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|lguard=Mid | |lguard=Mid | ||
|lstartup=7 | |lstartup=7 | ||
|lactive= | |lactive=- | ||
|lrecovery=42 | |lrecovery=42 | ||
|lhit=-14 | |lhit=-14 | ||
|lblock=-18 | |lblock=-18 | ||
|lproperties={{airok}} | |lproperties={{airok}}<br>Projectile | ||
|hdamage=1000 | |hdamage=1000 | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup=11 | |hstartup=11 | ||
|hactive= | |hactive=- | ||
|hrecovery=43 | |hrecovery=43 | ||
|hhit=-15 | |hhit=-15 | ||
|hblock=-19 | |hblock=-19 | ||
|hproperties={{airok}} | |hproperties={{airok}}<br>Projectile | ||
|notes=Ryu throws a blue fireball. Light hadoken | |notes=Ryu throws a blue fireball. Light hadoken travels slowly, Heavy hadoken travels quickly. 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. Like all fireballs, it is not subject to the same damage falloff phenomenon that Sen Hadouken and Shinku Hadouken suffer from; regular ol' Hadouken does full damage no matter how long it's traveled for. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|damage=5x125(599) to 9x250(1975) | |damage=5x125(599) to 9x250(1975) | ||
|guard=Mid | |guard=Mid | ||
|properties={{airok}} | |properties={{airok}}<br>Projectile | ||
|startup=30-ish to 93 | |startup=30-ish to 93 | ||
|active=21 | |active=21 | ||
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|lhit=+2 | |lhit=+2 | ||
|lblock=-28 | |lblock=-28 | ||
|lproperties= | |lproperties=Invuln frames 1-13 | ||
|hdamage=1500 | |hdamage=1500 | ||
|hguard=Mid | |hguard=Mid | ||
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|hhit=-14 | |hhit=-14 | ||
|hblock=-55 | |hblock=-55 | ||
|hproperties= | |hproperties=Invuln frames 1-14 | ||
|notes=Ryu does a rising uppercut coated in blue Hadou energy that acts as an invulnerable reversal. Risky. You can follow up with a down-angled air Shinku Hadoken to make you safe vs. grounded blocking opponents, plus a tag out opportunity for one meter. | |notes=Ryu does a rising uppercut coated in blue Hadou energy that acts as an invulnerable reversal. Risky. You can follow up with a down-angled air Shinku Hadoken to make you safe vs. grounded blocking opponents, plus a tag out opportunity for one meter. | ||
You can also tag out on hit in order to combo off of it. You can superjump forward to combo off the L shoryu from anywhere, but H shoryu will require specialized high-reaching options (such as X's Rising Fire), and even then only in the corner, as it sends opponents both very high up vertically as well as very far horizontally. Though this latter trait is a boon for it as a defensive tool, as it allows you to reset the situation. | You can also tag out on hit in order to combo off of it. You can superjump forward to combo off the L shoryu from anywhere, but H shoryu will require specialized high-reaching options (such as X's Rising Fire), and even then only in the corner, as it sends opponents both very high up vertically as well as very far horizontally. Though this latter trait is a boon for it as a defensive tool, as it allows you to reset the situation. |
Revision as of 23:01, 4 September 2024
Ryu
The protagonist and iconic Shotokan karateka 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. His diligent training and never-ending journey for strength have granted him a few new tricks up his sleeve this time, too. With no other 'shotos' around to step on his toes, perhaps this will be his chance to truly shine?
In a nutshell
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 | 5 | 3 | 7 | +1 | +3 | ||
Can chain into itself and 2LP. |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 11 | 3 | 21 | 0 | -4 | ||
- |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 8 | 2 | 21 | -5 | -7 | ||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 12 | 6 | 17 | +1 | -3 | ||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | 2 | 14 | -5 | -3 | ||
Can chain into itself and 5LP. |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 10 | 5 | 21 | +24 | -6 | Launch | |
Do NOT end a blockstring with this. |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Low | 8 | 4 | 15 | -1 | -4 | ||
- |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Low | 10 | 4 | 33 | +41 | -18 | Knockdown | |
- |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | High | 5 | 10 | 5 | - | - | ||
- |
Jumping Heavy Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 9 | 5 | 17 | - | - | ||
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 7 | 7 | 17 | - | - | ||
Can cross up, though jumping heavy kick is better-suited for this purpose. |
Jumping Heavy Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 8 | 6 | 17 | - | - | Ground Bounce & Hard Knockdown (vs. airborne only) | |
Can cross up. |
Command Normals
Sukui Tsuki j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
2x250 (475) | High | 10 | 8 | 11 | - | - | ||
- |
Aerial Mawashi Geri j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 8 | 6 | 17 | - | - | ||
- |
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you ![]() |
Specials
Hypers
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind