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Ryu, the main character of the Street Fighter series and its poster boy, is the same guy to star in the same game responsible for making the fighting game genre the way it is today thanks to the release of Street Fighter II. As the titular shoto and fighting game character, he's just as simple here as he is in any other game, but whether that's a good or bad thing is up to you. In SVC at least, if you have played him in any other game, you already know how to play him here, but while he's certainly decent, well... he's Ryu. As vanilla as they come, he's a little too honest for the likes of SVC. But when bosses aren't a factor, he tends to stand out a little more at least. And if you've ever considered playing Ken, but you don't want to play Violent Ken for whatever reason, just pick Ryu instead. | Ryu, the main character of the Street Fighter series and its poster boy, is the same guy to star in the same game responsible for making the fighting game genre the way it is today thanks to the release of Street Fighter II. As the titular shoto and fighting game character, he's just as simple here as he is in any other game, but whether that's a good or bad thing is up to you. In SVC at least, if you have played him in any other game, you already know how to play him here, but while he's certainly decent, well... he's Ryu. As vanilla as they come, he's a little too honest for the likes of SVC. But when bosses aren't a factor, he tends to stand out a little more at least. And if you've ever considered playing Ken, but you don't want to play Violent Ken for whatever reason, just pick Ryu instead. | ||
{ | {{ ProConTable | ||
| | | pros= | ||
* Easy to play and learn | * Easy to play and learn | ||
* Highest health of the Capcom shotos | * Highest health of the Capcom shotos | ||
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* Easy cross up mixup glitch | * Easy cross up mixup glitch | ||
* Easy, practical, and effective combos | * Easy, practical, and effective combos | ||
| | | cons= | ||
* Doesn't do anything particularly amazing; only has the basics | * Doesn't do anything particularly amazing; only has the basics | ||
* Stubby range | * Stubby range | ||
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* Shinkuu Hadouken deals less damage if it negates another projectile | * Shinkuu Hadouken deals less damage if it negates another projectile | ||
* Hard to combo Tatsu super | * Hard to combo Tatsu super | ||
}} | |||
==Moves List== | ==Moves List== |
Revision as of 23:29, 4 August 2022
隆, Ryu | |
---|---|
Difficulty | Easy |
Max Mode Needed? | Up to you |
Tier Placement | Pretty Good (B) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Introduction
Ryu, the main character of the Street Fighter series and its poster boy, is the same guy to star in the same game responsible for making the fighting game genre the way it is today thanks to the release of Street Fighter II. As the titular shoto and fighting game character, he's just as simple here as he is in any other game, but whether that's a good or bad thing is up to you. In SVC at least, if you have played him in any other game, you already know how to play him here, but while he's certainly decent, well... he's Ryu. As vanilla as they come, he's a little too honest for the likes of SVC. But when bosses aren't a factor, he tends to stand out a little more at least. And if you've ever considered playing Ken, but you don't want to play Violent Ken for whatever reason, just pick Ryu instead.
Strengths | Weaknesses |
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Moves List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Command Moves
Hiji Ate
- b+LP - Dunno if this one is useful. If won't whiff on low crouching characters, but can be normal canceled, and saldy, can't combo into special moves(But can combo into Supers).
Sakotsu Wari
- f+LP - Ryu's classic two-hit overhead. Cannot be normal canceled, but you can cancel the two hits on MAXIMUM Mode. Use this on the opponent's wakeup, or if he/she is a turtler.
Senpuu Kyaku
- f+LK - Interesting kick. If you use it alone, when the opponent takes a hit from this move, Ryu will be on a frame advantage(Meaning that Ryu will recover from the move before his opponent recovers from the hitstun). Some attacks that can followup it: f.LP(If you walk a little forward), f.HP, db+HK, QCF(2x)+P and QCB(2x)+K. If you normal/MAX cancel any move into it, Ryu will still be on a frame advantage, but you can't combo after the move hits. This move is just for punish combos. Ryu has a MAXIMUM Mode loop involving it too.
Kurubushi Kick
- db+HK - The Shoto's cr.MK. You'll know how to use this one, except for the fact that you can normal cancel a normal into it. It can be normal canceled too, remember that.
Special Moves
Hadou Ken
- QCF+P - The basic and classic projectile. It's just a normal projectile, so use it like one, okay?
Shakunetsu Hadou Ken
- HCF+P - Another projectile, but this one will do more damage, and won't eat other normal projectiles, it will just be negated, sadly. If you hit your opponent with this while near him/her(Like on a combo), he/she will be knocked down.
Shouryuu Ken
- DP+P - The basic DP. Use it as an anti-air, or on combos. You can MAX cancel the hit into almost anything too, which is cool. Learn how to use this move, and be free to use it.
Tatsumaki Senpuu Kyaku
- QCB+K - The tatsu, probably the less used move on Ryu's list. It's very useful here, it even has a wakeup crossup glitch involving it! We'll see that later.
Kuuchuu Tatsumaki Senpuu Kyaku
- QCB+K (In the air) - This one is useful only to change your jump arc while being offensive/defensive. You can input it like: QCB, ub/u/uf+K to perform it quickly.
Super Moves
Shinkuu Hadouken
- QCF(2x)+P - You know this Super projectile, because it's a classic move. It's the most used on combos too, because it's very fast, and will move horizontally forward. The sad part is when it negates a normal projectile(It will lose a hit, and some damage).
Shinkuu Tatsumaki Senpuu Kyaku
- QCB(2x)+K - A tatsu super that can do up to 13 hits(No, you can't mash to get more hits). Has a little more damage than the Super above, but isn't that good on combos(Mainly because Ryu won't move forward/backwards while he performs the Super, like the regular tatsu). It has some possible combos, but it should be better to use the Super above instead.
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
The Basics
Ryu's gameplan
Ryu is a typical defensive turtler(The most defensive Shoto in the game). Walk forward and backwards while throwing many hadoukens(You can alternate between the versions too), and trying to poke. When your opponent jumps, just do a simple DP. When you have the time, punish your opponent with a damaging combo/Exceed when you need to(You can do his wakeup crossup glitch if you need to punish too, see below for more details). Well, Ryu is simple, you probably know how to use him(I bet you already knew most of the things here if you used him on maybe any other game). Good Luck on your future matches.
Wakeup crossup glitch (Ryu edition)
The wakeup crossup glitch is a very known competitive technique, and many characters can do it(But it works only on Neo Geo games). How to do it? Simple. Here is the input to perform it:
cr.HK, QCB+LK(You need to stop on the opponent's back, if you used the cr.HK as a poke, do QCB+HK instead)
This is a very simple glitch, I can say. After you land on the opponent's back, he/she will wakeup with his/her back turned! "What does it mean?" This means that any attack you do, he/she will need to block to the other side(Example: Do the input above, and then do a combo/Super on the opponent's wakeup. If you stopped on the opponent's back, your opponent wake up facing to the wrong side, and now he will ask himself: "How do I block?". That's how the glitch works. Learn it, and use it, you can need.
Some combos (Without MAXIMUM Mode)
If you know some more combos, you can add them here.
1- [Jump Attack] cr.LK(2x)/cr.LK, cr.LP, db+HK, QCB+K - 4 hits; 5 with the Jump Attack
A very easy combo with a low starter. It's Ryu's BnB too(It's better than using cl.HP, use it only for punishing, see below for more details). You can add another Light Attack on the chain, but the tatsu sometimes won't combo if you do it. After the db+HK, you can do the QCF(2x)+P Super for a more damaging combo, but that's a little hard to do(Just practice and you can do it easily).
2- cl./cr.HP, DP+P/Any Super/Exceed - 2/13/6/5 hits (The second and the third are the Supers)
Mainly used as a punish combo(And a simple hit-confirm for the Exceed on the normal mode), and that's why this combo doesn't have a "[Jump Attack]"(But you can add one anyway). The damage is nice, no matter which move was used after the cl./cr.HP(DP+P when you don't have meter, Super if you have, and the Exceed is in there if you need damage).
3- f+LK, df+HK(Optional), QCF(2x)+P - 7 hits
Another punish combo. It does a little more damage than the above(If you disconsider the Exceed), so... You should learn it, in case you need to punish with damage(And you don't have the Exceed to use). If you want, you can do a QCB(2x)+K after the f+LK, but won't need to use the db+HK(The Super will whiff if you use it), but this one is more damaging.
Advanced Strategy
Some combos (With MAXIMUM Mode)
Ryu can only MAX cancel two of his Command/Special Moves(The f+LP, and his DP, and his combos will involve only those two), so he doesn't have many options(But he has some good ones). If you can know some more combos, add them here.
Shoryuken(DP+P) combos:
1- (Midscreen only) [Jump Attack(Works better if you crossup)] cl.HP, DP+P, QCF+P/QCB+K - 3 hits; 4 with a Jump Attack
Decent combo, but Ryu has better options. The QCB+K won't whiff if used on the corner.
2- [Jump Attack(Works better if you crossup)] cl.HP, DP+P, QCF(2x)+P - 7 hits; 8 with a Jump Attack
More damaging version of the combo above. To do it, just do a QCF+P after the DP+P.
3- cl.HP, DP+P, Exceed - 6 hits
Strongest punish combo on Ryu's list. It can serve as a training for the finisher of the combo below too. To do it, just do a QCF+KK after the DP+P. If you want to add a Jump Attack, just crossup and do the rest.
4- (Corner Only) cl.HP(Optional), DP+P, f+LK, DP+P, f+LK, ... (When you want, after any DP+P) Exceed - n+5(Where n is the loop's part)
Ryu's 100% combo. It's practical, but I don't know if you can land this on a real match(You can, but it will be very hard, I'll assume). Learn this, you can need when your opponent is running. If you want to add a Jump Attack on it, you can crossup while Ryu's on the corner. There's another way to land it on the corner, and it will be below.
Sakotsu Wari(f+LP) combos:
1- f+LP, (MAX cancel the first hit) DP+P, Exceed - 6 hits
Another hit-confirm for the Exceed, but starting with an overhead this time. Not that hard to do, and you can use it on the opponent's wakeup.
2- (Corner only, and it's better while the opponent's knocked down) f+LP, (MAX cancel the first hit) DP+P, f+LK, DP+P, f+LK, ... (When you want, after any DP+P) Exceed - n+5(Where n is the loop's part)
Yeah, this is it! Probably the most effective way to hit-confirm this MAXIMUM Mode loop! Master it, you'll need it to do damage/comebacks(Or to show-off on combo vids).