龍拳?) Rising Dragon Punch Ryu crouches down low to the ground, before springing off the ground, leading with his fist. The force of the jump causes Ryu to rise off the ground, performing a ground to air uppercut. Ryu can rarely strike his opponent more than once before knocking them to the ground, but it can happen depending on the distance to the opponent and the level of strength used. SSF2T Ryu Shoryuken.png
Sakotsu Wari (鎖骨割り?) Collarbone Breaker Beginning in Super Street Fighter II Turbo, Ryu has access to an overhead punch. He rushes forward with a high fist than he eventually turns downward, striking opponents on the head. Opponents must block high in order to avoid taking damage from this attack. SSF2T Ryu Overhead.png
Mizoochi Kudaki (鳩尾砕き?) Solarplexus Smasher Also in Super Street Fighter II Turbo, Ryu gains a rushing punch move that attacks an opponents mid-section. The force of the punch brings Ryu closer to his opponent by a small distance. SSF2T Ryu Rush.png
Shinkuu Hadouken (真空波動拳?) Vacuum Surge Fist Ryu's super move is a special version of the Hadouken. The excess energy gathered throughout the fight is gathered into a single burst of energy before Ryu releases it all at once. This compressed Hadouken has the ability to strike an opponent five times before dissipating. It also has the ability to cancel out, and pass through, oncoming projectiles. SSF2T Ryu Shinkuu Hadouken.png

Moves

Street Fighter II

Portrait SF2 Ryu.png
Name Input
Seoi Nage close, Arcade-Stick-Left.png or Arcade-Stick-Right.png+ Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
Tomoe Nage close, Arcade-Stick-Left.png or Arcade-Stick-Right.png+ Arcade-Button-MKick.png or Arcade-Button-HKick.png
Hadouken Arcade-Stick-Qcf.png+ Arcade-Button-Punch.png
Shoryuken Arcade-Stick-Dp.png+ Arcade-Button-Punch.png
Tatsumaki Senpuukyaku Arcade-Stick-Qcb.png+ Arcade-Button-Kick.png

Street Fighter II': Champion Edition

Portrait SF2CE Ryu.png
Name Input
Seoi Nage close, Arcade-Stick-Left.png or Arcade-Stick-Right.png+ Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
Tomoe Nage close, Arcade-Stick-Left.png or Arcade-Stick-Right.png+ Arcade-Button-MKick.png or Arcade-Button-HKick.png
Hadouken Arcade-Stick-Qcf.png+ Arcade-Button-Punch.png
Shoryuken Arcade-Stick-Dp.png+ Arcade-Button-Punch.png
Tatsumaki Senpuukyaku Arcade-Stick-Qcb.png+ Arcade-Button-Kick.png

Street Fighter II Turbo

Portrait SF2T Ryu.png
Name Input
Seoi Nage close, Arcade-Stick-Left.png or Arcade-Stick-Right.png+ Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
Tomoe Nage close, Arcade-Stick-Left.png or Arcade-Stick-Right.png+ Arcade-Button-MKick.png or Arcade-Button-HKick.png
Hadouken Arcade-Stick-Qcf.png+ Arcade-Button-Punch.png
Shoryuken Arcade-Stick-Dp.png+ Arcade-Button-Punch.png
Tatsumaki Senpuukyaku Arcade-Stick-Qcb.png+ Arcade-Button-Kick.png
Kuchuu Tatsumaki Senpuukyaku Arcade-Modifier-Air.pngArcade-Stick-Qcb.png+ Arcade-Button-Kick.png

Super Street Fighter II

Portrait SSF2 Ryu.png
Name Input
Seoi Nage close, Arcade-Stick-Left.png or Arcade-Stick-Right.png+ Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
Tomoe Nage close, Arcade-Stick-Left.png or Arcade-Stick-Right.png+ Arcade-Button-MKick.png or Arcade-Button-HKick.png
Hadouken Arcade-Stick-Qcf.png+ Arcade-Button-Punch.png
Shakunetsu Hadouken Arcade-Stick-Hcf.png+ Arcade-Button-Punch.png
Shoryuken Arcade-Stick-Dp.png+ Arcade-Button-Punch.png
Tatsumaki Senpuukyaku Arcade-Stick-Qcb.png+ Arcade-Button-Kick.png
Kuchuu Tatsumaki Senpuukyaku Arcade-Modifier-Air.pngArcade-Stick-Qcb.png+ Arcade-Button-Kick.png

Super Street Fighter II Turbo

Portrait SSF2 Ryu.png
Name Input
Seoi Nage close, Arcade-Stick-Left.png or Arcade-Stick-Right.png+ Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
Tomoe Nage close, Arcade-Stick-Left.png or Arcade-Stick-Right.png+ Arcade-Button-MKick.png or Arcade-Button-HKick.png
Mid-air uppercut Arcade-Modifier-Air.png Arcade-Button-MPunch.png
Sakotsu Wari Arcade-Stick-Right.png+ Arcade-Button-MPunch.png
Mizoochi Kudaki Arcade-Stick-Right.png+ Arcade-Button-HPunch.png
Hadouken Arcade-Stick-Qcf.png+ Arcade-Button-Punch.png
Shakunetsu Hadouken Arcade-Stick-Hcf.png+ Arcade-Button-Punch.png
Shoryuken Arcade-Stick-Dp.png+ Arcade-Button-Punch.png
Tatsumaki Senpuukyaku Arcade-Stick-Qcb.png+ Arcade-Button-Kick.png
Kuuchuu Tatsumaki Senpuukyaku Arcade-Modifier-Air.pngArcade-Stick-Qcb.png+ Arcade-Button-Kick.png
Shinkuu Hadouken Arcade-Stick-Qcf.pngArcade-Stick-Qcf.png+ Arcade-Button-Punch.png

Super Street Fighter II Turbo HD Remix

Portrait SSF2THDR Ryu.png
Name Input
Seoi Nage close, Arcade-Stick-Left.png or Arcade-Stick-Right.png+ Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
Tomoe Nage close, Arcade-Stick-Left.png or Arcade-Stick-Right.png+ Arcade-Button-MKick.png or Arcade-Button-HKick.png
Mid-air uppercut Arcade-Modifier-Air.png Arcade-Button-MPunch.png
Sakotsu Wari Arcade-Stick-Right.png+ Arcade-Button-MPunch.png
Mizoochi Kudaki Arcade-Stick-Right.png+ Arcade-Button-HPunch.png
Hadouken Arcade-Stick-Qcf.png+ Arcade-Button-Punch.png
Shakunetsu Hadouken Arcade-Stick-Hcf.png+ Arcade-Button-Punch.png
Fake Hadouken Arcade-Stick-Qcf.png+ Arcade-Button-LKick.png
Shoryuken Arcade-Stick-Dp.png+ Arcade-Button-Punch.png
Tatsumaki Senpuukyaku Arcade-Stick-Qcb.png+ Arcade-Button-Kick.png
Kuuchuu Tatsumaki Senpuukyaku Arcade-Modifier-Air.pngArcade-Stick-Qcb.png+ Arcade-Button-Kick.png
Shinkuu Hadouken Arcade-Stick-Qcf.pngArcade-Stick-Qcf.png+ Arcade-Button-Punch.png

Ultra Street Fighter II: The Final Challengers

Ryu

Portrait USF2 Ryu.png
Normal Throws
Seoi Nage Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
Tomoe Nage Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MKick.png or Arcade-Button-HKick.png
Unique Attacks
Collarbone Breaker Arcade-Stick-Right.png+Arcade-Button-MPunch.png
Solar Plexus Strike Arcade-Stick-Right.png+Arcade-Button-HPunch.png
Special Moves
Hadoken Arcade-Stick-Qcf.png+Arcade-Button-Punch.png
Shakunetsu Hadoken Arcade-Stick-Hcb.png+Arcade-Button-Punch.png
Shoryuken Arcade-Stick-Dp.png+Arcade-Button-Punch.png
Tatsumaki Senpukyaku Arcade-Stick-Qcb.png+Arcade-Button-Kick.png
Airborne Tatsumaki
Senpukyaku
Arcade-Modifier-Air.png Arcade-Stick-Qcb.png+Arcade-Button-Kick.png
Super Combo
Shinku Hadoken Arcade-Stick-Qcf.pngArcade-Stick-Qcf.png+Arcade-Button-Punch.png


Evil Ryu

Portrait USF2 Evil Ryu.png
Normal Throws
Seoi Nage Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MPunch.png or Arcade-Button-HPunch.png
Tomoe Nage Arcade-Stick-Left.png or Arcade-Stick-Right.png+Arcade-Button-MKick.png or Arcade-Button-HKick.png
Unique Attacks
Collarbone Breaker Arcade-Stick-Right.png+Arcade-Button-MPunch.png
Solar Plexus Strike Arcade-Stick-Right.png+Arcade-Button-HPunch.png
Special Moves
Hadoken Arcade-Stick-Qcf.png+Arcade-Button-Punch.png
Shakunetsu Hadoken Arcade-Stick-Hcb.png+Arcade-Button-Punch.png
Shoryuken Arcade-Stick-Dp.png+Arcade-Button-Punch.png
Tatsumaki Senpukyaku Arcade-Stick-Qcb.png+Arcade-Button-Kick.png
Airborne Tatsumaki
Senpukyaku
Arcade-Modifier-Air.png Arcade-Stick-Qcb.png+Arcade-Button-Kick.png
Ashura Senku
(Forward)
Arcade-Stick-Dp.png+Arcade-Button-3xPunch.png or Arcade-Button-3xKick.png
Ashura Senku
(Back)
Arcade-Stick-RDp.png+Arcade-Button-3xPunch.png or Arcade-Button-3xKick.png
Super Combo
Raging Demon Arcade-Button-LPunch.pngArcade-Button-LPunch.pngArcade-Stick-Right.pngArcade-Button-LKick.pngArcade-Button-HPunch.png


into

User:Procyon/Ryu

through
{{Command Header|SF2|Ryu|Street Fighter II/Ryu}}
{{Command List|level=3|name=Hadouken|japanese=波動拳|input={{cade|Qcf}}{{plus}}{{cade|Punch}}|note=Wave Motion Fist aaaa \*...*\ ssss}}
{{Command List|level=3|name=Shoryuken|japanese=昇龍拳|input={{cade|Dp}}{{plus}}{{cade|Punch}}|note=Rising Dragon Punch}}
{{Command List|level=3|name=Tatsumaki Senpuukyaku|japanese=龍卷旋風腳|input={{cade|Qcb}}{{plus}}{{cade|Kick}}|note=Hurricane Kick}}
{{Command Footer}}
I have to admit that it's a big improvement, even though it doesn't take advantage of the different color levels. I also really appreciate how the color levels you choose mirror the colors that we use for the various strength punches and kicks. The only obvious problem that I see is that Ryu's portrait eats into the first set of notes (in Firefox at least, I know it looks different in IE) so I'll have to rethink that. Anyway, I'd love to get your thoughts on this and see what you think. Thanks! Procyon (Talk) 13:00, 24 June 2008 (CDT)
Wow, this code you've developed really simplifies things. Admittedly, I haven't finished with the full project but this...THIS is pree-ty cool. I can actually see how things are taking shape. But I'll let you know/see how things are coming along. Ganj 16:22, 24 June 2008 (CDT)
Awesome, I'm glad you like it. I really appreciate the new ideas that you're injecting into this project. I started a new thread over at StrategyWiki talk:Move lists project, so feel free to check it out and continue this conversation over there (if you like.) Thanks! Procyon (Talk) 16:57, 24 June 2008 (CDT)

Thoughts and ideas

Awesome additions to the table. Two notions come to mind:

  1. The Marks addition is great, and we can probably make it an optional column, since earlier games like SF2, SFA, and SFA2 won't need it (but as you've already demonstrated, SFA3 does). Since you added it, would it make sense to you to indicate EX moves through that column? Or do you still prefer the star notation? Since we are redesigning this from the ground up somewhat, we can decide on a convention and stick with it. The other games that I see it affecting are SF3 and Capcom Fighting Evolution, but no others (that I'm aware of. Actually, I suppose Darkstalkers too technically, but that has the whole ES/GC/EG thing going on...)
  2. Do you see any utility in my creating an "Optional" template that could wrap optional motions (like holding left or right when throwing) inside parentheses? That way could go from:
<big>(</big>{{cade|Left}} <big>/</big> {{cade|Right}} {{plus}}<big>)</big> {{cade|LPunch}} {{plus}} {{cade|LKick}}
to
{{optional|{{cade|Left}} <big>/</big> {{cade|Right}} {{plus}}}} {{cade|LPunch}} {{plus}} {{cade|LKick}}
It won't save you much typing, but it will be much clearer to other editors and we can make sure all optional motions are notated identically throughout the site. Procyon (Talk) 18:04, 24 June 2008 (CDT)
I like the stars, but (like you said once before) we need to make sure everyone can distinguish what's what. But either way is no problem with me. So having that distinction is important. And "Yes", special parentheses would be VERY appreciated.

Ganj 18:26, 24 June 2008 (CDT)