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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 == | == Moves == | ||
Line 11: | Line 14: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Collarbone Breaker | f + mp | high }} | {{SSFIVMoveListRow | Collarbone Breaker | {{f}} + {{mp}} | {{high}} }} | ||
{{SSFIVMoveListRow | Solar Plexus Strike | f + hp | }} | {{SSFIVMoveListRow | Solar Plexus Strike | {{f}} + {{hp}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 18: | Line 21: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Shoulder Throw | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Shoulder Throw | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Somersault Throw | b + lp + lk | throw }} | {{SSFIVMoveListRow | Somersault Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 25: | Line 28: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Hadoken | qcf + p | ex }} | {{SSFIVMoveListRow | Hadoken | {{qcf}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Shoryuken | dp + p | ex }} | {{SSFIVMoveListRow | Shoryuken | {{dp}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Tatsumaki Senpukyaku | qcb + k | ex armorbreak }} | {{SSFIVMoveListRow | Tatsumaki Senpukyaku | {{qcb}} + {{k}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Airborne Tatsumaki Senpukyaku | (in air) qcb + k | ex armorbreak }} | {{SSFIVMoveListRow | Airborne Tatsumaki Senpukyaku | (in air) {{qcb}} + {{k}} | {{ex}} {{armorbreak}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Shinku Hadoken | qcf qcf + p | }} | {{SSFIVMoveListRow | Shinku Hadoken | {{qcf}} qcf + {{p}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Metsu hadoken | qcf qcf + 3p | }} | {{SSFIVMoveListRow | Metsu hadoken | {{qcf}} qcf + {{3p}} | }} | ||
{{SSFIVMoveListRow | Metsu Shoryuken | qcf qcf + 3k | armorbreak }} | {{SSFIVMoveListRow | Metsu Shoryuken | {{qcf}} qcf + {{3k}} | {{armorbreak}} }} | ||
{{MoveListFooter}} | {{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. | |||
Line 54: | Line 98: | ||
==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
Line 167: | 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 307: | 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 323: | 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 523: | Line 567: | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" |+1 hit advantage on crouching opponents | | 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 537: | 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 546: | 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 554: | Line 598: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |80 | | align="center" |80 | ||
Line 560: | 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 568: | Line 612: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |140 | | align="center" |140 | ||
Line 596: | Line 640: | ||
| | | | | | ||
|- | |- | ||
| |Back | | |Back Throw | ||
| align="center" |0.9 | | align="center" |0.9 | ||
| align="center" |130 | | align="center" |130 | ||
Line 612: | Line 656: | ||
| |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 618: | 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 | ||
Line 632: | 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" |knock down, can juggle, 15~16f focus cancellable | | align="center" |knock down, can juggle, [counterhit] floats opponent, 15~16f focus cancellable | ||
| | | | | | ||
|- | |- | ||
Line 646: | 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" |- | ||
Line 657: | 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" |- | ||
Line 668: | Line 712: | ||
| |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" |1~ | | align="center" |1~4f Invincible, 3~4f unthrowable, 5~16f lower body invincibility, 3f~ airborne, knock down, [] refers to active frames 3~14f | ||
| | | | | | ||
|- | |- | ||
Line 688: | 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" |- | ||
Line 702: | 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" |- | ||
Line 716: | 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" |- | ||
Line 730: | 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" |- | ||
Line 744: | 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" |- | ||
Line 750: | Line 794: | ||
| | | | | | ||
|- | |- | ||
| |Hurricane Kick [[File:short.gif]] | | |Hurricane Kick [[File:short.gif]] (air) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |70 | | align="center" |70 | ||
Line 764: | Line 808: | ||
| | | | | | ||
|- | |- | ||
| |Hurricane Kick [[File:forward.gif]] | | |Hurricane Kick [[File:forward.gif]] (air) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |80 | | align="center" |80 | ||
Line 778: | Line 822: | ||
| | | | | | ||
|- | |- | ||
| |Hurricane Kick [[File:Roundhouse.gif]] | | |Hurricane Kick [[File:Roundhouse.gif]] (air) | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |90 | | align="center" |90 | ||
Line 800: | 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" |- | ||
Line 842: | 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" |- | ||
Line 877: | Line 921: | ||
=====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