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{{SSFIVAEHeader}} | |||
{{SSFIVCharacterHeader|Ryu|Ryu| | |||
Ryu only has one goal in life: to perfect his skills and become the ultimate martial artist. A fairly aloof warrior, Ryu continually travels the globe in search of stronger and stronger opponents to help him achieve this goal. After defeating Sagat for the World Champion Street Fighter title, he was considered by most to be the most powerful fighter in the world. And yet, Ryu's true potential may still remain untapped, and only a glimpse of it was seen in his climactic battle with Shadaloo's leader, M. Bison. Only time will tell if Ryu can avoid being swallowed up by the dangerous power of the Satsui no Hado... | Ryu only has one goal in life: to perfect his skills and become the ultimate martial artist. A fairly aloof warrior, Ryu continually travels the globe in search of stronger and stronger opponents to help him achieve this goal. After defeating Sagat for the World Champion Street Fighter title, he was considered by most to be the most powerful fighter in the world. And yet, Ryu's true potential may still remain untapped, and only a glimpse of it was seen in his climactic battle with Shadaloo's leader, M. Bison. Only time will tell if Ryu can avoid being swallowed up by the dangerous power of the Satsui no Hado... | ||
| | | | ||
Ryu epitomizes the saying of "A minute to learn, a lifetime to master" the most of any Street Fighter character. Ryu has all the basic tools you need: great normals, a projectile, an effect anti-air, FADC combos, etc. But as a result, he has very few gimmicks and shenanigans. You can get by playing Ryu with a solid understanding of his basic strategy, but learning Ryu at the highlest level requires very solid mind games and very solid fundamentals.}} | Ryu epitomizes the saying of "A minute to learn, a lifetime to master" the most of any Street Fighter character. Ryu has all the basic tools you need: great normals, a projectile, an effect anti-air, FADC combos, etc. But as a result, he has very few gimmicks and shenanigans. You can get by playing Ryu with a solid understanding of his basic strategy, but learning Ryu at the highlest level requires very solid mind games and very solid fundamentals.}} | ||
== | === Players to Watch === | ||
Daigo, Alex Valle, Laugh, Air, John Choi, XsK Samurai | |||
== | == Moves == | ||
=== | ==== Unique Attacks ==== | ||
{{SSFIVMoveListHeader}} | |||
{{SSFIVMoveListRow | Collarbone Breaker | {{f}} + {{mp}} | {{high}} }} | |||
{{SSFIVMoveListRow | Solar Plexus Strike | {{f}} + {{hp}} | }} | |||
{{MoveListFooter}} | |||
=== | ==== Throws ==== | ||
{{SSFIVMoveListHeader}} | |||
{{SSFIVMoveListRow | Shoulder Throw | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | |||
{{SSFIVMoveListRow | Somersault Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | |||
{{MoveListFooter}} | |||
=== | ==== Special Moves ==== | ||
==The Basics== | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Hadoken | {{qcf}} + {{p}} | {{ex}} }} | |||
{{SSFIVMoveListRow | Shoryuken | {{dp}} + {{p}} | {{ex}} }} | |||
{{SSFIVMoveListRow | Tatsumaki Senpukyaku | {{qcb}} + {{k}} | {{ex}} {{armorbreak}} }} | |||
{{SSFIVMoveListRow | Airborne Tatsumaki Senpukyaku | (in air) {{qcb}} + {{k}} | {{ex}} {{armorbreak}} }} | |||
{{MoveListFooter}} | |||
==== Super Combo ==== | |||
{{SSFIVMoveListHeader}} | |||
{{SSFIVMoveListRow | Shinku Hadoken | {{qcf}} qcf + {{p}} | }} | |||
{{MoveListFooter}} | |||
==== Ultra Combos ==== | |||
{{SSFIVMoveListHeader}} | |||
{{SSFIVMoveListRow | Metsu hadoken | {{qcf}} qcf + {{3p}} | }} | |||
{{SSFIVMoveListRow | Metsu Shoryuken | {{qcf}} qcf + {{3k}} | {{armorbreak}} }} | |||
{{MoveListFooter}} | |||
== AE ver. 2012 Changes == | |||
''Metsu Shoryuken'' | |||
Extended hitbox upward in 3rd active frame. | |||
''Hadoken'' | |||
Changed light/medium/heavy version damage from 60 to 70. Chip damage is the same as SSFIV AE, at 15. | |||
Changed follow-up restrictions when a counter-hit is landed with the EX version so that follow-up is possible with any move. | |||
''Airborne Tatsumaki Senpukyaku'' | |||
Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump. | |||
''Solar Plexus Strike'' | |||
Changed damage from 40 + 50 (90 total) to 40 + 60 (100 total). | |||
''Near Standing Heavy Kick'' | |||
Equalized normal hit and counter-hit frame advantage. | |||
''Heavy Shoryuken'' | |||
Made this a 1-hit move. Set damage in 1st and 2nd active frames to 160, and in 3rd to 14th active frames to 60. | |||
Made from start to 4th frame totally invincible. Made mid-air follow-up impossible. | |||
Removed possibility for EX Focus Attack and super canceling. | |||
''Crouching Medium Kick'' | |||
Hit detection extended from 3F to 5F. | |||
== AE Changes == | |||
* Far version Standing MP is now special cancelable. | |||
* Near version Standing MK damage increased. | |||
* Near version Standing HK now has more frame advantage. They mentioned it's possible to link Close Standing HK into Shoryuken. | |||
* Less active frames on Crouching MK. | |||
* F + HP damage decreased. | |||
* Jump arc changed on his diagonal jump Tatsu. They say it's harder to run away with the Tatsu, but also says that its cross-up will be more ambiguous when jumping in. | |||
* Did something about EX air tatsu whiffing the last few kicks on hit. | |||
==The Basics== | |||
==Combos== | ==Combos== | ||
Line 28: | Line 105: | ||
==Matchups== | ==Matchups== | ||
==Frame Data== | ==Frame Data== | ||
Line 97: | Line 175: | ||
| align="center" |-15 | | align="center" |-15 | ||
| align="center" |-10 | | align="center" |-10 | ||
| align="center" | | | align="center" |Forces stand, [] refers to active frames 3~5f | ||
| | | | | | ||
|- | |- | ||
Line 133: | Line 211: | ||
| align="center" |125*75 | | align="center" |125*75 | ||
| align="center" |60*20 | | align="center" |60*20 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |8 | | align="center" |8 | ||
| align="center" |8(2)4 | | align="center" |8(2)4 | ||
Line 265: | Line 343: | ||
| align="center" |-18 | | align="center" |-18 | ||
| align="center" |-13 | | align="center" |-13 | ||
| align="center" | | | align="center" |Forces stand | ||
| | | | | | ||
|- | |- | ||
Line 273: | Line 351: | ||
| align="center" |50 | | align="center" |50 | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |sp/su | | align="center" |ch/sp/su | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |3 | | align="center" |3 | ||
Line 289: | Line 367: | ||
| align="center" |sp/su | | align="center" |sp/su | ||
| align="center" |5 | | align="center" |5 | ||
| align="center" | | | align="center" |5 | ||
| align="center" | | | align="center" |12 | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |0 | | align="center" |0 | ||
Line 307: | Line 385: | ||
| align="center" |-14 | | align="center" |-14 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
Line 321: | Line 399: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs projectile invincible until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 335: | Line 413: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs projectile invincible until end of active frames | ||
| | | | | | ||
|- | |- | ||
Line 349: | Line 427: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs projectile invincible until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 363: | Line 441: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs projectile invincible until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 377: | Line 455: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs projectile invincible until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 391: | Line 469: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs projectile invincible until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 405: | Line 483: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs projectile invincible until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 419: | Line 497: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs projectile invincible until end of startup frames, [1st air hit] floats opponent, [2nd air hit] knock down and can juggle | ||
| | | | | | ||
|- | |- | ||
Line 433: | Line 511: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs projectile invincible until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 447: | Line 525: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs projectile invincible until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 461: | Line 539: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs projectile invincible until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 475: | Line 553: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Legs projectile invincible until end of startup frames | ||
| | | | | | ||
|- | |- | ||
Line 489: | Line 567: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |Only +1 hit advantage on crouching opponents | ||
| | | | | | ||
|- | |- | ||
| |[[File:Right.gif]] + [[File:Fierce.gif]] | | |[[File:Right.gif]] + [[File:Fierce.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |40* | | align="center" |40*60 | ||
| align="center" |50*50 | | align="center" |50*50 | ||
| align="center" |60*20 | | align="center" |60*20 | ||
| align="center" |sp/su | | align="center" |[sp/su] | ||
| align="center" |17 | | align="center" |17 | ||
| align="center" |2*2 | | align="center" |2*2 | ||
Line 503: | Line 581: | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+4 | | align="center" |+4 | ||
| align="center" | | | align="center" |[] refers to last 3 recovery frames | ||
| | | | | | ||
|- | |- | ||
Line 512: | Line 590: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
Line 520: | Line 598: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |80 | | align="center" |80 | ||
Line 526: | Line 604: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+11 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |35 | | align="center" |35 | ||
Line 534: | Line 612: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |140 | | align="center" |140 | ||
Line 559: | Line 637: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
| |Back | | |Back Throw | ||
| align="center" |0.9 | | align="center" |0.9 | ||
| align="center" |130 | | align="center" |130 | ||
Line 573: | Line 651: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Untechable knockdown | ||
| | | | | | ||
|- | |- | ||
| |Hadoken | | |Hadoken | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |70 | ||
| align="center" |100 | | align="center" |100 | ||
| align="center" |10/20 | | align="center" |10/20 | ||
Line 584: | Line 662: | ||
| align="center" |13 | | align="center" |13 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |45 | | align="center" |Total 45 | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |[air hit] knock down, 16~17f focus cancellable | ||
| | | | | | ||
|- | |- | ||
Line 598: | Line 676: | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |40 | | align="center" |Total 40 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |knock down, can juggle, [counterhit] floats opponent, 15~16f focus cancellable | ||
| | | | | | ||
|- | |- | ||
Line 612: | Line 690: | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |14+10 | | align="center" |14 + After landing 10 | ||
| align="center" |-17 | | align="center" |-17 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~2f Invincible, 3~4f unthrowable, 3~16f lower body invincibility, 4f~ airborne, knock down, [] refers to active frames 3~14f | ||
| | | | | | ||
|- | |- | ||
Line 623: | Line 701: | ||
| align="center" |150*50 | | align="center" |150*50 | ||
| align="center" |20/20*20 | | align="center" |20/20*20 | ||
| align="center" |su | | align="center" |su*- | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |2*12 | | align="center" |2*12 | ||
| align="center" |25+18 | | align="center" |25 + After landing 18 | ||
| align="center" |-34 | | align="center" |-34 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~5f Invincible, 6~16f lower body invincibility, 5f~ airborne, knock down, [2nd hit] can juggle | ||
| | | | | | ||
|- | |- | ||
| |Shoryuken [[File:Fierce.gif]] | | |Shoryuken [[File:Fierce.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |160[60] | ||
| align="center" | | | align="center" |200[50] | ||
| align="center" |20/20 | | align="center" |20/40[20] | ||
| align="center" | | | align="center" |- | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" | | | align="center" |14 | ||
| align="center" |28+18 | | align="center" |28 + After landing 18 | ||
| align="center" |-37 | | align="center" |-37 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~4f Invincible, 3~4f unthrowable, 5~16f lower body invincibility, 3f~ airborne, knock down, [] refers to active frames 3~14f | ||
| | | | | | ||
|- | |- | ||
Line 654: | Line 732: | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" |2*12 | | align="center" |2*12 | ||
| align="center" |30+18 | | align="center" |30 + After landing 18 | ||
| align="center" |-39 | | align="center" |-39 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~16f Invincible, 6f~ airborne, knock down, [2nd hit] can juggle | ||
| | | | | | ||
|- | |- | ||
Line 668: | Line 746: | ||
| align="center" |11 | | align="center" |11 | ||
| align="center" |2(6)2 | | align="center" |2(6)2 | ||
| align="center" |12+5 | | align="center" |12 + After landing 5 | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |7~20f lower body immune to projectiles, 7f~ airborne, knock down, armor break, cannot hit crouching opponents, [2nd hit] aimed backwards | ||
| | | | | | ||
|- | |- | ||
Line 682: | Line 760: | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |2(6)2(6)2(6)2(6)2 | | align="center" |2(6)2(6)2(6)2(6)2 | ||
| align="center" |18+3 | | align="center" |18 + After landing 3 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |7~45f lower body immune to projectiles, 7f~ airborne, knock down, armor break, cannot hit crouching opponents, [2nd hit, 4th hit] aimed backwards | ||
| | | | | | ||
|- | |- | ||
Line 696: | Line 774: | ||
| align="center" |12 | | align="center" |12 | ||
| align="center" |2(6)2(6)2(6)2(6)2 | | align="center" |2(6)2(6)2(6)2(6)2 | ||
| align="center" |18+3 | | align="center" |18 + After landing 3 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |7~45f lower body immune to projectiles, 7f~ airborne, knock down, armor break, cannot hit crouching opponents, [2nd hit, 4th hit] aimed backwards | ||
| | | | | | ||
|- | |- | ||
Line 710: | Line 788: | ||
| align="center" |11 | | align="center" |11 | ||
| align="center" |1(3)1(3)1(3)1(3)1 | | align="center" |1(3)1(3)1(3)1(3)1 | ||
| align="center" |18+3 | | align="center" |18 + After landing 3 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |6~27f lower body immune to projectiles, 6f~ airborne, [1st-4th hit] forces stand, [air hit, 5th hit] knock down, armor break, can juggle, [2nd, 4th hit] aimed backwards | ||
| | | |||
|- | |||
| |Hurricane Kick [[File:short.gif]] (air) | |||
| align="center" |HL | |||
| align="center" |70 | |||
| align="center" |100 | |||
| align="center" |10/40 | |||
| align="center" |- | |||
| align="center" |9 | |||
| align="center" |2(6)2(6)2 | |||
| align="center" |After landing 10 | |||
| align="center" |- | |||
| align="center" |- | |||
| align="center" |knock down, [2nd, 4th hit] aimed backwards | |||
| | | |||
|- | |||
| |Hurricane Kick [[File:forward.gif]] (air) | |||
| align="center" |HL | |||
| align="center" |80 | |||
| align="center" |100 | |||
| align="center" |10/40 | |||
| align="center" |- | |||
| align="center" |9 | |||
| align="center" |2(6)2(6)2 | |||
| align="center" |After landing 10 | |||
| align="center" |- | |||
| align="center" |- | |||
| align="center" |knock down, [2nd, 4th hit] aimed backwards | |||
| | | | | | ||
|- | |- | ||
| |Hurricane Kick (air) | | |Hurricane Kick [[File:Roundhouse.gif]] (air) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |90 | ||
| align="center" |100 | | align="center" |100 | ||
| align="center" |10/40 | | align="center" |10/40 | ||
Line 724: | Line 830: | ||
| align="center" |9 | | align="center" |9 | ||
| align="center" |2(6)2(6)2 | | align="center" |2(6)2(6)2 | ||
| align="center" |10 | | align="center" |After landing 10 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |knock down, [2nd, 4th hit] aimed backwards | ||
| | | | | | ||
|- | |- | ||
Line 738: | Line 844: | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" |1(3)1(3)1(3)1(3)1 | | align="center" |1(3)1(3)1(3)1(3)1 | ||
| align="center" |4 | | align="center" |After landing 4 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |knock down, can juggle, [2nd, 4th hit] aimed backwards | ||
| | | | | | ||
|- | |- | ||
Line 752: | Line 858: | ||
| align="center" |1+2 | | align="center" |1+2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |52 | | align="center" |Total 52 | ||
| align="center" |+11 | | align="center" |+11 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1f Invincible, [1st-4th air hit] untechable knockdown, [5th hit] untechable knockdown, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 766: | Line 872: | ||
| align="center" |0+11 | | align="center" |0+11 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |120 | | align="center" |Total 120 | ||
| align="center" |-25 | | align="center" |-25 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~9f Invincible, [1st-7th air hit] or [8th hit] untechable knockdown, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 780: | Line 886: | ||
| align="center" |0+8 | | align="center" |0+8 | ||
| align="center" |3*3x7 | | align="center" |3*3x7 | ||
| align="center" |43+41 | | align="center" |43+ After landing 41 | ||
| align="center" |-84 | | align="center" |-84 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~10f Invincible, 11~31f lower body invincibility, 11f~ airborne, untechable knockdown, [2nd hit] (translate) can juggle, armor break, 1st hit goes into animation, [] refers to animation, guard advantage assumes 2nd hit | ||
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=====Notes | =====Notes===== | ||
[[Category:Super Street Fighter IV AE]] |
Latest revision as of 02:25, 9 December 2020


Ryu
Ryu only has one goal in life: to perfect his skills and become the ultimate martial artist. A fairly aloof warrior, Ryu continually travels the globe in search of stronger and stronger opponents to help him achieve this goal. After defeating Sagat for the World Champion Street Fighter title, he was considered by most to be the most powerful fighter in the world. And yet, Ryu's true potential may still remain untapped, and only a glimpse of it was seen in his climactic battle with Shadaloo's leader, M. Bison. Only time will tell if Ryu can avoid being swallowed up by the dangerous power of the Satsui no Hado...
In a nutshell
Ryu epitomizes the saying of "A minute to learn, a lifetime to master" the most of any Street Fighter character. Ryu has all the basic tools you need: great normals, a projectile, an effect anti-air, FADC combos, etc. But as a result, he has very few gimmicks and shenanigans. You can get by playing Ryu with a solid understanding of his basic strategy, but learning Ryu at the highlest level requires very solid mind games and very solid fundamentals.
Players to Watch
Daigo, Alex Valle, Laugh, Air, John Choi, XsK Samurai
Moves
Unique Attacks





Throws









Special Moves














Super Combo


Ultra Combos





AE ver. 2012 Changes
Metsu Shoryuken
Extended hitbox upward in 3rd active frame.
Hadoken
Changed light/medium/heavy version damage from 60 to 70. Chip damage is the same as SSFIV AE, at 15. Changed follow-up restrictions when a counter-hit is landed with the EX version so that follow-up is possible with any move.
Airborne Tatsumaki Senpukyaku
Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump.
Solar Plexus Strike
Changed damage from 40 + 50 (90 total) to 40 + 60 (100 total).
Near Standing Heavy Kick
Equalized normal hit and counter-hit frame advantage.
Heavy Shoryuken
Made this a 1-hit move. Set damage in 1st and 2nd active frames to 160, and in 3rd to 14th active frames to 60. Made from start to 4th frame totally invincible. Made mid-air follow-up impossible. Removed possibility for EX Focus Attack and super canceling.
Crouching Medium Kick
Hit detection extended from 3F to 5F.
AE Changes
- Far version Standing MP is now special cancelable.
- Near version Standing MK damage increased.
- Near version Standing HK now has more frame advantage. They mentioned it's possible to link Close Standing HK into Shoryuken.
- Less active frames on Crouching MK.
- F + HP damage decreased.
- Jump arc changed on his diagonal jump Tatsu. They say it's harder to run away with the Tatsu, but also says that its cross-up will be more ambiguous when jumping in.
- Did something about EX air tatsu whiffing the last few kicks on hit.
The Basics
Combos
Strategy
Matchups
Frame Data