Super Street Fighter 2 Turbo/O. Ryu: Difference between revisions

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==Match-ups==
==Match-ups==


== =Vs. Balrog (boxer): ===
=== Vs. Balrog (boxer): ===


=== Vs. Blanka: ===
=== Vs. Blanka: ===

Revision as of 17:59, 9 May 2011

Old Ryu's portrait in Super Turbo

Introduction

This page is about the Super Street Fighter II version of Ryu, also known as Old Ryu, or simply O.Ryu, for short. Ryu is the game's protagonist, and is considered a good all around character. Even though he is not the strongest in any aspect, he does have very good moves overall. Say, his projectile, the Hadouken, is the second best in the game, only after O.Sagat's Tiger. His special anti-air, the Shoryuken, is also the one with second best priority in the whole game, only after O.Ken's Shoryuken. Finally, his Tatsumaki Senpuu Kyaku recovers very quickly for this version, being good to reposition O.Ryu or surprise the enemy with a throw.

Ryu's strategy in the Street Fighter II series is, mostly, to employ his Hadoukens wisely so as to pressure enemies and either force them to take risks or get pushed into the corner. As O.Ryu does not have a super, this is stressed even more. Would the enemy jump forward, Ryu has several moves to deal with that, being the Shoryuken the most damaging one. However, unlike Ken, his projectile has a relatively fast start-up, which allows him to use it as a poke tool. This is the main reason why he has less trouble against a number of characters which have the advantage or fair match-ups against Ken.

Super Street Fighter II Ryu has a completely invulnerable Shoryuken, which helps him in situations N.Ryu has trouble, such as against T.Hawk's Tomahawk Buster and Boxer's Buffalo Headbutt. His Hurricane Kick is not invulnerable up until it hits, like it was in CPS-1 Street Fighter II Champion Edition and Hyper Fighting, but ti recovers quicker than N.Ryu's. In addition to it, his crouching kicks have much better priority, making him a more solid zoning character. However, as any old character, he can never soften throws, he does not have ST Ryu's command punches and he has no super moves.

Among all characters (old versions included), O.Ryu is considered to be in the same league as other strong characters, such as Guile, Dee Jay, O.Ken, O.Chun and O.Dhalsim. He is certainly behind the so called "big five", which consists of Dhalsim, Vega (Claw), Old Sagat, Balrog (Boxer) and Chun Li, and also behind N.Ryu, but not by any large margin.

Picking Old Ryu

To select O.Ryu, choose Ryu and then press → → → ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Normal Alternative
Ryu-old1.gif Ryu-old2.gif

--Born2SPD

New & Old Versions Comparison

Here is the list of differences:

  • Obvious stuff: N.Ryu can soften throws, has new punches(dash, overhead and air juggle) and Super;
  • N.Ryu has a longer pre-jump animation by 1 frame;
  • N.Ryu has some differences in some of his normals:
    • far.standing Jab has a thinner hitbox;
    • cr.Short, cr.Fwd and cr.RH have much worse priority;
    • far standing Short and Forward kicks have faster start-up;
    • a few aerial attacks' hitboxes are much worse for N.Ryu;
  • N.Ryu's ordinary (blue) Hadoukens have one more start-up and one more recovery frames, making the overall recovery 2 frames longer. Thus, he is an inferior zoning character, without super;
  • N.Ryu's Shoryukens are worse
    • they have less active frames and as many more recovery frames;
    • N.Ryu is vulnerable on the way up, and his Shoryukens have two frames where he is on the ground and vulnerable, thus throwable and in danger of getting comboed if being cross-up;
  • N.Ryu's Forward and Roundhouse Tatsus spin one more time than O.Ryu's;
  • N.Ryu's air Tatsus behave normally, while O.Ryu's air Tatsus have a 50% of being unblockable if they connect on the first frame.

Move Analysis

Normal Moves

Ground Normals

  • Close Standing Jab:
Damage 3 ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png ORyu stcljab2.png ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Chain Cancel No
Special Cancel Yes
Frame Count 2 4 5

ORyu performs an elbow smash in front and above his head. Fast start-up anti-air up close, with just OK priority.

  • Far Standing Jab:
Damage 3 ORyu stfarjab1&3.png ORyu stfarjab2.png ORyu stfarjab1&3.png ORyu stfarjab4 stfarstrng6 stfarfrc6.png
Chain Cancel Yes
Special Cancel Yes
Frame Count 2 4 4 1
Simplified 2 4 5

Rapid-fire Jab that has very good priority (ORyu's arm is completely invulnerable) but just acceptable reach and very low damage.

  • Crouching Jab:
Damage 3 ORyu crjab1&3.png ORyu crjab2.png ORyu crjab1&3.png ORyu crjab4 crstrng6 crshrt4 crfrwrd6.png
Chain Cancel Yes
Special Cancel Yes
Frame Count 2 4 4 1
Simplified 2 4 5

Rapid-fire ducking Jab with OK reach and very good priority. ORyu's arm is completely invincible.

  • Close Standing Strong:
Damage 14 ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png ORyu stclstrng2&6.png ORyu stclstrng3.png ORyu stclstrng4.png ORyu stclstrng5.png ORyu stclstrng2&6.png ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Chain Cancel No
Special Cancel Yes
Frame Count 1 2 2 6 4 3 4
Simplified 3 2 17

ORyu performs a hook. This move has a not very good recovery, so try canceling it into some special such as the hadouken to avoid punishment.

  • Far Standing Strong:
Damage 14 ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png ORyu stfarstrng2&4 stfarfrc2&4.png ORyu stfarstrng3.png ORyu stfarstrng2&4 stfarfrc2&4.png ORyu stfarstrng5 stfarfrc5.png ORyu stfarjab4 stfarstrng6 stfarfrc6.png
Chain Cancel No
Special Cancel Yes
Frame Count 1 2 4 3 3 1
Simplified 3 4 7

ORyu performs a straight punch. This move has very good recovery, reach and priority. Works as anti-air against some moves, but notice ORyu's body moves forward a bit, so you need some room to use it correctly. ORyu's whole arm is invincible in this attack.

  • Crouching Strong:
Damage 14 ORyu crstrng1&5.png ORyu crstrng2&4.png ORyu crstrng3.png ORyu crstrng2&4.png ORyu crstrng1&5.png ORyu crjab4 crstrng6 crshrt4 crfrwrd6.png
Chain Cancel No
Special Cancel Yes
Frame Count 1 2 4 3 3 1
Simplified 3 4 7

ORyu does a crouching straight. Good damage, stun, recovery and priority. ORyu's whole arm is completely invincible.

  • Close Standing Fierce:
Damage 18 ORyu stclfrc1.png ORyu stclfrc2.png ORyu stclfrc3.png ORyu stclfrc4.png ORyu stclfrc5.png
Chain Cancel No
Special Cancel Yes
Frame Count 3 2 6 10 13
Simplified 3 8 23

ORyu does a close upper. Good priority anti-air if the enemy is on top of you, and if he is close it can be canceled into any special attack for a basic but damaging combo. Bad recovery.

  • Far Standing Fierce:
Damage 18 ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png ORyu stfarstrng2&4 stfarfrc2&4.png ORyu stfarfrc3.png ORyu stfarstrng2&4 stfarfrc2&4.png ORyu stfarstrng5 stfarfrc5.png ORyu stfarjab4 stfarstrng6 stfarfrc6.png
Chain Cancel No
Special Cancel No
Frame Count 3 2 6 10 12 1
Simplified 5 6 23

Similar to far.Strong, but with higher damage and longer reach, but the head hitbox moves forward just as much and the recovery is hideous. This move can not be canceled into specials, so make sure it hits or you will pay the price.

  • Crouching Fierce:
Damage 18 ORyu crfrc1&5.png ORyu crfrc2.png ORyu crfrc3.png ORyu crfrc4.png ORyu crfrc1&5.png ORyu crfrc6.png
Chain Cancel No
Special Cancel Yes
Frame Count 3 3 8 10 12 1
Simplified 3 11 23

Uppercut from crouching position. It does good damage and has a deceptively long horizontal reach, but just average to low priority and quite long recovery. This move is unsafe on block or hit and is mainly used in combos or as close-up anti-air. Favor standing Fierce if you can for the latter.

  • Close Standing Short:
Damage 8 ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png ORyu stclshrt2&5 stclrh5.png ORyu stclshrt3.png ORyu stclshrt4.png ORyu stclshrt2&5 stclrh5.png ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Chain Cancel Yes
Special Cancel No
Frame Count 2 3 2 4 3 1
Simplified 5 2 8

O.Ryu performs a low kick that can be canceled into a far Short or crouching Short. This move must be blocked low.

  • Far Standing Short:
Damage 9 ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png ORyu stfarshrt2&4 stfarfrwrd2&4.png ORyu stfarshrt3 stfarfrwrd3.png ORyu stfarshrt2&4 stfarfrwrd2&4.png ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Chain Cancel No
Special Cancel Yes
Frame Count 3 3 8 4 1
Simplified 6 8 5

High side kick with good priority, but sort of slow. Good anti-air, but it is slower than N.Ryu's.

  • Crouching Short:
Damage 3 ORyu crshrt1&3 crfrwrd1&5.png ORyu crshrt2.png ORyu crshrt1&3 crfrwrd1&5.png ORyu crjab4 crstrng6 crshrt4 crfrwrd6.png
Chain Cancel Yes
Special Cancel Yes
Frame Count 2 4 4 1
Simplified 2 4 5

Rapid fire crouching low kick. This comes out slightly fasteer than N.Ryu's and has great priority: the whole leg is completely invincible during the move.

  • Close Standing Forward:
Damage 15 ORyu stclfrwrd1&5.png ORyu stclfrwrd2&4.png ORyu stclfrwrd3.png ORyu stclfrwrd2&4.png ORyu stclfrwrd1&5.png ORyu stclfrwrd6.png
Chain Cancel No
Special Cancel Yes
Frame Count 2 1 6 4 4 1
Simplified 3 6 9

Knee bash with a good recovery.

  • Far Standing Forward:
Damage 15 ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png ORyu stfarshrt2&4 stfarfrwrd2&4.png ORyu stfarshrt3 stfarfrwrd3.png ORyu stfarshrt2&4 stfarfrwrd2&4.png ORyu stfarfrwrd5.png
Chain Cancel No
Special Cancel No
Frame Count 5 6 8 6 1
Simplified 11 8 7

High side kick with good priority, but hideous start-up. Good anti-air if you can hit the button early enough, but odds are you can't.

  • Crouching Forward:
Damage 14 ORyu crshrt1&3 crfrwrd1&5.png ORyu crfrwrd2&4.png ORyu crfrwrd3.png ORyu crfrwrd2&4.png ORyu crshrt1&3 crfrwrd1&5.png ORyu crjab4 crstrng6 crshrt4 crfrwrd6.png
Chain Cancel No
Special Cancel Yes
Frame Count 1 2 6 4 4 1
Simplified 3 6 9

Crouching side kick. This move has good reach and recovery, but is has projected vulnerable hitboxes before it becomes active. It is an important tool when closing the gap on the enemy and trying to push him into the corner as it can be canceled into Hadoukens. It is also used in bread and butter combos.

  • Close Standing Roundhouse:
Damage 19 + 3 ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png ORyu stclrh2.png ORyu stclrh3.png ORyu stclrh4.png ORyu stclshrt2&5 stclrh5.png ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Chain Cancel No
Special Cancel No
Frame Count 3 4 8 4 10 1
Simplified 7 8 4 11

ORyu performs an axe kick that hits twice if the enemy is close enough. This is not a very useful move, but it is safe on block from point-blank range and often trades with aerial attacks. If you use it as a meaty, you can combo a crouching kick for two or three hits. you often have better options, though.

  • Far Standing Roundhouse:
Damage 19 ORyu stfarrh1.png ORyu stfarrh2.png ORyu stfarrh3.png ORyu stfarrh4.png ORyu stfarrh5.png
Chain Cancel No
Special Cancel Yes
Frame Count 2 4 8 10 7
Simplified 2 12 17

ORyu's staple Roundhouse kick. Mediocre anti-air that can be canceled in the odd event that it hits during the first active part. This move can not be canceled into specials if it hits while the leg is fully extended.

  • Crouching Roundhouse:
Damage 17 ORyu crrh1.png ORyu crrh2.png ORyu crrh3.png ORyu crrh4.png ORyu crrh5.png
Chain Cancel No
Special Cancel Yes
Frame Count 3 6 6 8 11
Simplified 3 6 25

ORyu's sweep kick. This move generates a fast knockdown if it hits. It has good range and the priority is such that it beats or trades with a number of moves. The recovery, however, is very long, so good players will try to bait this move so as to punish it afterward. This can be canceled into Hadoukens so you can push the enemy towards his corner or Shoryukens and Short tatsus for super meter.

Aerial normals

  • Neutral Jumping Jab:
Damage 8 ORyu njjab1 djjab1 njstrng1&4 djstrng1&4 njfrc4 djfrc4.png ORyu njjab2.png
Chain Cancel No
Special Cancel Yes
Frame Count 2

ORyu performs a jumping jab that is active throughout the whole jump. ORyu's hand has a relatively large active hitbox around it, making this a good air-to-air move. It can be used for jumping on you opponent after a knockdown and not generate much push-back, allowing you to apply mix-ups such as throw, cr.forward xx Hadouken/super or delayed Jab SRK (to beat reversal throws).

  • Diagonal Jumping Jab:
Damage 8 ORyu njjab1 djjab1 njstrng1&4 djstrng1&4 njfrc4 djfrc4.png ORyu djjab2.png
Chain Cancel No
Special Cancel Yes
Frame Count 2

ORyu performs a jumping jab that is active throughout the whole jump. ORyu's hand has a relatively large active hitbox around it, making this a good air-to-air move. It can be used for jumping on you opponent after a knockdown and not generate much push-back, allowing you to apply mix-ups such as throw, cr.forward xx Hadouken/super or delayed Jab SRK (to beat reversal throws). This beats Zangief's Lariats from the right distance and still hits him if he crouches.

  • Neutral/Diagonal Jumping Strong:
Damage 14 ORyu njjab1 djjab1 njstrng1&4 djstrng1&4 njfrc4 djfrc4.png ORyu njstrng2 djstrng2.png ORyu njstrng3 djstrng3.png ORyu njjab1 djjab1 njstrng1&4 djstrng1&4 njfrc4 djfrc4.png ORyu njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png ORyu njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png ORyu njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Chain Cancel No
Special Cancel Yes
Frame Count 2 2 20 4 4 4
Simplified 4 20

This aerial punch stays active for quite some time, for a Strong punch. It has very good horizontal reach and ORyu's arm is completely invincible. A move to be considered when afraid of wall dives crossing you or aerial attacks in general. This attack does not hit crouching opponents.

  • Neutral/Diagonal Jumping Fierce:
Damage 17 ORyu njfrc1 djfrc1.png ORyu njfrc2 djfrc2.png ORyu njfrc3 djfrc3.png ORyu njjab1 djjab1 njstrng1&4 djstrng1&4 njfrc4 djfrc4.png ORyu njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png ORyu njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png ORyu njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Chain Cancel No
Special Cancel Yes
Frame Count 2 2 8 4 4 4
Simplified 4 8

This move has very good air to ground priority, and ORyu's arm is also completely invincible. It can be used as anti-air from certain distances, and also beats or trades most other aerial attacks.

  • Neutral Jumping Short:
Damage 9 ORyu njshrt1 njfrwrd1.png ORyu njshrt2.png ORyu njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png
Chain Cancel No
Special Cancel Yes
Frame Count 3 40

This stays out for quite some time, but it has a very short reach. Mostly useless.

  • Diagonal Jumping Short:
Damage 8 ORyu djshrt1 djfrwrd1 djrh1.png ORyu djshrt2.png ORyu djshrt3.png
Chain Cancel No
Special Cancel No
Frame Count 2 3
Simplified 5

This stays out for quite some time, but safe jumps aside, this does not have many uses. Its main downside is the short reach.

  • Neutral Jumping Forward:
Damage 14 ORyu njshrt1 njfrwrd1.png ORyu njfrwrd2.png ORyu njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png ORyu njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png ORyu njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Chain Cancel No
Special Cancel No
Frame Count 5 13 6 6
Simplified 5 13

OK kick that stays active for some time. It can be used in certain situations where the enemy has trouble knowing which way to block. That aside, prefer neutral Strong, Fierce or Roundhouse.

  • Diagonal Jumping Forward:
Damage 14 ORyu djshrt1 djfrwrd1 djrh1.png ORyu djfrwrd2&4 djrh2&4.png ORyu djfrwrd3.png ORyu djfrwrd2&4 djrh2&4.png ORyu njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png ORyu njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png ORyu njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Chain Cancel No
Special Cancel No
Frame Count 2 3 13 3 3 3
Simplified 5 13

Rather long aerial kick with poor priority. It can be used as a cross-up aerial attack, but diagonal Roundhouse is better for that. It can be used in safe jumps, to get less push-back if it gets blocked.

  • Neutral Jumping Roundhouse:
Damage 18 ORyu njrh1.png ORyu njrh2.png ORyu njrh3.png ORyu njrh4.png ORyu njrh5.png ORyu njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png ORyu njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Chain Cancel No
Special Cancel Yes
Frame Count 2 4 4 4 3 3
Simplified 2 8

Neutral spin kick that has good reach. The first active part becomes active very fast, saving you from some troublesome situations.

  • Diagonal Jumping Roundhouse:
Damage 17 ORyu djshrt1 djfrwrd1 djrh1.png ORyu djfrwrd2&4 djrh2&4.png ORyu djrh3.png ORyu djfrwrd2&4 djrh2&4.png ORyu njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png ORyu njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png ORyu njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Chain Cancel No
Special Cancel No
Frame Count 2 3 7 3 3 3
Simplified 5 7

ORyu's best cross-up attack. This also has good reach, but as it projects vulnerable hitboxes, it can also be countered if you whiff. From certain distances, this can also be used as anti-air, in the same fashion as diagonal jumping Fierce, hitting your enemy from above his attack or around the head.

Special Moves

All motions are listed under the assumption that Ryu is facing right.

  • Hadouken a.k.a. Fireball: (↓↘→ + P)
  • Startup:
ORyu fb1.png ORyu fb2.png ORyu fb3.png ORyu fb4.png
Frame Count 2 6 2 1
Simplified 11
  • Active:
  • Jab Version:
Damage 12 ORyu fb5.png ORyu fb7bjab.png ORyu fb10bjab.png ORyu fb13bjab.png ORyu fb14bjab.png
Frame Count 1 2 3 3 ?
Simplified 41
  • Strong Version:
Damage 12 ORyu fb5.png ORyu fb7bstrng.png ORyu fb10bstrng.png ORyu fb13bstrng.png ORyu fb14bstrng.png
Frame Count 1 2 3 3 ?
Simplified 42
  • Fierce Version:
Damage 13 ORyu fb5.png ORyu fb7bfrc.png ORyu fb10bfrc.png ORyu fb13bfrc.png ORyu fb14bfrc.png
Frame Count 1 2 3 3 ?
Simplified 43

NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them. Also, in the last animation frame, that frame value means that Ryu stays in that position while the projectile is moving.

  • Shakunetsu Hadouken a.k.a. Red Fireball: (←↙↓↘→ + P)
  • Startup:
ORyu fb1.png ORyu fb2.png ORyu fb3.png ORyu fb4.png
Frame Count 2 6 2 1
Simplified 11
  • Active:
  • Jab Version:
Damage 12 ORyu fb5.png ORyu fb7rjab.png ORyu fb10rjab.png ORyu fb13rjab.png ORyu fb14rjab.png
Frame Count 1 2 3 3 ?
Simplified 41
  • Strong Version:
Damage 12 ORyu fb5.png ORyu fb7rstrng.png ORyu fb10rstrng.png ORyu fb13rstrng.png ORyu fb14rstrng.png
Frame Count 1 2 3 3 ?
Simplified 42
  • Fierce Version:
Damage 13 ORyu fb5.png ORyu fb7rfrc.png ORyu fb10rfrc.png ORyu fb13rfrc.png ORyu fb14rfrc.png
Frame Count 1 2 3 3 ?
Simplified 43

NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them. Also, in the last animation frame, that frame value means that Ryu stays in that position while the projectile is moving.


  • Shouryuken a.k.a. Dragon Punch: (→↓↘ + P)
Damage (Jab) 20/18 ORyu srk1.png ORyu srk2.png ORyu srk3.png ORyu srk4.png ORyu srk5.png ORyu srk6.png
Damage (Strng) 21/18
Damage (Frc) 24/18
Frame Count (Jab) 4 4 14 6 11 5
Simplified (Jab) 4 16 22
Frame Count (Strng) 4 4 22 6 14 5
Simplified (Strng) 4 26 25
Frame Count (Frc) 4 4 26 6 21 5
Simplified (Frc) 4 30 32

Ryu becomes invulnerable, does a damaging upper, then follows up with a rising punch. After that, he remains completely defenseless as he falls back to the ground. Hit anyone with with move and they will take a full knockdown. Jab makes him jump the lowest and most vertical and does 20% if it hits early. This move is very good for evading projectiles, it's O.Ryu's best reversal, and it has two advantages over N.Ryu's Jab Shoryuken: it is completely invulnerable while active, so you can never be thrown or comboed, and it has more active frames while having as many less recovery frames, so it stays out there controlling space for more time. The Strong version rises a bit higher and does 21% damage and Fierce rises up the highest and does the most damage (24%), so this is O.Ryu's move of choise for punishing people who jump at you honestly. If Ryu hits the enemy during the rising part of the move, it will deal 18% damage for all versions.

Since a properly-timed Dragon Punch will beat most other moves, its simplest and most common application is as a general anti-air counter, because you have a lot of time to react and time the attack as you see the opponent approaching through the air. Because it'll knock down, you can continue pressuring with whatever you like, such as a meaty fireball or a cross-up attack. In addition to it, any character that can not alter its jump arc will be unable to evade the move if you time it late, for highest damage, as Ryu will be invulnerable.

You can also use it to stuff virtually any normal ground attack from your opponent, but the timing for this is much more difficult. It's high-reward but also high-risk strategy, since missing can result in you being wide open to punishment. Unless your opponent is very predictable, this can be considered a very high-level strategy that should only be attempted with caution. Again, it seems largely a matter of taste; some excellent Ryu players attempt a lot of ground Dragon Punches, while other great players almost never try them. Sometimes players will immediately do another ground Dragon Punch if the first one misses, reasoning that the second might connect with the opponent's counterattack if they time it just a bit too late.

The Dragon Punch is an excellent reversal move in general: it avoids or beats pretty much all other attacks in the game, but few exceptions that have sort of hidden, retracted hitboxes.

  • Tatsumaki Senpuu Kiaku a.k.a. Hurricane Kick: (↓↙← + K)
  • Startup:
ORyu tatsu1.png ORyu tatsu2.png ORyu tatsu3.png
Frame Count 4 4 3
Simplified 11
  • Active:
    • Short Version: This happens only once.
    • Forward Version: This happens twice.
    • Roundhouse Version: This happens 3 times.
Damage (Shrt) 15 ORyu tatsu4shrt 4&8frwrd 4&8&12rh.png ORyu tatsu5shrt 5&9frwrd 5&9&13rh.png ORyu tatsu6shrt 6&10frwrd 6&10&14rh.png ORyu tatsu7shrt 7&11frwrd 7&11&15rh.png
Damage (Frwrd) 15
Damage (Rh) 16
Frame Count 3 3 3 3
  • Recovery:
ORyu tatsu8shrt 12frwrd 16rh.png ORyu tatsu9shrt 13frwrd 17rh.png ORyu tatsu10shrt 14frwrd 18rh.png ORyu tatsu11shrt 15frwrd 19rh.png
Frame Count 4 4 4 0
Simplified 4 4 4 0

Ryu advances with a spinning kick that will knock down the opponent if it hits. Different kicks have different effects: Short has the lowest duration and speed, while Roundhouse has the highest. The Short and Forward versions do 15% damage; the Roundhouse version does 16%. Ryu is invulnerable during the first four frames of the move and is airbone by the time he can be hit again: this makes this attack a good option for evading safe jumps, meaty cross-ups and tick throws such as Zangief's spinning pile driver or T. Hawk's typhoon: he can never be thrown out of the move from the ground. This also makes it a good option to avoid meaty cross-ups and safe jumps. As soon as Ryu recovers from the move, he can only jump or block, thus the recovery listed as of zero frame. The next frame, he can not throw.

The Hurricane Kick safely travels right over some projectiles and, with good positioning and timing, can be used to punish characters like Dhalsim and Guile for trying to use them. More information can be found in the specific character match-ups.

Another trick with the Hurricane Kick is to use it to set up throws. Often this is done at close range with the Short version so that it takes place quickly, hopefully before the opponent can react in time. They see the Hurricane Kick come out and stay ducking, and then you land and throw them. A few people are not used to facing O.Ryu, and expect either one rotation, or either three or more. O.Ryu's Forward Tatsu can position him in a way players do not expect.

  • Air Tatsumaki Senpuu Kiaku: (In air, ↓↙← + K)
  • Active: (The Air version does not has a startup animation)
    • Short Version: This happens only once.
    • Forward Version: This happens twice.
    • Roundhouse Version: This happens 3 times.
Damage (Shrt) 11 ORyu atatsu1shrt 1&5frwrd 1&5&9rh.png ORyu atatsu2shrt 2&6frwrd 2&6&10rh.png ORyu atatsu3shrt 3&7frwrd 3&7&11rh.png ORyu atatsu4shrt 4&8frwrd 4&8&12rh.png
Damage (Frwrd) 11
Damage (Rh) 14
Frame Count 3 3 3 3
  • Recovery:
ORyu atatsu5shrt 9frwrd 13rh.png ORyu atatsu6shrt 10frwrd 14rh.png ORyu atatsu7shrt 11frwrd 15rh.png ORyu atatsu8shrt 12frwrd 16rh.png ORyu atatsu9shrt 13frwrd 17rh.png ORyu atatsu10shrt 14frwrd 18rh.png
Frame Count 4 4 4 4 5
Simplified 5

The Tatsumaki can also be done while airborne. Again, stronger kicks give it longer duration. Unlike the ground version, it does not always move O.Ryu forward; if performed while jumping backwards, O.Ryu will continue moving in that direction.

The Air Hurricane Kick has some interesting effects on the speed and trajectory of the jump, as felineki writes:

The character's vertical velocity is not directly affected. Rather, their gravity value is temporarily adjusted. Every character has their own jump gravity value (as I'm sure you've noticed, Dhalsim falls much more slowly from a jump than Claw). This normally stays constant throughout a jump. However, when a shoto performs a mid-air Hurricane Kick, their gravity value is temporarily decreased. This gives them the effect of falling more slowly if it is performed on the way down, or allowing them to gain more height if done on the way up.

The decreased gravity value lasts as long as the character's leg is out, able to hit. As soon as they pull their leg back in, the gravity value returns to normal.

In addition, they are given a slight boost in horizontal velocity as the kick starts (a forward boost if jumping forward or straight up, a backward boost if jumping back). This additional velocity lasts until they actually touch the ground.

The Air Hurricane Kick has a multitude of uses. It serves as an alternative air attack with alternative properties than O.Ryu's normal attacks and may interact with opponent anti-air moves differently. As it changes jump properties, it can surprise the opponent. Done correctly, it can actually cross-up enemy air counters like the Flash Kick to hit the opponent from behind. Or it can be used for purposes as simple as building meter on the way down from a jump that you otherwise aren't interested in doing an attack in, such as when jumping far back away from an opponent or jumping straight up over a projectile from a distance. Finally, if it hits on the first attacking frame, it has a 50% chance of being unblockable.

While the air Tatsumaki looks like the grounded one, in fact it has much worse priority. Also, it does not recover instantly when O.Ryu touches the ground.

--Raisin (March 29, 2007)
--Special thanks to felineki for the info on the Air Hurricane Kick.

The Basics

Ryu's basic game centers around two moves: the Hadouken (Fireball) and the Shoryuken (Dragon Punch).

The Hadouken is a powerful move - it advances across the screen independently of Ryu, harming anything it touches. Even if blocked, it still does damage (albeit only a little). As a result, throwing one forces the opponent to react; they have to try and find a way around it, or they will eventually succumb to the constant chip damage.

Every character has an easy way to try and avoid the Hadouken: jumping over it. Unfortunately for them, O.Ryu has also been equipped with the game's best anti-air move: the Shoryuken. If an opponent reacts to a Hadouken by jumping over it, Ryu can respond by performing a Shoryuken as they are coming down. Since they cannot block while in the air, there is nothing they can do to prevent it from hitting them.

If a character jumps over a Hadouken from a distance, out of the range of Ryu's Shoryuken, he can still walk forward and force them to land on a cr.RH. They cannot block this when timed correctly, and it will knock them down.

Zoning

Ryu's ideal positioning against most characters is at the very end of their jump arc - this gives him the maximum amount of time to recover from a Hadouken, while still being in range to hit them with a Shoryuken if they try to jump.


The Fireball Trap

Ryu's famous Fireball Trap is a simple but deadly pattern he can follow on a cornered opponent. After scoring a knock-down on an opponent in the corner, Ryu can first position himself at the end of their jump arc, and then throw a Jab Hadouken as they are getting up. The Jab Hadouken hits meaty, after which Ryu can immediately throw a second Jab Hadouken, which hits just after the first. Finally, he throws a Fierce Hadouken just as the second Jab Hadouken ends.

If done correctly, the enemy cannot jump out of this pattern. If they try to jump between any of these fireballs, the next fireball will hit them on the way up, they will be knocked down, and the pattern can be begun again. If they decide to jump after the last fireball in the pattern, Ryu can use his Shoryuken to knock them out of the sky and back into the corner. Then he can throw a meaty Jab Hadouken as they are getting up, and repeat the process all over again.

A few characters can break the pattern by evading the Jab Hadouken with an invulnerable move. Ryu and Ken can use their Jab Shoryukens to escape. Honda can use a Buttslam, which can be countered by a Shoryuken, but if you have committed to throwing a Fierce Hadouken, you can get a move to whiff and be punished for it as Honda descends. In order to avoid this problem, consider using the button-release Hadouken.

Due to O.Ryu's better recovery and start-up on his projectiles, his fireball trap is superior to N.Ryu's, being easier to maintain due to having more time to input Shoryukens, Hadoukens and sweeps. It is also slightly harder for the enemy to react to the Hadoukens.

Hadouken tick

If you knock an enemy down at their corner, try getting from close to mid distance and throwing a Jab Hadouken so that it hits near their back. This gives you time to walk up and throw them while their are worried about cr.forward xx red Hadouken, walk up and retreat to bait reversals and walk-up Jab shoryuken. If the Hadouken hits, you can combo a crouching kick as they recover. Note that this strategy has risks: as the Hadouken has to land really meaty, many special attacks that have short periods of invulnerability can be used to evade the projectile completely, which would not be possible otherwise. This includes Ryu's short Tatsu, short Flash Kick, Dee Jay and Vega's (Claw) flip kicks and many supers.

Tencho bait

Throw a few Fierce or Strong Hadoukens at your enemy. If they get blocked and you feel they are about to jump in, step back and throw a Jab Hadouken for them to land on it.

Feints

Ryu (or Ken) have to duck for a split second if they throw a Hadouken while walking or standing still. Other players can react to this and the move's initial frames to evade the projectile or even punish you for using it. Ryu can fake Hadouken by simply ducking and standing, or throwing some standing Jab or Strong punches. Use this against enemies that can punish Hadoukens on reaction, such as Vega (Claw), M. Bison (Dictator), Sagat and others. If they jump in, punish with a Fierce Shoryuken or other appropriate option. Against charge characters, mix up Hadoukens with feints, walkin up and short tatsus so as to be at the end of their jump arc while pushing them back to their corner at the same time. That is the most dangerous distance for you to be if they guess right, but with mix-ups it should get difficult for your enemies to jump the right time.

Advanced Strategy

Match-ups

Vs. Balrog (boxer):

Vs. Blanka:

  • 7 - 3

Round Start

Block, walk up block, walk up cr.kick xx Hadouken, cr.Strong.

Main Strategy

Stay on the ground. Crouching Strong beats a number of his pokes, but does not have enough reach to guarantee that you will control him in footsies. Use Hadoukens from a distance to push him back. If he uses his horizontal rolling attack, block it standing and do a reversal Fierce Hadouken to punish him. If Blanka jumps in on top of you, use a Shoryuken. If he jumps from a distance such that it would whiff, use cr.Roundhouse, standing Strong and jumping Fierce as anti-air. Blanka can often counter those moves, so mix them up to keep him off balance. If you score a knockdown, use your projectile game or jumping Fierce or Roundhouse if you believe he will try a reversal. Do a Hadouken as you land to punish a possible reversal back hop. The horizontal rolling part of Blanka's super can be hit by Hadoukens or cr.Short.

Vs. Cammy:

  • 7.5 - 2.5

Round start

Block, jump back, backwards juice kick.

Main strategy

Use your projectile game to zone her, and use standing Strong or cr.Roundhouse to punish jump-ins. If she gets up close, try a red Hadouken between her pokes, or a walk-up cr.Forward or Roundhouse into Hadouken only if she does not have super. Jump ins, Spinning Backfist and Hooligan Combination can all be punished with a Shoryuken on reaction.

Vs. Chun-Li:

Vs. Dee Jay:

  • 7 - 3

Round Start

Walk up and block, walk up cr.kick into Haoduken, block.

Main Strategy

Use a barrage of Hadoukens to cancel his Max Out game, and walk up or short Tatsus to close the gap and push him into the corner. If he jumps, you will be in position for a Shoryuken for high damage and a full knockdown. At the corner, keep the pressure up with Hadoukens and crouching kicks into Hadoukens. Do not threat him with whiffed normals: most his normals have good priority and will either beat or trade with your attacks. This is specially true for cr.Forward, which gets beaten cleanly by Dee Jay's cr.Strong and cr.Forward. If he tries to escape, use close standing Fierce or Shoryuken. If he jumps from a distance such that a SRK is unsafe, try a perfectly spaced sweep, diagonal Fierce or check his usual action after he lands. Due to the threat of cr.Roundhouse, you may be able to simply walk up and throw him. Neutral jumping Roundhouse will stuff his diagonal jumping Roundhouse, but it is very risky. Only use it if you know for sure it will get used.

If you score a knockdown against Dee Jay, consider either safe jumping, meaty Hadouken, cross-up Tatsu or meaty cr.Forward into cr.RH or another cr.Forward. Dee Jay's reversals have trouble hitting low, so you can usually punish him afterwards (Up kicks) or simply stuff him (Machine Gun Upper). Or you can use the buil-in SRK and beat anything he does. Avoid meaty Jab Shoryukens, as his standing Roundhouse will punish it on block.

As it is usual against charge projectile characters, pay attention to his style, the clock and your life lead. The more jumpy the enemy gets, the more dangerous it is to throw Hadoukens, but the more damage you deal if you feint and punish with Shoryukens. Also, as his projectiles are fast and some of his normals have long reach, watch out when throwing a Hadouken if the previous one has been blocked or if you are at a frame disadvantage. You may eat a Max Out or a standing Roundhouse and get hit out of your projectile.

If cornered, stay calm. Dee Jay may get a sort of long block-string pressure going, but he will eventually have to either give up frame advantage or take some risk such as jumping in or trying to predict a Hadouken with standing RH. Be ready to sweep, SRK or get a red Hadouken in between his pokes. Also, be wary of supers, which will surely get all hits if you are cornered.

Watch out for trying to reversal throw after his awesome cross-up aerial Forward kick. Talented Dee Jays will use cr.Jab linked into cr.Short either once or twice, canceling it into MGU for major damage. Concentrate on softening the throw in that situation, and consider yourself lucky if your opponent always goes for the st.Strong xx Dread Kicks, which can be simply blocked.

O.Ryu has a bit more trouble punishing jump-ins due to the lack of the rush punch to reposition himself, but his projectile game is much better. Dee Jay will be quickly forced to jump or block if he tries to trade projectiles against O.Ryu.

Vs. Dhalsim:

Vs. E. Honda:

  • 8 - 2

Round start

Block; step back a bit then use crouching Strong (beats HHS and Dos Koi headbutt); jump back.

Main Stretegy

Use your projectile game to zone him, and cr.Roundhouse or SRK to punish jump-ins. Against buttslams, prefer Shoryukens, back + strong or cr.strong xx red Hadouken or cr.Roundhouse. If he gets up close, do not panic. Watch out for opportunities such as a jump-in or a Buttslam. Try red Hadoukens between his pokes occasionally. If he does a super, either SRK him right away if you got the time or simply block the first hit and use a reserval Shoryuken to knock him out of the air. If you score a knockdown, simply have him wake up on meaty Hadoukens and continue with your zone game. Do not attempt normal meaties against him: odds are you will eat a free Oiicho throw.

Vs. Fei Long:

Vs. Guile:

Vs. Ken:

Vs. M. Bison (dictator):

  • 6 - 4

Round Start

Block, Strong Hadouken, rapid-fire st.Jab.

Main Strategy

Dictator will try to poke you with his kicks and hit you out of your projectiles, then force you to throw a Hadouken or predict one and punish with a ToD combo. Also, he will want to put you in a defensive position and tick throw you from a range only Shoryuken will work, as Tatsus get beat by his punches. To avoid that, Ryu will use well placed projectiles, which will put Dictator on defense and force him to either play patiently and carefully, or take constant risks.

If you get him cornered, pressure him with Hadoukens. He is particularly vulnerable to your projetile trap.

From full screen, Dictator can punish Hadoukens on reaction with Headstomps. Thus, keep constantly feinting so you can throw occasional Hadoukens (Fierce only). If you bait a Headstomp, diagonal Strong can punish it for some good damage and a full knockdown.

Learn the timing for crossing him on on knockdowns. This will put Dictator in a situation his only hope is to block correctly. If he does not, he will eat aerial Roundhouse, cr.Strong and either a Hadouken or a Shoryuken, which can be hit-confirmed. If he blocks correctly, he still has to deal with guessing games between throw, cr.kick (xx Hadouken) and Shoryuken. Avoid Tatsu as a follow-up as Dictator can react with diagonal Strong for a 3-hit juggle combo.

Training should help you differentiate jump-ins from Headstomps and Devil's Reverse. You must punish the jump-ins with Shoryukens: allowing Dictator to land aerial attacks on you is a losing strategy, even if you manage to block them. His tick throw game is very strong, and his block strings will allow him to get meter early, limiting your options.

If he tries a super from mid or long distance, use a Shoryuken on reaction. If you bait a super by jumping, Fierce beats it on the way down, if he is not anymore invulnerable, which is usually the case. Do not throw Jab Hadoukens from close and mid distance when he has bar: he will punish with the super on reaction.

If he tries a Headstomp while you are standing, crouch to avoid it. Zone him carefully and be ready to Shoryuken jump-ins.

Vs. Ryu:

Vs. Sagat:

Vs. T. Hawk:

Vs. Vega (claw):

Vs. Zangief:

  • 4.5 - 5.5

Round Start

Stand still and wait, Red Hadouken, walk up cr.Forward xx Hadouken, walk up cr.kick, jump back + Tatsu.

Main Strategy

Your projectile game mostly fails against Zangief, as 1) he can evade Hadoukens with Lariats and 2) his jumps are short, often allowing him to hit your extended arms before you can react with a Shoryuken. You will want to throw projectiles in the hope he messes up and with timing such that he will get hit if he tries to predict them with a Gree Hand. He can also use his st.Forward kick to poke you from outside your normal move range. If it whiffs, you can tr crouching or standing Strong to stuff it, but recall these two options project your hitboxes forward a bit. That aside, you can try walk up sweep or cr.Forward, simply faint or use a Red Hadouken between his pokes. While Zangief can counter all these, mixing up between them all makes it troublesome for Zangief to use his many ground tools. You must try not to default to blocking, at it allows Zangief to Lariat in front of you freely, getting meter and position while you stay pinned due to block recovery. If you see a Lariat and you are not blocking, however, you can walk up and sweep him with your crouching Roundhouse. Also, keep in mind that kick Lariats are vulnerable at the end of the move and punch Lariats have the range increase as Zangief spins. This means you risk getting stuffed if you guess a kick lariat wrong (hadouken) or SPDed or punched if you guess a punch Lariat wrong (while walking forward for a crouching kick).

Do not default to Shoryukens as a reversal move against Zangief. Mix it up with (Short) Tatsu from a distance as the SRK is not safe on block and has long recovery. Do not overuse the Tatsu: after a safe jump, if Gief sees it coming, he can Lariat you out of it and earn a cross-up guessing game that will most like end in you taking a lot of damage. In the worst case, you may be dizzied and lose the round there.

This is one of the many match-ups where you must not allow the opponent to freely jump on you. Unless he is out of range, have the Shoryuken or the sweep ready. If you score a knockdown, know your jumping Strong and Jab punches will stuff hit reversal Lariat. This will force him to block, which then gives you some mean guessing games with options among throw, delayed Jab Shoryuken or Short Tatsu (for throw mashers) and crouching kicks into Hadouken. If you get him on his corner, pressure him with cr.kicks into Hadouken, sweeps and projectiles. Lariats are risky for him there, as he has little room to walk back and avoid sweeps, but he is forced to try something risky in that situation. Be on the safe side, though: if he grabs you, he can steer his SPDs to spin in the direction of his own corner, extending his pressure in both sides of the screen.

In this match-up, do not

  • try cross-up Tatsus;
  • try meaty grounded normal attacks;
  • spam Forward and Roundhouse tatus;
  • default to Shoryuken as a reversal;
  • default to Red Hadouken between his pokes;
  • default to backward or down back, getting pinned down during Lariats;
  • try meaty aerial kicks;
  • try any meaty aerial attack on top of him;
  • discard the risk of him jumping on you.

O.Ryu does not have the rush punch and the swing, which can be useful to rush and sweep Zangief out of Lariats and to punish exceedingly defensive stances. However, his ground game is much better, as Ryu relies on his crouching kicks and O.Ryu's are much better.

Vs. O. Balrog (boxer):

Vs. O. Blanka:

Vs. O. Cammy:

Vs. O. Chun-Li:

Vs. O. Dee Jay:

Vs. O. Dhalsim:

Vs. O. E. Honda:

Vs. O. Fei Long:

Vs. O. Guile:

Vs. O. Ken:

Vs. O. M. Bison (dictator):

Vs. O. Ryu (self):

Vs. O. Sagat:

Vs. O. T. Hawk:

Vs. O. Vega (claw):

Vs. O. Zangief:

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