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vs. Tips - Ryu/Ken

The ever-present shotos are fodder for Cody. You just have to be patient and stay on the ground, V-Cody also forces a change of playing style.

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Ryu
Ken
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03. Skyrax scribbled on 11 Oct 99

As you know, Ryu is a master of fireballs, Ken a master of dragion punches, so any half-decent player play towards these strengths, but Ken is somewhat the more dangerous of the two because he can last longer than Ryu ( he has a lower damage rating).

The basic key here is to keep well out of Dragon punch range but close enough that their fireball are useless. pick up the knife- it gives you extra reach twithout exposing your self to more damage. Use Lopw ruffian kicks to counter all those pesky attacks he may try to use. and when he leaves himself open, initaiate his punch super.

And since his Bad stone is not only slightly faster, but travels in a arc, use it if you see him about to throw a fireball. It will either snuff the fireball immediately, or hit him and leave enough time to jump the fireball.. Use Criminal Uppercut or High ruffian kick to snuff all their jump in attacks, and the low to stop all of Ken's roll-based attacks.

 

02. Ziggy scribbled on 12 Apr 99

Any decent Ryu is gonna realize that he can't throw fireballs within a 1/4 screen distance, so there goes a big chunk of offense for him. Expect a lot of hop kicks. Counter with a preemptive crack kick if you see it coming a mile away, a cr. strong or cr. forward if you wanna trade late hits.

If he's a low poker, usually cr. forwards, just keep walking up to him and stuffing him with st. forwards, or use a crack kick to clear them and then punish him accordingly. Use a cr. strongXX roundhouse ruffian kick to punish a ground hurricane kick, or a st. fierceXXroundhouse ruffian kick against air hurricanes. From a full screen away, use jab criminal uppers to counter fireballs rather than dodge them. It fills up your VC meter faster.

As for Ken, I'll be honest, I've never seen a really good Ken, outside of the few tourney's I hid in the back to watch. Sorry, I never really got into Alpha 2. Ken's the scrub default where I play, on every version of SF we have. What I have to say is based on the computer, so if this advice is inadequate, your input is always welcome. Cr. strongXXroundhouse ruffian kick against the hurricane kicks as always. Throw out short criminal kicks often, you might catch him rolling. That massive roundhouse poke he has whiffs, counter it.

 

01. Tat scribbled on 12 Apr 99

Ryu's a tough nut to crack, can't say the same for Ken though. Ryu has his hopkicks f+forward which can snuff out many of your low attacks, and when in distance relies on poking to keep you away. This is where your s.forward works so well. Always stick out a random s.forward whenever you get near to nulify the poking, and follow it with a forward Raffian Kick to keep him decent. And never go on a jumping spree, those uppercuts hurt big.

Stay on the ground, frustrate them with the constant poking and random Bad Stones, and don't abuse the Crack Kick 'cos it'll miss them if they crounch at the right time/distance. If in V-ism, everything will revolve around the dodge. A Ryu will soon find fireballing is useless and he will try to play footy and turtle. DO THE SAME. Sad to say, a Ryu turtle is tough to get near as all your moves have crappy range.

Ken is nowtz, never had a problem with any Kens. Air hurricanes can be swiftly countered with a c.strong->roundhouse Raffian Kick. If you see a roll coming, do a c.fierce, and then a Crack Kick to get near him, then stuff him with the KK throw. For some reason, many fall for this. They were expecting to roll next to you and then deliver a big-ass combo but the c.fierce stops them dead, the Crack kick will whiff and will be too stunned to react to the KK throw. This can be generally applied to all opponents who's trying to KK roll recover, though sometimes you should just go for the c.fierce xx short Raffian Kick.


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