Lichmassacre (talk | contribs) m (→Super Moves) |
Lichmassacre (talk | contribs) mNo edit summary |
||
(30 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
{{TOClimit|3}} | {{TOClimit|3}} | ||
{{SVC Character Subnav|name=Ryu}} | |||
{| class="wikitable" style="float:right; margin-left: 10px;" | {| class="wikitable" style="float:right; margin-left: 10px;" | ||
Line 6: | Line 7: | ||
|- | |- | ||
! align="center" colspan="2" | [[image:Ryusvc.gif|"Bulk's not everything. You need constant effort, too."|center]] | ! align="center" colspan="2" | [[image:Ryusvc.gif|"Bulk's not everything. You need constant effort, too."|center]] | ||
|- | |||
| '''Category''' || Normal | |||
|- | |||
| '''Playstyle''' || Balanced shoto | |||
|- | |- | ||
| '''Difficulty''' || Easy | | '''Difficulty''' || Easy | ||
Line 17: | Line 22: | ||
| '''Crouching Hitbox''' || Short | | '''Crouching Hitbox''' || Short | ||
|- | |- | ||
| '''Defense Modifier''' || 223 | |||
|- | |||
| '''Wall Jump''' || No | |||
|} | |} | ||
Line 25: | Line 33: | ||
{{ ProConTable | {{ ProConTable | ||
| pros= | | pros= | ||
* | * '''Extremely easy to learn:''' Chances are you've played Ryu before and already know his gist. Even if you haven't, he carries a simple move list which takes no time to learn to use and primarily focuses on zoning. Easily a recommended starter character for pretty much any fighting game he's in, and SVC is no different. | ||
* | * '''Good movement:''' Ryu doesn't have access to any special movement techniques that other characters don't have, but he makes up for it by having a good walking speed, better jumps than some of the other shotos like Ken, his tatsu that moves him forward, and in a small way his f.B command normal. Playing neutral is quite comfortable for him. | ||
* Solid projectiles:''' Ryu's fireballs come out fairly quickly, have good frame data to them, and allow him to fight fireball wars well. Though the special form of his fireball doesn't change much, it has its own benefits. Plus, his super fireball is one of the better projectile supers in the game, not only for combos but neutral and punishes, too. | |||
* Solid projectiles | * '''Max Mode loop in the corner:''' Gives Ryu one notable use of max mode in the corner and allows him to up his damage further if you can set it up. | ||
* '''Easy cross up mixup glitch:''' Ryu is capable of creating cross-up vortexes for free damage after setting up with his tatsu in some cases, giving him some extra oki mixup. Against more experienced players - assuming they didn't forget Ryu has a crossup glitch - this isn't as effective, but free damage is free damage. And even better, Ryu now has the street cred of saying he isn't the most honest character in a game now. | |||
* '''Easy, practical, and effective combos:''' As with Ryu himself, his combos are easy to learn and if you've played SF or KOF before, or even both, you can pretty much piece them together yourself. They're simple but rewarding combos, and it's just enough to help carry him. | |||
* Max Mode loop in the corner | * '''Better than Ken:''' In short, Ken is not very good regardless of what the meta is. There are some things Ken does better than Ryu can, but they're few and far between that if you really want to play a traditional shoto character, your best bet is Ryu. Not to mention, zoning is usually more rewarding than playing rushdown is in SVC. | ||
* Easy cross up mixup glitch | |||
* Easy, practical, and effective combos | |||
| cons= | | cons= | ||
* | * '''Stubby range:''' Depending on the buttons and specials used, Ryu can be pretty stubby. His active hitboxes aren't too big and can give him trouble in neutral, where he'll need to get closer, otherwise. | ||
* '''Basic mixups:''' Ryu's kit being as straight-forward as it is gives little room for mixups, which can make it harder to open opponents up. Ryu has to essentially play more linearly. | |||
* | * '''Max Mode combos are limited:''' Outside of his corner max mode loop, Ryu doesn't really get much out of max mode, let alone in neutral. On the flip side, this means he can use his meter for other purposes, too, and thus doesn't need to save up for max mode. | ||
* Max Mode combos are limited | * '''Poor meter dump:''' Outside of the corner loops with max mode, Ryu hardly gets much with dumping his meter for supers or max mode combos. While his damage is increased more overall, it's not as much as other characters, and more importantly, his non-fireball supers are hard to combo into. Let alone, Ryu's combo variety isn't large to begin with. | ||
* | * '''Needs meter for consistent midscreen confirms:''' Ryu's fireball super is a really good super, but without meter he can't use it. Combined with his stubby range, Ryu has issues getting consistent midscreen hit confirms due to hitbox wonkiness and other factors like pushback on hit. | ||
* | * '''Bad Exceed:''' Far from the worst exceed in the game, but Ryu's exceed isn't easy to use, either. Stubby range, and it loses most of its damage if the first hit whiffs. Ryu has few combos into exceed, either, and needs to be very close for the full exceed to connect. While rewarding, it pretty much leaves Ryu only able to use it as a punish and throwing it out otherwise is asking to waste it. You'll need clean confirms for it to fully connect consistently. | ||
* | * '''Jack-of-all-trades with only the basics:''' If put in the context of a meta with no boss characters, this doesn't hurt Ryu too much. His preference for zoning and footsies still puts him in a favorable position against some matchups, and his tools are good enough to work with that he can handle the main roster just fine, especially with solid fireballs. With bosses, Ryu is still arguably pretty decent but definitely takes a hit in viability. He's too linear and honest for his own good in a broken game, but can still hold his ground depending on the matchup, regardless. Still, if he can do something, someone does it better than he can. | ||
}} | }} | ||
<center>{{FrameDataKey-SVC}}</center> | <center>{{FrameDataKey-SVC}}</center> | ||
== | ==Move List== | ||
===Normal Moves=== | ===Normal Moves=== | ||
====Close Normals==== | ====Close Normals==== | ||
Line 59: | Line 65: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=3 | ||
|Active= | |Active=5 | ||
|Recovery= | |Recovery=5 | ||
|Total= | |Total=13 | ||
|Hit Adv= | |Hit Adv=+2 | ||
|Block Adv= | |Block Adv=+0 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Fast elbow attack that can be normal canceled, and chain into all of the Light Attacks. I won't recomend you to use this, because it will whiff on most crouching characters. | |description=* Fast elbow attack that can be normal canceled, and chain into all of the Light Attacks. I won't recomend you to use this, because it will whiff on most crouching characters. | ||
Line 82: | Line 92: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=4 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=8 | ||
|Total= | |Total=16 | ||
|Hit Adv= | |Hit Adv=+0 | ||
|Block Adv= | |Block Adv=-2 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Cancelable kick that won't whiff on low crouching characters, and can be normal canceled. You can use this one, but it can't chain into other Light Attacks. | |description=* Cancelable kick that won't whiff on low crouching characters, and can be normal canceled. You can use this one, but it can't chain into other Light Attacks. | ||
Line 105: | Line 119: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=4 | ||
|Active= | |Active=2, (2), 3 | ||
|Recovery= | |Recovery=14 | ||
|Total= | |Total=25 | ||
|Hit Adv= | |Hit Adv=-1 | ||
|Block Adv= | |Block Adv=-3 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Good for combos when you need damage. You can easily cancel it on any special move. | |description=* Good for combos when you need damage. You can easily cancel it on any special move. | ||
Line 128: | Line 146: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=9 | ||
|Active= | |Active=5, (2), 2 | ||
|Recovery= | |Recovery=15 | ||
|Total= | |Total=33 | ||
|Hit Adv= | |Hit Adv='''2nd = +3''' | ||
|Block Adv= | |Block Adv='''2nd= +1''' | ||
|Invulnerability= | |Invulnerability= | ||
|description=* The classic two-hit axe kick. It's a good move to use on the opponent's wakeup(It won't whiff on low crouching chars), but the hits cannot be normal canceled, sadly. | |description=* The classic two-hit axe kick. It's a good move to use on the opponent's wakeup(It won't whiff on low crouching chars), but the hits cannot be normal canceled, sadly. | ||
Line 152: | Line 174: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=4 | ||
|Total= | |Total=13 | ||
|Hit Adv= | |Hit Adv=+4 | ||
|Block Adv= | |Block Adv=+2 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Fast punch that can be normal canceled, and can chain into all of the other Light normals, including itself. Use it as a poke, as it can hit most crouching characters. | |description=* Fast punch that can be normal canceled, and can chain into all of the other Light normals, including itself. Use it as a poke, as it can hit most crouching characters. | ||
Line 175: | Line 201: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=7 | ||
|Active= | |Active=6 | ||
|Recovery= | |Recovery=7 | ||
|Total= | |Total=20 | ||
|Hit Adv= | |Hit Adv=-1 | ||
|Block Adv= | |Block Adv=-3 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Kick aiming up. The best way to use it is as an anti-air, but you'll probably use the DP instead(It's better, I know). | |description=* Kick aiming up. The best way to use it is as an anti-air, but you'll probably use the DP instead(It's better, I know). | ||
Line 198: | Line 228: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=7 | ||
|Active= | |Active=6 | ||
|Recovery= | |Recovery=16 | ||
|Total= | |Total=29 | ||
|Hit Adv= | |Hit Adv=-2 | ||
|Block Adv= | |Block Adv=-4 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Strong punch with decent reach. Won't whiff on most low crouching characters, but cannot be normal canceled. If you want a damaging poke, use this one. | |description=* Strong punch with decent reach. Won't whiff on most low crouching characters, but cannot be normal canceled. If you want a damaging poke, use this one. | ||
Line 221: | Line 255: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=9 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery=17 | ||
|Total= | |Total=29 | ||
|Hit Adv= | |Hit Adv=+0 | ||
|Block Adv= | |Block Adv=-2 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Another kick aiming up. Wanna use it as an anti-air? If yes, why? Just do the DP instead. | |description=* Another kick aiming up. Wanna use it as an anti-air? If yes, why? Just do the DP instead. | ||
Line 245: | Line 283: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=4 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=8 | ||
|Total= | |Total=16 | ||
|Hit Adv= | |Hit Adv=+0 | ||
|Block Adv= | |Block Adv=-2 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Good cancelable punch. Better than the f.A, I can say(Has more reach, and won't whiff on some low crouching chars). Can chain into other Light Attacks, including itself. | |description=* Good cancelable punch. Better than the f.A, I can say(Has more reach, and won't whiff on some low crouching chars). Can chain into other Light Attacks, including itself. | ||
Line 268: | Line 310: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=3 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery=8 | ||
|Total= | |Total=15 | ||
|Hit Adv= | |Hit Adv=+0 | ||
|Block Adv= | |Block Adv=-2 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* Kick that hits low. Generally, this move is used as a Light Attack chain starter(See the combos section for more details). It can be normal canceled too. | |description=* Kick that hits low. Generally, this move is used as a Light Attack chain starter(See the combos section for more details). It can be normal canceled too. | ||
Line 291: | Line 337: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=1, 1, 6 | ||
|Recovery= | |Recovery=20 | ||
|Total= | |Total=33 | ||
|Hit Adv= | |Hit Adv=-8 | ||
|Block Adv= | |Block Adv=-10 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* A punch aiming up that can be normal canceled. You can use it as an anti-air(Just use the DP), or on combos(If you like to hold down during them). | |description=* A punch aiming up that can be normal canceled. You can use it as an anti-air(Just use the DP), or on combos(If you like to hold down during them). | ||
Line 314: | Line 364: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Mid | |Guard=Mid | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=11 | ||
|Active= | |Active=2 | ||
|Recovery= | |Recovery=22 | ||
|Total= | |Total=35 | ||
|Hit Adv= | |Hit Adv=SKD | ||
|Block Adv= | |Block Adv=-6 | ||
|Invulnerability= | |Invulnerability= | ||
|description=* This is the classic cancelable sweep. You can do interesting things if you cancel it on a tatsu... You'll see more details about this later. | |description=* This is the classic cancelable sweep. You can do interesting things if you cancel it on a tatsu... You'll see more details about this later. | ||
Line 338: | Line 392: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=11 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 362: | Line 420: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=4 | ||
|Active= | |Active=10 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 386: | Line 448: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=4 | ||
|Active= | |Active=10 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 410: | Line 476: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=9 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 434: | Line 504: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 458: | Line 532: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=7 | ||
|Active= | |Active=4 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 482: | Line 560: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=4 | ||
|Active= | |Active=5 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 506: | Line 588: | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|Damage= | |Damage= | ||
|Counter Dmg= | |||
|Guard=Overhead | |Guard=Overhead | ||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |Cancel= | ||
|Startup= | |Startup=5 | ||
|Active= | |Active=3 | ||
|Recovery= | |Recovery= | ||
|Total= | |Total= | ||
Line 520: | Line 606: | ||
}} | }} | ||
===Command | ===Command Normals=== | ||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
Line 629: | Line 715: | ||
}} | }} | ||
=== | ===Throws=== | ||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|A}}{{Icon-SNK|B}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle= | |||
|caption= | |||
|name={{Icon-SNK|C}}{{Icon-SNK|D}} Throw | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=24 | |||
|Counter Dmg=24 | |||
|Guard=Throw | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle={{Icon-SNK|C}}{{Icon-SNK|D}} on Block | |||
|caption= | |||
|name=Guard Cancel Blowback | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=0 | |||
|Counter Dmg=0 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=0 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
}} | |||
===Special Moves=== | |||
* | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf P | |||
|caption= | |||
|name=Hadou Ken | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* The basic and classic projectile. It's just a normal projectile, so use it like one, okay? | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
* | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | |||
|image= | |||
|subtitle=hcf P | |||
|caption= | |||
|name=Shakunetsu Hadou Ken | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | <font style="visibility:hidden" size="0"></font> | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=dp P | ||
|caption= | |caption= | ||
|name= | |name=Shouryuu Ken | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=dp A | |||
|Damage= | |Damage= | ||
|Counter Dmg= | |Counter Dmg= | ||
Line 669: | Line 876: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* | ||
}} | |||
{{AttackData-SVC | |||
|version=dp C | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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. | |||
}} | }} | ||
}} | }} | ||
Line 677: | Line 902: | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle=qcb | |subtitle=qcb K | ||
|caption= | |caption= | ||
|name= | |name=Tatsumaki Senpuu Kyaku | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=qcb B | |||
|Damage= | |Damage= | ||
|Counter Dmg= | |Counter Dmg= | ||
Line 696: | Line 922: | ||
|Block Adv= | |Block Adv= | ||
|Invulnerability= | |Invulnerability= | ||
|description=* | |description=* | ||
}} | |||
{{AttackData-SVC | |||
|version=qcb D | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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. | |||
}} | }} | ||
}} | }} | ||
=== | ===== <span class="invisible-header"></span> ===== | ||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|subtitle= | |subtitle=j.qcb K | ||
|caption= | |caption= | ||
|name= | |name=Kuuchuu Tatsumaki Senpuu Kyaku | ||
|data= | |data= | ||
{{AttackData-SVC | {{AttackData-SVC | ||
|version=j.qcb B | |||
|Damage= | |Damage= | ||
|Counter Dmg= | |Counter Dmg= | ||
Line 715: | Line 961: | ||
|Meter= | |Meter= | ||
|Cancel= | |Cancel= | ||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* | |||
}} | |||
{{AttackData-SVC | |||
|version=j.qcb D | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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=== | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcf x2 P | |||
|caption= | |||
|name=Shinkuu Hadouken | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=30x5 | |||
|Counter Dmg=34 | |||
|Guard=Mid | |||
|G. Crush=4 | |||
|Stun=24 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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). | |||
* Colliding with other projectiles makes the super deal less hits depending on how many hits it collides with the other fireball. However, because multi-hit damage is usually front loaded at the start of the attack in SVC Chaos, Ryu hardly loses much damage from colliding with other fireballs. On block, it deals less chip damage due to there being fewer hits, arguably a more noticeable difference than on hit. Still worth keeping in mind in all matchups. | |||
}} | |||
}} | |||
===== <span class="invisible-header"></span> ===== | |||
<font style="visibility:hidden" size="0"></font> | |||
{{MoveData | |||
|image= | |||
|subtitle=qcb x2 K | |||
|caption= | |||
|name=Shinkuu Tatsumaki Senpuu Kyaku | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=30x13 | |||
|Counter Dmg=34 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=24x13 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* 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=== | |||
{{MoveData | |||
|image= | |||
|subtitle={{Motion|236}}{{Motion|236}}{{Icon-SNK|B}}{{Icon-SNK|D}} | |||
|caption= | |||
|name=Shin Shoryuken | |||
|data= | |||
{{AttackData-SVC | |||
|Damage=39x4, 24 | |||
|Counter Dmg=46, 30 | |||
|Guard=Mid | |||
|G. Crush=0 | |||
|Stun=29, 16 | |||
|Meter=0 | |||
|Cancel=X | |||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 726: | Line 1,072: | ||
}} | }} | ||
== | ==Strategy== | ||
===Basic Strategy=== | |||
'''''Ryu's gameplan''''' | '''''Ryu's gameplan''''' | ||
Line 735: | Line 1,082: | ||
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: | 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.D, | cr.D, qcb B (You need to stop on the opponent's back, if you used the cr.D as a poke, do qcb D 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. | 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. | ||
===Advanced Strategy=== | |||
====Match-Ups==== | |||
==Combos== | |||
<center>{{Template:ComboNotationKey-SVC}}</center> | |||
A very easy combo with a low starter. It's Ryu's BnB too(It's better than using cl.C, 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 | ===BnB Combos=== | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ BnB Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
|- | |||
|(j.X,) [cr.B x2-4] / [cr.B, cr.A,] db.D, qcb K || TBA || TBA || TBA || TBA || | |||
|- | |||
|cl./cr.C, dp P || TBA || TBA || TBA || TBA || | |||
|- | |||
|(j.X,) [cr.B x2-4] / [cr.B, cr.A,] db.D, qcf x2 C || TBA || TBA || TBA || TBA || A very easy combo with a low starter. It's Ryu's BnB too(It's better than using cl.C, 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.D, you can do the fireball super for a more damaging combo, which isn't too difficult to do, but only use the C version to ensure it connects, since A version is too slow the longer the hit-confirm is. | |||
|- | |||
|f.B, (db.D,) qcf x2 P || TBA || TBA || TBA || TBA || 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 x2 K after the f.B but won't need to use the db.D(The Super will whiff if you use it), but this one is more damaging. | |||
|- | |||
|cl./cr.C, Any Super || TBA || TBA || TBA || TBA || | |||
|- | |||
|cl./cr.C, Exceed || TBA || TBA || TBA || TBA || 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 (j.X). The damage is nice, no matter which move was used after the cl./cr.C(DP+P when you don't have meter, Super if you have, and the Exceed is in there if you need damage). | |||
|- | |||
|} | |||
===Max Mode Combos=== | |||
== | |||
Ryu can only max cancel two of his Command/Special Moves(The f+A, 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. | Ryu can only max cancel two of his Command/Special Moves(The f+A, 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. | ||
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" | |||
|+ Max Mode Combos | |||
|- | |||
! Combo !! Position !! Damage !! Stun !! Difficulty !! Notes | |||
Decent combo, but Ryu has better options. The QCB+K won't whiff if used on the corner. | |- | ||
|(Midscreen only) (j.X - cross-up preferred,) cl.C, dp P, (C)qcf P / (C)qcb K || TBA || TBA || TBA || TBA || Decent combo, but Ryu has better options. The QCB+K won't whiff if used on the corner. | |||
|- | |||
|(j.X - cross-up preferred,) cl.C, dp P, (SC)qcf x2 P || TBA || TBA || TBA || TBA || More damaging version of the combo above. To do it, just do a QCF+P after the DP+P. | |||
More damaging version of the combo above. To do it, just do a QCF+P after the DP+P. | |- | ||
|cl.C, dp P, (SC)Exceed || TBA || TBA || TBA || TBA || 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. | |||
|- | |||
|(Corner Only) cl.C, [dp P, (C)f.B,]xN, dp P, (SC)Exceed || TBA || TBA || TBA || TBA || 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. | |||
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. | |- | ||
|f.A(1-2), (C)dp P, (SC)Exceed || TBA || TBA || TBA || TBA || 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. | |||
|- | |||
|(Corner only) f.A(1-2), [dp P, (C)f.B,]xN, dp P, (SC)Exceed || TBA || TBA || TBA || TBA || Better while the opponent's knocked down. Probably the most effective way to hit-confirm this Max Mode loop! Master it, you'll need it to do damage/comebacks(Or to show-off on combo vids). | |||
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. | |- | ||
|} | |||
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. | |||
{{Navbox-SVC}} | {{Navbox-SVC}} | ||
[[Category: SvC Chaos]] | [[Category: SvC Chaos]] | ||
[[Category:Ryu]] | [[Category:Ryu]] |
Latest revision as of 01:34, 28 July 2024
隆, Ryu | |
---|---|
Category | Normal |
Playstyle | Balanced shoto |
Difficulty | Easy |
Max Mode Needed? | Up to you |
Tier Placement | Pretty Good (B) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Defense Modifier | 223 |
Wall Jump | No |
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 |
---|---|
|
|
SVC Chaos: SNK VS Capcom Frame Data Glossary | |
---|---|
Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Move List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 5 | 5 | 13 | +2 | +0 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 8 | 16 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 2, (2), 3 | 14 | 25 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 5, (2), 2 | 15 | 33 | 2nd = +3 | 2nd= +1 | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 4 | 4 | 13 | +4 | +2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 6 | 7 | 20 | -1 | -3 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 7 | 6 | 16 | 29 | -2 | -4 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 9 | 3 | 17 | 29 | +0 | -2 | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 4 | 4 | 8 | 16 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 3 | 4 | 8 | 15 | +0 | -2 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 5 | 1, 1, 6 | 20 | 33 | -8 | -10 | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | 11 | 2 | 22 | 35 | SKD | -6 | - | |
|
Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 11 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 10 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 10 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 9 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 3 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 7 | 4 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 4 | 5 | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | 5 | 3 | - | - | - | - | - | |
|
Command 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 | - | - | - | - | - | - | - | - | - | - | - | |
|
Throws
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
24 | 24 | Throw | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 0 | Mid | 0 | 0 | 0 | X | - | - | - | - | - | - | - | |
|
Special Moves
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 | - | - | - | - | - | - | - | - | - | - | - | |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
dp A | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
dp C | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.qcb B | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
| ||||||||||||||
Version | Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability |
j.qcb D | - | - | Mid | - | - | - | - | - | - | - | - | - | - | - |
|
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30x5 | 34 | Mid | 4 | 24 | 0 | X | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
30x13 | 34 | Mid | 0 | 24x13 | 0 | X | - | - | - | - | - | - | - | |
|
Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
39x4, 24 | 46, 30 | Mid | 0 | 29, 16 | 0 | X | - | - | - | - | - | - | - | |
|
Strategy
Basic Strategy
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.D, qcb B (You need to stop on the opponent's back, if you used the cr.D as a poke, do qcb D 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.
Advanced Strategy
Match-Ups
Combos
SVC Chaos: SNK VS Capcom Quick Combo Notation Guide | |
---|---|
May change to numpad notation much later down the road. |
BnB Combos
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(j.X,) [cr.B x2-4] / [cr.B, cr.A,] db.D, qcb K | TBA | TBA | TBA | TBA | |
cl./cr.C, dp P | TBA | TBA | TBA | TBA | |
(j.X,) [cr.B x2-4] / [cr.B, cr.A,] db.D, qcf x2 C | TBA | TBA | TBA | TBA | A very easy combo with a low starter. It's Ryu's BnB too(It's better than using cl.C, 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.D, you can do the fireball super for a more damaging combo, which isn't too difficult to do, but only use the C version to ensure it connects, since A version is too slow the longer the hit-confirm is. |
f.B, (db.D,) qcf x2 P | TBA | TBA | TBA | TBA | 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 x2 K after the f.B but won't need to use the db.D(The Super will whiff if you use it), but this one is more damaging. |
cl./cr.C, Any Super | TBA | TBA | TBA | TBA | |
cl./cr.C, Exceed | TBA | TBA | TBA | TBA | 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 (j.X). The damage is nice, no matter which move was used after the cl./cr.C(DP+P when you don't have meter, Super if you have, and the Exceed is in there if you need damage). |
Max Mode Combos
Ryu can only max cancel two of his Command/Special Moves(The f+A, 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.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(Midscreen only) (j.X - cross-up preferred,) cl.C, dp P, (C)qcf P / (C)qcb K | TBA | TBA | TBA | TBA | Decent combo, but Ryu has better options. The QCB+K won't whiff if used on the corner. |
(j.X - cross-up preferred,) cl.C, dp P, (SC)qcf x2 P | TBA | TBA | TBA | TBA | More damaging version of the combo above. To do it, just do a QCF+P after the DP+P. |
cl.C, dp P, (SC)Exceed | TBA | TBA | TBA | TBA | 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. |
(Corner Only) cl.C, [dp P, (C)f.B,]xN, dp P, (SC)Exceed | TBA | TBA | TBA | TBA | 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. |
f.A(1-2), (C)dp P, (SC)Exceed | TBA | TBA | TBA | TBA | 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. |
(Corner only) f.A(1-2), [dp P, (C)f.B,]xN, dp P, (SC)Exceed | TBA | TBA | TBA | TBA | Better while the opponent's knocked down. Probably the most effective way to hit-confirm this Max Mode loop! Master it, you'll need it to do damage/comebacks(Or to show-off on combo vids). |