GameSurge Strategy Page
GAMESURGE HOME l STRATEGY HOME l

|) \ / | | STREET FIGHTER III 3RD STRIKE FAQ
|\ | |_| by Joseph Christopher
version 1.8
Oct. 4, 1999

this faq is copyright 1999 Joseph Christopher

by reading this faq you agree that I, the author, am not in any way
liable for any harm that anybody thinks came from reading this faq

* Akuma may be the best, as I've said in my Akuma faq, but that doesn't
mean Ryu's far behind. Actually, Ryu WAS the best streetfighter until
SSF2T when Akuma first became playable. At that point, Ryu wasn't even
half the man Akuma is. In SF3 3rd Strike, however, it's hard to decide
who'll win if the people who play them are of equal skill. How's that?
Let's see now...

1. Ryu is quality over quantity (less hits yet more damage)
2. Ryu can EX all of his moves
3. Ryu EXs not only increase damage and number of hits, they also change
in style and effect
4. Ryu is hard to stun but is great at stunning opponents


Why read this guide:
I. Legend
II. General Moves
III. Special Moves
IV. Supers
V. Combos
VI. Vs. Computer
VII. Vs. Human
VIII. Ending
IX. Credits
X. Revision History
XI. Final Words
XII. last note on
shotokan haters and
to those who give Ryu
a bad name

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

I. Legend

U - up
D - down
B - back
F - forward
+ - at the same time
P - any punch
K - any kick
L - low
M - medium
H - high
/ - or

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

II. General Moves

dash - F,F / B,B (goes in direction you choose)
super jump - D,U / D,UF / D,UB (goes in direction you choose)
throw - LP+LK / F+LP+LK / B+LP+LK (different throws depending on
direction)
overhead P - MP+MK
taunt - HP+HK
parry - tap F at moment of impact of opponent's attack (maybe done
in mid-air)
low parry - tap D at moment of impact of opponent's attack

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

III. Special Moves

* EX version - done by pressing two P/K instead of one in every move

1) Hadouken - D,DF,F+P

Beginners can evade it, Normal players can parry it, Better
players will counter. In short, don't you EVER use it except in juggles
and combos, things Ryu don't usually rely on.
EX version is the one to be relied on since its speed is known
to catch an opponent off his guard.

2) Shoryuken - F,D,DF+P

What's a Shotokan w/o an uppercut? Always use the HP version
cause its damage is worth the risk.
EX version is faster, leaps higher, has more hits, and of course,
more damage.

3) Tatsumaki Senpuu Kyaku - D,DB,B+K

The hurricane K may be done in mid-air. Its so powerful all it
needs is one clean hit to knock an opponent off his feet. It is, sadly,
easy to counter and therefore not to be used unless you're absolutely
sure your opponent's expecting something else. You could use this as
an opening move, but it has its risks.
EX version is stationary and sucks the opponent in much like his
SFA3 super, only a LOT weaker.


4) Joudan Sokutou Geri - D,DF,F+K

A single high damaging forward kick that can serve as an alternative
to the traditional Shoryuken on jumping opponents if they are too far
from you. It can also be used to exchange hits with someone who's
about to make a move because its sure to give more than it receives.
EX version is so dam hard-hitting, your opponent is propelled
to the edge of the screen and bounces off back to you. Unrealistic,
but fun! You can, of course, hit the opponent again before he lands
on the ground.

* the following moves you can no longer EX
(ok, I said he could EX all his moves, but let's not consider these
as moves, just modified punches. Besides, a real move causes damage
even when blocked; these don't)

5) Sakotsu Wari - F+MP

Another overhead P that does not jump. It's slower but harder to
detect so maybe you can use this but only in the first round when your
opponent ain't familiar of your style yet.

6) Hatobi Kudaki - F+HP

A high damaging two hit punch to the midsection. It's almost as
slow as the Sakotsu Wari and not much strategy can be applied to it. It
can't even be comboed to anything so try it but don't use it much.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

IV. Supers

1) Shinkuu Hadouken - D,DF,F,D,DF,F+P
(comes in two moderately long super bars)

A 5-hit fireball that's extremely useful for a surprise attack as
you get up from a fall. Easy to parry. That is, IF your opponent detects
it a mile away. Do it either when you're really close and the opponent's
on the move, or right after you throw an EX Hadouken and he doesn't
block or get hit by it(e.g he parries, jumps over, rolls under, etc.)

2) Shin Shoryuken - D,DF,F,D,DF,F+P
(comes in one looong super bar)

ALWAYS follow-up this move with a Joudan Sokutou Geri. Most people
forget that. Also, remember that this super is not of much help if the
first, extremely close-range hit doesn't connect so as much as you would
want to inflict its full damage, use it in a combo(after a Shoryuken)
to greatly minimize risks. Besides, the damage is still respectable.

3) Denjin Hadouken - D,DF,F,D,DF,F+P
(comes in one short super bar)

Nothing to learn about this super because you must NEVER use it.
It's Ryu's lamest yet coolest-looking super so for curiosity's sake,
it's an unblockable, high stun-valued Hadouken that increases in damage
stun, and number of hits if you hold the P and hold it long. Sounds
good? Wait till you hear it's easier to detect and parry than an
EX Hadouken.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

V. Combos (every HP Hadouken may be followed with two Shinkuu Hadoukens,
yes TWO!! Timing is essential, and practice makes perfect)
(every HP Shoryuken may be followed with a Shin Shoryuken)

Beginner

1) UF-> HK-> D+HK
2) UF-> HP-> D+HK
3) UF-> HK-> D+MK-> HP Hadouken
4) UF-> HP-> D+MK-> HP Hadouken
5) UF-> HK-> D+HP-> HP Hadouken
6) UF-> HP-> D+HP-> HP Hadouken

Intermediate

1) UF-> HP-> D+HP-> HP Shoryuken
2) UF-> HK-> D+HP-> HP Shoryuken
3) UF-> HP-> B+HP-> HP Shoryuken
4) UF-> HK-> B+HP-> HP Shoryuken
5) UF-> HP-> D+HP-> HK Tatsumaki
6) UF-> HK-> D+HP-> HK Tatsumaki
7) UF-> HP-> B+HP-> HK Tatsumaki
8) UF-> HK-> B+HP-> HK Tatsumaki

Expert

1) UF-> MP-> LP-> LK-> HP Shoryuken
2) UF-> MP-> HP-> HK-> HK Tatsumaki

Improbable yet Possible (I have successfully done these yet only on
rare occasions)

1) Fully charged (15-hits)

UF-> MP-> HP-> HK-> EX Joudan Sokutou Geri-> LP Shoryuken->
EX Joudan Sokutou Geri-> LP Shoryuken-> EX Joudan Sokutou Geri->
LP Shoryuken-> EX Joudan Sokutou Geri-> LP Shoryuken-> EX Joudan
Sokutou Geri-> LP Shoryuken-> HK Joudan Sokutou Geri

* LP Shoryukens must barely hit the opponent
* LP Shoryukens must hit the opponent when he is at the peak
* only Ryu's knucles should touch the opponent during a LP Shoryuken
* adjust your position as you see fit

2) Fully charged (16-hits)

UF-> MP-> LP-> LK-> HP Shoryuken-> Shinkuu Hadouken-> HP Hadouken->
Shinkuu Hadouken

* HP Shoryuken must be cancelled into the Shinkuu Hadouken
* HP Hadouken will be done while the opponent is falling and must be cancelled
into the Shinkuu Hadouken

3) In corner, fully charged (17-hits)

UF-> MP-> Overhead P-> D+MK-> HP Hadouken-> Shinkuu Hadouken-> HP Hadouken->
Shinkuu Hadouken-> HP Shoryuken

* HP Hadoukens must be cancelled into Shinkuu Hadouken
* the first HP Hadouken-> Shinkuu Hadouken may be replaced by an EX Tatsumaki
if you aren't fully charged

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

VI. Vs. Computer
* These are NOT 100% applicable in all cases. There's always a chance,
slim as it may be, that the computer did not follow what I say below.
But it's safe to say that if you follow my guidelines, you'll always
win.

* Shin Shoryuken is the most recommended super for the computer

Akuma - if you block a combo of his that ended with a Hadouken, do a
HP Shoryuken cause he'll jump and try to do another dive K combo
- if he's in the corner and blocks your Hadouken, he'll jump.
Do a Shin Shoryuken if you will

Alex - whenever he does a HP Back Fist, duck. He'll follow up with a
Double Dive P which you should be ready to parry and counter
- if he suddenly walks back for 3 sec, get ready to parry his charging
elbow

Chunli - she wouldn't be herself if she didn't jump at least 10 times per
match. Have a handy HP Shoryuken at your disposal

Dudley - he is, on my opinion the hardest to parry cause it's so dam hard
to anticipate his moves. A good strategy would be to block his
attacks and retaliate
- note: don't block all day, especially if he's close cause he,
like most computer opponents, can always throw you when you least
expect it

Elena - memorize her body language and you'll see her charging kick from
a mile away
- low blocking her D+LK will make her do an overhead kick and follow
it with a sweep so counter as you see fit
- she'll super jump for you if you're too far away so time your
Joudan Sokutou Geri wisely

Gill - continue parrying his fireballs until he does something else
- he rarely parries in mid-air so you know what to do
- super jump and HK Tatsumaki to land behind him if he gets too close
- don't get intimidated by his meteor shower; it can be parried
- get intimidated by his ULTRA CHEAP angel of death super
- have at least one super ready to counter his resurrection super

Hugo - jab occasionally to make sure he doesn't grapple you
- when he jumps, carefully time a sweep cause he never expects it

Ibuki - if she jumps back, she'll throw a dagger so don't try to follow
- if she jumps forward, meet her in the air and pummel her to the
ground with a HP

Ken - don't jump on him or if you do, get ready to parry a three-hit Shoryuken
- if he's near fully charged and you launch a Hadouken, he'll jump
over it and propell himself with an EX Tatsumaki, landing behind you

Makoto - don't risk slow moves even if you think their damage is worth
the wait. She'll surely punish you with her speedy power P
- don't HK repeatedly just to charge up your super meter. She'll
see to it that you learn your lesson

Necro - don't jump cause he has a whole lot of ways to counter
- his mid-air drill K is always followed by a sweep
- he mixes his groud and air attacks but keep an eye on his feet
and you'll know when to do a Shoryuken

Oro - he'll always follow a straight fireball with an upward one
- he rarely uses his uppercut now. That means you can always beat
him via jump-in combos

Q - he's crap. Don't know why he was chosen for a secret challenger.
Not much strategy is needed for him. He can be obliterated even by
simple jump-in combos

Remy - concentrate on countering his attacks and low parrying his projectile
- don't rush cause that's what he's waiting for
- if you must jump, be sure you're ready to parry a 2 hit flash kick

Ryu - if he dashes backwards, expect two hadoukens to come your way. Jump
and attack

Sean - you're half-screen away and you throw a Hadouken, he'll always counter
with a hopping heel K which you, in turn can counter with a parry->
super
- two D+LK s will always be followed by a hopping heel k. Parry and
super

Twelve - don't lose hope if he's been countering all your jump-ins for half the
round. he won't be countering the succeeding ones and thus victory
for you
- keep an eye out for his invisibility. It's when you give all you've
got: He'll accept every last bit of it

Urien - crouching for 3 or more seconds yields a dive knee
- walking back for sec yields a charging shoulder
- standing for 3 or more seconds yields a projectile

Yang/Yun - they may have different abilities, but the strategies the computer
has in mind when playing them are identical
- whenever they're very far from you, they'll super jump and
dive K. You'll parry and super

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

VII. Vs Human

Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers

* Ryu, because of his advantage in power and lack of speed,
must be used as a counter attacker. I must admit even I have not
perfected this sort of strategy. But many battles I have won simply
by moving left and right, parrying an attack, and doing either a
HP Shoryuken or a super to retaliate.

1) Shinkuu Hadouken is the most recommended super

As I have mentioned above, the Shinkuu Hahoken is a great surprise move.
Sure, the Shin Shoryuken can also be a surprise but what if you miss?
Then the surprise's on YOU! The Shinkuu Hadouken also comes with two
moderately long super bars which means there's more room for EXs and EXs
you should utilize.

2) Mix-up your D+MK, Overhead P, and your throw

If you get close to an opponent, try as randomly as possible to execute
one of these attacks and follow it up with another randomly chosen move.
Most of the time I just mix-up the crouching kick and the overhead punch
and only use the throw when my opponents' getting the hang of it.


3) Try jumping straight up as the first round starts

Normally, your challenger would throw a fireball which you should parry.
If he jumps towards you, just do a HK. Sometimes he'll dash in. When this
happens, repeatedly tap forward and LP+LK to anticipate either an attack
or a throw.

4) Are you experiencing an almost inhuman desire to repeatedly annoy an
opponent? Use my 6-hit Joudan Sokutou Geri combo to satisfy your needs!
I'm quite proud of it cause I discovered it and no one (at least where
I play) has ever successfully used it even against the computer. Anyway,
here's how:

(you have to be fully charged and equiped with a Shinkuu Hadouken)

a) Set up your opponent. Throw a fireball and hope he'll jump or throw
his own projectile. You can also walk back and do nothing to lure him
into walking or jumping towards you.

b) When the time is right, surprise him with an EX Joudan Sokutou Geri

the following steps will only apply if you are at one end of the screen
and the opponent is propelled to the other end. Otherwise, you'll have
to estimate your positioning

c) Notice that the opponent will fall somewhere on the middle of the
ground. Dash forward

d) Catch his falling body with another EX Joudan Sokutou Geri
e) If you don't move, his body will hurl itself all the way behind you
so walk back

f) Land your third EX Joudan Sokutou Geri
g) You're almost in the perfect position this time. Move forward a little
bit and wait

h) And, then again, you send him off with what else? An EX Joudan Sokutou
Geri!
(surprise, surprise)

i) Dash forward and...
j) for the last time, hit him with...an EX Joudan Sokutou Geri!

wait a minute, how many was that? 5? did i say 6? then there must be one
last hit, right? Right! Move forward a bit and, since your super bar is
empty by now, do a NON-EX JOUDAN SOKUTOU GERI!!!

* if you're going to put this combo on your faq please include me in your
credits section. thanks

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

VIII. Ending
* next time I'll put in the exact words used but for now...

Ryu is training by a waterfall. He whispers to himself, "What is a true
warrior?" "Shall I continue searching for the answer or not?" He then
tries to catch a leaf, but tears it to shreads in the process. "I'm not
close. I can't even predict where the leaf will fall." He then decides
to go on with his journey.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

IX. Credits

Jeff Maxwell for sharing his opinions on the predictabilities of different
computer opponents and...
for constantly giving me a taste of brand new kung-fu shoes
(but that's nothing compared to the taste of feet that have
walked the globe! hehe)

Mech Gouki (MechGouki8@aol.com) for the correct names of all of Ryu's
moves

Kao Megura (kmegura@hotmail.com) for info on Ryu's additional moves

Andrew Hart (megatron25@hotmail.com) for a big part of my Hadouken juggle

Casey (ksbusnes@ionsys.com) for a big part of my corner combo

Gamefaqs.com for paying attention to this faq
Capcom and all its affiliates for creating such a great game

Ms. AsianCuteness for inspiring me in just about everything I do!

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

X. Revision History

v1.8 - a lot more combos
v1.7 - corrected spelling of moves
v1.6 - added credits and last section
v1.5 - forgot to finalize name of Thrust K
v1.4 - final touches
v1.3 - added vs human strategy
v1.2 - corrected name of Thrust K
v1.1 - added Gill strategy

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

XI. Final Words

Please feel free to email me if there's something about Ryu I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.

*reminder: a Shinkuu Hadouken done when the opponent is cornered can be
followed by ANY other move

Ryu is, by far, my favorite streetfighter (yeah, yeah, I said Akuma is
the best). Akuma IS the best. It's just that when I'm playing him no one
has ever given me a good challenge without being cheap. Besides, it may
take a little more effort, but everyone I could beat using an Akuma I
could also beat using Ryu.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

XII. Last note on shotokan haters:
Let's be fair, alright? I don't give any harsh comments on kung-fu masters,
boxers, and professional wrestlers. It's not that I can't think of any,
it's just that I know there'll always be people who'll be offended so I
stick to giving praise to my favorite characters. (Ok, I said Q is crap
but I only meant the computer-controlled Q) So, why don't you do the same?
Don't emphasize and curse on what you think is the lameness of another
character cause someday you might eat your own words when someone (like
me) challenges and beats the crap out of YOU using the "lamest" shoto,
and without being cheap.

to those who give Ryu a bad name:
Don't continue using Ryu if all you can do to win is my #1 & 2 beginner
combos. (sheesh, those combos are a decade old by now!) Maybe you need a
real powerhouse (like Alex and Hugo) cause Ryu is still somewhat inclined
to being balanced and cannot just win by two-hit jump-in combos. Ryu has
a very different strategy now, one that relies much on parrying and counter
attacks. If you're not used to parrying, or if you think strategies on
SFA3 and below still work, then don't you EVER select Ryu!

PREVIOUS PAGE l STRATEGY HOME l GAMESURGE HOME

At GameSurge, we pride ourselves in being a game site for ALL games. We are always looking for new and exciting features to add to our site. If you have a submission, or wish to join the strategy section staff here at GameSurge, you can contact us through our email at webmaster@gamesurge.com.
This page is Created by CD2HTML v3.4.2 (© 1999 by Falk Petro).


» Contact Us » Top » Homepage


All HTML coding are original and © GameSurge.
Original Graphics and layout are copyright © of P.D.Sanderson and shivaSite Designs.
No part of this site may not be reproduced without prior consent.
Site best viewed with I.E./NS 4+.
Resolution is 800x600, up to 1152x864. 16 bit+ color recommended
Designed by shivaSite