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=Moves List= | |||
| | {{TvCOverviewHeader | ||
| | |header=Normal Moves | ||
[[File:Ryu 5A.mp4|thumb|{{TvC-Colors|blue|5A}}]] | |move=[[File:Ryu 5A.mp4|thumb|{{TvC-Colors|blue|5A}}]] | ||
|startup=6 | |||
|active=2 | |||
| | |recovery=16 | ||
|blockadv=- | |||
| | |damage=800 | ||
|properties=- | |||
| | |notes=A standard standing jab, comes out fast, rapid fire means you can use it to stabilize juggle combos, it can also be used to anti-air in some situations. | ||
}} | |||
{{TvCOverview | |||
| | |move=[[File:Ryu 2A.webm|thumb|{{TvC-Colors|blue|2A}}]] | ||
[[File:Ryu 2A.webm|thumb|{{TvC-Colors|blue|2A}}]] | |startup=6 | ||
| | |active=3 | ||
| | |recovery=15 | ||
| | |blockadv=- | ||
| | |damage=720 | ||
| | |properties=Low | ||
| | |notes=A standard low-hitting crouching kick. Hits low, pretty fast, can combo out of it into whatever. | ||
| | }} | ||
{{TvCOverview | |||
| | |move=[[File:Ryu 5B.webm|thumb|{{TvC-Colors|yellow|5B}}]] | ||
[[File:Ryu 5B.webm|thumb|{{TvC-Colors|yellow|5B}}]] | |startup=8 | ||
| | |active=3 | ||
| | |recovery=24 | ||
| | |blockadv=- | ||
| | |damage=1440 | ||
| | |properties=- | ||
| | |notes=Combo filler. | ||
| | }} | ||
{{TvCOverview | |||
| | |move=[[File:Ryu 2B.webm|thumb|{{TvC-Colors|yellow|2B}}]] | ||
[[File:Ryu 2B.webm|thumb|{{TvC-Colors|yellow|2B}}]] | |startup=9 | ||
| | |active=3 | ||
| | |recovery=23 | ||
| | |blockadv=- | ||
| | |damage=1360 | ||
| | |properties=Low | ||
| | |notes=Ryu's standard cr.MK, good for poking and converting combos at difficult ranges. | ||
| | }} | ||
{{TvCOverview | |||
| | |move=[[File:Ryu 6B.webm|thumb|{{TvC-Colors|yellow|6B}}]] | ||
[[File:Ryu 6B.webm|thumb|{{TvC-Colors|yellow|6B}}]] | |startup=21 | ||
| | |active=1(3)2 | ||
| | |recovery=27 | ||
| | |blockadv=- | ||
| | |damage=2184 | ||
| | |properties=Overhead | ||
| | |notes=2-hit overhead, special cancellable on both hits. Combos into light donkey kick for a conversion, along with other specials. | ||
| | }} | ||
{{TvCOverview | |||
| | |move=[[File:Ryu 5C.webm|thumb|{{TvC-Colors|red|5C}}]] | ||
[[File:Ryu 5C.webm|thumb|{{TvC-Colors|red|5C}}]] | |startup=15 | ||
| | |active=2 | ||
| | |recovery=18 | ||
| | |blockadv=- | ||
| | |damage=2480 | ||
| | |properties=- | ||
| | |notes=Too slow to be much good outside of combos, but excess hit stun on juggle makes advanced loops possible. | ||
| | }} | ||
{{TvCOverview | |||
| | |move=[[File:Ryu 2C.webm|thumb|{{TvC-Colors|red|2C}}]] | ||
[[File:Ryu 2C.webm|thumb|{{TvC-Colors|red|2C}}]] | |startup=12 | ||
| | |active=2 | ||
| | |recovery=29 | ||
| | |blockadv=- | ||
| | |damage=2400 | ||
| | |properties=Low | ||
| | |notes=Ryu's sweep. Hits low, knocks down, can cancel into {{TvC-Colors|red|6C}}. | ||
| | }} | ||
{{TvCOverview | |||
| | |move=[[File:Ryu 6C.webm|thumb|{{TvC-Colors|red|6C}}]] | ||
[[File:Ryu 6C.webm|thumb|{{TvC-Colors|red|6C}}]] | |startup=16 | ||
| | |active=3 | ||
| | |recovery=26 | ||
| | |blockadv=- | ||
| | |damage=2160 | ||
| | |properties=- | ||
| | |notes=Special cancellable, important in combos, allowing follow-up after cancelling out of {{TvC-Colors|red|2C}}. | ||
| | }} | ||
{{TvCOverview | |||
| | |move=[[File:Ryu 3C.webm|thumb|{{TvC-Colors|red|3C}}]] | ||
[[File:Ryu 3C.webm|thumb|{{TvC-Colors|red|3C}}]] | |startup=9 | ||
| | |active=6 | ||
| | |recovery=29 | ||
| | |blockadv=- | ||
| | |damage=2400 | ||
| | |properties=Launcher | ||
| | |notes=Ryu's launcher. His air combos are awkward, so it may not see frequent use. | ||
| | }} | ||
{{TvCOverview | |||
| | |move=[[File:Ryu jA.webm|thumb|{{TvC-Colors|blue|j.A}}]] | ||
[[File:Ryu jA.webm|thumb|{{TvC-Colors|blue|j.A}}]] | |startup=5 | ||
| | |active=9 | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=960 | ||
| | |properties=Overhead | ||
| | |notes=Ryu's j.LK, a knee that angles downward with fast startup and high priority. Useful for IAD pressure. | ||
| | }} | ||
{{TvCOverview | |||
| | |move=[[File:Ryu jB.webm|thumb|{{TvC-Colors|yellow|j.B}}]] | ||
[[File:Ryu jB.webm|thumb|{{TvC-Colors|yellow|j.B}}]] | |startup=9 | ||
| | |active=1(2)5 | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=2028 | ||
| | |properties=Overhead | ||
| | |notes=Hits twice, used for mixups but mainly a good juggling tool. | ||
| | }} | ||
{{TvCOverview | |||
| | |move=[[File:Ryu jC.webm|thumb|{{TvC-Colors|red|j.C}}]] | ||
[[File:Ryu jC.webm|thumb|{{TvC-Colors|red|j.C}}]] | |startup=11 | ||
| | |active=9 | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=2560 | ||
| | |properties=Overhead | ||
| | |notes=High-priority move once active, makes Ryu's IAD game very threatening. Knocks down for forced back roll setups. | ||
| | }} | ||
| | {{TvCOverviewHeader | ||
| | |header=Universal Mechanics | ||
{{TvC-Colors|green|VAR starter}} | |move={{TvC-Colors|green|VAR starter}} | ||
| | |startup=11 | ||
| | |active=9 | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=1760 | ||
| | |properties=- | ||
| | |notes=Same animation as {{TvC-Colors|red|j.C}}. | ||
}} | |||
{{TvCOverview | |||
| | |move={{TvC-Colors|green|Crossover Counter}} | ||
{{TvC-Colors|green|Crossover Counter}} | |startup=21 | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=2160 | ||
| | |properties=- | ||
| | |notes=Same animation as Shoryuken, has a lot of invuln, easy to combo off into normal bnbs. | ||
| | }} | ||
{{TvCOverview | |||
| | |move={{TvC-Colors|green|Assist (Hadouken)}} | ||
{{TvC-Colors|green|Assist (Hadouken)}} | |startup=42 | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=1760 | ||
| | |properties=Projectile <br> no Autocorrect | ||
| | |notes=Fireball assist is helpful to many characters, long hitstun makes it easy to extend combos. Good for controlling ground space. | ||
| | }} | ||
{{TvCOverview | |||
| | |move={{TvC-Colors|white|Forward Throw}} | ||
{{TvC-Colors|white|Forward Throw}} | |startup=- | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=5200 | ||
| | |properties=Throw | ||
| | |notes=It's a throw, use it as a reversal. | ||
| | }} | ||
{{TvCOverview | |||
| | |move={{TvC-Colors|white|Back Throw}} | ||
{{TvC-Colors|white|Back Throw}} | |startup=- | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=5200 | ||
| | |properties=Throw | ||
| | |notes=It's a throw, use it as a reversal. | ||
| | }} | ||
{{TvCOverview | |||
| | |move={{TvC-Colors|white|Air Forward Throw}} | ||
{{TvC-Colors|white|Air Forward Throw}} | |startup=- | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=6000 | ||
| | |properties=Throw | ||
| | |notes=It's a throw, use it as a reversal. | ||
| | }} | ||
{{TvCOverview | |||
| | |move={{TvC-Colors|white|Air Back Throw}} | ||
{{TvC-Colors|white|Air Back Throw}} | |startup=- | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=6000 | ||
| | |properties=Throw | ||
| | |notes=It's a throw, use it as a reversal. | ||
| | }} | ||
| | {{TvCOverviewHeader | ||
| | |header=Special Moves | ||
[[File:Ryu Hadouken.webm|thumb| {{TvC-Colors|green|Hadouken}} <br> 236X]] | |move=[[File:Ryu Hadouken.webm|thumb| {{TvC-Colors|green|Hadouken}} <br> 236X]] | ||
| | |startup=17/21/24 | ||
| | |active=- | ||
| | |recovery=47/46/47 | ||
| | |blockadv=- | ||
| | |damage=2400/2800/3200 | ||
| | |properties=Projectile | ||
| | |notes=Strength determines speed of the fireball. Baroque canceling can be used to turn the fireball into a shield for approach. | ||
}} | |||
{{TvCOverview | |||
| | |move=[[File:Ryu Air Hado.webm|thumb|{{TvC-Colors|green|Hadouken (air)}} <br> j.236X]] | ||
[[File:Ryu Air Hado.webm|thumb|{{TvC-Colors|green|Hadouken (air)}} <br> j.236X]] | |startup=16/19/22 | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=2400/2800/3200 | ||
| | |properties=Projectile | ||
| | |notes=Same as the ground version, but used in the air. | ||
| | }} | ||
{{TvCOverview | |||
| | |move=[[File:Ryu Shoryu.webm|thumb|{{TvC-Colors|green|Shoryuken}} <br> 623X]] | ||
[[File:Ryu Shoryu.webm|thumb|{{TvC-Colors|green|Shoryuken}} <br> 623X]] | |startup=6/6/6 | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=2400/4501/6036 | ||
| | |properties=Invuln on f1-5/f1-9/f1-12 | ||
| | |notes=Invul DP. Baroque during the first active frames and press {{TvC-Colors|blue|5A}} to get a full combo off a reversal. | ||
| | }} | ||
{{TvCOverview | |||
| | |move=[[File:Ryu Tatsu Ground.webm|thumb| {{TvC-Colors|green|Tatsumaki Senpukyaku}} <br> 214X]] | ||
[[File:Ryu Tatsu Ground.webm|thumb| {{TvC-Colors|green|Tatsumaki Senpukyaku}} <br> 214X]] | |startup=15/18/20 | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=2870/4474/6183 | ||
| | |properties=- | ||
| | |notes=Used in combos, the long animation buys time for assists to catch the opponent. | ||
| | }} | ||
{{TvCOverview | |||
| | |move=[[File:Ryu Donkey.webm|thumb| {{TvC-Colors|green|Jodan Sokuto Geri}} <br> 421X]] | ||
[[File:Ryu Donkey.webm|thumb| {{TvC-Colors|green|Jodan Sokuto Geri}} <br> 421X]] | |startup=14/17/20 | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=2320/2480/2640 | ||
| | |properties=- | ||
| | |notes=Causes wall bounce. The light version is easier to combo, but the heavy version makes pickups easier. | ||
| | }} | ||
| | {{TvCOverviewHeader | ||
| | |header=Super Moves | ||
[[File:Ryu Shinkuu.webm|thumb| {{TvC-Colors|green|Shinkuu Hadouken}} <br> 236XX]] | |move=[[File:Ryu Shinkuu.webm|thumb| {{TvC-Colors|green|Shinkuu Hadouken}} <br> 236XX]] | ||
| | |startup=3+5 / (Air) 3+ 7 | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=8887 | ||
| | |properties=- | ||
| | |notes=Standard beam super. Hits are fixed, so it may end prematurely if clashing with another projectile. ''* Usable in air '' | ||
}} | |||
| | {{TvCOverview | ||
| | |move=[[File:Ryu Tatsu Super.webm|thumb| {{TvC-Colors|green|Shinkuu Tatsumaki Senpukyaku}} <br> 214XX]] | ||
{{TvC-Colors|green| | |startup=17+12 | ||
| | |active=- | ||
| | |recovery=- | ||
| | |blockadv=- | ||
| | |damage=12535 | ||
|| | |properties=- | ||
| | |notes=Does more damage than {{TvC-Colors|green|Shinkuu Hadouken}}, but if it juggles, most hits will whiff, reducing damage. | ||
|| | }} | ||
{{TvCOverview | |||
|move=[[File:Ryu Shin Shoryu.webm|thumb| {{TvC-Colors|green|Shin Shoryuken}} <br> 623XX]] | |||
|startup=3+3 | |||
| | |active=- | ||
|recovery=- | |||
|blockadv=- | |||
|damage=16560 | |||
|properties=- | |||
|notes=Invulnerable on startup, launches for follow-up. Use medium tatsu into {{TvC-Colors|blue|2A}} for a follow-up. | |||
}} | |||
[[File:Ryu Shin Shoryu.webm|thumb| {{TvC-Colors|green|Shin Shoryuken}} <br> 623XX]] | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
| | |||
{{Navbox-TVC}} | {{Navbox-TVC}} | ||
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]] | [[Category: Tatsunoko vs Capcom: Ultimate All Stars]] |
Revision as of 08:45, 3 October 2024
Introduction
It's Ryu as you remember him from such classics as Street Fighter, Shadowverse, Monster Hunter, Power Rangers: Legacy Wars, and Street Fighter: The Movie The Game.
Ryu is a good all-around character who pairs well with almost anyone and takes excellent advantage of the game's mechanics. He has strong solo damage, and his DP means he never has to take any pressure when knocked down due to baroque. One of the only times he was gifted with an air dash, he also has a strong rushdown game in TvC, and can be very hard to contest.
Gameplay
Strengths | Weaknesses |
---|---|
|
|
Moves List
Normal Moves
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
6 | 2 | 16 | - | 800 | - | A standard standing jab, comes out fast, rapid fire means you can use it to stabilize juggle combos, it can also be used to anti-air in some situations. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
6 | 3 | 15 | - | 720 | Low | A standard low-hitting crouching kick. Hits low, pretty fast, can combo out of it into whatever. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
8 | 3 | 24 | - | 1440 | - | Combo filler. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
9 | 3 | 23 | - | 1360 | Low | Ryu's standard cr.MK, good for poking and converting combos at difficult ranges. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
21 | 1(3)2 | 27 | - | 2184 | Overhead | 2-hit overhead, special cancellable on both hits. Combos into light donkey kick for a conversion, along with other specials. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
15 | 2 | 18 | - | 2480 | - | Too slow to be much good outside of combos, but excess hit stun on juggle makes advanced loops possible. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
12 | 2 | 29 | - | 2400 | Low | Ryu's sweep. Hits low, knocks down, can cancel into 6C. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
16 | 3 | 26 | - | 2160 | - | Special cancellable, important in combos, allowing follow-up after cancelling out of 2C. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
9 | 6 | 29 | - | 2400 | Launcher | Ryu's launcher. His air combos are awkward, so it may not see frequent use. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5 | 9 | - | - | 960 | Overhead | Ryu's j.LK, a knee that angles downward with fast startup and high priority. Useful for IAD pressure. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
9 | 1(2)5 | - | - | 2028 | Overhead | Hits twice, used for mixups but mainly a good juggling tool. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
11 | 9 | - | - | 2560 | Overhead | High-priority move once active, makes Ryu's IAD game very threatening. Knocks down for forced back roll setups. |
Universal Mechanics
Universal Mechanics
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR starter | 11 | 9 | - | - | 1760 | - | Same animation as j.C. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Crossover Counter | 21 | - | - | - | 2160 | - | Same animation as Shoryuken, has a lot of invuln, easy to combo off into normal bnbs. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Assist (Hadouken) | 42 | - | - | - | 1760 | Projectile no Autocorrect |
Fireball assist is helpful to many characters, long hitstun makes it easy to extend combos. Good for controlling ground space. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Forward Throw | - | - | - | - | 5200 | Throw | It's a throw, use it as a reversal. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Back Throw | - | - | - | - | 5200 | Throw | It's a throw, use it as a reversal. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Air Forward Throw | - | - | - | - | 6000 | Throw | It's a throw, use it as a reversal. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Air Back Throw | - | - | - | - | 6000 | Throw | It's a throw, use it as a reversal. |
Special Moves
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
17/21/24 | - | 47/46/47 | - | 2400/2800/3200 | Projectile | Strength determines speed of the fireball. Baroque canceling can be used to turn the fireball into a shield for approach. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
16/19/22 | - | - | - | 2400/2800/3200 | Projectile | Same as the ground version, but used in the air. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
6/6/6 | - | - | - | 2400/4501/6036 | Invuln on f1-5/f1-9/f1-12 | Invul DP. Baroque during the first active frames and press 5A to get a full combo off a reversal. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
15/18/20 | - | - | - | 2870/4474/6183 | - | Used in combos, the long animation buys time for assists to catch the opponent. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
14/17/20 | - | - | - | 2320/2480/2640 | - | Causes wall bounce. The light version is easier to combo, but the heavy version makes pickups easier. |
Super Moves
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
3+5 / (Air) 3+ 7 | - | - | - | 8887 | - | Standard beam super. Hits are fixed, so it may end prematurely if clashing with another projectile. * Usable in air |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
17+12 | - | - | - | 12535 | - | Does more damage than Shinkuu Hadouken, but if it juggles, most hits will whiff, reducing damage. |
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
3+3 | - | - | - | 16560 | - | Invulnerable on startup, launches for follow-up. Use medium tatsu into 2A for a follow-up. |