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

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{{TVC Character Intro|char=Ryu|content=
== Introduction ==
It's Ryu as you remember him from such classics as Street Fighter, Shadowverse, Monster Hunter, Power Rangers: Legacy Wars, and Street Fighter: The Movie The Game.
Ryu is a good all-around character who pairs well with almost anyone and takes excellent advantage of the game's mechanics. He has strong solo damage, and his DP means he never has to take any pressure when knocked down due to baroque. One of the only times he was gifted with an air dash, he also has a strong rushdown game in TvC, and can be very hard to contest.
== Gameplay ==
{{Content Box|content=
{{ProConTable
|pros=
* {{TvC-Colors|red|j.C}} is slightly oppressive
* Insane combo game, probably the strongest of any VS.
* Solid tools for giants
* Assist works perfectly for anyone
* Strong tick throw
* Wakeup DP is viable and safe
|cons=
* Kind of hard to open people up at times
* A lot of scrambling
* Decent pokes but can't really pressure
}}
}}
}}
=Moves List=
{{TvCOverviewHeader
|header=Normal Moves
|move=[[File:Ryu 5A.mp4|thumb|{{TvCInput|5A}}]]
|startup=6
|active=2
|recovery=16
|blockadv=-
|damage=800
|properties=-
|notes=A standard standing jab, comes out fast, rapid fire means you can use it to stabilize juggle combos, it can also be used to anti-air in some situations.
}}
{{TvCOverview
|move=[[File:Ryu 2A.webm|thumb|{{TvCInput|2A}}]]
|startup=6
|active=3
|recovery=15
|blockadv=-
|damage=720
|properties=Low
|notes=A standard low-hitting crouching kick. Hits low, pretty fast, can combo out of it into whatever.
}}


==Introduction==
{{TvCOverview
It's Ryu as you remember him from such classics as Street Fighter, Shadowverse, Monster Hunter, Power Rangers: Legacy Wars, and Street Fighter: The Movie The Game.
|move=[[File:Ryu 5B.webm|thumb|{{TvCInput|5B}}]]
|startup=8
|active=3
|recovery=24
|blockadv=-
|damage=1440
|properties=-
|notes=Combo filler.
}}
 
{{TvCOverview
|move=[[File:Ryu 2B.webm|thumb|{{TvCInput|2B}}]]
|startup=9
|active=3
|recovery=23
|blockadv=-
|damage=1360
|properties=Low
|notes=Ryu's standard cr.MK, good for poking and converting combos at difficult ranges.
}}
 
{{TvCOverview
|move=[[File:Ryu 6B.webm|thumb|{{TvCInput|6B}}]]
|startup=21
|active=1(3)2
|recovery=27
|blockadv=-
|damage=2184
|properties=Overhead
|notes=2-hit overhead, special cancellable on both hits. Combos into light donkey kick for a conversion, along with other specials.
}}
 
{{TvCOverview
|move=[[File:Ryu 5C.webm|thumb|{{TvCInput|5C}}]]
|startup=15
|active=2
|recovery=18
|blockadv=-
|damage=2480
|properties=-
|notes=Too slow to be much good outside of combos, but excess hit stun on juggle makes advanced loops possible.
}}
 
{{TvCOverview
|move=[[File:Ryu 2C.webm|thumb|{{TvCInput|2C}}]]
|startup=12
|active=2
|recovery=29
|blockadv=-
|damage=2400
|properties=Low
|notes=Ryu's sweep. Hits low, knocks down, can cancel into {{TvC-Colors|red|6C}}.
}}
 
{{TvCOverview
|move=[[File:Ryu 6C.webm|thumb|{{TvCInput|6C}}]]
|startup=16
|active=3
|recovery=26
|blockadv=-
|damage=2160
|properties=-
|notes=Special cancellable, important in combos, allowing follow-up after cancelling out of {{TvC-Colors|red|2C}}.
}}
 
{{TvCOverview
|move=[[File:Ryu 3C.webm|thumb|{{TvCInput|3C}}]]
|startup=9
|active=6
|recovery=29
|blockadv=-
|damage=2400
|properties=Launcher
|notes=Ryu's launcher. His air combos are awkward, so it may not see frequent use.
}}
 
{{TvCOverview
|move=[[File:Ryu jA.webm|thumb|{{TvCInput|j.A}}]]
|startup=5
|active=9
|recovery=-
|blockadv=-
|damage=960
|properties=Overhead
|notes=Ryu's j.LK, a knee that angles downward with fast startup and high priority. Useful for IAD pressure.
}}


Ryu has a fairly straightforward shoto toolset and is a good all round character. He pairs well with characters and can make a lot of good use of TVC's universal mechanics.
{{TvCOverview
|move=[[File:Ryu jB.webm|thumb|{{TvCInput|j.B}}]]
|startup=9
|active=1(2)5
|recovery=-
|blockadv=-
|damage=2028
|properties=Overhead
|notes=Hits twice, used for mixups but mainly a good juggling tool.
}}


==Moves List==
{{TvCOverview
===Normal Moves===
|move=[[File:Ryu jC.webm|thumb|{{TvCInput|j.C}}]]
{| class = wikitable style="text-align: center;"
|startup=11
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|active=9
|recovery=-
|blockadv=-
|damage=2560
|properties=Overhead
|notes=High-priority move once active, makes Ryu's IAD game very threatening. Knocks down for forced back roll setups.
}}


|-
| '''5A''' || 6 || 2 || 16 || - || 800 || - || Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam convallis ac elit in vehicula. Etiam porttitor est eget nibh volutpat, id vehicula diam pellentesque. Donec in lorem rutrum, rutrum enim ut, congue turpis. Donec eu est aliquet, convallis mauris vel, ultricies nisl. Fusce et est sed eros maximus convallis. Mauris tempus malesuada augue, ut varius enim convallis id. Pellentesque vitae enim aliquet, efficitur turpis sed, vestibulum lectus. Sed pellentesque auctor lectus. Nullam ac tincidunt est.


|-
{{TvCOverviewHeader
| '''2A''' || 6 || 3 || 15 || - || 720 || Low || Words
|header=Universal Mechanics
|-
|move={{TvC-Colors|green|VAR starter}}
| '''5B''' || 8 || 3 || 24 || - || 1440 || - || Words
|startup=11
|-
|active=9
| '''2B''' || 9 || 3 || 23 || - || 1360 || Low || Words
|recovery=-
|-
|blockadv=-
| '''6B''' || 21 || 1(3)2 || 27 || - || 2184 || Overhead || Words
|damage=1760
|-
|properties=-
| '''5C''' || 15 || 2 || 18 || - || 2480 || - || Words
|notes=Same animation as {{TvC-Colors|red|j.C}}.
|-
}}
| '''2C''' || 12 || 2 || 29 || - || 2400 || Low || Words
|-
| '''6C''' || 16 || 3 || 26 || - || 2160 || - || Words
|-
| '''3C''' || 9 || 6 || 29 || - || 2400 || Launcher || Words
|-
| '''j.A''' || 5 || 9 || - || - || 960 || Overhead || Words
|-
| '''j.B''' || 9 || 1(2)5 || - || - || 2028 || Overhead || Words
|-
| '''j.C''' || 11 || 9 || - || - || 2560 || Overhead || Words
|}
===Universal Mechanics===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
{{TvCOverview
| '''VAR starter''' || 11 || 9 || - || - || 1760 || - || Same animation as j.C
|move={{TvC-Colors|green|Crossover Counter}}
|-
|startup=21
| '''Counter Tag''' || 21 || - || - || - || 2160 || - || Same animation as Shoryuken
|active=-
|-
|recovery=-
| '''Assist <br> (Hadouken)''' || 42 || - || - || - || 1760 || Projectile <br> no Autocorrect || Ryu's assist is pretty helpful to a lot of characters, the fireball causes a lot of hitstun which makes it easy to use in extending combos, and the utility of having a fireball control the ground space is very strong for covering approaches.
|blockadv=-
|-
|damage=2160
| '''Forward Throw''' || - || - || - || - || 5200 || Throw || Words
|properties=-
|-
|notes=Same animation as Shoryuken, has a lot of invuln, easy to combo off into normal bnbs.
| '''Back Throw''' || - || - || - || - || 5200 || Throw || Words
}}
|-
| '''Air Forward Throw''' || - || - || - || - || 6000 || Throw || Words
|-
| '''Air Back Throw''' || - || - || - || - || 6000 || Throw || Words
|}
===Special Moves===
{| class = wikitable style="text-align: center;"
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes


|-
{{TvCOverview
| '''Hadouken''' <br> 236A/B/C || 17/21/24 || - || 47/46/47 || - || 2400/2800/3200 || Projectile || Strength determines the speed of the fireball, A version is the slowest and C version the fastest. Barouqe canceling this move lets you use the fireball as a sort of shield and can be good to cover your approach if you don't have a good assist for coverage or it's on cooldown/dead.
|move={{TvC-Colors|green|Assist (Hadouken)}}
|-
|startup=42
| '''Hadouken (air)''' <br> j.236A/B/C || 16/19/22 || - || - || - || 2400/2800/3200 || Projectile || Basically the same as the ground version, but in the air.
|active=-
|-
|recovery=-
| '''Shoryuken''' <br> 623A/B/C || 6/6/6 || - || - || - || 2400/4501/6036 || Invun on f1-5/f1-9/f1-12 || Invun DP, the first active frames are grounded, so if you barouqe those and press 5A right away you can get a full combo off a reversal. Very strong tool.
|blockadv=-
|-
|damage=1760
| '''Tatsumaki Senpukyaku''' <br> 214A/B/C || 15/18/20 || - || - || - || 2870/4474/6183 || - || Used a lot in combos, the animation is pretty long so it buys a lot of time for even slow assists to catch the opponent.
|properties=Projectile <br> no Autocorrect
|-
|notes=Fireball assist is helpful to many characters, long hitstun makes it easy to extend combos. Good for controlling ground space.
| '''Tatsumaki Senpukyaku''' <br> j.214A/B/C || 15/15/15 || - || - || - || 2964/4560/6216 || - || Atekstekspuralkik
}}
|-
| '''Jodan Sokuto Geri''' <br> 421A/B/C || 14/17/20 || - || - || - || 2320/2480/2640 || - || Donkey Kick, causes a wall bounce and Ryu's main ground combo extender
|}


===Super Moves===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move={{TvC-Colors|white|Forward Throw}}
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}


|-
{{TvCOverview
| '''Shinkuu Hadouken''' <br> 236A+B || 3+5 || - || - || - || 8887 || - || Mexi-beam super. There's a set amount of hits on the super, but the animation is fixed, which means sometimes if you happy birthday or have some hits clash another projectile while also hitting the opponent, the hits will run out early and you'll be left sitting there like a dummy.
|move={{TvC-Colors|white|Back Throw}}
|-
|startup=-
| '''Air Shinkuu Hadouken''' <br> j.236A+B || 3+7 || - || - || - || 8887 || - || Air version of the beam super.
|active=-
|-
|recovery=-
| '''Shinkuu Tatsumaki Senpukyaku''' <br> 214A+B || 17+12 || - || - || - || 12535 || - || Does more damage on paper, but it's not uncommon for most of the hits to whiff, so you tend to be better off using Shinkuu Hadouken
|blockadv=-
|-
|damage=5200
| '''Shin Shoryuken''' <br> 623A+B || 3+3 || - || - || - || 16560 || - || Has invun, can combo off the launch at the end
|properties=Throw
|}
|notes=It's a throw, use it as a reversal.
}}


==Strategy==
{{TvCOverview
Ryu's fireballs and DPs are both really strong in TVC, you have less time to throw fireballs, but fireball > barouqe can be a good way to get in, and his DP works great as an anti-air provided you can react in time to input it. Ryu's j.C is a good normal for IAD pressure and his 6B is a solid overhead that you can cancel into donkey kick for a combo.
|move={{TvC-Colors|white|Air Forward Throw}}
===Synergy===
|startup=-
Ryu doesn't have too many big holes in his gameplan, so there's not really something he needs in a partner, and that opens him up to having a really wide variety of potential teammates.
|active=-
====Ryu/Chun====
|recovery=-
Words about the team.
|blockadv=-
|damage=6000
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}


Players to watch: Truegamer
{{TvCOverview
==Combos==
|move={{TvC-Colors|white|Air Back Throw}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}


*5A > 5B > 2B > 5C > 2C > 6C > 421A > Dash > 5A > 5B > 2B > 5C > 2C > 6C > 214C > 236A+B


Very basic Ryu bnb, you can get 2 or 3 more As at the start for easier confirms
{{TvCOverviewHeader
|header=Special Moves
|move=[[File:Ryu Hadouken.webm|thumb| Hadouken <br> {{TvCInput|236X}}]]
|startup=17/21/24
|active=-
|recovery=47/46/47
|blockadv=-
|damage=2400/2800/3200
|properties=Projectile
|notes=Strength determines speed of the fireball. Baroque canceling can be used to turn the fireball into a shield for approach.
}}


*214C > chun li assist > 5A > 5B > 2B > 5C > 2C > 6C > 214C
{{TvCOverview
|move=[[File:Ryu Air Hado.webm|thumb| Air Hadouken <br> j.{{TvCInput|236X}}]]
|startup=16/19/22
|active=-
|recovery=-
|blockadv=-
|damage=2400/2800/3200
|properties=Projectile
|notes=Same as the ground version, but used in the air.
}}


Assist extension that you can do in any combo that uses 214C, you can sub chun li here for basically anyone, or a barouqe as well.
{{TvCOverview
|move=[[File:Ryu Shoryu.webm|thumb| Shoryuken <br> {{TvCInput|623X}}]]
|startup=6/6/6
|active=-
|recovery=-
|blockadv=-
|damage=2400/4501/6036
|properties=Invuln on f1-5/f1-9/f1-12
|notes=Good ole Shoryu. It does the usual, anti air, invincible on startup, pushes people off of you. <br> It's very good, but thanks to the magic of {{TvC-Colors|bbq|BAROQUE}} this is one of the few games where you can straight up Wakeup DP and be safe. Not only that, but when doing wakeup DP and {{TvC-Colors|bbq|BAROQUE}} you can turn this into a 50/50 by delaying when you activate {{TvC-Colors|bbq|BAROQUE}} to follow up with {{TvC-Colors|blue|2A}} or j.{{TvC-Colors|blue|A}}. Ain't this game wacky? <br> That being said, it doesn't have much use in combos unless it's an ender to a route that's basically exhausted all hitstun decay.
}}


==Unblockable Setups==
{{TvCOverview
|move=[[File:Ryu Tatsu Ground.webm|thumb| Tatsumaki <br> {{TvCInput|214X}}]]
|startup=15/18/20
|active=-
|recovery=-
|blockadv=-
|damage=2870/4474/6183
|properties=-
|notes=Mostly used for combos, it doesn't have much other utility. The hitbox is a little wacky but the startup doesn't help it much.


The air version is much much better. After Doing it, Ryu drops like a rock do you can dive bomb ambiguous j.C. Attempting to push block will make Ryu safe on block and hit the ground quickly, and if he hits a grounded opponent they don't get knocked back so he gets a free combo. Air Tatsu is busted in this game
}}


*Combo > 421A > 5A > 5B > 2B(whiff) > Barouqe > 2A > 2B > etc...
{{TvCOverview
|move=[[File:Ryu Donkey.webm|thumb| Joudan Sokutogeri <br> {{TvCInput|421X}}]]
|startup=14/17/20
|active=-
|recovery=-
|blockadv=-
|damage=2320/2480/2640
|properties=-
|notes=Donkey kick is back and is the most combo friendly ever. Heavy version only combos from {{TvC-Colors|red|C}} Normals but allows you to extend combos anywhere. The light version combos off any normal, but pushes full screen, you have to BBQ to follow it up or waste meter to extend it}}


You can cancel the 2B on whiff into Baroque just as the opponent is recovering from the juggle, this leaves them unable to block the 2A, which can then be canceled.


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


Words
{{TvCOverview
|move=[[File:Ryu Tatsu Super.webm|thumb| Shinku Tatsumaki Senpukyaku <br> {{TvCInput|214XX}}]]
|startup=17+12
|active=-
|recovery=-
|blockadv=-
|damage=12535
|properties=-
|notes=Does more damage than {{TvC-Colors|green|Shinkuu Hadouken}}, but only if the enemy is grounded, otherwise half the hits will whiff and do basically no damage. It is invincible on startup, good for catching newer players not looking but you can baroque right out of it. It's uses are...very limited
}}


((navbox go here))
{{TvCOverview
|move=[[File:Ryu Shin Shoryu.webm|thumb| Shin Shoryuken <br> {{TvCInput|623XX}}]]
|startup=3+3
|active=-
|recovery=-
|blockadv=-
|damage=16560
|properties=-
|notes=It's shin sho, Invulnerable on startup so you can kinda yolo through blockstrings and get a damaging punish.If you aren't using it point blank it turns into a multihitting shoryu, which still kinda hurts, but not as much as the animation.


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

Latest revision as of 10:57, 26 March 2025

Introduction

It's Ryu as you remember him from such classics as Street Fighter, Shadowverse, Monster Hunter, Power Rangers: Legacy Wars, and Street Fighter: The Movie The Game.

Ryu is a good all-around character who pairs well with almost anyone and takes excellent advantage of the game's mechanics. He has strong solo damage, and his DP means he never has to take any pressure when knocked down due to baroque. One of the only times he was gifted with an air dash, he also has a strong rushdown game in TvC, and can be very hard to contest.

Gameplay

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

Moves List

Normal Moves

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 2 16 - 800 - A standard standing jab, comes out fast, rapid fire means you can use it to stabilize juggle combos, it can also be used to anti-air in some situations.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 3 15 - 720 Low A standard low-hitting crouching kick. Hits low, pretty fast, can combo out of it into whatever.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 3 24 - 1440 - Combo filler.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 3 23 - 1360 Low Ryu's standard cr.MK, good for poking and converting combos at difficult ranges.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
21 1(3)2 27 - 2184 Overhead 2-hit overhead, special cancellable on both hits. Combos into light donkey kick for a conversion, along with other specials.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
15 2 18 - 2480 - Too slow to be much good outside of combos, but excess hit stun on juggle makes advanced loops possible.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12 2 29 - 2400 Low Ryu's sweep. Hits low, knocks down, can cancel into 6C.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
16 3 26 - 2160 - Special cancellable, important in combos, allowing follow-up after cancelling out of 2C.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 6 29 - 2400 Launcher Ryu's launcher. His air combos are awkward, so it may not see frequent use.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 9 - - 960 Overhead Ryu's j.LK, a knee that angles downward with fast startup and high priority. Useful for IAD pressure.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 1(2)5 - - 2028 Overhead Hits twice, used for mixups but mainly a good juggling tool.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11 9 - - 2560 Overhead High-priority move once active, makes Ryu's IAD game very threatening. Knocks down for forced back roll setups.


Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 11 9 - - 1760 - Same animation as j.C.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 21 - - - 2160 - Same animation as Shoryuken, has a lot of invuln, easy to combo off into normal bnbs.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Assist (Hadouken) 42 - - - 1760 Projectile
no Autocorrect
Fireball assist is helpful to many characters, long hitstun makes it easy to extend combos. Good for controlling ground space.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 5200 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 5200 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 6000 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 6000 Throw It's a throw, use it as a reversal.


Special Moves

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17/21/24 - 47/46/47 - 2400/2800/3200 Projectile Strength determines speed of the fireball. Baroque canceling can be used to turn the fireball into a shield for approach.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
16/19/22 - - - 2400/2800/3200 Projectile Same as the ground version, but used in the air.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6/6/6 - - - 2400/4501/6036 Invuln on f1-5/f1-9/f1-12 Good ole Shoryu. It does the usual, anti air, invincible on startup, pushes people off of you.
It's very good, but thanks to the magic of BAROQUE this is one of the few games where you can straight up Wakeup DP and be safe. Not only that, but when doing wakeup DP and BAROQUE you can turn this into a 50/50 by delaying when you activate BAROQUE to follow up with 2A or j.A. Ain't this game wacky?
That being said, it doesn't have much use in combos unless it's an ender to a route that's basically exhausted all hitstun decay.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
15/18/20 - - - 2870/4474/6183 - Mostly used for combos, it doesn't have much other utility. The hitbox is a little wacky but the startup doesn't help it much. The air version is much much better. After Doing it, Ryu drops like a rock do you can dive bomb ambiguous j.C. Attempting to push block will make Ryu safe on block and hit the ground quickly, and if he hits a grounded opponent they don't get knocked back so he gets a free combo. Air Tatsu is busted in this game
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
14/17/20 - - - 2320/2480/2640 - Donkey kick is back and is the most combo friendly ever. Heavy version only combos from C Normals but allows you to extend combos anywhere. The light version combos off any normal, but pushes full screen, you have to BBQ to follow it up or waste meter to extend it


Super Moves

Super Moves

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

Notable Players

Notable Players

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

Ryu
TvC Zero Face.png

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

Ryu
TvC Chun-Li Face.png

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

Ryu
TvC Chun-Li Face.png

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

Chun-li
TvC Ryu Face.png

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

Blade
TvC Ryu Face.png

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

Morrigan
TvC Ryu Face.png

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

Ken the Eagle
TvC Ryu Face.png

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

Tekkaman Blade
TvC Ryu Face.png

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

Zero
TvC Ryu Face.png

Ryu
Youtube

Game Navigation

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