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* '''Insane damage potential'''- his normals are average in this regard, but his Hurricane Kick is abusable in the corner, and his level 3 does 87 damage if you hit with the grounded hitbox. For comparison, that's about how much a glitched Juggernaut Headcrush does | * '''Insane damage potential'''- his normals are average in this regard, but his Hurricane Kick is abusable in the corner, and his level 3 does 87 damage if you hit with the grounded hitbox. For comparison, that's about how much a glitched Juggernaut Headcrush does | ||
* '''Hadoken is very good'''- it's very big compared to some games, giving it a good hitbox. It can also be used to stop aerial approaches if you throw it while jumping | * '''Hadoken is very good'''- it's very big compared to some games, giving it a good hitbox. It can also be used to stop aerial approaches if you throw it while jumping | ||
* '''Great supers'''- aside from the damage of his level 3, he has a beam super which can be done in the air and a Hurricane Kick super with an enormous hitbox | * '''Great supers'''- aside from the damage of his level 3, he has a beam super which can be done in the air and a Hurricane Kick super with an enormous hitbox. If Ryu has meter, he can do some damage | ||
* '''Best defense of the shotos in this game-''' he takes normal damage, whereas Ken, Dan, and Akuma all take more than normal | * '''Best defense of the shotos in this game-''' he takes normal damage, whereas Ken, Dan, and Akuma all take more than normal | ||
* '''Good wavedash'''- he's got very quick dashes which are easy to cancel with a crouch, so he can cover ground quickly if needed | * '''Good wavedash'''- he's got very quick dashes which are easy to cancel with a crouch, so he can cover ground quickly if needed | ||
* '''Decent assists''' - Hadoken is a quick and effective projectile, Shoryuken is an anti-air, and Hurricane Kick can be | |||
|cons= | |cons= | ||
* '''Low range on his normals-''' they're shoto normals, so they're pretty stubby. They are fast, though | * '''Low range on his normals-''' they're shoto normals, so they're pretty stubby. They are fast, though | ||
* '''Mobility is only OK-''' he moves quickly on the ground, but he doesn't have any real aerial mobility options | * '''Mobility is only OK-''' he moves quickly on the ground, but he doesn't have any real aerial mobility options | ||
* '''Outclassed by the other shotos''' - he's playable, sure, but Ken and Akuma can do more damage for less meter. | |||
}} | }} | ||
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|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= your standard light punch<br>pretty quick, nice move up close | ||
}} | }} | ||
}}<br> | }}<br> |
Revision as of 15:35, 8 November 2021
Introduction
Ryu, the original world warrior, enters the ring in Marvel vs. Capcom 2 in search of new opponents to face. If you're here browsing this wiki, chances are he looks familiar. If he doesn't, that's okay as well, because his simplicity makes him well suited to learning how to play the game. He's got a kit of normals that lack range, but make up for it by being quick and doing decent damage. His special moves are also quite good. First, Hadoken is a quick projectile which does good damage on hit. Itcan be used in midair to stop an airborne opponent. Shoryuken is the original dragon punch, a jumping uppercut that makes Ryu briefly invincible, at the cost of high ending lag. Lastly, he has the Tatsumaki Senpuu Kyaku, a spinning kick that moves him forward, extending combos and allowing him to dodge some attacks. He can also do it in the air, in which case it'll knock down opponents it hits hard.
Gameplay
Ryu is one of the OGs of the Street Fighter cast, and he's got great special moves and normals, with great damage potential in his level 3 super as well. However, his normals lack range, and his air mobility is also below average, meaning he has a rough time against people like Sentinel and Storm.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Fireball (Air OK)
+
- Dragon Punch
+
- Hurricane Kick (Air OK)
+
- Shinkuu Hadoken (beam, mashable)
+
+
- Shin Shoryuken (Dragon punch super)
+
+
- Shin Tatsumaki Senpuu Kyaku (hurricane kick super)
+
+
- Type α - Expansion Type
- Assist:
Hurricane Kick
- Counter:
Hurricane Kick
- Combination: Hurricane Kick Super
- Type β - Projectile Type
- Assist:
Fireball
- Counter:
Fireball
- Combination: Beam Super
- Type γ - Anti-air Type
- Assist:
Dragon Punch
- Counter:
Dragon Punch
- Combination: Dragon Punch Super
Moves List
Normal Moves
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 2 | 7 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
your standard light punch |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 6 | 11 | 11 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
standard medium punch with a decent hitbox |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 8 | 3 | 13 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 4 | 1 | 10 | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 + 4 (11) | 7 | 16 | 24 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super Jump, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 9 | 7 | 16 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Super Jump, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 4 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 7 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
11 | 9 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 5 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 8 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 9 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Air Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 5 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 9 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 8 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 7 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 9 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 7 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Command Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | 19 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | None | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | None | - | - | - |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 9 | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (high) | - | - | - | - | |
Every character has at least one of the two, sometimes both. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Every character has at least one of the two, sometimes both. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Every character has at least one of the two, sometimes both. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | 19 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Special Moves
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
14 (ground) / 15 (air) | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Projectile | Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
20 (both versions) | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Hyper Combos
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
todo: images |
Variable Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Variable Assist move. Variable Counter is X. Variable Combination super is Y. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Variable Assist move. Variable Counter is X. Variable Combination super is Y. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Variable Assist move. Variable Counter is X. Variable Combination super is Y. |
Other
Taunt
Colors
First row: ,
, A1. Second row:
,
, A2.