Ryu Hayabusa: The Thinking Man's Super Ninja

MajesticBlue

Active Member
I can't remember but I think you need to use 6KP at a certain height in order for it to be effective, at least if you want to force tech them with 7K.
 

Sam Sultan

Active Member
It's true that you have to do 6KP at a certain height but that is not very difficult to figure out just a matter of spending some time in the lab. Also 4PK can also be used to force tech your opponent if you time it right.
 

Sam Sultan

Active Member
Here are some guaranteed, max damage combos after wall stun or stun by breaking furniture or breaking walls. After stun by furniture or breaking walls Hayabusa's 214P is guaranteed after that you can use 3P+K, 236P, 33P or 236P+K to guarantee launch your opponent into the air and continue your combo.

 

J.D.E.

Well-Known Member
Standard Donor
I haven't been here in a while since I've messed around with Busa. But now I wanna learn him & play him casually & see if I can level him up as a sub to Kasumi. So what's the gameplan for Ryu? Is offensive or defensive? What are is BNB's? How do you grab throw in mid air?
 

Jaguar360

Well-Known Member
I haven't been here in a while since I've messed around with Busa. But now I wanna learn him & play him casually & see if I can level him up as a sub to Kasumi. So what's the gameplan for Ryu? Is offensive or defensive? What are is BNB's? How do you grab throw in mid air?
He seems to be more defensive, since he is slowed down from previous games and has very useful expert mid punch holds. He is best from mid to long range. He has offensive capability with his great juggles and Senko Izuna (:236::P+K::P::P::F+P:). His air throw is :236::F+P:. I'm not sure of his BNB's, but they usually are juggles ending in :236::F+P:, :P::P::P: (in Ongoyin), or :P::P::4::P::K: and baiting for Izuna drops.
 

J.D.E.

Well-Known Member
Standard Donor
So I'll be turlting for the most part? So that's 2 defensive characters I'll have. I'ma tell you right now Im not a fan of teleport punch or kick. It's too predictable. I've seen too many Busas do it rather than teleport & dash to get in close.

Edit: I've beaten too many ppl who just constantly teleport rather than use his actual tools for range.
 

Jaguar360

Well-Known Member
So I'll be turlting for the most part? So that's 2 defensive characters I'll have. I'ma tell you right now Im not a fan of teleport punch or kick. It's too predictable. I've seen too many Busas do it rather than teleport & dash to get in close.

Edit: I've beaten too many ppl who just constantly teleport rather than use his actual tools for range.
It's not just teleports though. His :6::6::K: has good range and can set up his :F+P: :5: :426::F+P: :5: :f360::F+P: throw from ongoyin or a juggle. :9::K: can be used for similar reasons, but it does not do any damage and goes over highs. In ongoyin, he has :6::P+K: and :6::K: for long range options. The teleports and teleport attacks are useful every now and then though.
 

J.D.E.

Well-Known Member
Standard Donor
How d
It's not just teleports though. His :6::6::K: has good range and can set up his :F+P: :5: :426::F+P: :5: :f360::F+P: throw from ongoyin or a juggle. :9::K: can be used for similar reasons, but it does not do any damage and goes over highs. In ongoyin, he has :6::P+K: and :6::K: for long range options. The teleports and teleport attacks are useful every now and then though.
How do you air grab (or air throw)? The quick jabs then throw while in air?
 

Brute

Well-Known Member
Standard Donor
How d
How do you air grab (or air throw)? The quick jabs then throw while in air?
41236T like the first part of the Izuna Otoshi
Best done from 8K, 236P, or ongyoin K < Those will be your best set-ups for it.

It's good you're not a fan of using ongyoin 8P and 8K, as they suck and are noobie traps. Best only used as whiff punishment or for mixup game from 6P+K4.

You do NOT want to turtle because no one will rush Ryu at range. Close up? Always. At range, NEVER. They always will just sit and wait, leave you to move in unless you want to let the timer expire. This can be good or bad, depending on your cleverness and the opponent's reaction time. 3H+K and H+KKK are both good for rushes. If in ongyoin stance, move in with 4P+K4, and then switch between 6P+K, 6K,6P4,2K, H, and the teleports. My personal favorite is to switch to the Shoho Izuna. Garunteed 80 damage as long as the first hit connects, and it crushes highs with decent range. One of his best moves for sure.

Also, never underestimate the handstand. Just be wary it's not very responsive online.
Ryu's much slower than a lot of people think. You'll have to play a lot more defensively and risky than you would in past games or with the other ninja characters.
 

Chaos

Well-Known Member
Did anybody tried executing these combos before? :4::1:::2::3::6::F::+::P:, :2::3::6::P: :3::4::K:, :8::P:(I wouldn't do 8p unless you're on a perfect flat surface) :4::1:::2::3::6::F::+::P:(air grab)
:2::1::4::P:, :2::3::6::P:, :8::P:, :8::P:, :4::1::2::3::6::F::+::P:(air grab)
:3::h::+::K:, :3::4::K:, :2::3::6::F::+::P:(wall combo)
:2::1::4::P:, :4::1:::2::3::6::F::+::P:(wall combo)
 

Brute

Well-Known Member
Standard Donor
Hayabusa has no move with the input: :2::3::6::h::+:
clear.png
:P:

So no, I have not tried those.
 

cip

Member
I stumbled onto something today, don't believe I'm the first one though.

When you get his Ninpo PPP (or back turned P+K, PP) on counter hit, you can exchange the last P for an 8K, follow up with either an airthrow or a 7K to force the opponent to tech roll and keep up the pressure game, preferably with a 11P and the like.

It looks cool too, with the kick him in the ground, then throw him away :)
 

Hajin'

New Member
Hi !

I'm new to DoA but I know my way around a fighting game ! I finally got my eyes on a character I wanna play and, big surprise I know, it's Ryu.
My problem is, I find DoA very hard to play. Although I played Tekken for some years, a little soulcalibur and my favorite of all Virtua Fighter, Dead or Alive is the hardest game to play for me !
Because the Hokuto Shin Ken rules of " in stun " is without mercy for a beginner. You get stun one time and lose the momentum ... it's so hard to come back !! I know it'll get better with more versus (the online is *** btw ... I'd rather play less but offline) and better knowledge (MU and punitions) but wow this is one hell of a start !

But enough of this, I'm telling you all that so you can maybe better understand my problem. I still have no game plan !
I mean I don't really know what to look for. So I'm trying to 6P people to death at the end of each string to try and fish a counter hit.
When I'm at far range I try to use some gap closer like 214P (+2 on block but people can step so easily), 66K (same weakness) and 33P~4 (still + on block, still no tracking) and with luck people will mash and get countered by my dear friend 6P.
I know how to Izuna pretty well so fishing those hold is a blast, and I know pretty much what to do when I get to in stun people.
What I'm trying to say is, I know Hayabusa now (I've read and watch a lot specially Master and some corean dude) but I still don't have a solid game plan. Should I attack? Should I turtle? Should I bait for hold and Izuna? Should I bait for punch and hold Izuna?
What's the goal of that character? I mean precisely, I kinda figured he's a defensive character by now.

If you could give me some pointers, some direction ... would be very lovely. Sorry for that wall of text btw, and for my weird english, not my native language.

Have a nice one.
 
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