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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Standing Light Punch | lp | rpdfire <br> speccancel }} | {{SFxTMoveListRow | Standing Light Punch | {{lp}} | {{rpdfire}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Medium Punch | mp | speccancel }} | {{SFxTMoveListRow | Standing Medium Punch | {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Standing Hard Punch | hp | chcrumple }} | {{SFxTMoveListRow | Standing Hard Punch | {{hp}} | {{chcrumple}} }} | ||
{{SFxTMoveListRow | Standing Light Kick | lk | }} | {{SFxTMoveListRow | Standing Light Kick | {{lk}} | }} | ||
{{SFxTMoveListRow | Standing Medium Kick | mk | }} | {{SFxTMoveListRow | Standing Medium Kick | {{mk}} | }} | ||
{{SFxTMoveListRow | Standing Hard Kick | hk | }} | {{SFxTMoveListRow | Standing Hard Kick | {{hk}} | }} | ||
{{SFxTMoveListRow | Close Light Punch | (near opponent) lp | speccancel <br> rpdfire}} | {{SFxTMoveListRow | Close Light Punch | (near opponent) {{lp}} | {{speccancel}} <br> rpdfire}} | ||
{{SFxTMoveListRow | Close Medium Punch | (near opponent) mp | speccancel }} | {{SFxTMoveListRow | Close Medium Punch | (near opponent) {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Hard Punch | (near opponent) hp | speccancel }} | {{SFxTMoveListRow | Close Hard Punch | (near opponent) {{hp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Light Kick | (near opponent) lk | }} | {{SFxTMoveListRow | Close Light Kick | (near opponent) {{lk}} | }} | ||
{{SFxTMoveListRow | Close Medium Kick | (near opponent) mk | speccancel }} | {{SFxTMoveListRow | Close Medium Kick | (near opponent) {{mk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Close Hard Kick | (near opponent) hk | }} | {{SFxTMoveListRow | Close Hard Kick | (near opponent) {{hk}} | }} | ||
{{SFxTMoveListRow | Crouching Light Punch | d + lp | rpdfire <br> speccancel }} | {{SFxTMoveListRow | Crouching Light Punch | {{d}} + {{lp}} | {{rpdfire}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Punch | d + mp | speccancel }} | {{SFxTMoveListRow | Crouching Medium Punch | {{d}} + {{mp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Punch | d + hp | speccancel }} | {{SFxTMoveListRow | Crouching Hard Punch | {{d}} + {{hp}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Light Kick | d + lk | rpdfire <br> low <br> speccancel }} | {{SFxTMoveListRow | Crouching Light Kick | {{d}} + {{lk}} | {{rpdfire}} <br> {{low}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Medium Kick | d + mk | speccancel }} | {{SFxTMoveListRow | Crouching Medium Kick | {{d}} + {{mk}} | {{speccancel}} }} | ||
{{SFxTMoveListRow | Crouching Hard Kick | d + hk | low <br> hardknockdown <br> speccancel }} | {{SFxTMoveListRow | Crouching Hard Kick | {{d}} + {{hk}} | {{low}} <br> {{hardknockdown}} <br> {{speccancel}} }} | ||
{{SFxTMoveListRow | Neutral Jump Light Punch | u + lp | high }} | {{SFxTMoveListRow | Neutral Jump Light Punch | {{u}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Punch | u + mp | high }} | {{SFxTMoveListRow | Neutral Jump Medium Punch | {{u}} + {{mp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Punch | u + hp | high }} | {{SFxTMoveListRow | Neutral Jump Hard Punch | {{u}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Light Kick | u + lk | high }} | {{SFxTMoveListRow | Neutral Jump Light Kick | {{u}} + {{lk}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Medium Kick | u + mk | high }} | {{SFxTMoveListRow | Neutral Jump Medium Kick | {{u}} + {{mk}} | {{high}} }} | ||
{{SFxTMoveListRow | Neutral Jump Hard Kick | u + hk | high }} | {{SFxTMoveListRow | Neutral Jump Hard Kick | {{u}} + {{hk}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Light Punch | ub / uf + lp | high }} | {{SFxTMoveListRow | Angled Jump Light Punch | {{ub}} / {{uf}} + {{lp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Medium Punch | ub / uf + mp | high <br> knockdown vs airborne }} | {{SFxTMoveListRow | Angled Jump Medium Punch | {{ub}} / {{uf}} + {{mp}} | {{high}} <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Angled Jump Hard Punch | ub / uf + hp | high }} | {{SFxTMoveListRow | Angled Jump Hard Punch | {{ub}} / {{uf}} + {{hp}} | {{high}} }} | ||
{{SFxTMoveListRow | Angled Jump Light Kick | ub / uf + lk | high <br> crossup }} | {{SFxTMoveListRow | Angled Jump Light Kick | {{ub}} / {{uf}} + {{lk}} | {{high}} <br> crossup }} | ||
{{SFxTMoveListRow | Angled Jump Medium Kick | ub / uf + mk | high <br> crossup }} | {{SFxTMoveListRow | Angled Jump Medium Kick | {{ub}} / {{uf}} + {{mk}} | {{high}} <br> crossup }} | ||
{{SFxTMoveListRow | Angled Jump Hard Kick | ub / uf + hk | high }} | {{SFxTMoveListRow | Angled Jump Hard Kick | {{ub}} / {{uf}} + {{hk}} | {{high}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Collarbone Breaker | f + mp | high <br> knockdown vs airborne }} | {{SFxTMoveListRow | Collarbone Breaker | {{f}} + {{mp}} | {{high}} <br> {{knockdown}} vs airborne }} | ||
{{SFxTMoveListRow | Solar Plexus Strike| f + hp | knockdown vs airborne }} | {{SFxTMoveListRow | Solar Plexus Strike| {{f}} + {{hp}} | {{knockdown}} vs airborne }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Shoulder Throw | f or n + lp + lk | throw }} | {{SFxTMoveListRow | Shoulder Throw | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SFxTMoveListRow | Somersault Throw | b + lp + lk | throw }} | {{SFxTMoveListRow | Somersault Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Shoryuken | dp + p | ex <br> knockdown }} | {{SFxTMoveListRow | Shoryuken | {{dp}} + {{p}} | {{ex}} <br> {{knockdown}} }} | ||
{{SFxTMoveListRow | Tatsumaki Senpukyaku | qcb + k | ex <br> knockdown }} | {{SFxTMoveListRow | Tatsumaki Senpukyaku | {{qcb}} + {{k}} | {{ex}} <br> {{knockdown}} }} | ||
{{SFxTMoveListRow | Airborne Tatsumaki Senpukyaku | air qcb + k | ex <br> knockdown <br> crossup }} | {{SFxTMoveListRow | Airborne Tatsumaki Senpukyaku | air {{qcb}} + {{k}} | {{ex}} <br> {{knockdown}} <br> crossup }} | ||
{{SFxTMoveListRow | Joudan Sokutogeri | hcf + k | ex <br> knockdown <br> wallbounce on ex }} | {{SFxTMoveListRow | Joudan Sokutogeri | {{hcf}} + {{k}} | {{ex}} <br> {{knockdown}} <br> {{wallbounce}} on {{ex}} }} | ||
{{SFxTMoveListRow | Hadoken | qcf + p | ex chrg <br> knockdown on ex <br> knockdown vs airborne }} | {{SFxTMoveListRow | Hadoken | {{qcf}} + {{p}} | {{ex}} {{chrg}} <br> {{knockdown}} on {{ex}} <br> {{knockdown}} vs airborne }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SFxTMoveListHeader}} | {{SFxTMoveListHeader}} | ||
{{SFxTMoveListRow | Shinku Hadoken | qcf + 3p | }} | {{SFxTMoveListRow | Shinku Hadoken | {{qcf}} + {{3p}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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* N/A | * N/A | ||
[[Category: Street Fighter X Tekken]] | [[Category:Street Fighter X Tekken]] |
Revision as of 02:04, 9 December 2020


Ryu
Ideal Team Position:
{{{4}}}
Strengths | Weaknesses |
---|---|
{{{5}}} |
{{{6}}} |
A wandering street fighter who trains rigorously in order to become a true martial artist. Studied the art of Ansatsuken from his master Gouken, but does not wield it to take lives. He wishes to test his mettle against fighters around the world in order to find an answer in the heart of battle. He searches for Pandora to see if there is a connection between it and the Satsui no Hado. | Ryu is the quintessential "basic" character in fighting games with an intuitive array of punches and kicks, and very basic special moves. This simplicity makes Ryu a favorite for beginner and intermediate players. Ryu is available in every single Street Fighter game, allowing players familiar with previous Street Fighter games to begin playing immediately, without having to worry about learning how to use a new character, however, there are a few tweaks in his moveset which vary depending on the game.
v. 2012 Update With the latest update, Ryu's special moves were made more punishable. His Heavy Joudan Sokutou Geri is no longer safe on block, each version of his Dragon Punch has less block stun, and push back less. Allowing Ryu to be punished for careless uppercuts. His Medium Dragon Punch has invincible start up frames, so make that one your go-to anti-air if you intend to play Ryu.
Moves
Normal Attacks












rpdfire


































































crossup




crossup




Unique Attacks







Throws









Special Moves












crossup













Super Combo


Move Analysis
Normal Moves
N/A
Unique Attacks
N/A
Normal Throws
N/A
Special Moves
N/A
Super Combos
N/A
The Basics
N/A
Advanced Strategy
N/A
Combos
Bread and Butters
- N/A
Hit Confirm Combos
- N/A
Advanced Combos
- N/A
Combos Into Supers
- N/A