RYU Does the Eternally Wandering Warrior really need any introduction? COMBOS P, P, P, P Four basic punches, with the last one being a delayed uppercut. P, K, K, K A punch followed by three basic kicks, the last one being a delayed stepping reverse kick (from SF3) to the stomach. P, P, P, K Three punches with the final hit being a guard crush axe kick. P, P, K, K Two punches followed by a low kick to the shins, and the final hit being his guard crush axe kick. P, K, P, P A punch followed by a kick. For the third hit, he puts on boxing gloves and does a 2 hit overhead that takes a while to come out. The final hit is a throw. If he connects, he grabs his opponent and then starts hitting them rapidly in the gut. Mash the buttons to get more hits from this grab. MOVES Overhead punch F+P A lunging 2 hit overhead punch that must be blocked high. Crouching blockers will get hit by it. I've seen him wear boxing gloves while he does it. Hadouken QCF+P Can be powered up with red gems. The move and joystick motion that every fighting game has copied since SF2 first came out. Ryu throws a fireball horizontally across the screen. Level 1 - small and slow and does only one hit. Level 2 - Medium sized and does 2 hits. Level 3 - Large and does 3 hits. Shoryuuken F, D, DF+P Can be powered up with yellow gems. The other move and joystick motion that every fighting game has copied since SF2 came out. Ryu rises up into the air, fist extended. At Levels 2 and 3 it does less hits against an airborne opponent than against an opponent on the ground. Level 1 - Rises a very short distance and does only one hit. Level 2 - Rises about half a screen's distance, does 2 hits, and is electrified. Presumably it has greater priority than the Level 1 version. Level 3 - Rises about a screen's distance, does 3 hits, and is electrified like it is at Level 2. Again, it presumably has better priority than at Level 2. Tatsumakisempuukyaku QCB+K Can be powered up with blue gems. Jumps towards his opponent and spins around, his foot extended at head height. It seems that at higher levels it can potentially do more than one hit, but only because the powered up versions last longer. Level 1 - Goes a short distance. Level 2 - Goes further and gains an electrical effect around his foot. Level 3 - Goes even further and the electrical effect is much larger. He can do this move while jumping. When he does he goes off at an angle to his jump, foot extended and spinning. The amount of time he's spinning with his foot out depends on the level he's powered the move up to. SUPER MOVES Shinkuu Hadouken QCF, QCF+P OR QCF+S Charges up for a moment and releases a very large, very powerful hadouken that does five hits. This can be easily cancelled into in combos after a crouching hit. Shinkuu Tatsumakisempuukyaku QCB, QCB+K OR QCB+S Charges up, then hops up and spins in place, with one foot extended. Instead of flinging the opponent away, this has a suction effect that draws them in and hits them silly. I can never remember exactly how many hits this can do, only that it's a lot and over ten hits. A large rain cloud appears above him as he does this move. This doesn't mean much until you realise that tatsumaki means 'tornado' or something like that. Reppuu Shouraishou F, D, DF+S Unsure if there are any other motions to do this move with - maybe QCF, QCF+K? Ryu does some rushing punches and then finishes with an electrified Shinshouryuuken. Does a total of ten hits. If it doesn't hit or is blocked, then he doesn't go into the final Shinshouryuuken.