Street Fighter 2: Hyper Fighting/Ryu: Difference between revisions

From SuperCombo Wiki
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| align="center" | [[File:Sf2hf-ryu-hdk-s1.png]] || align="center" | [[File:Sf2hf-ryu-hdk-s2.png]] ||  align="center" | [[File:Sf2hf-ryu-hdk-s3.png]] ||  align="center" | [[File:Sf2hf-ryu-hdk-s4.png]] ||   
| ||align="center" | [[File:Sf2hf-ryu-hdk-s1.png]] || align="center" | [[File:Sf2hf-ryu-hdk-s2.png]] ||  align="center" | [[File:Sf2hf-ryu-hdk-s3.png]] ||  align="center" | [[File:Sf2hf-ryu-hdk-s4.png]] ||   
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| ||align="center" | [[File:Sf2hf-ryu-hdk-lp-a1.png]] || align="center" | [[File:Sf2hf-ryu-hdk-lp-a2.png]] || align="center" | [[File:Sf2hf-ryu-hdk-lp-a3.png]] || align="center" | [[File:Sf2hf-ryu-hdk-lp-a4.png]]
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| align="center" | [[File:Sf2hf-ryu-hdk-mp-a1.png]] || align="center" | [[File:Sf2hf-ryu-hdk-mp-a2.png]] || align="center" | [[File:Sf2hf-ryu-hdk-mp-a3.png]] || align="center" | [[File:Sf2hf-ryu-hdk-mp-a4.png]]
| ||align="center" | [[File:Sf2hf-ryu-hdk-mp-a1.png]] || align="center" | [[File:Sf2hf-ryu-hdk-mp-a2.png]] || align="center" | [[File:Sf2hf-ryu-hdk-mp-a3.png]] || align="center" | [[File:Sf2hf-ryu-hdk-mp-a4.png]]
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| align="center" | [[File:Sf2hf-ryu-hdk-hp-a1.png]] || align="center" | [[File:Sf2hf-ryu-hdk-hp-a2.png]] || align="center" | [[File:Sf2hf-ryu-hdk-hp-a3.png]] || align="center" | [[File:Sf2hf-ryu-hdk-hp-a4.png]]
| ||align="center" | [[File:Sf2hf-ryu-hdk-hp-a1.png]] || align="center" | [[File:Sf2hf-ryu-hdk-hp-a2.png]] || align="center" | [[File:Sf2hf-ryu-hdk-hp-a3.png]] || align="center" | [[File:Sf2hf-ryu-hdk-hp-a4.png]]
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| Jab || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25
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| Jab || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25
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| Strong || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25
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| Fierce || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25
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| ||align="center" | [[File:Sf2hf-ryu-tsk-a1.png]] || align="center" | [[File:Sf2hf-ryu-tsk-m1.png]] || align="center" | [[File:Sf2hf-ryu-tsk-a2.png]] || align="center" | [[File:Sf2hf-ryu-tsk-m2.png]]
| ||align="center" | [[File:Sf2hf-ryu-tsk-a1.png]] || align="center" | [[File:Sf2hf-ryu-tsk-m1.png]] || align="center" | [[File:Sf2hf-ryu-tsk-a2.png]] || align="center" | [[File:Sf2hf-ryu-tsk-m2.png]]
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| ||align="center" | [[File:Sf2hf-ryu-tsk-r1.png]] || align="center" | [[File:Sf2hf-ryu-tsk-r2.png]] || align="center" | [[File:Sf2hf-ryu-tsk-r3.png]] || align="center" | [[File:Sf2hf-ryu-tsk-r4.png]]  
| ||align="center" | [[File:Sf2hf-ryu-tsk-r1.png]] || align="center" | [[File:Sf2hf-ryu-tsk-r2.png]] || align="center" | [[File:Sf2hf-ryu-tsk-r3.png]] || align="center" | [[File:Sf2hf-ryu-tsk-r4.png]]  
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| ||align="center" | [[File:Sf2hf-ryu-atsk-a1.png]] || align="center" | [[File:Sf2hf-ryu-atsk-m1.png]] || align="center" | [[File:Sf2hf-ryu-atsk-a2.png]] || align="center" | [[File:Sf2hf-ryu-atsk-m2.png]]
| ||align="center" | [[File:Sf2hf-ryu-atsk-a1.png]] || align="center" | [[File:Sf2hf-ryu-atsk-m1.png]] || align="center" | [[File:Sf2hf-ryu-atsk-a2.png]] || align="center" | [[File:Sf2hf-ryu-atsk-m2.png]]
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| align="center" bgcolor="blue" | 50 || align="center" | 6 || align="center" | 1 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25  
| align="center" colspan="2" | Frame Count  || align="center" bgcolor="blue" | 50 || align="center" | 6 || align="center" | 1 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25  
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| ||align="center" | [[File:Sf2hf-ryu-atsk-r1.png]] || align="center" | [[File:Sf2hf-ryu-atsk-r2.png]] || align="center" | [[File:Sf2hf-ryu-atsk-r3.png]] || align="center" | [[File:Sf2hf-ryu-atsk-r4.png]]  
| ||align="center" | [[File:Sf2hf-ryu-atsk-r1.png]] || align="center" | [[File:Sf2hf-ryu-atsk-r2.png]] || align="center" | [[File:Sf2hf-ryu-atsk-r3.png]] || align="center" | [[File:Sf2hf-ryu-atsk-r4.png]]  
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| align="center" bgcolor="blue" | 56 || align="center" | 6 || align="center" | 1 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25
| align="center" colspan="2" | Frame Count  || align="center" bgcolor="blue" | 56 || align="center" | 6 || align="center" | 1 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25  
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Revision as of 15:23, 2 March 2016

Street Fighter 2: Hyper FightingSf2hf-logo.png
Street Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#CharactersStreet Fighter 2: Hyper Fighting#System InfoStreet Fighter 2: Hyper Fighting#MiscellaneousStreet Fighter 2: Hyper Fighting#Basic StrategyMvC3HeaderButtons.png

Ryu

Sf2hf-ryu-portrait.gif

Ryu learned his Ansatsuken martial art alongside his rival-become-"friend" Ken. Ryu was always the more serious student, resulting in a far superior mastery of fireballs and spinning hurricane kicks.
After defeating Sagat at the Street Fighter 1 tournament in an staggering display of deception skill, Ryu went on to tour the globe with no shoes on. Yearning to learn the meaning of "fight" and to find ever stronger combatants, Ryu became famous for leaving tournaments just before the ceremonies, leaving podium photographs missing the #1 place (much to the chagrin of the organisers).

In a nutshell

Ryu is probably the best character in Hyper Fighting. His moveset covers all the bases, with an excellent projectile, several invincible moves, fantastic anti-airs, and also has very potent combos to cover many situations. He outright dominates E.Honda, and only has a couple of very minor bad matchups.

Character Specific Information

Character Data
Damage Scaling Factor:
25/32
Pre-Jump Frames:
4f
Jump duration:
40f

Color Options

Default Start
Ryu-hp.gif Ryu-old1.gif

Moves List

Normal Moves

  • Standing Normal Moves (st.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Standing Light Punch
{{#motion: lp }}
6
-
4
40
6
3
11*
+0/+1
{{#motion: }}
Standing Medium Punch
{{#motion: mp }}
16
8
60
7
2
7*
+10/+11
{{#motion: }}
Standing Hard Punch
{{#motion: hp }}
26
14
80
7
10
18*
-5/-4
{{#motion: }}
Standing Light Kick
{{#motion: lk }}
8
-
4
40
8
4
7*
+3/+4
{{#motion: }}
Standing Medium Kick
{{#motion: mk }}
16
8
60
8
4
7*
+1/+2
{{#motion: }}
Standing Hard Kick
{{#motion: hk }}
22
14
80
8
11
21*
-9/-8
{{#motion: }}
  • Close Standing Normal Moves (cl.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Close Light Punch
{{#motion: (near opponent) lp }}
6
-
4
40
6
2
9*
+3/+4
{{#motion: }}
Close Medium Punch
{{#motion: (near opponent) mp }}
18
8
60
4
4
3*
+12/+13
{{#motion: specialcancel }}
Close Hard Punch
{{#motion: (near opponent) hp }}
26
8
60
4
4
3*
+12/+13
{{#motion: specialcancel }}
Close Light Kick
{{#motion: (near opponent) lk }}
8
-
4
40
15
4
13*
-3/-2
{{#motion: }}
Close Medium Kick
{{#motion: (near opponent) mk }}
16
8,8
60,60
13
6
13*
+8/+9
{{#motion: }}
Close Hard Kick
{{#motion: (near opponent) hk }}
24,6
8
60
8
4
7*
+1/+2
{{#motion: }}
  • Crouching Normal Moves (cr.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Crouching Light Punch
{{#motion: d + lp }}
6
-
4
40
10
3
7*
+4/+5
{{#motion: low }}
Crouching Medium Punch
{{#motion: d + mp }}
14
8
60
8
3
17*
-1/+0
{{#motion: }}
Crouching Hard Punch
{{#motion: d + hp }}
22
14
80
9
6
18*
-1/+0
{{#motion: }}
Crouching Light Kick
{{#motion: d + lk }}
6
-
4
40
6
4
7*
+3/+4
{{#motion: low }}
Crouching Medium Kick
{{#motion: d + mk }}
14
8
60
6
4
7*
+8/+9
{{#motion: low }}
Crouching Hard Kick
{{#motion: d + hk }}
22
8
130
9
4
18*
+1/+2
{{#motion: low knockdown }}
  • Jumping Normal Moves (nj.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Neutral Jump Light Punch
{{#motion: u + lp }}
10
4
40
6
20
-
{{#motion: high }}
Neutral Jump Medium Punch
{{#motion: u + mp }}
16
8
50
6
12
-
{{#motion: high }}
Neutral Jump Hard Punch
{{#motion: u + hp }}
24
14
60
1*
3*
-
{{#motion: high }}
Neutral Jump Light Kick
{{#motion: u + lk }}
10
4
40
6
20
-
{{#motion: high }}
Neutral Jump Medium Kick
{{#motion: u + mk }}
16
8
50
6
12
-
{{#motion: high }}
Neutral Jump Hard Kick
{{#motion: u + hk }}
24
14
60
6
6
-
{{#motion: high }}
  • Diagonal Jumping Normal Moves (j.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Diagonal Jump Light Punch
{{#motion: ub / uf + lp }}
8
4
40
6
20
-
{{#motion: high }}
Diagonal Jump Medium Punch
{{#motion: ub / uf + mp }}
16
8
50
6
12
-
{{#motion: high }}
Diagonal Jump Hard Punch
{{#motion: ub / uf + hp }}
22
14
60
6
6
-
{{#motion: high }}
Diagonal Jump Light Kick
{{#motion: ub / uf + lk }}
8
4
40
6
20
-
{{#motion: high }}
Diagonal Jump Medium Kick
{{#motion: ub / uf + mk }}
16
8
50
6
12
-
{{#motion: high }}
Diagonal Jump Hard Kick
{{#motion: ub / uf + hk }}
22
14
60
6
6
-
{{#motion: high }}

Unique Moves

Throws

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Seoi Nage
{{#motion: b / f + mp or hp }}
32
-
4
40
-
-
-
-
{{#motion: throw }}
Tomoe Nage
{{#motion: b / f + mk or hk }}
32
-
4
40
-
-
-
-
{{#motion: throw }}

Special Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Hadoken
{{#motion: qcf + lp }}
12
 ?
 ?
 ?
11
 ?
37
 ?
{{#motion: }}
Hadoken
{{#motion: qcf + mp }}
14
 ?
 ?
 ?
11
 ?
37
 ?
{{#motion: }}
Hadoken
{{#motion: qcf + hp }}
16
 ?
 ?
 ?
11
 ?
37
 ?
{{#motion: }}
Shoryuken
{{#motion: dp + lp }}
32
 ?
 ?
 ?
4
18
17/20/27 + 6
 ?
{{#motion: }}
Shoryuken
{{#motion: dp + mp }}
32
 ?
 ?
 ?
4
26
17/20/27 + 6
 ?
{{#motion: }}
Shoryuken
{{#motion: dp + hp }}
32
 ?
 ?
 ?
4
30
17/20/27 + 6
 ?
{{#motion: }}
Tatsumaki Senpu Kyaku
{{#motion: qcb + lk }}
22
 ?
 ?
 ?
11
2(3)3(3)3(3)3(3)3(3)3
13/14/15 + 6
 ?
{{#motion: }}
Tatsumaki Senpu Kyaku
{{#motion: qcb + mk }}
22
 ?
 ?
 ?
11
2(3)3(3)3(3)3(3)3(3)3(3)3(3)3
13/14/15 + 6
 ?
{{#motion: }}
Tatsumaki Senpu Kyaku
{{#motion: qcb + hk }}
22
 ?
 ?
 ?
11
2(3)3(3)3(3)3(3)3(3)3(3)3(3)3(3)3(3)3
13/14/15 + 6
 ?
{{#motion: }}
Air Tatsumaki Senpu Kyaku
{{#motion: qcb + lk }}
22
 ?
 ?
 ?
3
 ?
13/14/15 + 6
 ?
{{#motion: Aironly }}
Air Tatsumaki Senpu Kyaku
{{#motion: qcb + mk }}
22
 ?
 ?
 ?
3
 ?
13/14/15 + 6
 ?
{{#motion: Aironly }}
Air Tatsumaki Senpu Kyaku
{{#motion: qcb + hk }}
22
 ?
 ?
 ?
3
 ?
13/14/15 + 6
 ?
{{#motion: Aironly }}

Hitboxes

Standing Normals

  • Far Standing LP:
Damage ? Sf2hf-ryu-lp-s1.png Sf2hf-ryu-lp-a.png Sf2hf-ryu-lp-s1.png Sf2hf-ryu-lp-r1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 4 4 4 4
Simplified 4 4 4 4
  • Standing MP:
Damage ? Sf2hf-ryu-mp-s1.png Sf2hf-ryu-mp-s2.png Sf2hf-ryu-mp-a.png Sf2hf-ryu-mp-s2.png Sf2hf-ryu-mp-s1.png Sf2hf-ryu-lp-r2.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 1 2 4 3 3 1
Simplified 4 4 4 4
  • Standing HP:
Damage ? Sf2hf-ryu-mp-s1.png Sf2hf-ryu-mp-s2.png Sf2hf-ryu-hp-a.png Sf2hf-ryu-mp-s2.png Sf2hf-ryu-mp-s1.png Sf2hf-ryu-lp-r2.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 4 2 2 3 3 1
Simplified 4 4 4 4
  • Standing LK:
Damage ? Sf2hf-ryu-mp-s1.png Sf2hf-ryu-lk-s2.png Sf2hf-ryu-lk-a.png Sf2hf-ryu-lk-s2.png Sf2hf-ryu-mp-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 3 3 8 4 1
Simplified 4 4 4 4
  • Standing MK:
Damage ? Sf2hf-ryu-mp-s1.png Sf2hf-ryu-lk-s2.png Sf2hf-ryu-mk-a.png Sf2hf-ryu-lk-s2.png Sf2hf-ryu-mp-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 5 6 12 6 1
Simplified 4 4 4 4
  • Standing HK:
Damage ? Sf2hf-ryu-hk-s1.png Sf2hf-ryu-hk-a1.png Sf2hf-ryu-hk-a2.png Sf2hf-ryu-hk-r1.png Sf2hf-ryu-hk-r2.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 4 8 10 7
Simplified 4 4 4 4

Close Standing Normals

  • Close Standing LP:
Damage ? Sf2hf-ryu-cllp-s1.png Sf2hf-ryu-cllp-a.png Sf2hf-ryu-cllp-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 4 5
Simplified 2 4 5
  • Close Standing MP:
Damage ? Sf2hf-ryu-mp-s1.png Sf2hf-ryu-clmp-s.png Sf2hf-ryu-clmp-a.png Sf2hf-ryu-clmp-r1.png Sf2hf-ryu-clmp-r2.png Sf2hf-ryu-clmp-s.png Sf2hf-ryu-mp-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 1 2 2 6 4 3 4
Simplified 4 4 4 4
  • Close Standing HP:
Damage ? Sf2hf-ryu-clhp-s.png Sf2hf-ryu-clhp-a1.png Sf2hf-ryu-clhp-a2.png Sf2hf-ryu-clhp-r1.png Sf2hf-ryu-clhp-r2.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 3 2 6 10 13
Simplified 4 4 4 4
  • Close Standing LK:
Damage ? Sf2hf-ryu-mp-s1.png Sf2hf-ryu-cllk-s1.png Sf2hf-ryu-cllk-a1.png Sf2hf-ryu-cllk-r1.png Sf2hf-ryu-cllk-s1.png Sf2hf-ryu-mp-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 3 2 4 3 1
Simplified 4 4 4 4
  • Close Standing MK:
Damage ? Sf2hf-ryu-clmk-s1.png Sf2hf-ryu-clmk-s2.png Sf2hf-ryu-clmk-a.png Sf2hf-ryu-clmk-s2.png Sf2hf-ryu-clmk-s1.png Sf2hf-ryu-mk-r1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 1 6 4 4 1
Simplified 4 4 4 4


  • Close Standing HK:
Damage ? Sf2hf-ryu-mp-s1.png Sf2hf-ryu-clhk-s1.png Sf2hf-ryu-clhk-a1.png Sf2hf-ryu-clhk-a2.png Sf2hf-ryu-clhk-s1.png Sf2hf-ryu-mp-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 5 6 12 6 1
Simplified 4 4 4 4

Crouching Normals

  • Crouching LP:
Damage ? Sf2hf-ryu-crlp-s1.png Sf2hf-ryu-crlp-a.png Sf2hf-ryu-crlp-s1.png Sf2hf-ryu-crlp-r1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 4 4 1
Simplified 4 4 4 4
  • Crouching MP:
Damage ? Sf2hf-ryu-crmp-s1.png Sf2hf-ryu-crmp-s2.png Sf2hf-ryu-crmp-a.png Sf2hf-ryu-crmp-s2.png Sf2hf-ryu-crmp-s1.png Sf2hf-ryu-crlp-r1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 1 2 4 3 3 1
Simplified 4 4 4 4


  • Crouching HP:
Damage ? Sf2hf-ryu-crhp-s1.png Sf2hf-ryu-crhp-a1.png Sf2hf-ryu-crhp-a2.png Sf2hf-ryu-crhp-r1.png Sf2hf-ryu-crhp-s1.png Sf2hf-ryu-crhp-r2.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 3 3 8 10 12 1
Simplified 4 4 4 4


  • Crouching LK:
Damage ? Sf2hf-ryu-crlk-s1.png Sf2hf-ryu-crlk-a.png Sf2hf-ryu-crlk-s1.png Sf2hf-ryu-crlp-r1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 4 4 1
Simplified 4 4 4 4
  • Crouching MK:
Damage ? Sf2hf-ryu-crlk-s1.png Sf2hf-ryu-crlk-s2.png Sf2hf-ryu-crmk-a.png Sf2hf-ryu-crlk-s2.png Sf2hf-ryu-crlk-s1.png Sf2hf-ryu-crlp-r1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 1 2 6 4 4 1
Simplified 4 4 4 4
  • Crouching HK:
Damage ? Sf2hf-ryu-crhk-s1.png Sf2hf-ryu-crhk-a.png Sf2hf-ryu-crhk-s2.png Sf2hf-ryu-crhk-r1.png Sf2hf-ryu-crhk-r2.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 3 6 6 8 11
Simplified 4 4 4 4

Aerial Normals

  • Neutral Jumping LP:
Damage ? Sf2hf-ryu-njlp-s1.png Sf2hf-ryu-njlp-a.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2
Simplified 4 4 4 4
  • Diagonal Jumping LP:
Damage ? Sf2hf-ryu-njlp-s1.png Sf2hf-ryu-djlp-a.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2
Simplified 4 4 4 4
  • Neutral/Diagonal Jumping MP:
Damage ? Sf2hf-ryu-njlp-s1.png Sf2hf-ryu-jmp-s2.png Sf2hf-ryu-jmp-a.png Sf2hf-ryu-jmp-s2.png Sf2hf-ryu-jmp-r1.png Sf2hf-ryu-jmp-r2.png Sf2hf-ryu-jmp-r3.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 2 20 4 4 4
Simplified 4 4 4 4


  • Neutral Jumping HP:
Damage ? Sf2hf-ryu-njlp-s1.png Sf2hf-ryu-jmp-s2.png Sf2hf-ryu-njhp-a.png Sf2hf-ryu-jmp-s2.png Sf2hf-ryu-jmp-r1.png Sf2hf-ryu-jmp-r2.png Sf2hf-ryu-jmp-r3.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 2 8 4 4 4
Simplified 4 4 4 4
  • Diagonal Jumping HP:
Damage ? Sf2hf-ryu-njlp-s1.png Sf2hf-ryu-jmp-s2.png Sf2hf-ryu-njhp-a.png Sf2hf-ryu-jmp-s2.png Sf2hf-ryu-jmp-r1.png Sf2hf-ryu-jmp-r2.png Sf2hf-ryu-jmp-r3.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 2 8 4 4 4
Simplified 4 4 4 4


  • Neutral Jumping LK:
Damage ? Sf2hf-ryu-njlk-s1.png Sf2hf-ryu-njlk-a.png Sf2hf-ryu-njlk-r1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 3 40
Simplified 4 4 4 4
  • Diagonal Jumping LK:
Damage ? Sf2hf-ryu-djlk-s1.png Sf2hf-ryu-djlk-s2.png Sf2hf-ryu-djlk-a.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 3
Simplified 4 4 4 4
  • Neutral Jumping MK:
Damage ? Sf2hf-ryu-njmk-s1.png Sf2hf-ryu-njmk-a.png Sf2hf-ryu-jmp-r1.png Sf2hf-ryu-jmp-r2.png Sf2hf-ryu-jmp-r3.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 5 13 6 6
Simplified 4 4 4 4
  • Diagonal Jumping MK:
Damage ? Sf2hf-ryu-djlk-s1.png Sf2hf-ryu-djmk-s1.png Sf2hf-ryu-djmk-a.png Sf2hf-ryu-djmk-s1.png Sf2hf-ryu-jmp-r1.png Sf2hf-ryu-jmp-r2.png Sf2hf-ryu-jmp-r3.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 3 13 3 3 3
Simplified 4 4 4 4


  • Neutral Jumping HK:
Damage ? Sf2hf-ryu-njhk-s1.png Sf2hf-ryu-njhk-a1.png Sf2hf-ryu-njhk-a2.png Sf2hf-ryu-njhk-r1.png Sf2hf-ryu-njhk-r2.png Sf2hf-ryu-jmp-r1.png Sf2hf-ryu-jmp-r2.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 4 4 4 3 3
Simplified 4 4 4 4
  • Diagonal Jumping HK:
Damage ? Sf2hf-ryu-djlk-s1.png Sf2hf-ryu-djmk-s1.png Sf2hf-ryu-djhk-a.png Sf2hf-ryu-djmk-s1.png Sf2hf-ryu-jmp-r1.png Sf2hf-ryu-jmp-r2.png Sf2hf-ryu-jmp-r3.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 3 7 3 3 3
Simplified 4 4 4 4

Throws

  • Seoi Nage: (←/→ + HP) Tomoe Nage: (←/→ + HK)
Damage 20+(4*n) Sf2hf-ryu-throw.png
Duration 130
Stun 5~11
Stun Timer 60
Range (from axis) 64
Range advantage 35

Special Moves

  • Hadoken: (↓↘→ + P)

Startup:

Sf2hf-ryu-hdk-s1.png Sf2hf-ryu-hdk-s2.png Sf2hf-ryu-hdk-s3.png Sf2hf-ryu-hdk-s4.png
Frame Count 25 25 25 25

Active:

LP version:

Sf2hf-ryu-hdk-lp-a1.png Sf2hf-ryu-hdk-lp-a2.png Sf2hf-ryu-hdk-lp-a3.png Sf2hf-ryu-hdk-lp-a4.png
25
Frame Count 25 25

MP version:

Sf2hf-ryu-hdk-mp-a1.png Sf2hf-ryu-hdk-mp-a2.png Sf2hf-ryu-hdk-mp-a3.png Sf2hf-ryu-hdk-mp-a4.png
Frame Count

HP version:

Sf2hf-ryu-hdk-hp-a1.png Sf2hf-ryu-hdk-hp-a2.png Sf2hf-ryu-hdk-hp-a3.png Sf2hf-ryu-hdk-hp-a4.png
Frame Count


  • Shoryuken: →↓↘ + Punch

Startup:

Sf2hf-ryu-srk-s1.png Sf2hf-ryu-srk-a1.png Sf2hf-ryu-srk-a2.png Sf2hf-ryu-srk-r1.png Sf2hf-ryu-srk-r2.png Sf2hf-ryu-srk-r3.png
Jab 25 25 25 25 25 25
Strong 25 25 25 25 25 25
Fierce 25 25 25 25 25 25
  • Tatsumaki Senpuu Kyaku: ↓↙← + Kick

Startup:

Sf2hf-ryu-tsk-s1.png Sf2hf-ryu-tsk-s2.png Sf2hf-ryu-tsk-s3.png
Frame Count 45 6 1 1


Active:

Sf2hf-ryu-tsk-a1.png Sf2hf-ryu-tsk-m1.png Sf2hf-ryu-tsk-a2.png Sf2hf-ryu-tsk-m2.png
Frame Count 50 6 1 25 25


Recovery:

Sf2hf-ryu-tsk-r1.png Sf2hf-ryu-tsk-r2.png Sf2hf-ryu-tsk-r3.png Sf2hf-ryu-tsk-r4.png
Frame Count 56 6 1 25 25
  • Kuchuu Tatsumaki Senpuu Kyaku: During Jump ↓↙← + Kick


Active:

File:Sf2hf-ryu-atsk-a1.png File:Sf2hf-ryu-atsk-m1.png File:Sf2hf-ryu-atsk-a2.png File:Sf2hf-ryu-atsk-m2.png
Frame Count 50 6 1 25 25


Recovery:

File:Sf2hf-ryu-atsk-r1.png File:Sf2hf-ryu-atsk-r2.png File:Sf2hf-ryu-atsk-r3.png File:Sf2hf-ryu-atsk-r4.png
Frame Count 56 6 1 25 25

Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2hf-ryu-bwd.png File:Sf2hf-ryu-cllp-r3.png Sf2hf-ryu-fwd.png File:Sf2hf-ryu-crlp-r3.png
  • Standing reel:
Sf2hf-ryu-reel1.png Sf2hf-ryu-reel2.png Sf2hf-ryu-reel3.png Sf2hf-ryu-reel4.png
  • Standing gut reel:
Sf2hf-ryu-gutreel1.png Sf2hf-ryu-gutreel2.png Sf2hf-ryu-gutreel3.png Sf2hf-ryu-gutreel4.png
  • Crouching reel:
Sf2hf-ryu-creel1.png Sf2hf-ryu-creel2.png Sf2hf-ryu-creel3.png
  • Dizzy:
Sf2hf-ryu-dizzy1.png Sf2hf-ryu-dizzy2.png Sf2hf-ryu-dizzy3.png File:Sf2hf-ryu-dizzy4.png File:Sf2hf-ryu-dizzy5.png

The Basics

Advanced Strategy

Fireball counter
Ryu's Tatsumaki Senpuu Kyaku is completely invulnerable during start-up and recovery. You can use the move to pass through projectiles on reaction during the move's start-up and punish them for using projectiles from close to mid distance, depending on the recovery of their projectile. This completely nullifies Ken's projectile game, for instance.


Combos

Bread And Butter

  • j.HK, s.HP xx QCF+HP
  • c.MK xx QCF+HP

Meaty Combos

  • meaty cr.MP, cr.MK xx QCP+HP

Redizzy

  • crossup j.HK, cr.LK, cr.LK, cps1 chain s.HP xx QCF+HP
  • cr.LK, cr.LK, cr.LK, cps1 chain s.HP xx QCF+HP (char specific) [unverified]

Match-ups

  • Vs. Balrog (boxer):


  • Vs. Blanka:


  • Vs. Chun-Li:


  • Vs. Dhalsim:

Against Sim, you don't want to throw a bazillion fireballs. You just want to throw enough to get him into a fireball contest so you can do a random hurricane kick and knock him down, and then follow up with c.LK/cross-up/tick-throw shenanigans. (SweetJohnnyV)


  • Vs. E. Honda:

Ryu only needs two moves to win this match, jab fireball and crouching roundhouse. Ryu wants to make sure that he is at a distance against E. Honda, so he can do jab fireballs (which E. Honda can't jump straight up over). When E. Honda jumps forward from the fireball, just before his feet touch the ground, you can sweep him, and begin the fireball trap again. E. Honda's only move out of this is his butt slam (which has to be timed right to pass through the fireball), other than that, Ryu shouldn't have much problem with this match, as long as he is distanced away from E. Honda. If E. Honda gets close to Ryu, Ryu can hurricane kick away from Honda to get some distance and begin the pattern again.


  • Vs. Guile:

Ryu has a hard time fighting Guile in CE/HF imo. Hurricane kicks only work so often against a good guile and you would have to take a leap of faith when you do those anti-boom hurricanes. When Guile starts to throw booms it's really hard to turn the table over, since if you jump at him, he can hit you in multiple ways, jump straight up and you eat a guaranteed low forward as you land or try to do a air hurricane kick on the way down but Guile recovers safely after the low forward attemp at landing. Jumping backwards ont in Ryu favor either. Blocking the boom is the best option here and I think the best strat for Ryu against Guile is to get a knock down somehow and then doing bunch of safe jump in -> walk up low short XX short hurricane/dp/throw mixups.
--laugh

Ryu vs Guile requires one key skill that to date I have only seen maybe a few people master. when Guile whiffs a cr.MK, Ryu can trip it clean with cr.HK. This is one hell of a reaction to learn and way back in the day, I could do it 100%. When you specifically look for this and stay at a distance where Guile will try to do a cr.MK to gain ground advantage, try to take a step back with Ryu so it whiffs and you can counter. This is seriously one of the main keys to this fight that I have no seen anyone do for the longest time. Ryu can never jump at Guile either, he has too many options. Air throw, cr.MP into ground throw (i.e. gamepro strats lol), s.HK is really really good for anti air, then last but not least, cr.MK or cr.HK from a distance cause there is no trip guard in real SF games.
--Watson


  • Vs. Ken:


  • Vs. M. Bison (dictator):


  • Vs. Ryu (self):


  • Vs. Sagat:


  • Vs. Vega (claw):


  • Vs. Zangief: