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{{MvC3HyperGuideCharacterBox | Mvci_Ryu.png }} | {{MvC3HyperGuideCharacterBox | Mvci_Ryu.png }} | ||
{{Nutshell|The protagonist of the Street Fighter series, the series that would itself eventually lead to the creation of the Marvel-based Capcom fighting games, returns in his latest crossover game appearance. He has a few new tricks up his sleeve this time, too. | {{Nutshell|The protagonist of the ''Street Fighter'' series, the series that would itself eventually lead to the creation of the Marvel-based Capcom fighting games, returns in his latest crossover game appearance. He has a few new tricks up his sleeve this time, too. | ||
In Marvel vs. Capcom Infinite, Ryu is a well-rounded character with the staple fundamental fighting game tools that form the basis of the genre, as ever. He has the ability to zone with his classic Hadouken and new Sen Hadouken beam, he can approach and extend combos with his Tatsumaki Senpukyaku (now sporting two separate modes in the air), he can make just about any combo lead to the corner with his Jodan Sokuto Geri (aka "Donkey Kick"), and for characters with vertically-oriented combo options, with this game's new tagging mechanics, his invincible Shoryuken can even lead to combos on a tag!}} | '''In Marvel vs. Capcom Infinite''', Ryu is a well-rounded character with the staple fundamental fighting game tools that form the basis of the genre, as ever. He has the ability to zone with his classic Hadouken and new Sen Hadouken beam, he can approach and extend combos with his Tatsumaki Senpukyaku (now sporting two separate modes in the air), he can make just about any combo lead to the corner with his Jodan Sokuto Geri (aka "Donkey Kick"), and for characters with vertically-oriented combo options, with this game's new tagging mechanics, his invincible Shoryuken can even lead to combos on a tag!}} | ||
=== Introduction === | === Introduction === | ||
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|damage=700 | |damage=700 | ||
|guard=High | |guard=High | ||
|properties= | |properties=Ground Bounce & Hard Knockdown (vs. airborne only) | ||
|startup=8f | |startup=8f | ||
|active=6f | |active=6f | ||
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|hblock=-19 point blank | |hblock=-19 point blank | ||
|hproperties={{airok}} | |hproperties={{airok}} | ||
|notes=Ryu throws a blue fireball. Light hadoken is slow, Heavy hadoken is fast. Can be reflected by perfect advancing guard | |notes=Ryu throws a blue fireball. Light hadoken is slow, Heavy hadoken is fast. Can be reflected by perfect advancing guard. Gains significantly more hitstun on a counter hit vs. an airborne opponent, and if they touch the ground during that hitstun, they enter a brief soft knockdown state. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=+8 | |hit=+8 | ||
|block=-7 | |block=-7 | ||
|notes=Ryu throws out a normal version of his beam super that can't be reflected. Charge can be held much longer than is necessary, but doing so doesn't increase the damage. Damage falls off at distance. Can be dash cancelled with a forward, forward input after holding it for a while. | |notes=Ryu throws out a normal version of his beam super that can't be reflected. Charge can be held much longer than is necessary, but doing so doesn't increase the damage. Damage falls off at distance. Can be dash cancelled with a forward, forward input after holding it for a while. As a counter hit, from long range, it causes a brief hard knockdown vs. a grounded opponent that gives you just enough time to hit confirm into Shinku Hadouken. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
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|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
|lproperties= Wall Bounce | |lproperties= Wall Bounce, Soft Knockdown | ||
|hdamage= 1000 | |hdamage= 1000 | ||
|hguard= Mid | |hguard= Mid | ||
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|hhit= | |hhit= | ||
|hblock= | |hblock= | ||
|hproperties= Wall Bounce | |hproperties= Wall Bounce, Hard Knockdown | ||
|notes= | |notes=The L version blows them away at a low height, the H version at a tall height. This will result in them going over your head and behind you when you use the H version vs. a cornered opponent. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
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|name=Shinku Hadoken | |name=Shinku Hadoken | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage= 28 ~ 32 hits (1547 ~ 3400) | ||
|guard= | |guard= Mid | ||
|properties= | |properties= {{airok}}, Hard Knockdown | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes= Damage falls off over distance, just like Sen Hadouken. Can hold up while on the ground to aim it upwards, can hold down while in the air to aim it downwards. The downwards version in the air propels Ryu higher in the air over the course of the animation. 3400 damage is only possible against a cornered opponent, as mid-screen (or utilizing the up/down versions), the opponent is pushed further away from you, inducing damage fall-off. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|name=Shinku Tatsumaki Senpukyaku | |name=Shinku Tatsumaki Senpukyaku | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | ||
|damage= | |damage= 18 hits (3644 damage) | ||
|guard= | |guard= Mid | ||
|properties= | |properties= Invulnerable reversal, Hard Knockdown | ||
|startup= | |startup= | ||
|active= | |active= | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes= Invulnerability only lasts until the flash. Extremely unsafe on block. The knockdown is fairly lengthy, allowing easy tagging for OTG pick ups from your partner. | ||
}} | }} | ||
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|name=Shin Shoryuken | |name=Shin Shoryuken | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | ||
|damage= | |damage= 4 hits (5440, 6490 when Dark Hadou unleashed) | ||
|guard= | |guard= Mid | ||
|properties= | |properties= Invulnerable reversal, Hard Knockdown | ||
|startup= | |startup= | ||
|active= | |active= |
Revision as of 19:27, 17 August 2024
Ryu
In a nutshell
The protagonist of the Street Fighter series, the series that would itself eventually lead to the creation of the Marvel-based Capcom fighting games, returns in his latest crossover game appearance. He has a few new tricks up his sleeve this time, too.
In Marvel vs. Capcom Infinite, Ryu is a well-rounded character with the staple fundamental fighting game tools that form the basis of the genre, as ever. He has the ability to zone with his classic Hadouken and new Sen Hadouken beam, he can approach and extend combos with his Tatsumaki Senpukyaku (now sporting two separate modes in the air), he can make just about any combo lead to the corner with his Jodan Sokuto Geri (aka "Donkey Kick"), and for characters with vertically-oriented combo options, with this game's new tagging mechanics, his invincible Shoryuken can even lead to combos on a tag!
Introduction
Players to Watch
Character Vitals
Move List
Unique Trait
Dark Hadou: Suppressing the Dark Hadou only lasts so long; once Ryu reaches below 30% health, it's unleashed, granting his level 3 increased damage and a slightly altered animation.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5f | 3f | 7f | +1 | +3 | ||
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 11f | 3f | 21f | 0 | -4 | ||
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 8f | 2f | 21f | -5 | -7 | ||
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 12f | 6f | 17f | +1 | -3 | ||
Collarbone Breaker![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
2x300 (600) | High | 24f | 4f(0f)4f | 20f | 0 | -4 | ||
Shoken Tsuki![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 5f | ||||||
Hiza Geri![]() ![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 5f | ||||||
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5f | 2f | 14f | -5 | -3 | ||
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 10f | 5f | 21f | +24f | -6 | Launch | |
Do NOT end a blockstring with this. |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Low | 8f | 4f | 15f | -1 | -4 | ||
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Low | 10f | 4f | 33f | +41 | -18 | Knockdown | |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | High | 5f | 10f | 5f | n/a | n/a | ||
Jumping Heavy Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 9f | 5f | 17f | n/a | n/a | ||
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 7f | 7f | 17f | n/a | n/a | ||
Jumping Heavy Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 8f | 6f | 17f | n/a | n/a | Ground Bounce & Hard Knockdown (vs. airborne only) | |
Air Hiza Geri j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 8f | 11f | 7f | n/a | n/a | ||
Sukui Tsuki j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
2x250 (475) | High | 10f | 8f | 11f | n/a | n/a | ||
Mawashi Geri j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 8f | 6f | 17f | n/a | n/a | ||
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3f | 1f | n/a | n/a | n/a | ||
Additional damage scales by 50% |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3f | 1f | n/a | n/a | n/a | ||
Additional damage scales by 50% |
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | 6f | 8f | 44f | +33f | +28f | |||
Hit/Block adv is dependent on when you ![]() |
Specials
Tatsumaki Senpukyaku![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
200, 800 | Mid | Hard Knockdown | ||||||
![]() |
1,160 (3 hits of 400 damage each) | Mid | Soft Knockdown | ||||||
Aerial Tatsumaki Senpukyaku (Forward) j. ![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
Mid | ||||||||
![]() |
Mid | ||||||||
Aerial Tatsumaki Senpukyaku (Down) j. ![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
1100 | Mid | |||||||
![]() |
400 x 3 hits | Mid | |||||||
Hypers
Shin Shoryuken![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
4 hits (5440, 6490 when Dark Hadou unleashed) | Mid | Invulnerable reversal, Hard Knockdown | ||||||
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind