Street Fighter IV Remix/Ryu: Difference between revisions

From SuperCombo Wiki
(Added a whole bunch of stuff from my notepad :))
(Pretty much filled out Ryu's page.)
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}}
}}


=== <span class="invisible-header">4HK/span> ===
=== <span class="invisible-header">4HK</span> ===
{{MoveData
{{MoveData
|name    = Overhead
|name    = Overhead
Line 474: Line 474:
|onHit      = +80
|onHit      = +80
|onBlock    = -80
|onBlock    = -80
|description =
* Slow projectile, lets you follow behind it for pressure.
}}
}}
{{AttackData-SFIVR
{{AttackData-SFIVR
Line 487: Line 485:
|onHit      = +80
|onHit      = +80
|onBlock    = -80
|onBlock    = -80
|description =
* Medium speed projectile
  }}
  }}
{{AttackData-SFIVR
{{AttackData-SFIVR
Line 500: Line 496:
|onHit      = +80
|onHit      = +80
|onBlock    = -80
|onBlock    = -80
|description =
* Fast projectile
  }}
  }}
{{AttackData-SFIVR
{{AttackData-SFIVR
Line 514: Line 508:
|onBlock    = -80
|onBlock    = -80
|description =
|description =
* Shoots across the screen very quickly.
* LP: Slow projectile, lets you follow behind it for pressure.
* Hits twice.
* MP: Medium speed projectile
* HP: Fast projectile
* EX: Shoots across the screen very quickly. Hits twice.




Line 541: Line 537:
|onHit      = +80
|onHit      = +80
|onBlock    = -80
|onBlock    = -80
|description =
* Slow downwards projectile
}}
}}
{{AttackData-SFIVR
{{AttackData-SFIVR
Line 554: Line 548:
|onHit      = +80
|onHit      = +80
|onBlock    = -80
|onBlock    = -80
|description =
* Medium speed downwards projectile
  }}
  }}
{{AttackData-SFIVR
{{AttackData-SFIVR
Line 567: Line 559:
|onHit      = +80
|onHit      = +80
|onBlock    = -80
|onBlock    = -80
|description =
* Fast downwards projectile
  }}
  }}
{{AttackData-SFIVR
{{AttackData-SFIVR
Line 581: Line 571:
|onBlock    = -80
|onBlock    = -80
|description =
|description =
* Shoots across the screen very quickly.
* LP: Slow downwards projectile
* Hits twice.
* MP: Medium speed downwards projectile
* HP: Fast downwards projectile
* EX: Shoots across the screen very quickly. Hits twice.




Line 607: Line 599:
|onHit      = +80
|onHit      = +80
|onBlock    = -80
|onBlock    = -80
|description =
* Close range DP
}}
}}
{{AttackData-SFIVR
{{AttackData-SFIVR
Line 620: Line 610:
|onHit      = +80
|onHit      = +80
|onBlock    = -80
|onBlock    = -80
|description =
* Medium range DP
  }}
  }}
{{AttackData-SFIVR
{{AttackData-SFIVR
Line 633: Line 621:
|onHit      = +80
|onHit      = +80
|onBlock    = -80
|onBlock    = -80
|description =
*Medium-Long range DP
  }}
  }}
{{AttackData-SFIVR
{{AttackData-SFIVR
Line 647: Line 633:
|onBlock    = -80
|onBlock    = -80
|description =
|description =
* Hits up to 8 times going up.
* LP: Close range DP
* MP: Medium range DP
* HP: Medium-Long range DP
* EX: Hits up to 8 times going up.




Line 658: Line 647:
{{MoveData
{{MoveData
|name    = Tatsumaki Senpukyaku
|name    = Tatsumaki Senpukyaku
|input  = 214K <br> 4K x2
|input  = 214K <br> 214K~4K <br> 214~4K~4K
|image  = SFIVR_Ryu_214K
|image  = SFIVR_Ryu_214K
|caption =
|caption =
Line 664: Line 653:
{{AttackData-SFIVR
{{AttackData-SFIVR
|version    = LK
|version    = LK
|damage      = 60/70/15 <br> 4LK:30/70/10 <br> 4LK:30/70/10
|damage      = 60/70/15
|guard      = Mid
|guard      = Mid
|cancel      = SC
|cancel      = SC
Line 672: Line 661:
|onHit      = KD
|onHit      = KD
|onBlock    = -5
|onBlock    = -5
|description =
* Fastest startup, slowest recovery
* Followups: Travel upwards
  }}
  }}
{{AttackData-SFIVR
{{AttackData-SFIVR
|version    = MK
|version    = MK
|damage      = 60/70/15 <br> 4MK:30/70/10 <br> 4MK:30/70/10
|damage      = 60/70/15
|guard      = Mid
|guard      = Mid
|cancel      = SC
|cancel      = SC
Line 686: Line 672:
|onHit      = KD
|onHit      = KD
|onBlock    = 0  
|onBlock    = 0  
|description =
* Medium startup, medium recovery
* Followups: Travel up-forward
  }}
  }}
{{AttackData-SFIVR
{{AttackData-SFIVR
|version    = HK
|version    = HK
|damage      = 60/70/15 <br> 4HK:30/70/10 <br> 4HK:30/70/10
|damage      = 60/70/15
|guard      = Mid
|guard      = Mid
|cancel      = SC
|cancel      = SC
Line 700: Line 683:
|onHit      = KD
|onHit      = KD
|onBlock    = +5
|onBlock    = +5
|description =
* Slowest startup, fastest recovery
* Followups: Travel forwards
  }}
  }}
{{AttackData-SFIVR
{{AttackData-SFIVR
Line 714: Line 694:
|onHit      = KD
|onHit      = KD
|onBlock    = 0
|onBlock    = 0
}}
{{AttackData-SFIVR
|version    = 4K
|damage      = 30/70/10
|guard      = Mid
|cancel      = SC
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = KD
|onBlock    = ?
|description =
|description =
*5-hit stationary EX tatsumaki
* LK: Fastest startup, slowest recovery.
* MK: Medium startup, medium recovery.
* HK: Slowest startup, fastest recovery.
* EX: 5-hit stationary EX tatsumaki. No followups.
Followups:
* LK: Travels upwards.
* MK: Travels up-forwards.
* HK: Travels forwards.
 
 


The Tatsumaki Senpukyaku is a rekka special where the followups move Ryu into the air, or straight forward.  
The Ground Tatsumaki Senpukyaku is a rekka special where the followups move Ryu into the air, or straight forward.  
The first hit does the most damage, and can lead into ground combos. All versions can cancel into air supers/air charge cancel. It can also be used to alter your movement during pressure, or to avoid projectiles.
The first hit does the most damage, and can lead into ground combos. All versions can cancel into air supers/air charge cancel. It can also be used to alter your movement during pressure,  
or to avoid projectiles.
  }}
  }}
}}
}}


=== <span class="invisible-header">j.236K</span> ===
{{MoveData
|name    = Aerial Tatsumaki Senpukyaku
|input  = j.214K
|image  = SFIVR_Ryu_j236K
|caption =
|data    =
{{AttackData-SFIVR
|version    = LK
|damage      = 70/88/17
|guard      = Mid
|cancel      = SC
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = MK
|damage      = 70/88/17
|guard      = Mid
|cancel      = SC
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = HK
|damage      = 70/88/17
|guard      = Mid
|cancel      = SC
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = EX
|damage      = 25/35/10x4 <br> 40/50/10
|guard      = Mid
|cancel      = SC
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
*LP: Fastest spin.
*MP: Medium spin.
*HP: Slowest spin.
*EX: Multi-hit Stationary Tatsumaki.
While Ryu's ground tatsus are rekkas, his jumping tatsus are more traditional, but slightly boosted. He's better at crossing people up with his neat spinning kicks than ever,
and is able to cancel into Charge Cancels and Supers.
}}
}}
=== <span class="invisible-header">236K</span> ===
=== <span class="invisible-header">236K</span> ===
{{MoveData
{{MoveData
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|guard      = Mid
|guard      = Mid
|cancel      = SC
|cancel      = SC
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = MK
|damage      = 60/75/5
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = HK
|damage      = 60/75/5
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = EX
|damage      = 60/75/5
|startup    = 0
|startup    = 0
|active      = 60
|active      = 60
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|onBlock    = -80
|onBlock    = -80
|description =
|description =
* shallow short-distance arc
*LP: shallow short-distance arc
*MP: medium distance arc
*HP: far distance arc
*EX: shoots out all 3 versions of the arc hadoken at once
 
 
 
Ryu decides to just start kicking his fireballs like a football, and thus creates a great zoning tool that covers a lot of jump-in angles.
}}
}}
 
=== <span class="invisible-header">j.236K</span> ===
{{MoveData
|name    = Aerial Arc Hadouken
|input  = j.236K
|image  = SFIVR_Ryu_j236K
|caption =
|data    =
{{AttackData-SFIVR
|version    = LK
|damage      = 60/75/5
|guard      = Mid
|cancel      = SC
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
}}
{{AttackData-SFIVR
{{AttackData-SFIVR
|version    = MK
|version    = MK
|damage      = 60/75/5
|damage      = 60/75/5
|guard      = Mid
|cancel      = SC
|startup    = 0
|startup    = 0
|active      = 60
|active      = 60
Line 750: Line 869:
|onHit      = +80
|onHit      = +80
|onBlock    = -80
|onBlock    = -80
|description =
* medium distance arc
  }}
  }}
{{AttackData-SFIVR
{{AttackData-SFIVR
|version    = HK
|version    = HK
|damage      = 60/75/5
|damage      = 60/75/5
|guard      = Mid
|cancel      = SC
|startup    = 0
|startup    = 0
|active      = 60
|active      = 60
Line 761: Line 880:
|onHit      = +80
|onHit      = +80
|onBlock    = -80
|onBlock    = -80
|description =
* far distance arc
  }}
  }}
{{AttackData-SFIVR
{{AttackData-SFIVR
|version    = EX
|version    = EX
|damage      = 60/75/5 (x3)
|damage      = 60/75/5 (x3)
|guard      = Mid
|cancel      = SC
|startup    = 0
|startup    = 0
|active      = 60
|active      = 60
Line 773: Line 892:
|onBlock    = -80
|onBlock    = -80
|description =
|description =
* shoots out all 3 versions of the arc hadoken at once
* LK: Projectile shoots downwards at a tight angle.
* MK: Projectile shoots downwards at an angle.
* HK: Projectile shoots downwards at a wide angle.
* EX: shoots out all 3 versions of the arc hadoken at once, but downwards.






Ryu decides to just start kicking his fireballs like a football, and thus creates a great zoning tool that covers a lot of jump-in angles.
Ryu thinks football should be enjoyed in the air as well, and kicks fireballs down at you.
  }}
  }}
}}
}}
Line 783: Line 905:
=== <span class="invisible-header">214P</span> ===
=== <span class="invisible-header">214P</span> ===
{{MoveData
{{MoveData
|name    = Close Range Fireball
|name    = Close-Range Hadouken
|input  = 214P
|input  = 214P
|image  = SFIVR_Ryu_214P
|image  = SFIVR_Ryu_214P
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{{AttackData-SFIVR
{{AttackData-SFIVR
|version    = LP
|version    = LP
|damage      = 30
|damage      = 80/90/10
|guard      = Mid
|cancel      = SC
|startup    = 0
|startup    = 0
|active      = 60
|active      = 60
Line 799: Line 923:
{{AttackData-SFIVR
{{AttackData-SFIVR
|version    = MP
|version    = MP
|damage      = 30
|damage      = 90/100/15
|guard      = Mid
|cancel      = SC
|startup    = 0
|startup    = 0
|active      = 60
|active      = 60
Line 808: Line 934:
{{AttackData-SFIVR
{{AttackData-SFIVR
|version    = HP
|version    = HP
|damage      = 30
|damage      = 100/120/20
|guard      = Mid
|cancel      = SC
|startup    = 0
|startup    = 0
|active      = 60
|active      = 60
Line 814: Line 942:
|onHit      = KD
|onHit      = KD
|onBlock    = +1
|onBlock    = +1
|version    = EX
|damage      = 100/120/20
|guard      = Mid
|cancel      = SC
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = KD
|onBlock    = -2
|description =
|description =
Ryu does the fireball animation but with a small explosion its sligtly minus (or for heavy plus) and works as a solid blockstring ender or for the heavy one a pressure reset with a hit of armor that also extends combos
* LP: Fastest startup, slowest recovery.
* MP: Medium startup, medium recovery.
* HP: Slowest startup, fastest recovery.
* EX: Fast startup and recovery, can dashcancel on hit.
 
 
 
Previously known as the Shakunetsu Hadoken, this special has limited range, but is a nice damaging move that works well as a blockstring ender.
  }}
  }}
}}
}}
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|data    =
|data    =
{{AttackData-SFIVR
{{AttackData-SFIVR
|damage      = 30
|version    = Hold LP
|damage      = 35/45/10 x6
|guard      = Mid
|cancel      = CC, 623PPP
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = Hold MP
|damage      = 35/45/10 x6
|guard      = Mid
|cancel      = CC, 623PPP
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = Hold HP
|damage      = 35/45/10 x6
|guard      = Mid
|cancel      = CC, 623PPP
|startup    = 0
|startup    = 0
|active      = 60
|active      = 60
Line 835: Line 1,004:
|onBlock    = -80
|onBlock    = -80
|description =
|description =
Standard fireball super with a lot of blockstun unless its done in the air which when tked or cancelled from tatsu means it has very low recovery giving ryu a fast insanely plus on block and hit high damage move he can cancel into whenever for 2 bars
* Hold LP: Slow fireball
* Hold MP: Medium speed fireball
* Hold HP: Fast fireball
 
 
 
Ryu's super fireball can be cancelled out of pretty much everything, and lets him do the same things he can do with his regular fireballs, but far more effectively.
Considering how much meter characters in remix can build, he pretty much always has access to this.
Also, as a nice bonus, he can cancel into METS Dragon Punch as an ender for some extra damage up close.
  }}
  }}
}}
}}


=== <span class="invisible-header">623PPP</span> ===
=== <span class="invisible-header">j236PPP</span> ===
{{MoveData
{{MoveData
|name    = Mets Dragon Punch
|name    = Aerial Shinku Hadouken
|input  = 623PPP
|input  = j.236PPP
|image  = SFIVR_Ryu_623PPP
|image  = SFIVR_Ryu_j236PPP
|caption =
|caption =
|data    =
|data    =
{{AttackData-SFIVR
{{AttackData-SFIVR
|damage      = 30
|version    = hold LP
|damage      = 35/45/10x6
|guard      = Mid
|cancel      = CC
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = hold MP
|damage      = 35/45/10x6
|guard      = Mid
|cancel      = CC
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = hold HP
|damage      = 35/45/10x6
|guard      = Mid
|cancel      = CC
|startup    = 0
|startup    = 0
|active      = 60
|active      = 60
Line 854: Line 1,056:
|onBlock    = -80
|onBlock    = -80
|description =
|description =
outclassed in literally every way by ryus other moves and it cant even full connect where you would actually use it
* Hold LP: Slow fireball
* Hold MP: Medium speed fireball
* Hold HP: Fast fireball
 
 
 
Same as the ground version, but obviously cannot be cancelled to METS Dragon Punch, and can be tiger-knee'd for faster recovery.
  }}
  }}
}}
}}
Line 863: Line 1,071:
|input  = 214PPP
|input  = 214PPP
|image  = SFIVR_Ryu_214PPP
|image  = SFIVR_Ryu_214PPP
|caption =
|caption = U1
|data    =
{{AttackData-SFIVR
|damage      = 55/75/20 x6
|guard      = Mid
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = KD
|onBlock    = -80
|description =
METS Hadouken shoots out 6 fireballs in a row that are a nightmare to deal with as the defender.
}}
}}
 
=== <span class="invisible-header">j.214PPP</span> ===
{{MoveData
|name    = Aerial Mets Hadouken
|input  = j214PPP
|image  = SFIVR_Ryu_j214PPP
|caption = U1
|data    =
|data    =
{{AttackData-SFIVR
{{AttackData-SFIVR
|damage      = 30
|damage      = 55/75/20 x6
|guard      = Mid
|startup    = 0
|startup    = 0
|active      = 60
|active      = 60
Line 873: Line 1,102:
|onBlock    = -80
|onBlock    = -80
|description =
|description =
While generally worse then shinku hadouken metsus wall of fireballs and super high damage combos midscreen make up for it and make it a terrifying super to see him cancel into
METS Hadouken shoots out 6 fireballs in a row that are a nightmare to deal with as the defender, this time in the air.
Ryu starts falling as soon as the first fireball is out, and can create a nice spread of fireballs on the screen.
}}
}}
 
=== <span class="invisible-header">623PPP</span> ===
{{MoveData
|name    = Mets Dragon Punch
|input  = 623PPP
|image  = SFIVR_Ryu_623PPP
|caption = U2
|data    =
{{AttackData-SFIVR
|version    = Full hit:
|damage      = On first hit: 0/0/80 <br> 30,150,120
|guard      = Mid
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
}}
{{AttackData-SFIVR
|version    = On Whiff:
|damage     = 32/40/6x4 <br> 43/47/8x3
|guard      = Mid
|startup    = 0
|active      = 60
|recovery    = 0
|onHit      = +80
|onBlock    = -80
|description =
The classic METS Dragon Punch we all know and love serves mostly as an ender, but still does a decent chunk of damage with the full hit animation.
  }}
  }}
}}
}}

Revision as of 20:04, 2 October 2023

Introduction

Ryu has mastered the art of the hadou, but not the art of using a computer. His iMac is filled to the brim with viruses, so now he's out to find someone who can do PC support for free.


Ryu in usf4r is very much still the same ryu everyone knows but with a lot o new incredibly strong tools to help him keep up in this wilder game leading to one of the most versatile characters in all of remix

Strengths Weaknesses
  • Jack of all trades ryu very well rounded characters with full chains projectiles amazing meter use and solid offensive tools
  • Zoning 3 different projectiles for zoning all of which cover different angles can create a gameplan that can shutdown some characters entirely
  • Meter ryu has great meterbuild 2 amazing supers solid ex moves and is full of chances to charge with plenty of ways to abuse it allowing him some of the most versatile and consistently good meter build and use in the game
  • inconsistent conversions ryus need to go into 2hp to get any serious damage off a grounded hit meterlessly can be quite limiting
  • mediocre offense ryus offensive options are generally subpar and while still usable he needs resources to get anything particularly notable by this games standards
  • honest despite all the crazy combos and metered options ryu is just ryu and it means he can struggle to keep up with a lot of the best characters especially without bar
Name
[[File:|center|300px]]
Character Data
Health 1000
Chains L>M>H
Walkspeed {{{walkspeed}}}
Forward Dash Duration X frames
Forward Dash Distance {{{dashdistance}}}
Backdash Duration X frames
Backdash Invuln {{{backdashinvuln}}} frames
Unique Movement No Unique Movement

Normals

Standing Normals

5LP

Standing Light Punch
5LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30/38 Mid CMD, SP 0 60 0 +3 -1

Regular mashable light punch. Has a weird range where it can whiff at certain distances currently, so it's best done point-blank.

5MP

Standing Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
60/78 Mid CMD, SP 0 60 0 0 -4

Standard medium punch, far version has good range. Enjoy.

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
80/100 Mid CMD, SP 0 60 0 +6 +3

A slower heavy punch.

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30/38 Mid CMD, SP 0 60 0 -4 -7

Probably his best standing light normal. Good range, and lets you chain into standing MK or HK from pretty far out.

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
70/88 Mid CMD, SP 0 60 0 +1 -3

Forward-moving normal with decent range.

5HK

Standing Heavy Kick
5HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
90/100 Mid CMD, SP 0 60 0 -6 -9

A slow far-range normal that's good for anti-airs at a distance. Also a great move out of chains, and cancels to his command normals.


Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30/38 Mid CMD, SP 0 60 0 0 -3

Mashable short-range crouching light punch.

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75 Mid CMD, SP 0 60 0 +3 -1

Standard good range crouching medium.

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
90/112 Mid CMD, SP 0 60 0 -5 -8
  • Forces standing on crouchers.

Decent anti-air, Good in the beginning of juggle combos or after a Charge Cancel due to it juggling upwards.

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
40/60 Low CMD, SP 0 60 0 -2 -5

The crouching light button you should be pressing the most. longer-range than cr.LP, more damage, is an actual low, and chains into itself for easy confirms (but less damage on combos).

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
70/88 Low CMD, SP 0 60 0 -4 -8

Ryu's classic Cr.MK, but with a much longer hitbox. Doesn't combo into much except fireballs at max range, however.

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
100/113 Low CMD, SP 0 60 0 KD -12

Ryu's sweep can be cancelled into from chains, is special cancellable, and is a hard knockdown letting him set up okizeme pretty fast.

Jumping Normals

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30/40 High CMD, SP 0 60 0 +80 -80

Regular jumping light punch that resets and is special-cancellable.

j.MP

Jumping Medium Punch
j.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30x2/38x2 High CMD, SP 0 60 0 +80 -80

Ryu's classic air-to-air jumping normal, that can now be cancelled into his air specials. Great combo tool even without cancelling.

j.HP

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
90/100 High CMD, SP 0 60 0 +80 -80

A good jump-in tool.

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
40/50 High CMD, SP 0 60 0 +80 -80

Regular jumping light kick that resets and is special-cancellable.

j.MK

Jumping Medium Kick
j.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
70/88 High CMD, SP 0 60 0 +80 -80

Lower damage than j.HK, but also hits directly underneath for earlier crossups.

j.HK

Jumping Heavy Kick
j.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
100/125 High CMD, SP 0 60 0 +80 -80

A damaging jump-in button with good range.

Command Normals

4HP

Back Heavy Punch
4HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
80/100 Mid SP 0 60 0 -3 -6

An anti-air command normal that also doubles as a juggle tool. Launches an airborne opponent higher than other normals.

4HK

Overhead
4HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
80/100 High SP 0 60 0 KD +2

A slow overhead kick that causes bounce on hit, leading to big combos.

Special Moves

236P

Hadouken
236P
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 x2 Mid SC 0 60 0 +80 -80
  • LP: Slow projectile, lets you follow behind it for pressure.
  • MP: Medium speed projectile
  • HP: Fast projectile
  • EX: Shoots across the screen very quickly. Hits twice.


Ryu's fireball on a basic level works similarly as in his other appearances, but the slower LP fireball, and faster HP and EX fireballs on top of the faster movement in Remix expands his threatening zoning game considerably.

j.236P

Aerial Hadouken
j.236P
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 x2 Mid SC 0 60 0 +80 -80
  • LP: Slow downwards projectile
  • MP: Medium speed downwards projectile
  • HP: Fast downwards projectile
  • EX: Shoots across the screen very quickly. Hits twice.


The air fireballs have about the same speed as his grounded ones, but with a downwards trajectory. Also they're in the air.

623P

Shoryuken
623P
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
100/125/25
70/88/15
Mid SC 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
80/100/20
50/62/12
Mid SC 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
100/125/25
50/62/12
Mid SC 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
40/80/20
15/25/5 x7
Mid SC 0 60 0 +80 -80
  • LP: Close range DP
  • MP: Medium range DP
  • HP: Medium-Long range DP
  • EX: Hits up to 8 times going up.


Ryu's classic Dragon Punch. They mostly work the same as always, but the ability to charge cancel allows them to instantly convert into big combos, and the EX version leads to great okizeme on top of juggle combos.

214K

Tatsumaki Senpukyaku
214K
214K~4K
214~4K~4K
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/70/15 Mid SC 0 60 0 KD -5
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/70/15 Mid SC 0 60 0 KD 0
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/70/15 Mid SC 0 60 0 KD +5
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
25/35/7x4
20/30/10
Mid SC 0 60 0 KD 0
4K Damage Guard Cancel Startup Active Recovery On Hit On Block
30/70/10 Mid SC 0 60 0 KD ?
  • LK: Fastest startup, slowest recovery.
  • MK: Medium startup, medium recovery.
  • HK: Slowest startup, fastest recovery.
  • EX: 5-hit stationary EX tatsumaki. No followups.

Followups:

  • LK: Travels upwards.
  • MK: Travels up-forwards.
  • HK: Travels forwards.


The Ground Tatsumaki Senpukyaku is a rekka special where the followups move Ryu into the air, or straight forward. The first hit does the most damage, and can lead into ground combos. All versions can cancel into air supers/air charge cancel. It can also be used to alter your movement during pressure, or to avoid projectiles.

j.236K

Aerial Tatsumaki Senpukyaku
j.214K
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
70/88/17 Mid SC 0 60 0 +80 -80
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
70/88/17 Mid SC 0 60 0 +80 -80
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
70/88/17 Mid SC 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
25/35/10x4
40/50/10
Mid SC 0 60 0 +80 -80
  • LP: Fastest spin.
  • MP: Medium spin.
  • HP: Slowest spin.
  • EX: Multi-hit Stationary Tatsumaki.


While Ryu's ground tatsus are rekkas, his jumping tatsus are more traditional, but slightly boosted. He's better at crossing people up with his neat spinning kicks than ever, and is able to cancel into Charge Cancels and Supers.

236K

Arc Hadouken
236K
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 - - 0 60 0 +80 -80
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 - - 0 60 0 +80 -80
  • LP: shallow short-distance arc
  • MP: medium distance arc
  • HP: far distance arc
  • EX: shoots out all 3 versions of the arc hadoken at once


Ryu decides to just start kicking his fireballs like a football, and thus creates a great zoning tool that covers a lot of jump-in angles.

j.236K

Aerial Arc Hadouken
j.236K
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 (x3) Mid SC 0 60 0 +80 -80
  • LK: Projectile shoots downwards at a tight angle.
  • MK: Projectile shoots downwards at an angle.
  • HK: Projectile shoots downwards at a wide angle.
  • EX: shoots out all 3 versions of the arc hadoken at once, but downwards.


Ryu thinks football should be enjoyed in the air as well, and kicks fireballs down at you.

214P

Close-Range Hadouken
214P
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
80/90/10 Mid SC 0 60 0 KD -9
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
90/100/15 Mid SC 0 60 0 KD -4
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
100/120/20 Mid SC 0 60 0 KD -2
  • LP: Fastest startup, slowest recovery.
  • MP: Medium startup, medium recovery.
  • HP: Slowest startup, fastest recovery.
  • EX: Fast startup and recovery, can dashcancel on hit.


Previously known as the Shakunetsu Hadoken, this special has limited range, but is a nice damaging move that works well as a blockstring ender.

Supers

236PPP

Shinku Hadouken
236PPP
Hold LP Damage Guard Cancel Startup Active Recovery On Hit On Block
35/45/10 x6 Mid CC, 623PPP 0 60 0 +80 -80
Hold MP Damage Guard Cancel Startup Active Recovery On Hit On Block
35/45/10 x6 Mid CC, 623PPP 0 60 0 +80 -80
Hold HP Damage Guard Cancel Startup Active Recovery On Hit On Block
35/45/10 x6 Mid CC, 623PPP 0 60 0 +80 -80
  • Hold LP: Slow fireball
  • Hold MP: Medium speed fireball
  • Hold HP: Fast fireball


Ryu's super fireball can be cancelled out of pretty much everything, and lets him do the same things he can do with his regular fireballs, but far more effectively. Considering how much meter characters in remix can build, he pretty much always has access to this. Also, as a nice bonus, he can cancel into METS Dragon Punch as an ender for some extra damage up close.

j236PPP

Aerial Shinku Hadouken
j.236PPP
hold LP Damage Guard Cancel Startup Active Recovery On Hit On Block
35/45/10x6 Mid CC 0 60 0 +80 -80
hold MP Damage Guard Cancel Startup Active Recovery On Hit On Block
35/45/10x6 Mid CC 0 60 0 +80 -80
hold HP Damage Guard Cancel Startup Active Recovery On Hit On Block
35/45/10x6 Mid CC 0 60 0 +80 -80
  • Hold LP: Slow fireball
  • Hold MP: Medium speed fireball
  • Hold HP: Fast fireball


Same as the ground version, but obviously cannot be cancelled to METS Dragon Punch, and can be tiger-knee'd for faster recovery.

214PPP

Mets Hadouken
214PPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
55/75/20 x6 Mid - 0 60 0 KD -80

METS Hadouken shoots out 6 fireballs in a row that are a nightmare to deal with as the defender.

j.214PPP

Aerial Mets Hadouken
j214PPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
55/75/20 x6 Mid - 0 60 0 KD -80

METS Hadouken shoots out 6 fireballs in a row that are a nightmare to deal with as the defender, this time in the air. Ryu starts falling as soon as the first fireball is out, and can create a nice spread of fireballs on the screen.

623PPP

Mets Dragon Punch
623PPP
Full hit: Damage Guard Cancel Startup Active Recovery On Hit On Block
On first hit: 0/0/80
30,150,120
Mid - 0 60 0 +80 -80
On Whiff: Damage Guard Cancel Startup Active Recovery On Hit On Block
32/40/6x4
43/47/8x3
Mid - 0 60 0 +80 -80

The classic METS Dragon Punch we all know and love serves mostly as an ender, but still does a decent chunk of damage with the full hit animation.

Game Navigation

General
FAQ
Controls & Notation
Game Systems
Koryu Edition
Characters​
Decapre
Ryu
Ken
E. Honda
Ibuki
Makoto
Dudley
Seth
Gouken
Akuma
Gen
Dan
Sakura
Oni
Elena
Yun
Juri
Chun-Li
Dhalsim
Abel
C. Viper
M. Bison
Sagat
Cammy
Deejay
Cody
Guy
Hakan
Rolento
Poison
Evil Ryu
Guile
Blanka
Zangief
Rufus
El Fuerte
Vega
Balrog
Fei Long
T. Hawk
Adon
Rose
Yang
Hugo

Street Fighter IV Remix is a mod of Street Fighter IV developed by MiriamBurgers and Anotak.