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= | {{Infobox Character SSF2T | ||
A | |name=Ryu | ||
= | |image = ryu.png | ||
= | |dmgscal = 27/32 | ||
= | |fwalk = 48 | ||
|bwalk = 32 | |||
|prejump = 4 | |||
|njumpdr = 44 | |||
|fjumpdr = 44 | |||
|bjumpdr = 43 | |||
|landing = {{Tooltip | text=7* | hovertext = Can be canceled into a throw from Frame 1 onward, or jumps, attacks, or blocks on Frame 2 onward.}} | |||
|jumpa = 78 | |||
|fjumpdt = 134 | |||
|bjumpdt = 163 | |||
|skdr = 38 | |||
|hkdr = 74 | |||
}} | |||
{{TOClimit|3}} | |||
==Normal Moves== | |||
<b>Disclaimer</b>: To better understand the diagrams, read [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/FAQ#SSF2T.27s_Wiki_Diagram_Conventions this]. | |||
===Standing Normals=== | |||
===== <span class="invisible-header">cllp</span> ===== | |||
{{MoveData | |||
| name = Close Jab | |||
| input = 5LP / cl.{{lp}} | |||
| subtitle = Close Light Punch | |||
| image = Ryu_stcljab2.png | |||
| imageSize = 82x99px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 0~5 | |||
|dizzytime= 40 | |||
|cancel = Special, Super | |||
|guard = Mid | |||
|actrange = 0-25 | |||
|startup= 3 | |||
|active= 4 | |||
|recovery= 5 | |||
|total = 12 | |||
|frameAdv = +4 | |||
|invul = N/A | |||
|meter =2/1 | |||
|description= A quick elbow smash in front and above Ryu's head. | |||
*Fast start-up. | |||
*Works as an anti-air if you're close enough. | |||
*OK priority. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-cllp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-cllp"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab2.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} | |||
|} | |||
</div> | |||
==== <span class="invisible-header">frlp</span> ==== | |||
{{MoveData | |||
| name = Far Jab | |||
| input = 5LP / fr.{{lp}} | |||
| subtitle = Far Light Punch | |||
| image = Ryu_stfarjab2.png | |||
| imageSize = 93x92px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 0~5 | |||
|dizzytime= 40 | |||
|cancel = Chain, Special, Super | |||
|guard = Mid | |||
|actrange = 26+ | |||
|startup= 3 | |||
|active= 4 | |||
|recovery= 5 | |||
|total = 12 | |||
|frameAdv = +4 | |||
|meter =2/1 | |||
|description= A simple jab. | |||
*Chainable, ok reach, good priority. | |||
*Fast start-up. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-frlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frlp"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stfarjab1&3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab2.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab1&3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}} | |||
|} | |||
</div> | |||
==== <span class="invisible-header">clmp</span> ==== | |||
{{MoveData | |||
| name = Close Strong | |||
| input = 5MP / cl.{{mp}} | |||
| subtitle = Close Medium Punch | |||
| image = Ryu_stclstrng3.png | |||
| imageSize = 97x98px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage ={{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 60 | |||
|cancel = Special, Super | |||
|guard = Mid | |||
|actrange = 0-31 | |||
|startup= 4 | |||
|active= 2 | |||
|recovery= 17 | |||
|total = 23 | |||
|frameAdv = -1 | |||
|meter =4/3 | |||
|description= Ryu performs a hook, then another one that doesn't hit for some reason. | |||
*Terrible recovery, so try canceling this into a special like a Hadoken. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-clmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-clmp"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng2&6.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng4.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng5.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng2&6.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 4 | 17}} | |||
|} | |||
</div> | |||
==== <span class="invisible-header">frmp</span> ==== | |||
{{MoveData | |||
| name = Far Strong | |||
| input = 5MP / fr.{{mp}} | |||
| subtitle = Far Medium Punch | |||
| image = Ryu_stfarstrng3.png | |||
| imageSize = 114x98px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage ={{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 60 | |||
|cancel = Special, Super | |||
|guard = Mid | |||
|actrange = 32+ | |||
|startup= 4 | |||
|active= 4 | |||
|recovery= 7 | |||
|total = 15 | |||
|frameAdv = +7 | |||
|meter =4/3 | |||
|description= Ryu performs a straight punch. | |||
*Very good recovery, reach and priority. | |||
*Works as anti-air against moves whose extended limbs are vulnerable, but Ryu's body moves forward a bit, so you'll need some room to use it correctly. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-frmp" style="color: cyan">Click to toggle detailed hitbox data.</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frmp"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng5_stfarfrc5.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 7}} | |||
|} | |||
</div> | |||
==== <span class="invisible-header">clhp</span> ==== | |||
{{MoveData | |||
| name = Close Fierce | |||
| input = 5HP / cl.{{hp}} | |||
| subtitle = Close Heavy Punch | |||
| image = Ryu_stclfrc2.png | |||
| imageSize = 104x98px | |||
| caption = | |||
| image2 = Ryu_stclfrc3.png | |||
| imageSize2 = 110x114px | |||
| caption2 = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage ={{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 3~9 / 10~16 | |||
|dizzytime= 40 / 80 | |||
|cancel = Special, Super / None | |||
|guard = Mid | |||
|actrange = 0~41 | |||
|startup= 4 | |||
|active= 8 (2 / 6) | |||
|recovery= 23 | |||
|total = 34 | |||
|frameAdv = -9 / -7 | |||
|meter= 5/4 | |||
|description= A close uppercut. | |||
*Only the first hitbox can be Special or Super canceled. | |||
*Hitbox gets much bigger after 2 frames. | |||
*If you're close to your enemy, it can be canceled into any special attack for a basic but damaging combo. Bad recovery. | |||
*Good priority anti-air if you're up close. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-clhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-clhp"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stclfrc1.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrc2.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrc5.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 13}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCellColSpan | 2 | 23}} | |||
|} | |||
</div> | |||
==== <span class="invisible-header">frhp</span> ==== | |||
{{MoveData | |||
| name = Far Fierce | |||
| input = 5HP / fr.{{hp}} | |||
| subtitle = Far Heavy Punch | |||
| image = Ryu_stfarfrc3.png | |||
| imageSize = 122x98px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage ={{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 10~16 | |||
|dizzytime= 80 | |||
|cancel = Super | |||
|guard = Mid | |||
|actrange = 42+ | |||
|startup= 6 | |||
|active= 6 | |||
|recovery= 23 | |||
|total = 35 | |||
|frameAdv = -7 | |||
|meter =5/4 | |||
|description= Similar to Far Strong. | |||
*Higher damage and longer reach, but hideous recovery and the same extended hurtbox. Better make sure it hits. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-frhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frhp"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng5_stfarfrc5.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 6}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 23}} | |||
|} | |||
</div> | |||
==== <span class="invisible-header">cllk</span> ==== | |||
{{MoveData | |||
| name = Close Short | |||
| input = 5LK / cl.{{lk}} | |||
| subtitle = Close Light Kick | |||
| image = Ryu_stclshrt3.png | |||
| imageSize = 115x98px | |||
| caption = Yes, this hits low. | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=12[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 0~5 | |||
|dizzytime= 40 | |||
|cancel = Chain, Super | |||
|guard =<ref></ref> Low | |||
|actrange = 0 | |||
|startup= 6 | |||
|active= 2 | |||
|recovery= 8 | |||
|total = 16 | |||
|frameAdv = +3 | |||
|meter = 2/1 | |||
|description= A low kick. | |||
*Can be canceled into another far Short or crouching Short. | |||
*This move must be blocked low, which can be used as a simple knowledge check. Unfortunately somewhat hard to use due to the strict activation range. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-cllk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-cllk"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt2&5_stclrh5.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt3.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt4.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt2&5_stclrh5.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 6}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 3 | 8}} | |||
|} | |||
</div> | |||
==== <span class="invisible-header">frlk</span> ==== | |||
{{MoveData | |||
| name = Far Short | |||
| input = 5LK / fr.{{lk}} | |||
| subtitle = Far Light Kick | |||
| image = Ryu_stfarshrt3_stfarfrwrd3.png | |||
| imageSize = 118x102px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=14[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 0~5 | |||
|dizzytime= 40 | |||
|cancel = Special, Super | |||
|guard = Mid | |||
|actrange = 1+ | |||
|startup= 5 | |||
|active= 8 | |||
|recovery= 5 | |||
|total = 18 | |||
|frameAdv = 0 | |||
|invul = N/A | |||
|meter =2/1 | |||
|description= High side kick. | |||
*Good priority, but sort of slow. | |||
*Works as an anti-air. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-frlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frlk"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt3_stfarfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 5}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan | 2 | 5}} | |||
|} | |||
</div> | |||
==== <span class="invisible-header">clmk</span> ==== | |||
{{MoveData | |||
| name = Close Forward | |||
| input = 5MK / cl.{{mk}} | |||
| subtitle = Close Medium Kick | |||
| image = Ryu_stclfrwrd3.png | |||
| imageSize = 103x103px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=24[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 60 | |||
|cancel = Special, Super | |||
|guard = Mid | |||
|actrange = 0 | |||
|startup= 4 | |||
|active= 6 | |||
|recovery= 9 | |||
|total = 19 | |||
|frameAdv = +3 | |||
|meter = 4/3 | |||
|description= A hearty knee bash. | |||
*Good recovery. Surprisingly good overall, even if you need to be REALLY close to use it. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-clmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-clmk"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 9}} | |||
|} | |||
</div> | |||
==== <span class="invisible-header">frmk</span> ==== | |||
{{MoveData | |||
| name = Far Forward | |||
| input = 5MK / fr.{{mk}} | |||
| subtitle = Far Medium Kick | |||
| image = Ryu_stfarshrt3_stfarfrwrd3.png | |||
| imageSize = 118x102px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=24[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 60 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = 1+ | |||
|startup= 8 | |||
|active= 8 | |||
|recovery= 7 | |||
|total = 23 | |||
|frameAdv = +3 | |||
|meter =4/3 | |||
|description= Another high side kick. | |||
*Good priority, but very slow start-up. | |||
*Also a good anti-air if you can press the button fast enough. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-frmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frmk"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt3_stfarfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarfrwrd5.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan | 2 | 7}} | |||
|} | |||
</div> | |||
==== <span class="invisible-header">clhk</span> ==== | |||
{{MoveData | |||
| name = Close Roundhouse | |||
| input = 5HK / cl.{{hk}} | |||
| subtitle = Close Heavy Kick | |||
| image = Ryu_stclrh3.png | |||
| imageSize = 95x125px | |||
| caption = First Hit | |||
| image2 = Ryu_stclrh4.png | |||
| imageSize2 = 127x112px | |||
| caption2 = Second Hit | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=30[1] + 4[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 10~16 + 1~7 | |||
|dizzytime= 80 + 70 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = 0-56 | |||
|startup = 8 | |||
|active = 12 (8 + 4) | |||
|recovery= 11 | |||
|total = 31 | |||
|frameAdv = -1 / +7(+6) | |||
|meter = 5/4 x 2 | |||
|description= Ryu's axe kick. | |||
*Hits twice if the enemy is close enough. The second hit deals much less damage and dizzy, while only dealing a little less dizzy time. | |||
*Not very useful, 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 into a crouching kick for two or three hits. You often have better options, though. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-clhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-clhk"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stclrh2.png}} |{{STDiagramImageCell| 1 | Ryu_stclrh3.png}} |{{STDiagramImageCell| 1 | Ryu_stclrh4.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt2&5_stclrh5.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 10}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 11}} | |||
|} | |||
</div> | |||
==== <span class="invisible-header">frhk</span> ==== | |||
{{MoveData | |||
| name = Far Roundhouse | |||
| input = 5HK / fr.{{hk}} | |||
| subtitle = Far Heavy Kick | |||
| image = Ryu_stfarrh2.png | |||
| imageSize = 99x103px | |||
| caption = Only this hitbox can be canceled. | |||
| image2 = Ryu_stfarrh3.png | |||
| imageSize2 = 125x101px | |||
| caption2 = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=30[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 10~16 | |||
|dizzytime= 80 | |||
|cancel = Special, Super / None | |||
|guard = Mid | |||
|actrange = 57+ | |||
|startup = 3 | |||
|active = 12 (4 / 8) | |||
|recovery= 17 | |||
|total = 32 | |||
|frameAdv = -7 / -3 | |||
|meter = 5/4 | |||
|description= Ryu's staple Roundhouse kick. | |||
*Mediocre anti-air that can be canceled in the odd event that it hits during the first active part. | |||
*Hitbox and hurtbox get wider after 4 frames. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-frhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frhk"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stfarrh1.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh2.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh5.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 7}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan | 2 | 12}} |{{STDiagramCellColSpan| 2 | 17}} | |||
|} | |||
</div> | |||
===Crouching Normals=== | |||
==== <span class="invisible-header">crlp</span> ==== | |||
{{MoveData | |||
| name = Crouching Jab | |||
| input = 2LP / {{d}}+{{lp}} | |||
| subtitle = Crouching Light Punch | |||
| image = Ryu_crjab2.png | |||
| imageSize = 100x65px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, 1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 0~5 | |||
|dizzytime= 40 | |||
|cancel = Chain, Special, Super | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup= 3 | |||
|active= 4 | |||
|recovery= 5 | |||
|total = 12 | |||
|frameAdv = +4 | |||
|meter = 2/1 | |||
|description= Another jab. | |||
*Average reach and very good priority. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-crlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crlp"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crjab1&3.png}} |{{STDiagramImageCell| 1 | Ryu_crjab2.png}} |{{STDiagramImageCell| 1 | Ryu_crjab1&3.png}} |{{STDiagramImageCell| 1 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}} | |||
|} | |||
</div> | |||
==== <span class="invisible-header">crmp</span> ==== | |||
{{MoveData | |||
| name = Crouching Strong | |||
| input = 2MP / {{d}}+{{mp}} | |||
| subtitle = Crouching Medium Punch | |||
| image = Ryu_crstrng3.png | |||
| imageSize = 110x65px | |||
| caption = And you thought Alpha 2 Rose's Cr.MP had good priority. | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage ={{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 60 | |||
|cancel = Special, Super | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup= 4 | |||
|active= 4 | |||
|recovery= 7 | |||
|total = 15 | |||
|frameAdv = +7 | |||
|meter = 4/3 | |||
|description=*Ryu does a crouching straight. | |||
*Good damage, stun, recovery and priority. | |||
*This move can be used as a safe meaty against several invulnerable special attacks from the correct distance. However, this can be countered by standing still (which shrinks the hurtbox horizontally) and then either attacking or walking up and throwing. It's also unsafe against most supers. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-crmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crmp"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crstrng1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crstrng2&4.png}} |{{STDiagramImageCell| 1 | Ryu_crstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_crstrng2&4.png}} |{{STDiagramImageCell| 1 | Ryu_crstrng1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 7}} | |||
|} | |||
</div> | |||
==== <span class="invisible-header">crhp</span> ==== | |||
{{MoveData | |||
| name = Crouching Fierce | |||
| input = 2HP / {{d}}+{{hp}} | |||
| subtitle = Crouching Heavy Punch | |||
| image = Ryu_crfrc2.png | |||
| imageSize = 95x98px | |||
| caption = First Hitbox | |||
| image2 = Ryu_crfrc3.png | |||
| imageSize2 = 85x127px | |||
| caption2 = Second Hitbox. <br> Diet Close Fierce. | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage ={{tooltip|text=28[1] / 22[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 3~9 / 10~16 | |||
|dizzytime= 40 / 80 | |||
|cancel = Special, Super / None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup= 4 | |||
|active= 11 (3 / 8) | |||
|recovery= 23 | |||
|total = 37 | |||
|frameAdv = -12 / -9 | |||
|meter = 5/4 | |||
|description= Ryu brings an uppercut from crouching position. | |||
*Good damage and has a deceptively long horizontal reach. | |||
*Average to low priority and quite long recovery. | |||
*Mainly used in combos. | |||
*Works as an anti-air, but favor close Fierce if you can. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-crhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crhp"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crfrc1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc2.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 11}} |{{STDiagramCellColSpan | 3 | 23}} | |||
|} | |||
</div> | |||
===== <span class="invisible-header">crlk</span> ===== | |||
{{MoveData | |||
| name = Crouching Short | |||
| input = 2LK / {{d}}+{{lk}} | |||
| subtitle = Crouching Light Kick | |||
| image = Ryu_crshrt2.png | |||
| imageSize = 119x65px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 0~5 | |||
|dizzytime= 40 | |||
|cancel = Chain, Special, Super | |||
|guard = Low | |||
|actrange = N/A | |||
|startup= 3 | |||
|active= 4 | |||
|recovery= 5 | |||
|total = 12 | |||
|frameAdv = +4 | |||
|meter = 2/1 | |||
|description= Crouching low kick. | |||
*Mediocre priority but good reach. | |||
*Great for simple combos. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-crlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crlk"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crshrt2.png}} |{{STDiagramImageCell| 1 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}} | |||
|} | |||
</div> | |||
===== <span class="invisible-header">frmk</span> ===== | |||
{{MoveData | |||
| name = Crouching Forward | |||
| input = 2MK / {{d}}+{{mk}} | |||
| subtitle = Crouching Medium Kick | |||
| image = Ryu_crfrwrd3.png | |||
| imageSize = 146x65px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 60 | |||
|cancel = Special, Super | |||
|guard = Low | |||
|actrange = N/A | |||
|startup= 4 | |||
|active= 6 | |||
|recovery= 9 | |||
|total = 19 | |||
|frameAdv = +3 | |||
|meter = 4/3 | |||
|description= *Crouching side kick. | |||
*Good reach and recovery, but has projected vulnerable hitboxes before and after it becomes active. | |||
*An important tool when closing the gap on the enemy as it can be canceled into Hadokens. | |||
*Also used in bread and butter combos. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-crmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crmk"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_crfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_crfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 9}} | |||
|} | |||
</div> | |||
===== <span class="invisible-header">crhk</span> ===== | |||
{{MoveData | |||
| name = Crouching Roundhouse | |||
| input = 2HK / {{d}}+{{hk}} | |||
| subtitle = Crouching Heavy Kick | |||
| image = Ryu_crrh2.png | |||
| imageSize = 134x65px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 130 | |||
|cancel = Special, Super | |||
|guard = Low | |||
|actrange = N/A | |||
|startup = 4 | |||
|active = 6 | |||
|recovery = 25 | |||
|total = 35 | |||
|frameAdv = Hit: Soft KD<br>Block: -9 | |||
|meter = 5/4 | |||
|description= Ryu's Sweep kick. | |||
*Soft knockdown on hit. | |||
*Good range and the priority is such that it beats or trades with a number of moves. | |||
*Very long recovery however, so good players will often bait and punish this move. | |||
*Top shoto players will often cancel this move into either a LP Shoryuken (harder to punish and generates meter) or a Hadoken (the pushback makes the move practically unpunishable). | |||
*Walking up cr.Roundhouse xx Hadouken is an important skill for shoto players to master, due to the spacing it generates. | |||
*Tied with Ken for the fastest sweep startup in the game (3 frames), which makes it really good in pressure situations. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-crhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crhk"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crrh1.png}} |{{STDiagramImageCell| 1 | Ryu_crrh2.png}} |{{STDiagramImageCell| 1 | Ryu_crrh3.png}} |{{STDiagramImageCell| 1 | Ryu_crrh4.png}} |{{STDiagramImageCell| 1 | Ryu_crrh5.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 25}} | |||
|} | |||
</div> | |||
===Jumping Normals=== | |||
===== <span class="invisible-header">jlp</span> ===== | |||
{{MoveData | |||
| name = Jumping Jab | |||
| input = 8LP / {{u}}+{{lp}} | |||
| subtitle = Neutral Jumping Light Punch | |||
| image = Ryu_njjab2.png | |||
| imageSize = 82x110px | |||
| caption = Neutral Jump version | |||
| image2 = Ryu_djjab2.png | |||
| imageSize2 = 82x110px | |||
| caption2 = Diagonal Jump version. | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=12[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 1~7(-2) | |||
|dizzytime= 40 | |||
|cancel = Special | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 2 | |||
|active = ∞ | |||
|recovery = N/A | |||
|total = 2+∞ | |||
|frameAdv = Dependent | |||
|meter = 2/1 | |||
|description= Ryu performs a jumping jab that is active throughout the whole jump. | |||
*The only difference between the Neutral Jump and the Diagonal Jump versions is that the diagonal version has a smaller vertical hitbox. | |||
*Ryu'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 your opponent after a knockdown. The small amount of pushback allows for mixups such as throw, cr.forward xx Hadoken/Super, or delayed Jab Shoryuken (to beat reversal throws). | |||
*Beats Zangief's Lariats from the right distance and still hits him if he crouches. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-jlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-jlp"> | |||
'''Neutral Jump Version:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_njjab2.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}} | |||
|} | |||
<br> | |||
'''Diagonal Jump Version:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_djjab2.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}} | |||
|} | |||
</div> | |||
===== <span class="invisible-header">njmp</span> ===== | |||
{{MoveData | |||
| name = Neutral Jumping Strong | |||
| input = 8MP / {{u}}+{{mp}} | |||
| subtitle = Neutral Jumping Medium Punch | |||
| image = Ryu_njstrng3.png | |||
| imageSize = 96x110px | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 50 | |||
|cancel = Special | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 4 | |||
|active = 20 | |||
|recovery = ∞ | |||
|total = 24+∞ | |||
|frameAdv = Dependent | |||
|meter = 4/3 | |||
|description= An aerial punch that stays active for a while. | |||
*Very good horizontal reach and priority. | |||
*A move to be considered when afraid of wall dives crossing you or aerial attacks in general. | |||
*This attack does not hit crouching opponents. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-njmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-njmp"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng2.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng3.png}} |{{STDiagramImageCell| 1 |Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 4 | ∞}} | |||
|} | |||
</div> | |||
===== <span class="invisible-header">djmp</span> ===== | |||
{{MoveData | |||
| name = Diagonal Jumping Strong | |||
| input = 7MP or 9MP <br> {{ub}} or {{uf}}+{{mp}} | |||
| subtitle = Diagonal Jumping Medium Punch | |||
| image = Ryu_djstrng4.png | |||
| imageSize =108x110px | |||
| caption = First Hit | |||
| image2 = Ryu_djstrng5.png | |||
| imageSize2 =74x119px | |||
| caption2 = Second Hit | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=24[1] + 4[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, 1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 3~9 + 0~5 | |||
|dizzytime= 40 + 20 | |||
|cancel = Special / None | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 4 | |||
|active = 9 (5 + 4) | |||
|recovery = ∞ | |||
|total = 13+∞ | |||
|frameAdv = Dependent | |||
|meter = 4/3 x 2 | |||
|description= Ryu jumps with an upper punch that hits twice and juggles in the air. | |||
*The first active part has good horizontal reach and priority. | |||
*Creates a three hit juggle state if it hits. | |||
*Can be considered as anti-air, specially if you react early and you expect the opponent to try a late aerial attack. | |||
*A Super can also be comboed after this move, for a total of 5 hits. | |||
*From the right distance, this move beats Lariats and Blanka's rolling attacks. | |||
*Any grounded enemy can avoid the attack by crouching, which is specially dangerous against Zangief, E. Honda and Hawk, as they can throw while crouching (stomach press, Oicho and typhoon, in this order). | |||
}} | |||
}} | |||
<span class="mw-customtoggle-djmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-djmp"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_djstrng1.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng2.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng4.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng5.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 5 | ∞}} | |||
|} | |||
</div> | |||
===== <span class="invisible-header">jhp</span> ===== | |||
{{MoveData | |||
| name = Jumping Fierce | |||
| input = 8HP / {{u}}+{{hp}} | |||
| subtitle = Jumping Heavy Punch | |||
| image = Ryu_njfrc3_djfrc3.png | |||
| imageSize = 99x110px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|version = {{u}} + {{hp}} | |||
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 11~17(-1) | |||
|dizzytime= 60(+20) | |||
|cancel = Special | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 4 | |||
|active = 8 | |||
|recovery = ∞ | |||
|total = 12+∞ | |||
|frameAdv = Dependent | |||
|meter = 5/4 | |||
|description= The only difference between this version and the diagonal jump version is that this version does more stun. | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{ub}} or {{uf}} + {{hp}} | |||
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, 1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 3~9 | |||
|dizzytime= 40 | |||
|cancel = Special | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 4 | |||
|active = 8 | |||
|recovery = ∞ | |||
|total = 12+∞ | |||
|frameAdv = Dependent | |||
|meter = 5/4 | |||
|description= Ryu's strongest jumping punch. | |||
*Very good air to ground priority. | |||
*Can be used as anti-air from certain distances, and also beats or trades most other aerial attacks. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-jhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-jhp"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njfrc1_djfrc1.png}} |{{STDiagramImageCell| 1 | Ryu_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 1 | Ryu_njfrc3_djfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}} | |||
|} | |||
</div> | |||
===== <span class="invisible-header">njlk</span> ===== | |||
{{MoveData | |||
| name = Neutral Jumping Short | |||
| input = 8LK / {{u}}+{{lk}} | |||
| subtitle = Neutral Jumping Light Kick | |||
| image = Ryu_njshrt2.png | |||
| imageSize = 79x110px | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=14[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 1~7(-2) | |||
|dizzytime= 40 | |||
|cancel = Special | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 3 | |||
|active = 40 | |||
|recovery = ∞ | |||
|total = 43+∞ | |||
|frameAdv = Dependent | |||
|meter = 2/1 | |||
|description= A jumping split kick. | |||
*Stays active for a while, but has a pitiful reach. | |||
*Mostly useless. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-njlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-njlk"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 1 | Ryu_njshrt2.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 40}} |{{STDiagramCell| ∞}} | |||
|} | |||
</div> | |||
===== <span class="invisible-header">djlk</span> ===== | |||
{{MoveData | |||
| name = Diagonal Jumping Short | |||
| input = 7LK/9LK <br>{{ub}} or {{uf}}+{{lk}} | |||
| subtitle = Diagonal Jumping Light Kick | |||
| image = Ryu_djshrt3.png | |||
| imageSize = 77x110px | |||
| caption = His hurtbox gets a bit bigger after 10 frames. | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=12[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 1~7(-2) | |||
|dizzytime= 40 | |||
|cancel = None | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 5 | |||
|active = ∞ (10 / ∞) | |||
|recovery = N/A | |||
|total = 5+∞ | |||
|frameAdv = Dependent | |||
|meter = 2/1 | |||
|description= Ryu's jumping knee. | |||
*Stays out for quite some time, but safe jumps aside, this does not have many uses. | |||
*Its main downside is the short reach. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-djlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-djlk"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_djshrt1.png}} |{{STDiagramImageCell| 1 | Ryu_djshrt2.png}} |{{STDiagramImageCell| 1 | Ryu_djshrt3.png}} |{{STDiagramImageCell| 1 | Ryu_djshrt4.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| ∞}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCellColSpan| 2 | ∞}} | |||
|} | |||
</div> | |||
===== <span class="invisible-header">njmk</span> ===== | |||
{{MoveData | |||
| name = Neutral Jumping Forward | |||
| input = 8MK / p{{u}}+{{mk}} | |||
| subtitle = Neutral Jumping Medium Kick | |||
| image = Ryu_njfrwrd2.png | |||
| imageSize = 90x110px | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 50 | |||
|cancel = None | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 5 | |||
|active = 13 | |||
|recovery = ∞ | |||
|total = 18+∞ | |||
|frameAdv = Dependent | |||
|meter = 4/3 | |||
|description= A slightly better jumping split kick. | |||
*Stays active for some time. | |||
*Can be used in certain crossup situations, but neutral Strong/Fierce has a lower hitbox and neutral Roundhouse has better reach and damage. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-njmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-njmk"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 1 | Ryu_njfrwrd2.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCellColSpan| 3 | ∞}} | |||
|} | |||
</div> | |||
===== <span class="invisible-header">djmk</span> ===== | |||
{{MoveData | |||
| name = Diagonal Jumping Forward | |||
| input = 7MK or 9MK<br>{{ub}} or {{uf}}+{{mk}} | |||
| subtitle = Diagonal Jumping Medium Kick | |||
| image = Ryu_djfrwrd3.png | |||
| imageSize = 110x112px | |||
| caption = Zero Calorie dj.hk | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 50(+10) | |||
|cancel = None | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 5 | |||
|active = 13 | |||
|recovery = ∞ | |||
|total = 18+∞ | |||
|frameAdv = Dependent | |||
|meter = 4/3 | |||
|description= Rather long aerial kick with poor priority. | |||
*Can be used as a cross-up aerial attack, but diagonal Roundhouse is better for that. | |||
*Can be used in safe jumps to get less push-back if it gets blocked. | |||
*Does the most stun out of all of Ryu's diagonal jumping normals. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-djmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-djmk"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd1_djrh1.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd2%264_djrh2%264.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd2%264_djrh2%264.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 |Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 |Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 13}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 13}} |{{STDiagramCellColSpan| 4 | ∞}} | |||
|} | |||
</div> | |||
===== <span class="invisible-header">njhk</span> ===== | |||
{{MoveData | |||
| name = Neutral Jumping Roundhouse | |||
| input = 8HK / {{u}}+{{hk}} | |||
| subtitle = Neutral Jumping Heavy Kick | |||
| image = Ryu_njrh2.png | |||
| imageSize = 73x115px | |||
| caption = First Hitbox | |||
| image2 = Ryu_njrh3.png | |||
| imageSize2 = 102x111px | |||
| caption2 = Second Hitbox | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=28[0] / 26[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 11~17(-1) | |||
|dizzytime= 60(+20) | |||
|cancel = Special / None | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 2 | |||
|active = 8 (4 / 4) | |||
|recovery = ∞ | |||
|total = 10+∞ | |||
|frameAdv = Dependent | |||
|meter = 5/4 | |||
|description= Neutral spin kick. | |||
*The first active part becomes active very fast, saving you from some troublesome situations. | |||
*The second part has good reach, making it an effective normal to keep your opponent away. In fact, it can even beat Dhalsim's slides. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-njhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-njhk"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njrh1.png}} |{{STDiagramImageCell| 1 | Ryu_njrh2.png}} |{{STDiagramImageCell| 1 | Ryu_njrh3.png}} |{{STDiagramImageCell| 1 | Ryu_njrh4.png}} |{{STDiagramImageCell| 1 | Ryu_njrh5.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 4 | ∞}} | |||
|} | |||
</div> | |||
===== <span class="invisible-header">djhk</span> ===== | |||
{{MoveData | |||
| name = Diagonal Jumping Roundhouse | |||
| input = 7HK or 9HK<br>{{ub}} or {{uf}}+{{hk}} | |||
| subtitle = Diagonal Jumping Heavy Kick | |||
| image = Ryu_djrh3.png | |||
| imageSize = 123x112px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 3~9 | |||
|dizzytime= 40 | |||
|cancel = None | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 5 | |||
|active = 7 | |||
|recovery = ∞ | |||
|total = 12+∞ | |||
|frameAdv = Dependent | |||
|meter = 5/4 | |||
|description= A full power kick. | |||
*Ryu's best cross-up attack. | |||
*Has good reach, but can be countered if you whiff due to projected hurtboxes. | |||
*Can be used as an anti air from certain distances, in the same fashion as diagonal jumping Fierce, hitting your enemy from above his attack or around the head. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-djhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-djhk"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd1_djrh1.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd2%264_djrh2%264.png}} |{{STDiagramImageCell| 1 | Ryu_djrh3.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd2%264_djrh2%264.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 |Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 |Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 7}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 7}} |{{STDiagramCellColSpan| 4 | ∞}} | |||
|} | |||
</div> | |||
===Command Normals=== | |||
===== <span class="invisible-header">swingp</span> ===== | |||
{{MoveData | |||
| name = Collarbone Breaker | |||
| input = 6MP / {{f}}+{{mp}} | |||
| subtitle = Swing Punch | |||
| image = Ryu_swing3.png | |||
| imageSize = 97x91px | |||
| caption = First Hit | |||
| image2 = Ryu_swing4.png | |||
| imageSize2 = 108x93px | |||
| caption2 = Second Hit | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} + {{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 1~7 x 2 | |||
|dizzytime= 70 x 2 | |||
|cancel = None | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 17 | |||
|active = 5 (2 + 3) | |||
|recovery = 10 | |||
|total = 31 | |||
|frameAdv = Hit standing: -2 / 0(-1)<br>Hit crouching/Block: +7 / +9(+8) | |||
|meter = 5/4 x 2 | |||
|description= Ryu's overhead. | |||
*Fastest ground overhead in the game. | |||
*The 1st active part will miss agaisnt a crouching Blanka and Cammy. | |||
*It has properties similar to those of aerial heavy attacks, which can be checked on the different recovery times depending on hitting standing or crouching opponents. | |||
*Ryu is still, however, considered on the ground and can be thrown out of the move if the enemy reacts to its slow start-up or attempts a reversal counter throw. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-swingp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-swingp"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_swing1anm.gif}} |{{STDiagramImageCell| 1 | Ryu_swing2.png}} |{{STDiagramImageCell| 1 | Ryu_swing3.png}} |{{STDiagramImageCell| 1 | Ryu_swing4.png}} |{{STDiagramImageCell| 1 | Ryu_swing5.png}} |{{STDiagramImageCell| 1 |Ryu_swing6anm.gif}} |{{STDiagramImageCell| 1 |Ryu_swing7.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 14}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 17}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 3 | 10}} | |||
|} | |||
</div> | |||
===== <span class="invisible-header">rushp</span> ===== | |||
{{MoveData | |||
| name = Solar Plexus Strike | |||
| input = 6HP / {{f}}+{{hp}} | |||
| subtitle = Rush Punch | |||
| image = Ryu_dash3.png | |||
| imageSize = 92x94px | |||
| caption = First Hit | |||
| image2 = Ryu_dash4.png | |||
| imageSize2 = 112x93px | |||
| caption2 = Second Hit. The closest thing ST Ryu has to a dash. | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} + {{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 1~7 x 2 | |||
|dizzytime= 70 x 2 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 11 | |||
|active = 3 (1 + 2) | |||
|recovery = 12 | |||
|total = 26 | |||
|frameAdv = +9 / +8(+7) | |||
|meter = 5/4 x 2 | |||
|description= Ryu rushes forward with a punch to the solar plexus. | |||
*A good move to push you forward so as to close the gap between you and the enemy. | |||
*Works as an impromptu dash if you want to get in position for an anti-air Shoryuken or simply get face-to-face to the enemy and throw before they react. | |||
*You can use a Hadoken as soon as you recover, whereas doing the same while simply walking will likely get you a Shoryuken due to command overlapping. | |||
*Can also be used to punish enemies from close range, as it gives you enough time to link most of your normals after it. For example, standing Fierce or crouching Forward into Red Hadoken. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-rushp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-rushp"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_dash1.png}} |{{STDiagramImageCell| 1 | Ryu_dash2.png}} |{{STDiagramImageCell| 1 | Ryu_dash3.png}} |{{STDiagramImageCell| 1 | Ryu_dash4.png}} |{{STDiagramImageCell| 1 | Ryu_dash5anm.gif}} |{{STDiagramImageCell| 1 |Ryu_dash6.png}} |{{STDiagramImageCell| 1 |Ryu_dash7.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 8}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 11}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 3 | 12}} | |||
|} | |||
</div> | |||
==Throws== | |||
Ryu can throw with {{Icon-Capcom|mp}}, {{Icon-Capcom|hp}}, {{Icon-Capcom|mk}}, and {{Icon-Capcom|hk}}. | |||
{{MoveData | |||
| name = Seoi Nage | |||
| input = cl. 4/6 + MP/HP<br>cl.{{b}} or {{f}}+{{mp}} or {{hp}} | |||
| subtitle = Shoulder Throw | |||
| image = ssf2t_ryu_pthrow.png | |||
| imageSize = 201x90px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{Tooltip | text=32* | hovertext = 34 if behind in rounds.}} | |||
|dizzy= 7~13 | |||
|dizzytime= 100 | |||
|cancel = | |||
|guard = Grab | |||
|actrange = 48 (from axis)<br>19 (from throwable box) | |||
|startup = 0 | |||
|active = 1 | |||
|recovery = Dependent | |||
|total = 1 | |||
|frameAdv = N/A | |||
|description= Ryu's Punch throw, where he throws his enemy above his head. | |||
*Can be activated with either Strong or Fierce. | |||
*The direction you're holding determines the direction you'll throw in. | |||
*Functionally identical to his kick throw, though using 6HP is usually the best option since Solar Plexus Strike gives you the least amount of recovery to deal with. | |||
}} | |||
}} | |||
{{MoveData | |||
| name = Tomoe Nage | |||
| input = cl.4/6 + MK/HK<br>cl. {{b}} or {{f}}+{{mk}} or {{hk}} | |||
| subtitle = Circle Throw | |||
| image = ssf2t_ryu_kthrow.png | |||
| imageSize = 167x118px | |||
| caption = | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{Tooltip | text=32* | hovertext = 34 if behind in rounds.}} | |||
|dizzy= 7~13 | |||
|dizzytime= 100 | |||
|cancel = | |||
|guard = Grab | |||
|actrange = 48 (from axis)<br>19 (from throwable box) | |||
|startup = 0 | |||
|active = 1 | |||
|recovery = Dependent | |||
|total = 1 | |||
|frameAdv = N/A | |||
|description= Ryu's Kick throw, where he throws his enemy with his leg. | |||
*Can be activated with either Forward or Roundhouse. | |||
*The direction you're holding determines the direction you'll throw in. | |||
*Functionally identical to his punch throw, though using 6HP is usually the best option since Solar Plexus Strike gives you the least amount of recovery to deal with. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-throw" style="color: cyan">'''Click to toggle throwbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-throw"> | |||
{{STDiagramHeader}} | |||
{{STDiagramImageCell| 1 | Ryu_throwb.png}} |{{STDiagramImageCell| 1 | Ryu_throw.png}} |{{STDiagramImageCell| 1 | Ryu_throwf.png}} | |||
|} | |||
</div> | |||
==Special Moves== | |||
=== <span class="invisible-header">Hadoken</span> === | |||
{{MoveData | |||
| name = Hadoken | |||
| input = {{tooltip|text=236P / {{qcf}}+{{p}}|hovertext=Detailed Input: (↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)}} | |||
| subtitle = Fireball | |||
| image = Ryu_fb10bjab.png | |||
| imageSize = 166x85px | |||
| caption = Get ready to hear this a lot. | |||
| data = | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|lp}} | |||
|damage = {{tooltip|text=18[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 7~13 | |||
|dizzytime= 110 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 11 | |||
|active = Traveling | |||
|recovery = {{Tooltip | text=41* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}} | |||
|total = 52 | |||
|frameAdv = -5 (Point Blank) | |||
|meter = 2 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|mp}} | |||
|damage = {{tooltip|text=20[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, 1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 7~13 | |||
|dizzytime= 110 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 11 | |||
|active = Traveling | |||
|recovery = {{Tooltip | text=42* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}} | |||
|total = 53 | |||
|frameAdv = -6 (Point Blank) | |||
|meter = 2 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|hp}} | |||
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 7~13 | |||
|dizzytime= 110 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 11 | |||
|active = Traveling | |||
|recovery = {{Tooltip | text=43* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}} | |||
|total = 54 | |||
|frameAdv = -7 (Point Blank) | |||
|meter = 2 | |||
|description= Ryu's iconic fireball. | |||
*Each version does increasing amounts of damage, speed, and recovery frames. | |||
*Deals high amounts of stun damage. Three hits in a row and pretty much any enemy falls dizzy. | |||
*Some characters such as Claw can punish Hadokens on block or hit from close distance, so watch out for that. | |||
*This move can miss completely when used from point-blank range, as some characters' attacks move their hitboxes towards a bit. | |||
*Ryu's fireballs (blue or red) downgrade in strength after some time, and on the last downgrade they disappear, similar to Chun's Kikokens. When a downgrade happens, the projectile will inherit the damage and sprite of the lower strength, keeping the speed used for the button press. The time required for them to actually disappear is rather long such that only Jab projectiles may ever disappear before leaving the screen, and that is if both players walk or jump in the same direction the projectile is going for some distance. Special setups are usually required for a Strong or Fierce projectile to ever disappear. The data for that is in the detailed hitbox data below. | |||
*Due to a glitch, it's possible to change the recovery of any Hadoken to that of a Jab by either whiffing or kara-canceling a Jab or Short normal. You can read more about it [[Super Street Fighter 2 Turbo/System#Projectile special moves recovery shortening | here]]. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-hadoken" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-hadoken"> | |||
'''Startup:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb1.png}} |{{STDiagramImageCell| 1 | Ryu_fb2.png}} |{{STDiagramImageCell| 1 | Ryu_fb3.png}} |{{STDiagramImageCell| 1 | Ryu_fb4.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 11}} | |||
|} | |||
'''Active:''' | |||
*'''Jab Version:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7bjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb10bjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb13bjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb14bjab.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 41}} | |||
|} | |||
*'''Strong Version:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7bstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb10bstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb13bstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb14bstrng.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 42}} | |||
|} | |||
*'''Fierce Version:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7bfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb10bfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb13bfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb14bfrc.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 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. | |||
'''Dissipation Data:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCellNull| 1}} |{{STDiagramCell| 1st downgrade}} |{{STDiagramCell| 2nd downgrade}} |{{STDiagramCell| 3rd downgrade}} |{{STDiagramCell| Total duration}} | |||
|- | |||
{{STDiagramCell| Jab}} |{{STDiagramCell| 129f/384px (disappears)}} |{{STDiagramCellNull| 1}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 129f/384px}} | |||
|- | |||
{{STDiagramCell| Strong}} |{{STDiagramCell| 48f/192px (downgrades to Jab)}} |{{STDiagramCell| 49f/192px (disappears)}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 97f/384px}} | |||
|- | |||
{{STDiagramCell| Fierce}} |{{STDiagramCell| 26f/128px (downgrades to Strong)}} |{{STDiagramCell| 26f/128px (downgrades to Jab)}} |{{STDiagramCell| 24f/128px (disappears)}} |{{STDiagramCell| 76f/384px}} | |||
|} | |||
</div> | |||
=== <span class="invisible-header">Shakunetsu Hadoken</span> === | |||
{{MoveData | |||
| name = Shakunetsu Hadoken | |||
| input = {{tooltip|text=41236P / {{hcf}} + {{p}}|hovertext=Detailed Input: (← [7~14f] ↙ [7~14f] ↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)}} | |||
| subtitle = Red Fireball | |||
| image = Ryu_fb10rjab.png | |||
| imageSize = 166x85px | |||
| caption = Trades stun damage for knockdown, and looks cooler too. | |||
| data = | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|lp}} | |||
|damage = {{tooltip|text=18[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 100 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 11 | |||
|active = Traveling | |||
|recovery = {{Tooltip | text=41* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}} | |||
|total = 52 | |||
|frameAdv = Hit: Hard KD (Close)<br>Block: -5 (Point Blank) | |||
|meter = 2 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|mp}} | |||
|damage = {{tooltip|text=20[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 100 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 11 | |||
|active = Traveling | |||
|recovery = {{Tooltip | text=42* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}} | |||
|total = 53 | |||
|frameAdv = Hit: Hard KD (Close)<br>Block: -6 (Point Blank) | |||
|meter = 2 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|hp}} | |||
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} | |||
|dizzy= 5~11 | |||
|dizzytime= 100 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 11 | |||
|active = Traveling | |||
|recovery = {{Tooltip | text=43* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}} | |||
|total = 54 | |||
|frameAdv = Hit: Hard KD (Close)<br>Block: -7 (Point Blank) | |||
|meter = 2 | |||
|description= An alternate fireball that does less stun, but knocks down when hit during the first 9 active frames. | |||
*Damage, speed, and recovery increases with strength. | |||
*Due to the lesser stun, you'll likely be using regular fireballs more often, but these still have plenty of uses in close range setups. | |||
*As for a curiosity, this is one of the few special attacks that do not force a standing state on the enemy if it hits. Ryu doesn't gain any advantage or disadvantage from this. | |||
*Landing a knockdown with one of these is a good opportunity to use a short Tatsumaki to build meter, or throw another meaty Hadoken. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-shhadoken" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-shhadoken"> | |||
'''Startup:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb1.png}} |{{STDiagramImageCell| 1 | Ryu_fb2.png}} |{{STDiagramImageCell| 1 | Ryu_fb3.png}} |{{STDiagramImageCell| 1 | Ryu_fb4.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 11}} | |||
|} | |||
'''Active:''' | |||
*'''Jab Version:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7rjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb10rjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb13rjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb14rjab.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 41}} | |||
|} | |||
*'''Strong Version:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7rstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb10rstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb13rstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb14rstrng.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 42}} | |||
|} | |||
*'''Fierce Version:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7rfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb10rfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb13rfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb14rfrc.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 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. | |||
'''Dissipation Data:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCellNull| 1}} |{{STDiagramCell| 1st downgrade}} |{{STDiagramCell| 2nd downgrade}} |{{STDiagramCell| 3rd downgrade}} |{{STDiagramCell| Total duration}} | |||
|- | |||
{{STDiagramCell| Jab}} |{{STDiagramCell| 129f/384px (disappears)}} |{{STDiagramCellNull| 1}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 129f/384px}} | |||
|- | |||
{{STDiagramCell| Strong}} |{{STDiagramCell| 48f/192px (downgrades to Jab)}} |{{STDiagramCell| 49f/192px (disappears)}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 97f/384px}} | |||
|- | |||
{{STDiagramCell| Fierce}} |{{STDiagramCell| 26f/128px (downgrades to Strong)}} |{{STDiagramCell| 26f/128px (downgrades to Jab)}} |{{STDiagramCell| 24f/128px (disappears)}} |{{STDiagramCell| 76f/384px}} | |||
|} | |||
</div> | |||
=== <span class="invisible-header">Shoryuken</span> === | |||
{{MoveData | |||
| name = Shoryuken | |||
| input = {{tooltip|text=623P / {{dp}} + {{p}}|hovertext=Detailed Input: (→ [7~14f] ↓ [7~14f] ↘ [10/9/7f] Jab/Strong/Fierce)}} | |||
| subtitle = Dragon Punch/DP | |||
| image = Ryu_srk2.png | |||
| imageSize = 81x89px | |||
| caption = Grounded hitbox | |||
| image2 = Ryu_srk3.png | |||
| imageSize2 = 81x128px | |||
| caption2 = Rising hitbox. Jab version depicted. | |||
| data = | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|lp}} | |||
|damage = {{tooltip|text=32[2] / 22[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 9~15 / 2~8 | |||
|dizzytime= 100 / 90 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 4 | |||
|active = 14 (4 + 10) | |||
|recovery = 26 | |||
|total = 44 | |||
|frameAdv = Hit: Hard KD<br>Block: -18 / -15(-16) | |||
|meter = 7 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|mp}} | |||
|damage = {{tooltip|text=34[2] / 22[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 9~15 / 2~8 | |||
|dizzytime= 100 / 90 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 4 | |||
|active = 18 (4 / 14) | |||
|recovery = 33 | |||
|total = 55 | |||
|frameAdv = Hit: Hard KD<br>Block: -29 / -25(-26) | |||
|meter = 7 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|hp}} | |||
|damage = {{tooltip|text=38[2] / 22[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}} | |||
|dizzy= 9~15 / 2~8 | |||
|dizzytime= 100 / 90 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 4 | |||
|active = 22 (4 / 18) | |||
|recovery = 40 | |||
|total = 66 | |||
|frameAdv = Hit: Hard KD<br>Block: -40 / -36(-37) | |||
|meter = 7 | |||
|description= *Ryu's undefeatable Sheng Lo-er, Shoryuken. A jumping uppercut that's invincible from frames 1-8. | |||
*Damage and distance risen increase with strength. | |||
*Properly time the Jab version and you'll beat any normal your opponent might throw out. Miss and you'll definitely get punished. Some high level players like to do two in a row, reasoning that the second might connect with an opponent's counterattack if they time it a bit too late. | |||
*Also can be used to avoid projectiles due to the invincibility frames, but this is very difficult. | |||
*All of Ryu's Shoryukens make for incredible anti airs, due to the wide hitbox and the rising invincibility. | |||
*As a reversal, this is an incredibly risky move, as there are plenty of safe jump setups out there that can land just as you're about to uppercut. Since Ryu's Shoryuken is only invincible for 8 frames, that means your opponent has all that extra time to punish you. You're also vulnerable to throws during the first 2 frames of the second hitbox, since you're now vulnerable and technically not airborne yet. | |||
*As an aside, only the first, grounded hitbox on each Shoryuken does more damage, so when performing an anti air keep in mind that a Jab will be just as effective at close range as a Fierce. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-shoryuken" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-shoryuken"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCellBorderRight|}} |{{STDiagramImageCell| 2 | Ryu_srk1.png}} |{{STDiagramImageCell| 2 | Ryu_srk2.png}} |{{STDiagramCell| Jab}} |{{STDiagramCell| Strong & Fierce}} |{{STDiagramCell| Jab}} |{{STDiagramCell| Strong & Fierce}} |{{STDiagramImageCell| 2 | Ryu_srk5.png}} |{{STDiagramImageCell| 2 | Ryu_srk6.png}} |{{STDiagramImageCell| 2 | Ryu_srk7.png}} | |||
|- | |||
{{STDiagramCellBorderRight|}} |{{STDiagramImageCellBorderLeft| 1 | Ryu_srk3jab.png}} |{{STDiagramImageCellBorderRight| 1 | Ryu_srk3.png}} |{{STDiagramImageCellBorderLeft| 1 | Ryu_srk4jab.png}} |{{STDiagramImageCellBorderRight| 1 | Ryu_srk4.png}} | |||
|- | |||
{{STDiagramCell| Frame Count (Jab)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 11}} |{{STDiagramCell| 5}} | |||
|- | |||
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 10}} |{{STDiagramCellColSpan| 3 | 26}} | |||
|- | |||
{{STDiagramCell| Frame Count (Strong)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCellColSpan| 2 | 12}} |{{STDiagramCell| 14}} |{{STDiagramCell| 14}} |{{STDiagramCell| 5}} | |||
|- | |||
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 14}} |{{STDiagramCellColSpan| 3 | 33}} | |||
|- | |||
{{STDiagramCell| Frame Count (Fierce)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCellColSpan| 2 | 16}} |{{STDiagramCell| 14}} |{{STDiagramCell| 21}} |{{STDiagramCell| 5}} | |||
|- | |||
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 18}} |{{STDiagramCellColSpan| 3 | 40}} | |||
|} | |||
</div> | |||
=== <span class="invisible-header">Tatsumaki Senpukyaku</span> === | |||
{{MoveData | |||
| name = Tatsumaki Senpukyaku | |||
| input = {{tooltip|text=214K / {{qcb}} + {{k}}|hovertext=Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)}} | |||
| subtitle = Hurricane Kick | |||
| image = Ryu_tatsu4shrt_4%268%2612%2616frwrd_4%268%2612%2616%2620rh.png | |||
| imageSize = 99x114px | |||
| caption = | |||
| image2 = Ryu_tatsu6shrt_6%2610%2614%2618frwrd_6%2610%2614%2618%2622rh.png | |||
| imageSize2 = 100x114px | |||
| caption2 = | |||
| data = | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|lk}} | |||
|damage = {{tooltip|text=24[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 3~9 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 11 | |||
|active = 3(3)3(3) | |||
|recovery = {{Tooltip | text=18* | hovertext = Last six frames can be canceled into blocking or jump, and last five can be canceled into an attack.}} | |||
|total = 44 | |||
|frameAdv = Hit: Hard KD<br>Block: -2 (Last Front Hit) | |||
|meter = 6 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|mk}} | |||
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 3~9 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 11 | |||
|active = 3(3)3(3) x4 | |||
|recovery = {{Tooltip | text=18* | hovertext = Last six frames can be canceled into blocking or jump, and last five can be canceled into an attack.}} | |||
|total = 77 | |||
|frameAdv = Hit: Hard KD<br>Block: -2 (Last Front Hit) | |||
|meter = 6 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|hk}} | |||
|damage = {{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 3~9 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 11 | |||
|active = 3(3)3(3) x5 | |||
|recovery = {{Tooltip | text=18* | hovertext = Last six frames can be canceled into blocking or jump, and last five can be canceled into an attack.}} | |||
|total = 89 | |||
|frameAdv = Hit: Hard KD<br>Block: -2 (Last Front Hit) | |||
|meter = 6 | |||
|description= Ryu's iconic spinning kick. Propels you forward with hitboxes ahead and behind you. | |||
*Invincible from frames 1-4. | |||
*Hard knockdown on hit. | |||
*Speed, number of hits, and damage increase with strength. Short spins once, Forward 4 times, and Roundhouse 5. | |||
*The landing recovery can be canceled into a block or a jump on the first frame, and then into an attack, special move, or throw on the second frame onwards. This goes for all versions. | |||
*Heavier versions of this attack will likely be VERY unsafe on block, as pushback almost guarantees not all of the hits will connect. | |||
*Since your hurtbox shrinks while using this move, you can use Tatsus to travel straight over Guile's Sonic Booms and Dhalsim's Yoga Flames. You may be able to do this with Dee Jay's Air Slashers/Max Outs, but only the Strong/Fierce versions. | |||
*This move can't be used as a reversal after an air reset (Getting hit with an attack while in the air) since you can't activate the move during the 1st frame after waking up from one. The Shoryuken will work for these situations, however. | |||
'''General Strategies''' | |||
*Since Ryu is invulnerable for the first 4 frames of this move and airborne by the time the invincibility ends, this makes for a decent reversal for safe jumps, meaty cross-ups, and tick throws like Zangief's Spinning Pile Driver or T. Hawk's Mexican Typhoon. | |||
*You can use this move to set up throws (Usually the Short version). Using a well spaced Tatsu, if you stop just outside of your opponent's hurtbox, you might be able to catch them trying to block an attack that will never hit, and then go for the throw. | |||
*The Tatsumaki can be used to counter some safe jump setups that would work on a Shoryuken. Since the invincibility period for the Tatsumaki is the same as the Shoryuken's startup, Ryu can use a Tatsu Reversal to deny an opponent's aerial attack. This can be countered itself by installed attacks however, since the Tatsumaki's invincibility period is short. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-tatsu" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-tatsu"> | |||
'''Startup:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu1.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu2.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu3.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 11}} | |||
|} | |||
'''Active:''' | |||
*'''Short Version:''' This happens only once. | |||
*'''Forward Version:''' This happens 4 times. | |||
*'''Roundhouse Version:''' This happens 5 times. | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu4shrt_4%268%2612%2616frwrd_4%268%2612%2616%2620rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu5shrt_5%269%2613%2617frwrd_5%269%2613%2617%2621rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu6shrt_6%2610%2614%2618frwrd_6%2610%2614%2618%2622rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu7shrt_7%2611%2615%2619frwrd_7%2611%2615%2619%2623rh.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} | |||
|} | |||
'''Recovery:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu8shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu9shrt_21frwrd_25rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu10shrt_22frwrd_26rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu11shrt_23frwrd_27rh.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6*}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 12}} |{{STDiagramCell| 6*}} | |||
|} | |||
</div> | |||
=== <span class="invisible-header">Kuuchuu Tatsumaki Senpukyaku</span> === | |||
{{MoveData | |||
| name = Kuuchuu Tatsumaki Senpukyaku | |||
| input = {{tooltip|text=AIR 214K<br>AIR {{qcb}} + {{k}}|hovertext=Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)}} | |||
| subtitle = Air Hurricane Kick | |||
| image = Ryu_atatsu1shrt_1&5frwrd_1&5&9rh.png | |||
| imageSize = 99x114px | |||
| caption = | |||
| image2 = Ryu_atatsu3shrt_3&7frwrd_3&7&11rh.png | |||
| imageSize2 = 100x114px | |||
| caption2 = | |||
| data = | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|lk}} | |||
|damage = {{tooltip|text=18[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 3~9 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 0 | |||
|active = 3(3)3(3) | |||
|recovery = ∞+5 | |||
|total = 12+∞+5 | |||
|frameAdv = Hit: Hard KD<br>Block: Dependent | |||
|meter = 6 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|mk}} | |||
|damage = {{tooltip|text=20[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 3~9 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 0 | |||
|active = 3(3)3(3) x2 | |||
|recovery = ∞+5 | |||
|total = 24+∞+5 | |||
|frameAdv = Hit: Hard KD<br>Block: Dependent | |||
|meter = 6 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{Icon-Capcom|hk}} | |||
|damage = {{tooltip|text=22[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} | |||
|dizzy= 3~9 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 0 | |||
|active = 3(3)3(3) x3 | |||
|recovery = ∞+5 | |||
|total = 36+∞+5 | |||
|frameAdv = Hit: Hard KD<br>Block: Dependent | |||
|meter = 6 | |||
|description= The Tatsumaki Senpukyaku except airborne. | |||
*Instead of propelling you forward like a normal Tatsu, each kick temporarily decreases your gravity value (How fast you fall from a jump) as well as slightly boosting your horizontal velocity. This means you'll fall slower if performed on the way down, and gain more height on the way up. Your gravity returns to normal once the kick ends. | |||
*Damage and number of spins increase with strength. Short spins once, Forward twice, and Roundhouse thrice. | |||
*You'll likely be using the HK version most often, as the recovery frames won't matter as much since you'll be landing soon. | |||
*Keep in mind that the priority on air Tatsus isn't as good as the grounded version. | |||
*Also keep in mind that once you land, you have 5 frames of landing animation you can't cancel out of whatsoever. | |||
* | |||
'''General Strategies''' | |||
*This move has a variety of uses. You can use it as an alternative aerial since the hitbox is pretty far out (but so is the hurtbox). | |||
*You can also surprise the enemy with a sudden movement change, or you can simply use it to build meter on the way down from a jump. | |||
*Skillful use allows you to cross-up enemy air counters like the Flash Kick to hit the opponent from behind, too! | |||
}} | |||
}} | |||
<span class="mw-customtoggle-airtatsu" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-airtatsu"> | |||
'''Active:''' | |||
*'''Short Version:''' This happens only once. | |||
*'''Forward Version:''' This happens twice. | |||
*'''Roundhouse Version:''' This happens 3 times. | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu4shrt_4%268%2612%2616frwrd_4%268%2612%2616%2620rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu5shrt_5%269%2613%2617frwrd_5%269%2613%2617%2621rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu6shrt_6%2610%2614%2618frwrd_6%2610%2614%2618%2622rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu7shrt_7%2611%2615%2619frwrd_7%2611%2615%2619%2623rh.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} | |||
|} | |||
'''Recovery:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_atatsu5shrt_9frwrd_13rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu6shrt_10frwrd_14rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu7shrt_11frwrd_15rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu8shrt_12frwrd_16rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu9shrt_13frwrd_17rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu10shrt_14frwrd_18rh.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} |{{STDiagramCell| 5}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | ∞}} |{{STDiagramCell| 5}} | |||
|} | |||
</div> | |||
--Original Edit by [[User:Raisin|Raisin]] (March 29, 2007) <br> | |||
--Special thanks to felineki for the info on the Air Hurricane Kick. | |||
==Super Combo== | |||
{{MoveData | |||
| name = Shinku Hadoken | |||
| input = {{tooltip|text=236236P / {{qcf}}{{qcf}}+{{p}}|hovertext=Detailed Input: (↓ [15~22f] ↘ [15~22f] → [15~22f] ↓ [15~22f] ↘ [15~22f] → [9f] P)}} | |||
| subtitle = | |||
| image = Ryu_super12.png | |||
| imageSize = 196x84px | |||
| caption = It's invincible! It does like half a lifebar! It juggles! It anti-airs! It has a fuckton of frame advantage! It slices! It dices! It'll get you a good deal on a preowned vehicle! | |||
| data = | |||
{{AttackData-SSF2T | |||
|damage = {{tooltip|text=16[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} x 5 | |||
|dizzy= 0~4 x 5 | |||
|dizzytime= 20 x 5 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 10 | |||
|active = Traveling | |||
|recovery = {{tooltip|text=41|hovertext=Decrements during hitfreeze.}} | |||
|total = 51 | |||
|frameAdv = Hit: {{tooltip|text=+3 (Point Blank)|hovertext=From point blank, when it does only 3 hits.}} / Far KD<br>Block: {{tooltip|text=+14 (Point Blank)|hovertext=From point blank, when it does only 3 hits.}} / +21 | |||
|description= *Ryu becomes invincible through sheer willpower and throws a powered-up Hadoken that deals 5 hits. Any other projectile in its path will be dissipated. | |||
*Since this move juggles, it makes a great anti-air, hitting up to 4 times. Combine that with the invincibility and this might make for a powerful, if predictable reversal. | |||
*You'll also get absurd frame advantage if the move is blocked, meaning ''you can use this as a tick throw starter.'' | |||
*If used from point blank, however, some of the hits will pass straight through your opponent, and you'll be left open for punishment. | |||
*When fighting characters with projectiles, you may be tempted to burst this straight through any projectiles they though, but keep in mind that this game was programmed on a Speak and Spell. When throwing a Shinku through other projectiles, whether or not they have time to block is determined by not only whether or not they're cornered, but how many hits they took during the round. Cornered opponents will always take the full Super, but if they're someplace else, they will have time to block or avoid the Super if they took an odd number of hits during the round. They'll always take the full Super if they were hit by an even number of hits, however. This affects all versions (Japan, World, Asia, and USA). | |||
}} | |||
}} | |||
<span class="mw-customtoggle-shinku" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-shinku"> | |||
'''Invincible part:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_super1.png}} |{{STDiagramImageCell| 1 | Ryu_super2.png}} |{{STDiagramImageCell| 1 | Ryu_super3.png}} |{{STDiagramImageCell| 1 | Ryu_super4.png}} |{{STDiagramImageCell| 1 | Ryu_super5.png}} |{{STDiagramImageCell| 1 | Ryu_super6.png}} |{{STDiagramImageCell| 1 | Ryu_super7.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1 + [18] + 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell | Simplified}} |{{STDiagramCellColSpan| 3 | 10}} |{{STDiagramCellColSpan| 4 | 4... (41)}} | |||
|} | |||
'''Non-invincible part:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_super8.png}} |{{STDiagramImageCell| 1 | Ryu_super9.png}} |{{STDiagramImageCell| 1 | Ryu_super10.png}} |{{STDiagramImageCell| 1 | Ryu_super11.png}} |{{STDiagramImageCell| 1 | Ryu_super12.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3...}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | ...37 (41)}} | |||
|} | |||
</div> | |||
==Misc Animations== | |||
====Jump Animations==== | |||
*<b>Neutral Jump:</b> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_bj10_nj1&10_fj1&11.png}} |{{STDiagramImageCell| 1 | Ryu_nj2_fj2.png}} |{{STDiagramImageCell| 1 | Ryu_nj3.png}} |{{STDiagramImageCell| 1 | Ryu_nj4.png}} |{{STDiagramImageCell| 1 | Ryu_nj5.png}} |{{STDiagramImageCell| 1 | Ryu_nj6.png}} |{{STDiagramImageCell| 1 | Ryu_nj7.png}} |{{STDiagramImageCell| 1 | Ryu_nj8_fj9.png}} |{{STDiagramImageCell| 1 | Ryu_nj9_fj10.png}} |{{STDiagramImageCell| 1 | Ryu_bj10_nj1&10_fj1&11.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 6 | 44}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}} | |||
|} | |||
*<b>Back Jump:</b> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_bj1.png}} |{{STDiagramImageCell| 1 | Ryu_bj2.png}} |{{STDiagramImageCell| 1 | Ryu_bj3_fj8.png}} |{{STDiagramImageCell| 1 | Ryu_bj4_fj7.png}} |{{STDiagramImageCell| 1 | Ryu_bj5_fj6.png}} |{{STDiagramImageCell| 1 | Ryu_bj6.png}} |{{STDiagramImageCell| 1 | Ryu_bj7_fj4.png}} |{{STDiagramImageCell| 1 | Ryu_bj8_fj3.png}} |{{STDiagramImageCell| 1 | Ryu_bj9.png}} |{{STDiagramImageCell| 1 | Ryu_bj10_nj1&10_fj1&11.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 15}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 18}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 6 | 43}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}} | |||
|} | |||
*<b>Forward Jump:</b> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_bj10_nj1&10_fj1&11.png}} |{{STDiagramImageCell| 1 | Ryu_nj2_fj2.png}} |{{STDiagramImageCell| 1 | Ryu_bj8_fj3.png}} |{{STDiagramImageCell| 1 | Ryu_bj7_fj4.png}} |{{STDiagramImageCell| 1 | Ryu_fj5.png}} |{{STDiagramImageCell| 1 | Ryu_bj5_fj6.png}} |{{STDiagramImageCell| 1 | Ryu_bj4_fj7.png}} |{{STDiagramImageCell| 1 | Ryu_bj3_fj8.png}} |{{STDiagramImageCell| 1 | Ryu_nj8_fj9.png}} |{{STDiagramImageCell| 1 | Ryu_nj9_fj10.png}} |{{STDiagramImageCell| 1 | Ryu_bj10_nj1&10_fj1&11.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 13}} |{{STDiagramCell| 5}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 11}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 7 | 43}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}} | |||
|} | |||
New Ryu's prejump animation was nerfed on ST by 1 frame, so unlike Old Ryu, who has a considerably fast prejump animation, New Ryu's prejump is of average speed. This for the most part is a disadvantage.<br> | |||
There's a small gap between the leg hurtbox and chest hurtbox on Ryu's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.<br> | |||
{{STSharedJumpDescription}} | |||
{{Character Subnav SSF2T|name=Ryu}} | |||
{{Navbox-ST}} | |||
[[Category:Super Street Fighter 2 Turbo]] | [[Category:Super Street Fighter 2 Turbo]] | ||
[[Category: | |||
[[Category:Hyper Street Fighter 2]] |
Latest revision as of 10:00, 7 October 2023
Story
Date of Birth: 7/21/1964
Height: 5'10"
Weight: 150lbs
Measurements: B44", W 31", H 33"
Blood Type: O
Likes: Martial arts, Mizuyokan (Japanese sweet bean jelly)
Dislikes: Spiders
Found as a baby by the legendary Anatsuken martial artist Gouken, Ryu trained in the art from childhood and quickly discovered his love for fighting. During this time he would find a surrogate brother in Ken, his fellow trainee and rival. At the age of 23, his fighting career truly began when he defeated the world champion Sagat in the last World Martial Arts tournament. He began to show his solitary lifestyle after the tournament's end, preferring to travel alone and focus on improving himself. He joins the World Warrior tournament to not only defend his title, but to exceed his own limits by challenging new fighters.
Overview
Ryu is the protagonist of the Street Fighter series, and in Super Turbo he's 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 Hadoken, is the second best in the game, only after Old Sagat's Tiger Shot. His special anti-air, the Shoryuken, has the second best priority among those that don't require a charge to execute. Finally, he has a great Super move, which helps him in tight situations.
Ryu's strategy in the SF2 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. 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.
ST Ryu does not have a completely invulnerable Shoryuken nor a Hurricane Kick that is invulnerable up until it hits like he did in Champion Edition and Hyper Fighting. In this game, he rather gains better mobility with a short Tatsu that recovers much faster, and two new command normals; one that's a useful advancing attack, and another that's a standing overhead.
Among all characters (old versions included), Ryu is considered the fifth or sixth best character on the game, only behind the so called "big four" or "big five", which consists of Dhalsim, Vega (Claw), Old Sagat and Balrog (Boxer), plus Chun Li if she is included. However, he actually has a small advantage against Chun Li in head-to-head combat. If mastered, Ryu can deal with pretty much any situation.
If you want to check YouTube and Nico Nico Douga for high level footage, check players such as ShootingD, Daigo, Futachan, Sasori, Sashishi, Kawamata, Gotoh, Kurahashi, DGV (Dark Gaiden), Mike Watson, John Choi and Alex Valle, among others.
Strengths | Weaknesses |
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New & Old Versions Comparison
To select O.Ryu, choose Ryu and then press → → → ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Here is the list of differences:
- Obvious stuff: Old Ryu can't tech throws, does not have the new punches (dash, overhead, and air juggle) and Super;
- Old Ryu has a faster pre-jump animation by 1 frame;
- Old Ryu has some differences in some of his normals:
- Far Standing Jab has a fatter hitbox;
- Far Standing Short has a slower startup and is chain cancellable;
- Crouching Short has much better priority;
- Far Standing Forward has a slower startup;
- Crouching Forward has much better priority;
- Close Standing Roundhouse activates from a closer distance;
- Crouching Roundhouse has much better priority and does more damage;
- Diagonal Jumping Strong behaves exactly like the Neutral Jumping one, while for New Ryu its a new Juggling Punch;
- Both Jumping Fierces do more damage;
- Diagonal Jumping Short has worse priority during the first 10 active frames;
- Diagonal Jumping Forward has better air-to-air priority but has somewhat worse air-to-ground priority;
- Neutral Jumping Roundhouse has better air-to-air priority but worse air-to-ground priority and does more damage;
- Diagonal Jumping Roundhouse has better air-to-air priority but has somewhat worse air-to-ground priority. It also does more damage;
- Old Ryu's ordinary (blue) Hadoukens have one less start-up and one less recovery frame, making the overall recovery 2 frames faster. Thus, they are better for zoning;
- Old Ryu's Shoryukens are completely invincible until the recovery frames, while for New Ryu he is vulnerable during the rising/hitting part;
- Old Ryu's Shoryukens have many more active frames, but the same overall recovery;
- Old Ryu's Forward and Roundhouse Tatsumakis spin two less times than New Ryu's;
- Old Ryu's air Tatsumakis have a bigger hitbox, do more damage and have a 50% chance of being unblockable if they connect on the first frame;
Picking between Old Ryu and New Ryu can be seen as a matter of taste. While New Ryu benefits from ST's system changes, his new command normals, and his incredible Super Combo, Old Ryu has better Shoryukens, better fireballs, and a knowledge check of an Air tatsu.
Color Options
Jab | Strong | Fierce | Start | Old |
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Short | Forward | Roundhouse | Hold | Old Alternative |
--Born2SPD
Video Overview
Ryu | |
---|---|
Character Data | |
Damage Scaling Factor | 27/32 |
Forward Walk Speed | 48 |
Backwards Walk Speed | 32 |
Pre-Jump Frames | 4 |
Forwards Jump Duration | 44 |
Backwards Jump Duration | 43 |
Landing Frames | 7* |
Jump Height Apex | 78 |
Forwards Jump Distance | 134 |
Backwards Jump Distance | 163 |
Soft Knockdown Recovery | 38 |
Hard Knockdown Recovery | 74 |
Normal Moves
Disclaimer: To better understand the diagrams, read this.
Standing Normals
cllp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] | 0~5 | 40 | Special, Super | Mid | 0-25 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 5 | 12 | +4 | 2/1 |
A quick elbow smash in front and above Ryu's head.
|
Click to toggle detailed hitbox data.
frlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] | 0~5 | 40 | Chain, Special, Super | Mid | 26+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 5 | 12 | +4 | 2/1 |
A simple jab.
|
Click to toggle detailed hitbox data.
clmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Mid | 0-31 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 2 | 17 | 23 | -1 | 4/3 |
Ryu performs a hook, then another one that doesn't hit for some reason.
|
Click to toggle detailed hitbox data.
frmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Mid | 32+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 4 | 7 | 15 | +7 | 4/3 |
Ryu performs a straight punch.
|
Click to toggle detailed hitbox data.
clhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[1] | 3~9 / 10~16 | 40 / 80 | Special, Super / None | Mid | 0~41 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 8 (2 / 6) | 23 | 34 | -9 / -7 | 5/4 |
A close uppercut.
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Click to toggle detailed hitbox data.
frhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[1] | 10~16 | 80 | Super | Mid | 42+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 6 | 23 | 35 | -7 | 5/4 |
Similar to Far Strong.
|
Click to toggle detailed hitbox data.
cllk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 0~5 | 40 | Chain, Super | <ref></ref> Low | 0 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 2 | 8 | 16 | +3 | 2/1 |
A low kick.
|
Click to toggle detailed hitbox data.
frlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 0~5 | 40 | Special, Super | Mid | 1+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 8 | 5 | 18 | 0 | 2/1 |
High side kick.
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Click to toggle detailed hitbox data.
clmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[0] | 5~11 | 60 | Special, Super | Mid | 0 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 6 | 9 | 19 | +3 | 4/3 |
A hearty knee bash.
|
Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[0] | 5~11 | 60 | None | Mid | 1+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 8 | 7 | 23 | +3 | 4/3 |
Another high side kick.
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Click to toggle detailed hitbox data.
clhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[1] + 4[1] | 10~16 + 1~7 | 80 + 70 | None | Mid | 0-56 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 12 (8 + 4) | 11 | 31 | -1 / +7(+6) | 5/4 x 2 |
Ryu's axe kick.
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Click to toggle detailed hitbox data.
frhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[1] | 10~16 | 80 | Special, Super / None | Mid | 57+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 12 (4 / 8) | 17 | 32 | -7 / -3 | 5/4 |
Ryu's staple Roundhouse kick.
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Click to toggle detailed hitbox data.
Crouching Normals
crlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] | 0~5 | 40 | Chain, Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 5 | 12 | +4 | 2/1 |
Another jab.
|
Click to toggle detailed hitbox data.
crmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 4 | 7 | 15 | +7 | 4/3 |
|
Click to toggle detailed hitbox data.
crhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[1] / 22[1] | 3~9 / 10~16 | 40 / 80 | Special, Super / None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 11 (3 / 8) | 23 | 37 | -12 / -9 | 5/4 |
Ryu brings an uppercut from crouching position.
|
Click to toggle detailed hitbox data.
crlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] | 0~5 | 40 | Chain, Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 5 | 12 | +4 | 2/1 |
Crouching low kick.
|
Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 6 | 9 | 19 | +3 | 4/3 |
|
Click to toggle detailed hitbox data.
crhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[1] | 5~11 | 130 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 6 | 25 | 35 | Hit: Soft KD Block: -9 |
5/4 |
Ryu's Sweep kick.
|
Click to toggle detailed hitbox data.
Jumping Normals
jlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 1~7(-2) | 40 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | ∞ | N/A | 2+∞ | Dependent | 2/1 |
Ryu performs a jumping jab that is active throughout the whole jump.
|
Click to toggle detailed hitbox data.
njmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 50 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 20 | ∞ | 24+∞ | Dependent | 4/3 |
An aerial punch that stays active for a while.
|
Click to toggle detailed hitbox data.
djmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] + 4[1] | 3~9 + 0~5 | 40 + 20 | Special / None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 9 (5 + 4) | ∞ | 13+∞ | Dependent | 4/3 x 2 |
Ryu jumps with an upper punch that hits twice and juggles in the air.
|
Click to toggle detailed hitbox data.
jhp
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
26[1] | 11~17(-1) | 60(+20) | Special | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 8 | ∞ | 12+∞ | Dependent | 5/4 | |
The only difference between this version and the diagonal jump version is that this version does more stun. | ||||||
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
26[1] | 3~9 | 40 | Special | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 8 | ∞ | 12+∞ | Dependent | 5/4 | |
Ryu's strongest jumping punch.
|
Click to toggle detailed hitbox data.
njlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 1~7(-2) | 40 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 40 | ∞ | 43+∞ | Dependent | 2/1 |
A jumping split kick.
|
Click to toggle detailed hitbox data.
djlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | ∞ (10 / ∞) | N/A | 5+∞ | Dependent | 2/1 |
Ryu's jumping knee.
|
Click to toggle detailed hitbox data.
njmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 50 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 13 | ∞ | 18+∞ | Dependent | 4/3 |
A slightly better jumping split kick.
|
Click to toggle detailed hitbox data.
djmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 13 | ∞ | 18+∞ | Dependent | 4/3 |
Rather long aerial kick with poor priority.
|
Click to toggle detailed hitbox data.
njhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[0] / 26[0] | 11~17(-1) | 60(+20) | Special / None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | 8 (4 / 4) | ∞ | 10+∞ | Dependent | 5/4 |
Neutral spin kick.
|
Click to toggle detailed hitbox data.
djhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[1] | 3~9 | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 7 | ∞ | 12+∞ | Dependent | 5/4 |
A full power kick.
|
Click to toggle detailed hitbox data.
Command Normals
swingp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] + 28[1] | 1~7 x 2 | 70 x 2 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
17 | 5 (2 + 3) | 10 | 31 | Hit standing: -2 / 0(-1) Hit crouching/Block: +7 / +9(+8) |
5/4 x 2 |
Ryu's overhead.
|
Click to toggle detailed hitbox data.
rushp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] + 28[1] | 1~7 x 2 | 70 x 2 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
11 | 3 (1 + 2) | 12 | 26 | +9 / +8(+7) | 5/4 x 2 |
Ryu rushes forward with a punch to the solar plexus.
|
Click to toggle detailed hitbox data.
Throws
Ryu can throw with ,
,
, and
.
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32* | 7~13 | 100 | - | Grab | 48 (from axis) 19 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
0 | 1 | Dependent | 1 | N/A | - |
Ryu's Punch throw, where he throws his enemy above his head.
|
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32* | 7~13 | 100 | - | Grab | 48 (from axis) 19 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
0 | 1 | Dependent | 1 | N/A | - |
Ryu's Kick throw, where he throws his enemy with his leg.
|
Click to toggle throwbox data.
Special Moves
Hadoken
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
18[0] | 7~13 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | Traveling | 41* | 52 | -5 (Point Blank) | 2 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
20[0] | 7~13 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | Traveling | 42* | 53 | -6 (Point Blank) | 2 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
22[0] | 7~13 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | Traveling | 43* | 54 | -7 (Point Blank) | 2 | |
Ryu's iconic fireball.
|
Click to toggle detailed hitbox data.
Startup:
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Frame Count | 2 | 6 | 2 | 1 |
Simplified | 11 |
Active:
- Jab Version:
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Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 41 |
- Strong Version:
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Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 42 |
- Fierce Version:
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Frame Count | 1 | 2 | 3 | 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.
Dissipation Data:
1st downgrade | 2nd downgrade | 3rd downgrade | Total duration | |
Jab | 129f/384px (disappears) | 129f/384px | ||
Strong | 48f/192px (downgrades to Jab) | 49f/192px (disappears) | 97f/384px | |
Fierce | 26f/128px (downgrades to Strong) | 26f/128px (downgrades to Jab) | 24f/128px (disappears) | 76f/384px |
Shakunetsu Hadoken
Click to toggle detailed hitbox data.
Startup:
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Frame Count | 2 | 6 | 2 | 1 |
Simplified | 11 |
Active:
- Jab Version:
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Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 41 |
- Strong Version:
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Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 42 |
- Fierce Version:
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Frame Count | 1 | 2 | 3 | 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.
Dissipation Data:
1st downgrade | 2nd downgrade | 3rd downgrade | Total duration | |
Jab | 129f/384px (disappears) | 129f/384px | ||
Strong | 48f/192px (downgrades to Jab) | 49f/192px (disappears) | 97f/384px | |
Fierce | 26f/128px (downgrades to Strong) | 26f/128px (downgrades to Jab) | 24f/128px (disappears) | 76f/384px |
Shoryuken
Click to toggle detailed hitbox data.
Tatsumaki Senpukyaku
Click to toggle detailed hitbox data.
Startup:
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Frame Count | 4 | 4 | 3 |
Simplified | 11 |
Active:
- Short Version: This happens only once.
- Forward Version: This happens 4 times.
- Roundhouse Version: This happens 5 times.
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Frame Count | 3 | 3 | 3 | 3 |
Recovery:
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Frame Count | 4 | 4 | 4 | 6* |
Simplified | 12 | 6* |
Kuuchuu Tatsumaki Senpukyaku
Click to toggle detailed hitbox data.
Active:
- Short Version: This happens only once.
- Forward Version: This happens twice.
- Roundhouse Version: This happens 3 times.
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Frame Count | 3 | 3 | 3 | 3 |
Recovery:
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Frame Count | 4 | 4 | 4 | 4 | ∞ | 5 |
Simplified | ∞ | 5 |
--Original Edit by Raisin (March 29, 2007)
--Special thanks to felineki for the info on the Air Hurricane Kick.
Super Combo
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
16[1] x 5 | 0~4 x 5 | 20 x 5 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | Traveling | 41 | 51 | Hit: +3 (Point Blank) / Far KD Block: +14 (Point Blank) / +21 |
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Click to toggle detailed hitbox data.
Misc Animations
Jump Animations
- Neutral Jump:
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Frame Count | 3 | 1 | 8 | 8 | 8 | 8 | 8 | 4 | 1 | 7* |
Simplified | 3 | 1 | 44 | 1 | 7* |
- Back Jump:
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Frame Count | 3 | 1 | 15 | 3 | 3 | 3 | 3 | 18 | 1 | 7* |
Simplified | 3 | 1 | 43 | 1 | 7* |
- Forward Jump:
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Frame Count | 3 | 1 | 13 | 5 | 3 | 3 | 3 | 5 | 11 | 1 | 7* |
Simplified | 3 | 1 | 43 | 1 | 7* |
New Ryu's prejump animation was nerfed on ST by 1 frame, so unlike Old Ryu, who has a considerably fast prejump animation, New Ryu's prejump is of average speed. This for the most part is a disadvantage.
There's a small gap between the leg hurtbox and chest hurtbox on Ryu's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.
The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.