Tatsunoko vs Capcom: Ultimate All Stars/Ryu: Difference between revisions

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==Moves List==
=Moves List=
===Normal Moves===
{| class = "wikitable" style="text-align: center;"
! Move
! Startup
! Active
! Recovery
! Block Adv
! Damage <br> (Billions)
! Properties
! Notes


|-
{{TvCOverviewHeader
|  
|header=Normal Moves
[[File:Ryu 5A.mp4|thumb|{{TvC-Colors|blue|5A}}]]
|move=[[File:Ryu 5A.mp4|thumb|{{TvCInput|5A}}]]
|| 6
|startup=6
|| 2  
|active=2
|| 16
|recovery=16
|| -  
|blockadv=-
|| 800
|damage=800
|| -  
|properties=-
|| 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.
|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|{{TvCInput|2A}}]]
[[File:Ryu 2A.webm|thumb|{{TvC-Colors|blue|2A}}]]  
|startup=6
|| 6  
|active=3
|| 3  
|recovery=15
|| 15  
|blockadv=-
|| -  
|damage=720
|| 720  
|properties=Low
|| Low  
|notes=A standard low-hitting crouching kick. Hits low, pretty fast, can combo out of it into whatever.
|| A standard low-hitting crouching kick. Hits low, pretty fast, can combo out of it into whatever.
}}


|-
{{TvCOverview
|  
|move=[[File:Ryu 5B.webm|thumb|{{TvCInput|5B}}]]
[[File:Ryu 5B.webm|thumb|{{TvC-Colors|yellow|5B}}]]  
|startup=8
|| 8  
|active=3
|| 3  
|recovery=24
|| 24  
|blockadv=-
|| -  
|damage=1440
|| 1440  
|properties=-
|| -  
|notes=Combo filler.
|| Combo filler.
}}


|-
{{TvCOverview
|  
|move=[[File:Ryu 2B.webm|thumb|{{TvCInput|2B}}]]
[[File:Ryu 2B.webm|thumb|{{TvC-Colors|yellow|2B}}]]  
|startup=9
|| 9  
|active=3
|| 3  
|recovery=23
|| 23  
|blockadv=-
|| -  
|damage=1360
|| 1360  
|properties=Low
|| Low  
|notes=Ryu's standard cr.MK, good for poking and converting combos at difficult ranges.
|| Ryu's standard cr.MK, good for poking and converting combos at difficult ranges.
}}


|-
{{TvCOverview
|  
|move=[[File:Ryu 6B.webm|thumb|{{TvCInput|6B}}]]
[[File:Ryu 6B.webm|thumb|{{TvC-Colors|yellow|6B}}]]  
|startup=21
|| 21  
|active=1(3)2
|| 1(3)2  
|recovery=27
|| 27  
|blockadv=-
|| -  
|damage=2184
|| 2184  
|properties=Overhead
|| Overhead  
|notes=2-hit overhead, special cancellable on both hits. Combos into light donkey kick for a conversion, along with other specials.
|| 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|{{TvCInput|5C}}]]
[[File:Ryu 5C.webm|thumb|{{TvC-Colors|red|5C}}]]  
|startup=15
|| 15  
|active=2
|| 2  
|recovery=18
|| 18  
|blockadv=-
|| -  
|damage=2480
|| 2480  
|properties=-
|| -  
|notes=Too slow to be much good outside of combos, but excess hit stun on juggle makes advanced loops possible.
|| A strong hook. Too slow to be much good outside of combos, but it's got a lot of excess hit stun on juggle, making it possible to link {{TvC-Colors|red|5C}} > {{TvC-Colors|blue|2A}} for some advanced combo loops in the corner.
}}


|-
{{TvCOverview
|  
|move=[[File:Ryu 2C.webm|thumb|{{TvCInput|2C}}]]
[[File:Ryu 2C.webm|thumb|{{TvC-Colors|red|2C}}]]  
|startup=12
|| 12  
|active=2
|| 2  
|recovery=29
|| 29  
|blockadv=-
|| -  
|damage=2400
|| 2400  
|properties=Low
|| Low  
|notes=Ryu's sweep. Hits low, knocks down, can cancel into {{TvC-Colors|red|6C}}.
|| Ryu's sweep. Hits low, knocks down, can cancel into {{TvC-Colors|red|6C}}.
}}


|-
{{TvCOverview
|  
|move=[[File:Ryu 6C.webm|thumb|{{TvCInput|6C}}]]
[[File:Ryu 6C.webm|thumb|{{TvC-Colors|red|6C}}]]  
|startup=16
|| 16  
|active=3
|| 3  
|recovery=26
|| 26  
|blockadv=-
|| -  
|damage=2160
|| 2160  
|properties=-
|| -  
|notes=Special cancellable, important in combos, allowing follow-up after cancelling out of {{TvC-Colors|red|2C}}.
|| Special cancellable, this will combo into any of Ryu's specials after cancelling out of {{TvC-Colors|red|2C}}, making it important in his combos.
}}


|-
{{TvCOverview
|  
|move=[[File:Ryu 3C.webm|thumb|{{TvCInput|3C}}]]
[[File:Ryu 3C.webm|thumb|{{TvC-Colors|red|3C}}]]  
|startup=9
|| 9  
|active=6
|| 6  
|recovery=29
|| 29  
|blockadv=-
|| -  
|damage=2400
|| 2400  
|properties=Launcher
|| Launcher  
|notes=Ryu's launcher. His air combos are awkward, so it may not see frequent use.
|| Ryu's launcher. His air combos are awkward, so you might not use it much.
}}


|-
{{TvCOverview
|  
|move=[[File:Ryu jA.webm|thumb|{{TvCInput|j.A}}]]
[[File:Ryu jA.webm|thumb|{{TvC-Colors|blue|j.A}}]]  
|startup=5
|| 5  
|active=9
|| 9  
|recovery=-
|| -  
|blockadv=-
|| -  
|damage=960
|| 960  
|properties=Overhead
|| Overhead  
|notes=Ryu's j.LK, a knee that angles downward with fast startup and high priority. Useful for IAD pressure.
|| Ryu's j.LK, a knee that angles downward. The hitbox is small, but it has fast startup, giving it high priority. Can be useful for IAD pressure.
}}


|-
{{TvCOverview
|  
|move=[[File:Ryu jB.webm|thumb|{{TvCInput|j.B}}]]
[[File:Ryu jB.webm|thumb|{{TvC-Colors|yellow|j.B}}]]  
|startup=9
|| 9  
|active=1(2)5
|| 1(2)5  
|recovery=-
|| -  
|blockadv=-
|| -  
|damage=2028
|| 2028  
|properties=Overhead
|| Overhead  
|notes=Hits twice, used for mixups but mainly a good juggling tool.
|| Hits twice, so it can be used to mix up, but it's mostly his best juggling tool.
}}


|-
{{TvCOverview
|  
|move=[[File:Ryu jC.webm|thumb|{{TvCInput|j.C}}]]
[[File:Ryu jC.webm|thumb|{{TvC-Colors|red|j.C}}]]  
|startup=11
|| 11  
|active=9
|| 9  
|recovery=-
|| -  
|blockadv=-
|| -  
|damage=2560
|| 2560  
|properties=Overhead
|| Overhead  
|notes=High-priority move once active, makes Ryu's IAD game very threatening. Knocks down for forced back roll setups.
|| Ryu's classic j.HK. Extremely high priority once it's out, making Ryu's IAD game a very potent threat. Also knocks down and can set up forced back roll situations.
}}
|}


===Universal Mechanics===
{| class = "wikitable" style="text-align: center;"
! Move
! Startup
! Active
! Recovery
! Block Adv
! Damage <br> (Billions)
! Properties
! Notes


|-
{{TvCOverviewHeader
|  
|header=Universal Mechanics
{{TvC-Colors|green|VAR starter}}  
|move={{TvC-Colors|green|VAR starter}}  
|| 11  
|startup=11
|| 9  
|active=9
|| -  
|recovery=-
|| -  
|blockadv=-
|| 1760  
|damage=1760
|| -  
|properties=-
|| Same animation as {{TvC-Colors|red|j.C}}.
|notes=Same animation as {{TvC-Colors|red|j.C}}.
}}


|-
{{TvCOverview
|  
|move={{TvC-Colors|green|Crossover Counter}}  
{{TvC-Colors|green|Crossover Counter}}  
|startup=21
|| 21  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| -  
|damage=2160
|| 2160  
|properties=-
|| -  
|notes=Same animation as Shoryuken, has a lot of invuln, easy to combo off into normal bnbs.
|| Same animation as Shoryuken, has a lot of invuln, and easy for Ryu to combo off of into most of his normal bnbs.
}}


|-
{{TvCOverview
|  
|move={{TvC-Colors|green|Assist (Hadouken)}}  
{{TvC-Colors|green|Assist (Hadouken)}}  
|startup=42
|| 42  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| -  
|damage=1760
|| 1760  
|properties=Projectile <br> no Autocorrect
|| 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.
|| Ryu's assist is helpful to many characters, as the fireball causes a lot of hitstun, making it easy to use in extending combos. Strong utility for controlling ground space.
}}


|-
{{TvCOverview
|  
|move={{TvC-Colors|white|Forward Throw}}  
{{TvC-Colors|white|Forward Throw}}  
|startup=-
|| -  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| -  
|damage=5200
|| 5200  
|properties=Throw
|| Throw  
|notes=It's a throw, use it as a reversal.
|| 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
|| 5200  
|properties=Throw
|| Throw  
|notes=It's a throw, use it as a reversal.
|| 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
|| 6000  
|properties=Throw
|| Throw  
|notes=It's a throw, use it as a reversal.
|| 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
|| 6000  
|properties=Throw
|| Throw  
|notes=It's a throw, use it as a reversal.
|| It's a throw, use it as a reversal.
}}
|}


===Special Moves===
{| class = "wikitable" style="text-align: center;"
! Move
! Startup
! Active
! Recovery
! Block Adv
! Damage <br> (Billions)
! Properties
! Notes


|-
{{TvCOverviewHeader
|  
|header=Special Moves
[[File:Ryu Hadouken.webm|thumb| {{TvC-Colors|green|Hadouken}} <br> 236X]]  
|move=[[File:Ryu Hadouken.webm|thumb| Hadouken <br> {{TvCInput|236X}}]]
|| 17/21/24  
|startup=17/21/24
|| -  
|active=-
|| 47/46/47  
|recovery=47/46/47
|| -  
|blockadv=-
|| 2400/2800/3200  
|damage=2400/2800/3200
|| Projectile  
|properties=Projectile
|| Strength determines speed of the fireball. {{TvC-Colors|blue|A}} version is slowest, {{TvC-Colors|red|C}} version fastest. Baroque canceling can let you use the fireball as a shield for approach.
|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| Air Hadouken <br> j.{{TvCInput|236X}}]]
[[File:Ryu Air Hado.webm|thumb|{{TvC-Colors|green|Hadouken (air)}} <br> j.236X]]  
|startup=16/19/22
|| 16/19/22  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| -  
|damage=2400/2800/3200
|| 2400/2800/3200  
|properties=Projectile
|| Projectile  
|notes=Same as the ground version, but used in the air.
|| Same as the ground version but in the air.
}}


|-
{{TvCOverview
|  
|move=[[File:Ryu Shoryu.webm|thumb| Shoryuken <br> {{TvCInput|623X}}]]
[[File:Ryu Shoryu.webm|thumb|{{TvC-Colors|green|Shoryuken}} <br> 623X]]  
|startup=6/6/6
|| 6/6/6  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| -  
|damage=2400/4501/6036
|| 2400/4501/6036  
|properties=Invuln on f1-5/f1-9/f1-12
|| Invuln on f1-5/f1-9/f1-12  
|notes=Good ole Shoryu. It does the usual, anti air, invincible on startup, pushes people off of you. <br> It's very good, but thanks to the magic of {{TvC-Colors|bbq|BAROQUE}} this is one of the few games where you can straight up Wakeup DP and be safe. Not only that, but when doing wakeup DP and {{TvC-Colors|bbq|BAROQUE}} you can turn this into a 50/50 by delaying when you activate {{TvC-Colors|bbq|BAROQUE}} to follow up with {{TvC-Colors|blue|2A}} or j.{{TvC-Colors|blue|A}}. Ain't this game wacky? <br> That being said, it doesn't have much use in combos unless it's an ender to a route that's basically exhausted all hitstun decay.
|| Invul DP. Baroque 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| Tatsumaki <br> {{TvCInput|214X}}]]
[[File:Ryu Tatsu Ground.webm|thumb| {{TvC-Colors|green|Tatsumaki Senpukyaku}} <br> 214X]]  
|startup=15/18/20
|| 15/18/20  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| -  
|damage=2870/4474/6183
|| 2870/4474/6183  
|properties=-
|| -  
|notes=Mostly used for combos, it doesn't have much other utility. The hitbox is a little wacky but the startup doesn't help it much.  
|| Used in combos, animation is long, so it buys time for assists to catch the opponent.


|-
The air version is much much better. After Doing it, Ryu drops like a rock do you can dive bomb ambiguous j.C. Attempting to push block will make Ryu safe on block and hit the ground quickly, and if he hits a grounded opponent they don't get knocked back so he gets a free combo. Air Tatsu is busted in this game
|
}}
[[File:Ryu Donkey.webm|thumb| {{TvC-Colors|green|Jodan Sokuto Geri}} <br> 421X]]
|| 14/17/20
|| -
|| -
|| -
|| 2320/2480/2640
|| -
|| Causes wall bounce. The light version is easier to combo, but the heavy version makes for easier pickups.
|}


===Super Moves===
{{TvCOverview
{| class = "wikitable" style="text-align: center;"
|move=[[File:Ryu Donkey.webm|thumb| Joudan Sokutogeri <br> {{TvCInput|421X}}]]
! Move
|startup=14/17/20
!! Startup
|active=-
!! Active
|recovery=-
!! Recovery
|blockadv=-
!! Block Adv
|damage=2320/2480/2640
!! Damage <br> (Billions)
|properties=-
!! Properties
|notes=Donkey kick is back and is the most combo friendly ever. Heavy version only combos from {{TvC-Colors|red|C}} Normals but allows you to extend combos anywhere. The light version combos off any normal, but pushes full screen, you have to BBQ to follow it up or waste meter to extend it}}
!! Notes


|-
|
[[File:Ryu Shinkuu.webm|thumb| {{TvC-Colors|green|Shinkuu Hadouken}} <br> 236XX]]
|| 3+5
|| -
|| -
|| -
|| 8887
|| -
|| Standard beam super. Hits are fixed, so sometimes if you clash with another projectile, it may end prematurely.


|-
{{TvCOverviewHeader
|  
|header=Super Moves
{{TvC-Colors|green|Air Shinkuu Hadouken}} <br> j.236X
|move=[[File:Ryu Shinkuu.webm|thumb| Shinkuu Hadouken <br> {{TvCInput|236XX}}]]
|| 3+7  
|startup=3+5 / (Air) 3+ 7
|| -  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| 8887  
|damage=8887
|| -  
|properties=-
|| Air version of the beam super.
|notes=Marvel style Shinkuu Hadouken. It's not fast so throwing it out raw is usually bad as everyone can super jump out of the way. Good for Crossover combinations. It does have one drawback in which the hits are fixed, so if someone is getting hit by Shinkuu and calls out a partner or they are able to counter with a projectile (like zombie), it'll become unsafe on hit. ''* Usable in air ''
}}


|-
{{TvCOverview
|  
|move=[[File:Ryu Tatsu Super.webm|thumb| Shinku Tatsumaki Senpukyaku <br> {{TvCInput|214XX}}]]
[[File:Ryu Tatsu Super.webm|thumb| {{TvC-Colors|green|Shinkuu Tatsumaki Senpukyaku}} <br> 214XX]]  
|startup=17+12
|| 17+12  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| -  
|damage=12535
|| 12535  
|properties=-
|| -  
|notes=Does more damage than {{TvC-Colors|green|Shinkuu Hadouken}}, but only if the enemy is grounded, otherwise half the hits will whiff and do basically no damage. It is invincible on startup, good for catching newer players not looking but you can baroque right out of it. It's uses are...very limited
|| 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| Shin Shoryuken <br> {{TvCInput|623XX}}]]
[[File:Ryu Shin Shoryu.webm|thumb| {{TvC-Colors|green|Shin Shoryuken}} <br> 623XX]]  
|startup=3+3
|| 3+3  
|active=-
|| -  
|recovery=-
|| -  
|blockadv=-
|| -  
|damage=16560
|| 16560  
|properties=-
|| -  
|notes=It's shin sho, Invulnerable on startup so you can kinda yolo through blockstrings and get a damaging punish.If you aren't using it point blank it turns into a multihitting shoryu, which still kinda hurts, but not as much as the animation.  
|| Invulnerable on startup, launches for follow-up. Use medium tatsu into {{TvC-Colors|blue|2A}} for a follow-up.
|}
 
==Strategy==
One of the only games where Ryu was blessed with an air dash, his rushdown game in TvC is much stronger than you'll usually see. Use iad.{{TvC-Colors|red|C}} to pressure opponents, and mix it up with jumping tatsu to beat out air-to-air attempts. Once you get your opponent to respect your pressure, that's when you can start opening up your offense with some stagger pressure on the ground or his overhead.
 
Defensively he's one of the strongest characters in the game. He doesn't have to respect a lot of pressure due to the threat of DP Baroque. He usually doesn't have to show any respect when he's waking up.
 
===Synergy===
Ryu's assist ({{TvC-Colors|green|Hadouken}}) has long hit stun and good horizontal coverage, along with preserving the grounded state, which makes it a good, although not top-tier assist. This, combined with his strong solo play and very enabling DHCs, makes him one of the strongest and most versatile anchor characters in the game. He pairs well with just about any character.
 
==Combos==
 
Ryu has a pretty good ability to juggle with normals on the ground, so a lot of his combos will loop his magic series into a special and extend it in some way. The normal grounded starter for his combos is:
 
* {{TvC-Colors|blue|2A}},{{TvC-Colors|yellow|5B}},{{TvC-Colors|yellow|2B}},{{TvC-Colors|red|5C}},{{TvC-Colors|red|2C}},{{TvC-Colors|red|6C}} xx {{TvC-Colors|yellow|421C}}
 
After this, you can just continue to use his standing magic series as you expend any resources (baroque, assist, meter) that you have to extend the combo, for example:
 
* {{TvC-Colors|blue|5A}},{{TvC-Colors|yellow|5B}},{{TvC-Colors|red|5C}},{{TvC-Colors|red|6C}} xx {{TvC-Colors|yellow|214C}} baroque
* {{TvC-Colors|blue|5A}},{{TvC-Colors|yellow|5B}},{{TvC-Colors|red|5C}},{{TvC-Colors|red|6C}} xx {{TvC-Colors|yellow|214C}} assist
* {{TvC-Colors|blue|5A}},{{TvC-Colors|yellow|5B}},{{TvC-Colors|red|5C}},{{TvC-Colors|red|6C}} xx {{TvC-Colors|yellow|214C}} {{TvC-Colors|green|623A+B}}
 
An example combo if Ryu has both assist and baroque available would be:
 
* {{TvC-Colors|blue|2A}},{{TvC-Colors|yellow|5B}},{{TvC-Colors|yellow|2B}},{{TvC-Colors|red|5C}},{{TvC-Colors|red|2C}},{{TvC-Colors|red|6C}} xx {{TvC-Colors|yellow|421C}} {{TvC-Colors|blue|5A}},{{TvC-Colors|yellow|5B}},{{TvC-Colors|red|5C}},{{TvC-Colors|red|6C}} xx {{TvC-Colors|yellow|214C}} baroque {{TvC-Colors|blue|5A}},{{TvC-Colors|yellow|5B}},{{TvC-Colors|red|5C}},{{TvC-Colors|red|6C}} xx {{TvC-Colors|yellow|214C}} assist {{TvC-Colors|blue|5A}},{{TvC-Colors|yellow|5B}},{{TvC-Colors|red|5C}},{{TvC-Colors|red|6C}} xx {{TvC-Colors|yellow|214C}} {{TvC-Colors|green|623A+B}}
 
==Unblockable Setups==
 
* On block > {{TvC-Colors|yellow|421X}} baroque {{TvC-Colors|blue|2A}}
 
Since the donkey kick moves Ryu forward, it leaves him at close range to baroque the recovery and unblockable as the opponent's blockstun ends. Loses to advancing guard.
 
* Combo > {{TvC-Colors|yellow|421A}},{{TvC-Colors|blue|5A}},{{TvC-Colors|yellow|5B}},{{TvC-Colors|yellow|2B}}(whiff) baroque {{TvC-Colors|blue|2A}},{{TvC-Colors|yellow|2B}} etc...
 
You can cancel the {{TvC-Colors|yellow|2B}} on whiff into Baroque just as the opponent is recovering from the juggle, this leaves them unable to block the {{TvC-Colors|blue|2A}}, which can then be canceled.
 
* Combo > {{TvC-Colors|blue|5A}},{{TvC-Colors|yellow|5B}},{{TvC-Colors|red|5C}},{{TvC-Colors|red|6C}} xx {{TvC-Colors|blue|236A}} baroque {{TvC-Colors|blue|2A}}
 
In the corner, Ryu can do a full combo ending in a normal hadouken, then baroque the recovery frames and hit the opponent with an unblockable {{TvC-Colors|blue|2A}} just as they hit the ground.
 
==Match-Ups==
 
Words


In the corner Use medium tatsu into {{TvC-Colors|blue|2A}} for a follow-up. Midscreen you can {{TvC-Colors|blue|A Hadouken}} and then dash for a follow up
}}
{{TvCComboHeader
|header=Notable Players
}}
{{TvC-Players
| name = Dawadawa
| point = Ryu
| anchor = Zero
| pointportrait = TvC_Ryu_Face.png
| anchorportrait = TvC_Zero_Face.png
| social = [https://www.youtube.com/channel/UCr01W0s4ZpM--Ppfjltuz8A/videos Youtube]
}}
{{TvC-Players
| name = Brian Kasugano
| point = Ryu
| anchor = Chun-Li
| pointportrait = TvC_Ryu_Face.png
| anchorportrait = TvC_Chun-Li_Face.png
| social = [https://www.youtube.com/@briankasugano Youtube]
}}
{{TvC-Players
| name = TrueGamer
| point = Ryu
| anchor = Chun-Li
| pointportrait = TvC_Ryu_Face.png
| anchorportrait = TvC_Chun-Li_Face.png
| social = [https://www.youtube.com/@Truegamer2000 Youtube]
}}
{{TvC-Players
| name = President Magikarp
| point = Chun-li
| anchor = Ryu
| pointportrait = TvC_Chun-Li_Face.png
| anchorportrait = TvC_Ryu_Face.png
| social = [https://www.youtube.com/@PresidentMagikarp Youtube]
}}
{{TvC-Players
| name = Bookoo
| point = Blade
| anchor = Ryu
| pointportrait = TvC_Tekkaman_Blade_Face.png
| anchorportrait = TvC_Ryu_Face.png
| social = [https://www.youtube.com/@PresidentMagikarp Youtube]
}}
{{TvC-Players
| name = Lucky Star
| point = Morrigan
| anchor = Ryu
| pointportrait = TvC_Morrigan_Face.png
| anchorportrait = TvC_Ryu_Face.png
| social = [https://www.youtube.com/@luckystarfgc/featured Youtube]
}}
{{TvC-Players
| name = High Plains Grifter
| point = Ken the Eagle
| anchor = Ryu
| pointportrait = TvC_Ken_Face.png
| anchorportrait = TvC_Ryu_Face.png
| social = [https://www.twitch.tv/highplains_grifter Twitch]
}}
{{TvC-Players
| name = Captun Nick
| point = Tekkaman Blade
| anchor = Ryu
| pointportrait = TvC_Tekkaman_Blade_Face.png
| anchorportrait = TvC_Ryu_Face.png
| social =
}}
{{TvC-Players
| name = mmKALLL
| point = Zero
| anchor = Ryu
| pointportrait = TvC_Zero_Face.png
| anchorportrait = TvC_Ryu_Face.png
| social = [https://www.youtube.com/@mmKALLL Youtube]
}}
{{Navbox-TVC}}
{{Navbox-TVC}}
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]
[[Category: Tatsunoko vs Capcom: Ultimate All Stars]]

Latest revision as of 10:57, 26 March 2025

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
  • j.C is slightly oppressive
  • Insane combo game, probably the strongest of any VS.
  • Solid tools for giants
  • Assist works perfectly for anyone
  • Strong tick throw
  • Wakeup DP is viable and safe
  • Kind of hard to open people up at times
  • A lot of scrambling
  • Decent pokes but can't really pressure
TVC Ryu Art.png

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 Good ole Shoryu. It does the usual, anti air, invincible on startup, pushes people off of you.
It's very good, but thanks to the magic of BAROQUE this is one of the few games where you can straight up Wakeup DP and be safe. Not only that, but when doing wakeup DP and BAROQUE you can turn this into a 50/50 by delaying when you activate BAROQUE to follow up with 2A or j.A. Ain't this game wacky?
That being said, it doesn't have much use in combos unless it's an ender to a route that's basically exhausted all hitstun decay.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
15/18/20 - - - 2870/4474/6183 - Mostly used for combos, it doesn't have much other utility. The hitbox is a little wacky but the startup doesn't help it much. The air version is much much better. After Doing it, Ryu drops like a rock do you can dive bomb ambiguous j.C. Attempting to push block will make Ryu safe on block and hit the ground quickly, and if he hits a grounded opponent they don't get knocked back so he gets a free combo. Air Tatsu is busted in this game
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14/17/20 - - - 2320/2480/2640 - Donkey kick is back and is the most combo friendly ever. Heavy version only combos from C Normals but allows you to extend combos anywhere. The light version combos off any normal, but pushes full screen, you have to BBQ to follow it up or waste meter to extend it


Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
3+5 / (Air) 3+ 7 - - - 8887 - Marvel style Shinkuu Hadouken. It's not fast so throwing it out raw is usually bad as everyone can super jump out of the way. Good for Crossover combinations. It does have one drawback in which the hits are fixed, so if someone is getting hit by Shinkuu and calls out a partner or they are able to counter with a projectile (like zombie), it'll become unsafe on hit. * Usable in air
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17+12 - - - 12535 - Does more damage than Shinkuu Hadouken, but only if the enemy is grounded, otherwise half the hits will whiff and do basically no damage. It is invincible on startup, good for catching newer players not looking but you can baroque right out of it. It's uses are...very limited
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
3+3 - - - 16560 - It's shin sho, Invulnerable on startup so you can kinda yolo through blockstrings and get a damaging punish.If you aren't using it point blank it turns into a multihitting shoryu, which still kinda hurts, but not as much as the animation. In the corner Use medium tatsu into 2A for a follow-up. Midscreen you can A Hadouken and then dash for a follow up

Notable Players

Notable Players

Player Name Point Character Anchor Character Social Media
Dawadawa
TvC Ryu Face.png

Ryu
TvC Zero Face.png

Zero
Youtube
Player Name Point Character Anchor Character Social Media
Brian Kasugano
TvC Ryu Face.png

Ryu
TvC Chun-Li Face.png

Chun-Li
Youtube
Player Name Point Character Anchor Character Social Media
TrueGamer
TvC Ryu Face.png

Ryu
TvC Chun-Li Face.png

Chun-Li
Youtube
Player Name Point Character Anchor Character Social Media
President Magikarp
TvC Chun-Li Face.png

Chun-li
TvC Ryu Face.png

Ryu
Youtube
Player Name Point Character Anchor Character Social Media
Bookoo
TvC Tekkaman Blade Face.png

Blade
TvC Ryu Face.png

Ryu
Youtube
Player Name Point Character Anchor Character Social Media
Lucky Star
TvC Morrigan Face.png

Morrigan
TvC Ryu Face.png

Ryu
Youtube
Player Name Point Character Anchor Character Social Media
High Plains Grifter
TvC Ken Face.png

Ken the Eagle
TvC Ryu Face.png

Ryu
Twitch
Player Name Point Character Anchor Character Social Media
Captun Nick
TvC Tekkaman Blade Face.png

Tekkaman Blade
TvC Ryu Face.png

Ryu
Player Name Point Character Anchor Character Social Media
mmKALLL
TvC Zero Face.png

Zero
TvC Ryu Face.png

Ryu
Youtube

Game Navigation

General

Capcom Characters

Tatsunoko Characters

Giants