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|cancel= Sp/Su | |cancel= Sp/Su | ||
|description= While it wont combo into any other normals, 5LK is a fantastic little check. | |description= While it wont combo into any other normals, 5LK is a fantastic little check. | ||
* 5LK | * 5LK, Hado is a cute frametrap. | ||
* Cancel this into Heavy DP in punish situations where you aren't sure Ryu's typical starters will hit. | * Cancel this into Heavy DP in punish situations where you aren't sure Ryu's typical starters will hit. | ||
}} | }} | ||
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* This normal is terrible. Overall a tremendous downgrade from Ryu's axe kick in Alpha 2. 5MK is slow to start, glacial to recover, whiffs on crouchers, and can't be special canceled. | * This normal is terrible. Overall a tremendous downgrade from Ryu's axe kick in Alpha 2. 5MK is slow to start, glacial to recover, whiffs on crouchers, and can't be special canceled. | ||
* Yes, it steps lows... But so does Hopkick and Tatsu, and both of those actually hit the opponent. | * Yes, it steps lows... But so does Hopkick and Tatsu, and both of those actually hit the opponent. | ||
* Very situational use as an Anti-Air. This ain't replacing DP anytime soon. | |||
}} | }} | ||
}} | }} | ||
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|description= In 3D, 5HK is an actual roundhouse, and is the key to Ryu's hardest link in EXA. | |description= In 3D, 5HK is an actual roundhouse, and is the key to Ryu's hardest link in EXA. | ||
* Not the best poke, not the worst. | * Not the best poke, not the worst. | ||
* 1-Frame Link into 2MK | |||
}} | }} | ||
}} | }} | ||
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|guard=H | |guard=H | ||
|cancel=Su | |cancel=Su | ||
|description= | |description= Hits twice on exceptionally deep jumps. Half the listed damage for an estimate on shallow hits. | ||
}} | }} | ||
}} | }} | ||
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}} | }} | ||
}} | }} | ||
==Special Moves== | ==Special Moves== | ||
{{MoveData | {{MoveData | ||
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|damage= | |damage=16-20 (4-5) | ||
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|damage= | |damage=24-28 (6) | ||
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|guard= L/H | |guard= L/H | ||
|cancel= | |cancel= | ||
|description= | |description= Damage is random in Street Fighter EX-- Except when it isn't. Ryu's DP on block always does 6 points of chip damage, regardless of strength. | ||
}} | }} | ||
}} | }} | ||
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=Advanced Strategy= | =Advanced Strategy= | ||
=== Unblockables === | === Unblockables === | ||
Throwing the opponent "Off Axis" is far easier in EXA than EX2+. You've probably done it already by accident. | Throwing the opponent "Off-Axis" is far easier in EXA than EX2+. You've probably done it already by accident. | ||
Any time Ryu cancels a confirm or Anti Air to Air Shin Tatsumaki (STK), he's in position to hit his opponent with unblockable oki. Midscreen, meaty j. MK will either OS an dubious crossup or hit the opponent off axis on their wakeup. | |||
In setups where this is framekilled, it's a knowledge check. Airtight setups will always hit on the same frame, and therefore, be blocked the same way. In Ryu's case, j. MK is manually timed, making its block direction effectively random as the opponent turns towards him on wakeup. Off axis meaties often lead to a full combo, an unscaled backturned super, or can be routed to loop into themselves. | |||
=====Midscreen Setup:===== | |||
Anti Air 623P xx 214214K, Sideswitch, (Hold Forward/Macrowalk), j. MK Unblockable | * Anti Air 623P xx 214214K, Sideswitch, (Hold Forward/Macrowalk), j. MK Unblockable | ||
* 2MK xx 214HKx3, 214214K, Sideswitch, (Hold Forward/Macrowalk), j. MK Unblockable | |||
===== (Punish) / Corner Setup: ===== | |||
(j. 5HP), 5LK xx 623HP xx 214214K, Sideswitch, (Hold Forward/Macrowalk), j. MK Unblockable | * (j. 5HP), 5LK xx 623HP xx 214214K, Sideswitch, (Hold Forward/Macrowalk), j. MK Unblockable | ||
=Combos= | =Combos= | ||
{{Template:Street Fighter EX Plus Alpha}} | {{Template:Street Fighter EX Plus Alpha}} |
Latest revision as of 07:16, 7 July 2025
Introduction
Ryu doesn't wear shoes. Ryu has unblockables. Ryu can kill anyone in two interactions.
Despite appearances, Capcom's poster boy plays the same game he always has in Street Fighter EX. In fact, Ryu is a great example of just what exactly Arika changed approaching the EX series. Some decisions enhance, others tweak, but very little of what's different keeps Ryu from feeling like himself.
- Uppercuts in SFEX are crazy good. Longer Kara Cancel windows let big brains threaten with 2HK~DP at roundstart. Unlike other games in the Street Fighter series, uppercuts in Arika games will never trade.
- SFEX predates "being minus." Jokes aside, Ryu has it up to his headband in plus frames: Nearly his entire kit either grants advantage or can cancel to Hado for safety.
- Tatsu (214K) has been totally reworked from Street Fighter II, and would go on to be reworked again in EX2 Plus. Tatsu is now a Rekka, and Ryu can steer himself in the air or end Hurricane Kicks prematurely. Hurricane Kick's use as an Anti-Projectile tool is severely nerfed in this version.
Normals
Standing
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
1-6 | - | - | - | - | - | - | H/L | Ch/Sp/Su |
5LP is completely outclassed by his lows. Don't press this. |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
16-20 | - | - | - | - | - | - | H/L | Sp/Su |
Godlike in Alpha 2-- Middling at best in EX.
|
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
23-28 | - | - | - | - | - | - | H/L | Su |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
6-11 | - | - | - | - | - | - | H/L | Sp/Su |
While it wont combo into any other normals, 5LK is a fantastic little check.
|
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
15-20 | - | - | - | - | - | - | H/L | Su |
Kudos to the JP players in my EX2 Mook that tried write something positive about 5MK... I won't.
|
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
23-28 | - | - | - | - | - | - | H/L | Su |
In 3D, 5HK is an actual roundhouse, and is the key to Ryu's hardest link in EXA.
|
Crouching
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
1-5 | - | - | - | - | - | - | H/L | Ch/Sp/Su |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
15-20 | - | - | - | - | - | - | H/L | Sp/Su |
2MP is a monster, and sits comfortably among Ryu's "Big Three" neutral tools.
|
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
23-28 | - | - | - | - | - | - | H/L | Sp/Su |
Fat and fast.
|
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
1-5 | - | - | - | - | - | - | L | Ch/Sp/Su |
Ryu's ankle biter.
|
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
16-20 | - | - | - | - | - | - | L | Sp/Su |
Far and away Ryu's best poke, potentially the best poke in the game.
|
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
24-28 | - | - | - | - | - | - | L | Sp/Su |
Sweep is plus on block in EXA.
|
Jumping
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
6-11 | - | - | - | - | - | - | H | Su |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
12-17 | - | - | - | - | - | - | H | Su |
Hits twice on exceptionally deep jumps. Half the listed damage for an estimate on shallow hits. |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
19-24 | - | - | - | - | - | - | H | Su |
Ryu's preferred combo starter.
|
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
6-11 | - | - | - | - | - | - | H | Su |
Ticks well for throws. |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
12-16 | - | - | - | - | - | - | H | Su |
Ryu's best cross-up. |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
19-24 | - | - | - | - | - | - | H | Su |
Route to sweep on far jump-ins. |
Moves List
Throws
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
30 | - | - | - | - | - | - | - | - |
|
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
30 | - | - | - | - | - | - | - | - |
Command Normals
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
16-20 | - | - | - | - | - | - | L/H | - |
Special Moves
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
16-20 (4-5) | - | - | - | - | - | - | L/H | - |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
6-11 (2-3) | - | - | - | - | - | - | L/H | - |
Tatsu is a Rekka in Street Fighter EX. |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
24-28 (6) | - | - | - | - | - | - | L/H | - |
Damage is random in Street Fighter EX-- Except when it isn't. Ryu's DP on block always does 6 points of chip damage, regardless of strength. |
Super Moves
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
15-19 | - | - | - | - | - | - | Unblockable | - |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
44-48 | - | - | - | - | - | - | L/H | - |
Damage | Startup | Active | Recovery | Total | On Hit | On Block | Guard | Cancel |
---|---|---|---|---|---|---|---|---|
52-59 | - | - | - | - | - | - | H | - |
The Basics
Don't jump. Play footsies. Cancel Sweep.
EXA Ryu has everything he needs: He plays the system to his strengths, and isn't more than one jump in away from a spectacular comeback. You've played this character before.
- Like Street Fighter II, linking to 2HK "Sweep" is very practical. Nearly everything in SFEX is a hard knockdown, so short combos like j. HK, 2MP, 2HK let Ryu run great Oki for no resources.
- Sweep's cancel properties mean it carries little risk outside total whiffs in EX. The move also has niche uses as a low profile: Its fast startup and low hurtbox make it a great option to check fireballs in neutral.
- EXA's projectiles can feel weird. Fullscreen zoning as a whole is much weaker in SFEX, so EXA Ryu usually just chucks plasma at midscreen. Hado checks bad pokes, adds up meager chip damage, and baits for jumps. DP is rewarding on its own, but you can almost triple your damage with a Super Cancel to Shin Tatsumaki.
Advanced Strategy
Unblockables
Throwing the opponent "Off-Axis" is far easier in EXA than EX2+. You've probably done it already by accident.
Any time Ryu cancels a confirm or Anti Air to Air Shin Tatsumaki (STK), he's in position to hit his opponent with unblockable oki. Midscreen, meaty j. MK will either OS an dubious crossup or hit the opponent off axis on their wakeup.
In setups where this is framekilled, it's a knowledge check. Airtight setups will always hit on the same frame, and therefore, be blocked the same way. In Ryu's case, j. MK is manually timed, making its block direction effectively random as the opponent turns towards him on wakeup. Off axis meaties often lead to a full combo, an unscaled backturned super, or can be routed to loop into themselves.
Midscreen Setup:
- Anti Air 623P xx 214214K, Sideswitch, (Hold Forward/Macrowalk), j. MK Unblockable
- 2MK xx 214HKx3, 214214K, Sideswitch, (Hold Forward/Macrowalk), j. MK Unblockable
(Punish) / Corner Setup:
- (j. 5HP), 5LK xx 623HP xx 214214K, Sideswitch, (Hold Forward/Macrowalk), j. MK Unblockable
Combos
General | Introduction | Game Mechanics | |
The Characters | Akuma | Allen Snider | Blair Dame | Kairi | Chun-Li | Jack | Darun Mister | Dhalsim | Doctrine Dark | Garuda | Guile | Hokuto | Ken | M.Bison | Pullum Purna | Ryu | Sakura | Skullomania | Zangief | Evil Ryu | Evil Hokuto |