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=


==Introduction==
{{ProConTable
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.
|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.
}}


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.
{{TvCOverview
|move=[[File:Ryu 5B.webm|thumb|{{TvCInput|5B}}]]
|startup=8
|active=3
|recovery=24
|blockadv=-
|damage=1440
|properties=-
|notes=Combo filler.
}}


==Moves List==
{{TvCOverview
===Normal Moves===
|move=[[File:Ryu 2B.webm|thumb|{{TvCInput|2B}}]]
{| class = wikitable style="text-align: center;"
|startup=9
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|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
| '''5A''' || 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=[[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
| '''2A''' || 6 || 3 || 15 || - || 720 || Low || A standard low hitting crouching kick.  Hits low, pretty fast, can combo out of it into whatever.
|move=[[File:Ryu 5C.webm|thumb|{{TvCInput|5C}}]]
|-
|startup=15
| '''5B''' || 8 || 3 || 24 || - || 1440 || - || Combo filler
|active=2
|-
|recovery=18
| '''2B''' || 9 || 3 || 23 || - || 1360 || Low || Ryu standard cr.mk, can be good for poking, also makes it easy to convert combos at difficult ranges.
|blockadv=-
|-
|damage=2480
| '''6B''' || 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.
|properties=-
|-
|notes=Too slow to be much good outside of combos, but excess hit stun on juggle makes advanced loops possible.
| '''5C''' || 15 || 2 || 18 || - || 2480 || - || A strong hook.  Too slow to be much good outside of combos, but it's got an lot of excess hit stun on juggle, making it possible to link 5C > 2A for some advanced combo loops in the corner.
}}
|-
| '''2C''' || 12 || 2 || 29 || - || 2400 || Low || Ryu's sweep.  Hits low, knocks down, can cancel into 6C.
|-
| '''6C''' || 16 || 3 || 26 || - || 2160 || - || Special cancellable, this will combo into any of Ryu's specials after cancelling out of 2C, making it important in his combos.
|-
| '''3C''' || 9 || 6 || 29 || - || 2400 || Launcher || Ryu's launcher, both this and his air combos are awkward, so you might not use it much.
|-
| '''j.A''' || 5 || 9 || - || - || 960 || Overhead || Ryu's j.LK, a knee that angles downward.  The hitbox is small, but it has fast startup, giving it high priority, and can be somewhat useful for iad pressure as well.
|-
| '''j.B''' || 9 || 1(2)5 || - || - || 2028 || Overhead || Hits twice, so it can be used to mix up, but it's mostly his best juggling too.
|-
| '''j.C''' || 11 || 9 || - || - || 2560 || Overhead || Ryu's classic j.HK.  It has extremely high priority once it's out, making ryu's IAD game a very potent threat.  Also knocks down, and can be used for setting up forced back roll situations.
|}


===Universal Mechanics===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move=[[File:Ryu 2C.webm|thumb|{{TvCInput|2C}}]]
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|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
| '''VAR starter''' || 11 || 9 || - || - || 1760 || - || Same animation as j.C
|move=[[File:Ryu 6C.webm|thumb|{{TvCInput|6C}}]]
|-
|startup=16
| '''Counter Tag''' || 21 || - || - || - || 2160 || - || Same animation as Shoryuken, has a lot of invuln, and easy for Ryu to combo off of into most of his normal bnbs.
|active=3
|-
|recovery=26
| '''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 || It's a throw, use it as a reversal.
|properties=-
|-
|notes=Special cancellable, important in combos, allowing follow-up after cancelling out of {{TvC-Colors|red|2C}}.
| '''Back Throw''' || - || - || - || - || 5200 || Throw || It's a throw, use it as a reversal.
}}
|-
| '''Air Forward Throw''' || - || - || - || - || 6000 || Throw || It's a throw, use it as a reversal.
|-
| '''Air Back Throw''' || - || - || - || - || 6000 || Throw || It's a throw, use it as a reversal.
|}


===Special Moves===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move=[[File:Ryu 3C.webm|thumb|{{TvCInput|3C}}]]
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|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
| '''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=[[File:Ryu jA.webm|thumb|{{TvCInput|j.A}}]]
|-
|startup=5
| '''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=9
|-
|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=960
| '''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=Overhead
|-
|notes=Ryu's j.LK, a knee that angles downward with fast startup and high priority. Useful for IAD pressure.
| '''Tatsumaki Senpukyaku (air)''' <br> j.214A/B/C || 15/15/15 || - || - || - || 2964/4560/6216 || - || The aerial tatsu has a couple unique properties, first off it keeps a grounded character grounded, so you can use it for optimal combo extensions on standing characters, also it causes a forced back roll if you hit air to air, so you can follow up with guaranteed pressure on the ground (not in combos)
}}
|-
| '''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. The light version is easier to combo (off of overhead for example) but the heavy version causes the screen to not scroll, making for easier pickups afterwards.
|}


===Super Moves===
{{TvCOverview
{| class = wikitable style="text-align: center;"
|move=[[File:Ryu jB.webm|thumb|{{TvCInput|j.B}}]]
! Move !! Startup !! Active !! Recovery !! Block Adv !! Damage <br> (Billions) !! Properties !! Notes
|startup=9
|active=1(2)5
|recovery=-
|blockadv=-
|damage=2028
|properties=Overhead
|notes=Hits twice, used for mixups but mainly a good juggling tool.
}}


|-
{{TvCOverview
| '''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=[[File:Ryu jC.webm|thumb|{{TvCInput|j.C}}]]
|-
|startup=11
| '''Air Shinkuu Hadouken''' <br> j.236A+B || 3+7 || - || - || - || 8887 || - || Air version of the beam super.
|active=9
|-
|recovery=-
| '''Shinkuu Tatsumaki Senpukyaku''' <br> 214A+B || 17+12 || - || - || - || 12535 || - || Does more damage than Shinkuu Hadouken, but if it juggles most of the hits will whiff, making it do significantly less.  However if it hits on a grounded opponent not only will all the hits connect, but it will keep them on the ground until the last hit, enabling some unique DHC options.
|blockadv=-
|-
|damage=2560
| '''Shin Shoryuken''' <br> 623A+B || 3+3 || - || - || - || 16560 || - || Invulnerable on startup, it launches for a potential followup.  Use medium tatsu into 2L to time the combo afterward perfectly.  Midscreen you can also instantly throw a light hadouken and it will catch.
|properties=Overhead
|}
|notes=High-priority move once active, makes Ryu's IAD game very threatening. Knocks down for forced back roll setups.
}}


==Strategy==
One of the only games where Ryu was blessed with an air dash, his rushdown game in TvC is much stronger than you'll usually see.  Use iad.C to pressure opponents, and mix it up with jumping tatsu to beat out air to air attempts.  Once you get your opponent to respect your pressure, that's when you can start opening up your offense with some stagger pressure on the ground or his overhead.


Defensively he's one of the strongest characters in the game.  He doesn't have to respect a lot of pressure due to the threat of dp baroque, in particular he should almost always have some red life whenever he's knocked down, meaning he usually doesn't have to show any respect when he's waking up.
{{TvCOverviewHeader
===Synergy===
|header=Universal Mechanics
Ryu's assist (hadouken) has long hit stun and good horizontal coverage, along with preserving the grounded state, which makes it a good, although not top tier assist. This, combined with his strong solo play and very enabling DHCs makes him one of the strongest and most versatile anchor characters in the game.  He pairs well with just about any character.
|move={{TvC-Colors|green|VAR starter}}
|startup=11
|active=9
|recovery=-
|blockadv=-
|damage=1760
|properties=-
|notes=Same animation as {{TvC-Colors|red|j.C}}.
}}


==Combos==
{{TvCOverview
|move={{TvC-Colors|green|Crossover Counter}}
|startup=21
|active=-
|recovery=-
|blockadv=-
|damage=2160
|properties=-
|notes=Same animation as Shoryuken, has a lot of invuln, easy to combo off into normal bnbs.
}}


Ryu has a pretty good ability to juggle with normals on the ground, so a lot of his combos will loop his magic series into a special and extend it in some way. The normal grounded starter for his combos is
{{TvCOverview
|move={{TvC-Colors|green|Assist (Hadouken)}}
|startup=42
|active=-
|recovery=-
|blockadv=-
|damage=1760
|properties=Projectile <br> no Autocorrect
|notes=Fireball assist is helpful to many characters, long hitstun makes it easy to extend combos. Good for controlling ground space.
}}


*2A,5B,2B,5C,2C,6C xx 421C
{{TvCOverview
|move={{TvC-Colors|white|Forward Throw}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}


After this, you can just continue to use his standing magic series as you expend any resources (baroque, assist, meter) that you have to extend the combo, for example
{{TvCOverview
|move={{TvC-Colors|white|Back Throw}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=5200
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}


*5A,5B,5C,6C xx 214C baroque
{{TvCOverview
*5A,5B,5C,6C xx 214C assist
|move={{TvC-Colors|white|Air Forward Throw}}
*5A,5B,5C,6C xx 214C 623A+B
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}


So an example combo if ryu has both assist and baroque available would be
{{TvCOverview
|move={{TvC-Colors|white|Air Back Throw}}
|startup=-
|active=-
|recovery=-
|blockadv=-
|damage=6000
|properties=Throw
|notes=It's a throw, use it as a reversal.
}}


*2A,5B,2B,5C,2C,6C xx 421C 5A,5B,5C,6C xx 214C baroque  5A,5B,5C,6C xx 214C assist 5A,5B,5C,6C xx 214C 623A+B


==Unblockable Setups==
{{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.
}}


*On block > 421x baroque 2A
{{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.
}}


Since the donkey kick moves Ryu forward, it leaves him at close range to baroque the recovery and unblockable as the opponent's blockstun ends.  Loses to advancing guard.
{{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.
}}


*Combo > 421A,5A,5B,2B(whiff) Barouqe 2A,2B etc...
{{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.  


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.
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 > 5A,5B,5C,6C xx 236A baroque 2A
{{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}}


In the corner, Ryu can do a full combo ending in a normal hadouken, then baroque the recovery frames and hit the opponent with an unblockable 2A just as they hit the ground.


==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
}}


{{Template: Tatsunoko vs Capcom: Ultimate All Stars}}
{{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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