Ryu
A disciplined martial artist who uses the Hadoken, Shoryuken, and Tatsumaki Senpu-kyaku.
Documented for this version
Arrow LeftArrow Right | Walk left or right |
|---|---|
Arrow Down | Crouch |
Arrow Up | Jump |
A | Punch Attack strength depends on the game's control configuration and character context. |
B | Kick Attack strength depends on the game's control configuration and character context. |
Special moves use directional inputs combined with attack buttons.
The supplied platform is Game Boy Advance; no emulator key mapping is assumed.
How it plays
Matches use a side-view, two-dimensional arena. The objective is to win rounds by reducing the opponent's vitality before the timer expires; most matches are best two rounds out of three.
Players walk, crouch, jump, block, throw, perform character-specific special moves, and build energy for Super Combos. Arcade mode advances through a fixed sequence of opponents, while versus play allows direct competition. Each fighter has different strengths, ranges, charge or motion inputs, and matchup considerations.
Plan your run
Learn one dependable normal attack, one anti-air option, and each character's primary special move before attempting advanced combos. Blocking low attacks protects against many grounded approaches, while standing attacks or invincible-style uppercuts can challenge jumps.
Watch the timer and the opponent's habits. Charge characters need space to prepare, grapplers need safe approaches, and projectile users should vary their timing rather than repeating one pattern. Save Super Combo energy for a confirmed hit or a round-ending punish.
Meet the cast
A disciplined martial artist who uses the Hadoken, Shoryuken, and Tatsumaki Senpu-kyaku.
Ryu's aggressive rival, with powerful Shoryuken variations and close-range pressure.
A fast Interpol officer known for her Kikoken, spinning attacks, and strong mobility.
A charge-based fighter who controls space with Sonic Boom and Flash Kick.
A sumo wrestler specializing in heavy strikes, Hundred Hand Slap, and headbutts.
A wild fighter whose rolling attacks and electricity make him unpredictable.
A powerful grappler built around command throws and close-range damage.
A long-range yoga fighter with stretching normals, Yoga Fire, and teleportation.
The game's primary boss, using Psycho Power and highly aggressive special attacks.
A boxer whose charge punches and rushdown attacks deal heavy damage.
A claw-wielding Spanish fighter with wall dives, agility, and evasive movement.
A tall Muay Thai fighter with strong Tiger Shot zoning and devastating kicks.
A highly mobile Delta Red operative with Cannon Spike and Spiral Arrow.
A large grappler whose Condor Spire and command grabs reward close pressure.
A kickboxer who combines charge attacks, projectiles, and rhythmic rushdown.
A Hong Kong martial artist specializing in rapid rekka strikes and close combat.
A hidden powerhouse with Ryu-like techniques, air fireballs, and extreme offense.
Before you begin
Use Training or versus matches to practice motion and charge inputs before arcade mode.
Do not jump constantly; grounded attacks and blocking are safer against experienced opponents.
Akuma is a hidden character in the arcade-style character selection sequence; the exact unlock input is version-specific and is omitted here.
Super Street Fighter II Turbo: Revival is a Game Boy Advance fighting game developed and published by Capcom. It adapts the arcade classic Super Street Fighter II Turbo, presenting one-on-one matches built around normal attacks, command moves, special techniques, and Super Combos. Players choose from a broad roster of world warriors and fight through an arcade route toward the final boss, M. Bison. The game also supports versus play and includes several adjustments for the handheld format. Reception generally praised its surprisingly faithful conversion, substantial roster, and portable multiplayer, while noting compromises in animation, sound, and controls compared with the arcade original.
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