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Revision as of 16:32, 7 March 2016


Ryu
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
Color Options
Default | Start |
File:Sf2hf-ryu-hp.png | File:Sf2hf-ryu-old1.png |
Moves List
Normal Moves
- Standing Normal Moves (st.)
- Close Standing Normal Moves (cl.)
- Crouching Normal Moves (cr.)
- Jumping Normal Moves (nj.)
- Diagonal Jumping Normal Moves (j.)
Unique Moves
Throws
Special Moves
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:
Hitboxes
Standing Normals
- Standing LP:
Damage | 6 | ![]() |
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Stun | 4 | ||||
Stun Timer | 40 | ||||
Chain Cancel | No | ||||
Special Cancel | No | ||||
Frame Advantage | +6/+5 | ||||
Frame Count | 2 | 4 | 4 | 1 | |
Simplified | 1+2 | 4 | 5 |
- Standing MP:
Damage | 16 | ![]() |
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Stun | 8 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | +10/+8 | ||||||
Frame Count | 1 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 1+3 | 4 | 7 |
- Standing HP:
Damage | 26 | ![]() |
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Stun | 14 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | -6 | ||||||
Frame Count | 3 | 2 | 6 | 10 | 12 | 1 | |
Simplified | 1+5 | 6 | 23 |
- Standing LK:
Damage | 8 | ![]() |
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Stun | 4 | |||||
Stun Timer | 40 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +3/+1 | |||||
Frame Count | 3 | 3 | 8 | 4 | 1 | |
Simplified | 1+6 | 8 | 5 |
- Standing MK:
Damage | 16 | ![]() |
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Stun | 8 | |||||
Stun Timer | 60 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | +1 | |||||
Frame Count | 5 | 6 | 12 | 6 | 1 | |
Simplified | 1+11 | 12 | 7 |
- Standing HK:
Damage | 22 | ![]() |
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Stun | 14 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | -2 | |||||
Frame Count | 2 | 4 | 8 | 10 | 7 | |
Simplified | 2+1 | 12 | 17 |
Close Standing Normals
- Close Standing LP:
Damage | 6 | ![]() |
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Stun | 4 | |||
Stun Timer | 40 | |||
Chain Cancel | No | |||
Special Cancel | ? | |||
Frame Advantage | ? | |||
Frame Count | 1+2 | 4 | 5 |
- Close Standing MP:
Damage | 16 | ![]() |
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Stun | 8 | |||||||
Stun Timer | 60 | |||||||
Chain Cancel | No | |||||||
Special Cancel | Yes | |||||||
Frame Advantage | ? | |||||||
Frame Count | 1 | 2 | 2 | 6 | 4 | 3 | 4 | |
Simplified | 1+3 | 2 | 17 |
- Close Standing HP:
Damage | 22 | ![]() |
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Stun | 14 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | Yes | |||||
Frame Advantage | ? | |||||
Frame Count | 3 | 2 | 6 | 10 | 13 | |
Simplified | 1+3 | 8 | 23 |
- Close Standing LK:
Damage | 8 | ![]() |
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Stun | 4 | ||||||
Stun Timer | 40 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | ? | ||||||
Frame Count | 2 | 3 | 2 | 4 | 3 | 1 | |
Simplified | 1+5 | 2 | 5 |
- Close Standing MK:
Damage | 16 | ![]() |
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Stun | 8 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | 2 | 1 | 6 | 4 | 4 | 1 | |
Simplified | 1+3 | 6 | 9 |
- Close Standing HK:
Damage | 24,6 | ![]() |
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Stun | 14 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | No | ||||||
Frame Advantage | ? | ||||||
Frame Count | 3 | 4 | 8 | 4 | 10 | 1 | |
Simplified | 1+7 | 12 | 11 |
Crouching Normals
- Crouching LP:
Damage | 6 | ![]() |
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Stun | 4 | ||||
Stun Timer | 40 | ||||
Chain Cancel | Yes | ||||
Special Cancel | Yes | ||||
Frame Advantage | +6/+5 | ||||
Frame Count | 2 | 4 | 4 | 1 | |
Simplified | 2 | 4 | 5 |
- Crouching MP:
Damage | 14 | ![]() |
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Stun | 8 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +10/+8 | ||||||
Frame Count | 1 | 2 | 4 | 3 | 3 | 1 | |
Simplified | 1+3 | 4 | 7 |
- Crouching HP:
Damage | 22 | ![]() |
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Stun | 14 | ||||||
Stun Timer | 80 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | -11 | ||||||
Frame Count | 3 | 3 | 8 | 10 | 12 | 1 | |
Simplified | 1+3 | 11 | 23 |
- Crouching LK:
Damage | 6 | ![]() |
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Stun | 4 | ||||
Stun Timer | 40 | ||||
Chain Cancel | No | ||||
Special Cancel | Yes | ||||
Frame Advantage | +6/+5 | ||||
Frame Count | 2 | 4 | 4 | 1 | |
Simplified | 1+2 | 4 | 5 |
- Crouching MK:
Damage | 14 | ![]() |
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Stun | 8 | ||||||
Stun Timer | 60 | ||||||
Chain Cancel | No | ||||||
Special Cancel | Yes | ||||||
Frame Advantage | +6/+4 | ||||||
Frame Count | 1 | 2 | 6 | 4 | 4 | 1 | |
Simplified | 1+3 | 6 | 9 |
- Crouching HK:
Damage | 22 | ![]() |
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Stun | 14 | |||||
Stun Timer | 80 | |||||
Chain Cancel | No | |||||
Special Cancel | No | |||||
Frame Advantage | KD/+2 | |||||
Frame Count | 3 | 6 | 6 | 8 | 11 | |
Simplified | 1+3 | 6 | 25 |
Aerial Normals
- Neutral Jumping LP:
Damage | 10 | ![]() |
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Stun | 4 | ||
Stun Timer | 40 | ||
Frame Count | 2 | ∞ |
- Diagonal Jumping LP:
Damage | 8 | ![]() |
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Stun | 4 | ||
Stun Timer | 40 | ||
Frame Count | 2 | ∞ |
- Neutral/Diagonal Jumping MP:
Damage | 16 | ![]() |
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Stun | 8 | |||||||
Stun Timer | 50 | |||||||
Frame Count | 2 | 2 | 20 | 4 | 4 | 4 | ∞ | |
Simplified | 4 | 20 | ∞ |
- Neutral Jumping HP:
Damage | 24 | ![]() |
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Stun | 14 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 2 | 2 | 20 | 4 | 4 | 4 | ∞ | |
Simplified | 4 | 20 | ∞ |
- Diagonal Jumping HP:
Damage | 22 | ![]() |
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Stun | 14 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 2 | 2 | 8 | 4 | 4 | 4 | ∞ | |
Simplified | 4 | 8 | ∞ |
- Neutral Jumping LK:
Damage | 10 | ![]() |
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Stun | 4 | |||
Stun Timer | 40 | |||
Frame Count | 3 | 40 | ∞ |
- Diagonal Jumping LK:
Damage | 8 | ![]() |
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Stun | 4 | |||
Stun Timer | 40 | |||
Frame Count | 2 | 3 | ∞ | |
Simplified | 5 | ∞ |
- Neutral Jumping MK:
Damage | 16 | ![]() |
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Stun | 8 | |||||
Stun Timer | 50 | |||||
Frame Count | 5 | 13 | 6 | 6 | ∞ | |
Simplified | 5 | 13 | ∞ |
- Diagonal Jumping MK:
Damage | 16 | ![]() |
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Stun | 8 | |||||||
Stun Timer | 50 | |||||||
Frame Count | 2 | 3 | 13 | 3 | 3 | 3 | ∞ | |
Simplified | 5 | 13 | ∞ |
- Neutral Jumping HK:
Damage | 24 | ![]() |
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Stun | 14 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 2 | 4 | 4 | 3 | 3 | 3 | ∞ | |
Simplified | 2 | 8 | ∞ |
- Diagonal Jumping HK:
Damage | 22 | ![]() |
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Stun | 14 | |||||||
Stun Timer | 60 | |||||||
Frame Count | 2 | 3 | 7 | 3 | 3 | 3 | ∞ | |
Simplified | 5 | 7 | ∞ |
Throws
- Seoi Nage: (←/→ + HP) Tomoe Nage: (←/→ + HK)
Damage | 20+(4*n) | ![]() | |
Duration | 130 | ||
Stun | 5~11 | ||
Stun Timer | 60 | ||
Range (from axis) | 64 | ||
Range advantage | 35 |
Special Moves
- Hadoken: (↓↘→ + P)
Startup:
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Frame Count | 25 | 25 | 25 | 25 |
Active:
LP version:
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Frame Count | 1 | 2 | 3 | 3.. |
Simplified | 40 |
MP version:
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Frame Count | 1 | 2 | 3 | 3.. |
Simplified | 40 |
HP version:
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Frame Count | 1 | 2 | 3 | 3.. |
Simplified | 40 |
- Shoryuken: →↓↘ + Punch
Startup:
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Jab | 4 | 4 | 14 | 6 | 11 | 5 |
Strong | 4 | 4 | 22 | 6 | 14 | 5 |
Fierce | 4 | 4 | 26 | 6 | 21 | 5 |
- Tatsumaki Senpuu Kyaku: ↓↙← + Kick
Startup:
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Frame Count | 4 | 4 | 3 |
Active:
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Frame Count | 3 | 3 | 3 | 3 |
Recovery:
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Frame Count | 4 | 4 | 4 | 0 |
- 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 | 3 | 3 | 3 | 3 |
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 | 4 | 4 | 4 | 4 | 0 |
Misc Animations
Walk back | Neutral | Walk Fwd | Crouch |
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File:Sf2hf-ryu-cllp-r3.png | ![]() |
File:Sf2hf-ryu-crlp-r3.png |
- Standing reel:
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- Standing gut reel:
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- Crouching reel:
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- Dizzy:
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File:Sf2hf-ryu-dizzy4.png | File:Sf2hf-ryu-dizzy5.png |
General | Game Mechanics | Strategy | Tiers | |
The Characters | Balrog (Boxer) | Blanka | Chun-Li | Dhalsim | E. Honda | Guile | Ken | M. Bison (Dictator) | Ryu | Sagat | Vega (Claw) | Zangief |