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

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=Introduction=
{{TVC Character Intro|char=Ryu|content=
== 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 ==
{{Content Box|content=
 
{{ProConTable
|pros=
* {{TvC-Colors|red|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
|cons=
* Kind of hard to open people up at times
* A lot of scrambling
* Decent pokes but can't really pressure
}}
}}
}}


=Moves List=
=Moves List=
==Normal Moves==
*6B-Overhead punch-This is a two-hit overhead punch. You can use this in a combo. For example, Ryu does his 6B on a crouching (or standing) enemy -> 236AB super.
*6C-Standing Roundhouse Kick-Ryu does a standing roundhouse kick. If you use this in a combo, you have two routes. If you do not sweep your enemy before you use 6C, your enemy will be in a mild stagger state (example: 5ABC6C). If you do sweep your enemy right before your 6C, you will have your enemy in an air stagger, in which you will be able to continue your combo (example: 5ABC2C6C ->214A -> 236AB).
==Special Moves==
*Hadoken (236A/B/C; this can be performed both on the ground and in the air)-Ryu's fireball. The A version travels slowly across the screen, the B version is faster than the A version, while the C version is the fastest. Keep in mind that if your enemy avoids this correctly, you are potentially left open for a "punishment" or where the enemy has a chance to attack you.
*Shoryuken (623A/B/C)-Ryu's dragon punch. The A version hits once and makes the enemy fly in the air slightly above your head, the B version hits twice and makes the enemy fly half way in the air, and the C version hits twice as well, but makes the enemy fly at the same height as a launcher. You can use this in a combo; however, if you use this, it would more likely to push your enemy away from you. If you whiff this special move, you are open for "punishment" or where the enemy has a chance to attack you.
*Tatsumaki Senpukyaku (214A/B/C; this can be performed both on the ground and in the air)-Ryu's spinning kick special. The A version travels 1/3 across the screen and does two hits, the B version travels half-way across the screen and does three hits, and the C version travels 4/5th's across the screen and does four hits. Tatsumaki Senpukyaku is very useful in a chain combo; however, if you are not in the corner, or if you do not do 2C6C into his C Tatsumaki Senpukyaku, it is possible that you will "whiff" or miss some hits, leaving you open for attack. This move in the air will slam the enemy in the ground. This special move is also great for run-away, especially if you are trying to win from a "Time-out."
*Jodan Sokutou Geri (421A/B/C)-I've heard this being called the "blade kick" or the "donkey kick (from 3S)." All three versions cause a wall-slam/wall bounce on the enemy. This special move is wonderful to continue your ground combo. However, you cannot wall-slam/wall bounce your enemy twice. If you attempt this, all you will get is the enemy flying slightly above the ground like a bullet shot from a gun.


==Super Moves==
{{TvCOverviewHeader
|header=Normal Moves
|move=[[File:Ryu 5A.mp4|thumb|{{TvCInput|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|{{TvCInput|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|{{TvCInput|5B}}]]
|startup=8
|active=3
|recovery=24
|blockadv=-
|damage=1440
|properties=-
|notes=Combo filler.
}}
 
{{TvCOverview
|move=[[File:Ryu 2B.webm|thumb|{{TvCInput|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|{{TvCInput|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|{{TvCInput|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|{{TvCInput|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|{{TvCInput|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|{{TvCInput|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|{{TvCInput|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|{{TvCInput|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|{{TvCInput|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
|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}}
|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)}}
|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}}
|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}}
|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}}
|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}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}
 
 
{{TvCOverviewHeader
|header=Special Moves
|move=[[File:Ryu Hadouken.webm|thumb| Hadouken <br> {{TvCInput|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| Air Hadouken <br> j.{{TvCInput|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| Shoryuken <br> {{TvCInput|623X}}]]
|startup=6/6/6
|active=-
|recovery=-
|blockadv=-
|damage=2400/4501/6036
|properties=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.
}}
 
{{TvCOverview
|move=[[File:Ryu Tatsu Ground.webm|thumb| Tatsumaki <br> {{TvCInput|214X}}]]
|startup=15/18/20
|active=-
|recovery=-
|blockadv=-
|damage=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.
 
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
}}
 
{{TvCOverview
|move=[[File:Ryu Donkey.webm|thumb| Joudan Sokutogeri <br> {{TvCInput|421X}}]]
|startup=14/17/20
|active=-
|recovery=-
|blockadv=-
|damage=2320/2480/2640
|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}}
 
 
{{TvCOverviewHeader
|header=Super Moves
|move=[[File:Ryu Shinkuu.webm|thumb| Shinkuu Hadouken <br> {{TvCInput|236XX}}]]
|startup=3+5 / (Air) 3+ 7
|active=-
|recovery=-
|blockadv=-
|damage=8887
|properties=-
|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 ''
}}


=The Basics=
{{TvCOverview
|move=[[File:Ryu Tatsu Super.webm|thumb| Shinku Tatsumaki Senpukyaku <br> {{TvCInput|214XX}}]]
|startup=17+12
|active=-
|recovery=-
|blockadv=-
|damage=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
}}


=Advanced Strategy=
{{TvCOverview
|move=[[File:Ryu Shin Shoryu.webm|thumb| Shin Shoryuken <br> {{TvCInput|623XX}}]]
|startup=3+3
|active=-
|recovery=-
|blockadv=-
|damage=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.


=Match-Ups=
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}}
[[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