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== Introduction == | == Introduction == | ||
Ryu, the original world warrior, enters the ring in Marvel vs. Capcom 2 in search of new opponents to face. He's pretty | Ryu, the original world warrior, enters the ring in Marvel vs. Capcom 2 in search of new opponents to face. If you're here browsing this wiki, chances are he looks familiar. If he doesn't, that's okay too, because his simplicity makes him well suited to learning how to play the game. He's got a kit of normals that lack range, but make up for it by being quick and doing decent damage. His special moves are also quite good. First, Hadoken is a quick projectile which can be used on the ground or in the air. Shoryuken is the original dragon punch, a jumping uppercut that makes Ryu briefly invincible, at the cost of high ending lag. | ||
Lastly, he has the Tatsumaki Senpuu Kyaku, a spinning kick that moves him forward, extending combos and allowing him to dodge some attacks. He can also do it in the air, in which case it'll knock down opponents it hits hard. These three moves are also what he has available as assists, so he can also be used to support another character with decent results. All of this being said, he does have weaknesses which prevent him from being much better than a lower-mid tier. He does good damage, but he also has to invest meter for the best results with that insane level 3. Ken and Akuma play pretty similarly to him, but they can do comparable damage for less meter with both of their Hurricane Kicks. He also lacks air mobility. He can stall his descent with his Hadokens, but he doesn't have an air dash or a double jump to deal with some of the ridiculous stuff the top tiers can do. Finally, while he does a lot of things decently, he also gets outclassed by some of the more powerful characters in this game. Overall, while he's nowhere near the top of the tier list, he's also easy enough to use that he can work on just about any team if you wish. | |||
<!-- TODO: add second image for j.MP and all images for Shin Shoryuken --> | |||
<!-- | <!-- Also, upload an image that doesn't have that white background for his art --> | ||
<!-- | <!-- That should be relatively easy to fix, but I didn't have GIMP or anything else like Photoshop installed --> | ||
== Gameplay == | == Gameplay == | ||
{{2 Column Flex|flex1=6|flex2=4 | {{2 Column Flex|flex1=6|flex2=4 | ||
|content1= | |content1= | ||
{{Content Box|content='''Ryu''' is one of the OGs of the Street Fighter cast, and he's got great | {{Content Box|content='''Ryu''' is one of the OGs of the Street Fighter cast, and he's got some good to great moves at his disposal. While he's usable on almost any team due to his simplicity, he also is outclassed by many of the other characters in this game. | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* ''' | * '''Great Beam super'''- Shinkuu Hadoken works on both ground and air. Hits both assist and point characters and is mashable as a bonus. | ||
* ''' | * '''Invincible AAA''' - Shoryuken is one of the few fully invincible anti-air | ||
* ''' | * '''Hadoken spam'''- big, fat hitbox. Ryu can fill the screen with them by putting multiple out with tiger knee fireballs | ||
* ''' | * '''Normal defense'''- not really a pro but Ken, Dan, and Akuma all have worse defense. | ||
* '''Good wavedash'''- he's got quick dashes | * '''Good wavedash'''- he's got very quick dashes which are easy to cancel with a crouch, so he can cover ground quickly | ||
* '''Big damage lvl 3'''- Shin Shoryuken looks cool if you can get the full version | |||
|cons= | |cons= | ||
* '''Low range on his normals-''' they're shoto normals, so they're pretty stubby. | * '''Hadoken is no beam''' - a single hit fireball is going to lose to most zoning options | ||
* '''Mobility is | * '''Damage is low on average''' - Ryu needs assists or meters to reliably get damage | ||
* '''Low range on his normals-''' they're shoto normals, so they're pretty stubby. | |||
* '''Mobility is subpar-''' he moves quickly on the ground, but he doesn't have any real aerial mobility options, which isn't a good thing in this game. He can stall in the air with any of his Hadokens, but that's really about it | |||
* '''He's an ordinary guy''' - he's playable, sure, but the other shotos offer more. | |||
}} | }} | ||
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{{3 Column Flex | {{3 Column Flex | ||
|content1= | |content1= | ||
{{Content Box|header=Special Moves | {{Content Box|header=Special Moves|content= | ||
; | ;Hadoken (Air OK) | ||
*{{qcf}}+{{p}} | *{{qcf}}+{{p}} | ||
; | ;Shoryuken | ||
*{{dp}}+{{p}} | *{{dp}}+{{p}} | ||
; | ;Tatsumaki Senpuu Kyaku (Air OK) | ||
*{{qcb}}+{{k}} | *{{qcb}}+{{k}} | ||
}} | }} | ||
|content2= | |content2= | ||
{{Content Box|header=Hyper Combos | {{Content Box|header=Hyper Combos|content= | ||
;Shinkuu Hadoken (beam, mashable) | ;Shinkuu Hadoken (beam, Air OK, mashable) | ||
*{{qcf}}+{{lp}}+{{hp}} | *{{qcf}}+{{lp}}+{{hp}} | ||
;Shin Shoryuken (Dragon punch super) | ;Shin Shoryuken (Dragon punch super) | ||
*{{dp}}+{{lp}}+{{hp}} | *{{dp}}+{{lp}}+{{hp}} | ||
; | ;Shinkuu Tatsumaki Senpuu Kyaku (hurricane kick super) | ||
*{{qcb}}+{{lk}}+{{hk}} | *{{qcb}}+{{lk}}+{{hk}} | ||
}} | }} | ||
|content3= | |content3= | ||
{{Content Box|header=Assist Types | {{Content Box|header=Assist Types|content= | ||
;Type α - | ;Type α - Anti-air Type | ||
*Assist: {{ | *Assist: {{hp}} Shoryuken | ||
*Counter: {{ | *Counter: {{hp}} Shoryuken | ||
*Combination: | *Combination: Shinkuu Hadoken | ||
;Type β - Projectile Type | ;Type β - Projectile Type | ||
*Assist: {{hp}} Fireball | *Assist: {{hp}} Fireball | ||
*Counter: {{lp}} Fireball | *Counter: {{lp}} Fireball | ||
*Combination: | *Combination: Shinkuu Hadoken | ||
;Type γ - | ;Type γ - Expansion Type | ||
*Assist: {{ | *Assist: {{hk}} Tatsumaki Senpuu Kyaku | ||
*Counter: {{ | *Counter: {{lk}} Tatsumaki Senpuu Kyaku | ||
*Combination: | *Combination: Shinkuu Tatsumaki Senpuu Kyaku | ||
}} | }} | ||
}} | }} | ||
Line 82: | Line 88: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 4 | ||
|Startup= | |Startup= 3 | ||
|Active= | |Active= 3 | ||
|Recovery= | |Recovery= 8 | ||
|Guard= | |Guard= HL | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= Chain, Special, Super | ||
|Adv. Hit= | |Adv. Hit= | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= your standard light punch<br>pretty quick, nice move up close | ||
}} | }} | ||
}}<br> | }}<br> | ||
Line 105: | Line 111: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 7 | ||
|Startup= | |Startup= 5 | ||
|Active= | |Active= 6 | ||
|Recovery= | |Recovery= 16 | ||
|Guard= | |Guard= HL | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= Chain, Special, Super | ||
|Adv. Hit= | |Adv. Hit= | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= standard medium punch with a decent hitbox | ||
}} | }} | ||
}}<br> | }}<br> | ||
Line 127: | Line 133: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 13 | ||
|Startup= 8 | |Startup= 8 | ||
|Active= | |Active= 3 | ||
|Recovery= | |Recovery= 16 | ||
|Guard= | |Guard= HL | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= Special, Super | ||
|Adv. Hit= | |Adv. Hit= | ||
|Adv. Guard= | |Adv. Guard= | ||
Line 149: | Line 155: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 4 | ||
|Startup= | |Startup= 3 | ||
|Active= | |Active= 2 | ||
|Recovery= | |Recovery= 12 | ||
|Guard= | |Guard= | ||
|Special Property= | |Special Property= | ||
Line 172: | Line 178: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 7 + 4 (11) | ||
|Startup= 8 | |Startup= 8 | ||
|Active= | |Active= 10 | ||
|Recovery= | |Recovery= 24 | ||
|Guard= | |Guard= HL | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= Chain, Special, Super Jump, Super | ||
|Adv. Hit= | |Adv. Hit= | ||
|Adv. Guard= | |Adv. Guard= | ||
Line 194: | Line 200: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 13 | ||
|Startup= | |Startup= 8 | ||
|Active= | |Active= 8 | ||
|Recovery= | |Recovery= 18 | ||
|Guard= | |Guard= HL | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= Super Jump, Special, Super | ||
|Adv. Hit= | |Adv. Hit= | ||
|Adv. Guard= | |Adv. Guard= | ||
Line 216: | Line 222: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 4 | ||
|Startup= | |Startup= 3 | ||
|Active= | |Active= 3 | ||
|Recovery= | |Recovery= 9 | ||
|Guard= | |Guard= L | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= | ||
Line 238: | Line 244: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 7 | ||
|Startup= | |Startup= 6 | ||
|Active= | |Active= 4 | ||
|Recovery= | |Recovery= 10 | ||
|Guard= | |Guard= L | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= | ||
Line 261: | Line 267: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 11 | ||
|Startup=9 | |Startup= 9 | ||
|Active= | |Active= 5 | ||
|Recovery= | |Recovery= 21 | ||
|Guard= | |Guard= L | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= | ||
Line 283: | Line 289: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 4 | ||
|Startup= | |Startup= 4 | ||
|Active= | |Active= 2 | ||
|Recovery= | |Recovery= 8 | ||
|Guard= | |Guard= L | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= | ||
Line 305: | Line 311: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 7 | ||
|Startup= | |Startup= 6 | ||
|Active= | |Active= 3 | ||
|Recovery= | |Recovery= 13 | ||
|Guard= | |Guard= L | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= | ||
Line 327: | Line 333: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 13 | ||
|Startup=9 | |Startup= 9 | ||
|Active= | |Active= 4 | ||
|Recovery= | |Recovery= 33 | ||
|Guard= | |Guard= L | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= | ||
Line 350: | Line 356: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 4 | ||
|Startup= | |Startup= 4 | ||
|Active= | |Active= 10 | ||
|Recovery= | |Recovery= 5 | ||
|Guard= | |Guard= H | ||
|Special Property= | |Special Property= | ||
|Cancel= | |Cancel= | ||
Line 372: | Line 378: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 4 | ||
|Startup=9 | |Startup= 9 | ||
|Active= | |Active= 11 | ||
|Recovery= | |Recovery= 0 | ||
|Guard= | |Guard= | ||
|Special Property= | |Special Property= | ||
Line 394: | Line 400: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 13 | ||
|Startup= | |Startup= 5 | ||
|Active= | |Active= 8 | ||
|Recovery= | |Recovery= 2 | ||
|Guard= | |Guard= | ||
|Special Property= | |Special Property= | ||
Line 416: | Line 422: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 4 | ||
|Startup=7 | |Startup= 7 | ||
|Active= | |Active= 10 | ||
|Recovery= | |Recovery= 0 | ||
|Guard= | |Guard= | ||
|Special Property= | |Special Property= | ||
Line 438: | Line 444: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 7 | ||
|Startup=9 | |Startup= 9 | ||
|Active= | |Active= 7 | ||
|Recovery= | |Recovery= 9 | ||
|Guard= | |Guard= | ||
|Special Property= | |Special Property= | ||
Line 460: | Line 466: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 13 | ||
|Startup=7 | |Startup= 7 | ||
|Active= | |Active= 6 | ||
|Recovery= | |Recovery= 8 | ||
|Guard= | |Guard= | ||
|Special Property= | |Special Property= | ||
Line 475: | Line 481: | ||
==== Command Normals ==== | ==== Command Normals ==== | ||
<!-- TODO: Fill in missing data for these moves --> | |||
<!-- damage, frame data, so on --> | |||
<!-- I know for sure I'm missing at least one, namely 6HK --> | |||
{{MoveData | {{MoveData | ||
|image= MVC2 Ryu Sakotsu Wari 01.png | |image= MVC2 Ryu Sakotsu Wari 01.png | ||
Line 482: | Line 493: | ||
|linkname= 6HP | |linkname= 6HP | ||
|input= {{f}} + {{hp}} | |input= {{f}} + {{hp}} | ||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 6 + 6 (12) | |||
|Startup=19 | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= None | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Ryu j.8MK 01.png | |||
|image2= MVC2 Ryu j.8MK 02.png | |||
|caption= | |||
|name= Jumping 8MK | |||
|linkname= j.8MK | |||
|input= {{u}} + {{mk}} | |||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= | ||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
|Recovery= | |Recovery= | ||
Line 508: | Line 542: | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= 13 | ||
|Startup=9 | |Startup=9 | ||
|Active= | |Active= | ||
Line 518: | Line 552: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= Ryu's crouching {{hp}} | ||
}} | }} | ||
}}<br> | }}<br> | ||
Line 527: | Line 561: | ||
|name= Throw (Punch) | |name= Throw (Punch) | ||
|linkname= Throw (Punch) | |linkname= Throw (Punch) | ||
|input= {{f}}+{{hp}} | |input= {{f}} or {{b}}+{{hp}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 540: | Line 574: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description=Ryu throws the opponent straight down. | ||
}} | }} | ||
}}<br> | }}<br> | ||
Line 549: | Line 583: | ||
|name= Throw (Kick) | |name= Throw (Kick) | ||
|linkname= Throw (Kick) | |linkname= Throw (Kick) | ||
|input= {{f}}+{{hk}} | |input= {{f}} or {{b}}+{{hk}} | ||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description= Ryu rolls and kicks the opponent away. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= | |||
|caption= | |||
|name= Air Throw (Kick) | |||
|linkname= Air Throw (Kick) | |||
|input= {{f}} or {{b}}+{{hk}} {{air}} | |||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 562: | Line 618: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= | ||
}} | }} | ||
}}<br> | }}<br> | ||
Line 588: | Line 644: | ||
}}<br> | }}<br> | ||
{{MoveData | {{MoveData | ||
|image= | |image= | ||
|caption= | |caption= | ||
|name= | |name= Snap | ||
|linkname= | |linkname= Snap | ||
|input= | |input= {{qcf}} + A1 or A2 | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= | |Damage= | ||
|Startup=19 | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= | |||
|Adv. Guard= | |||
|Adv. Pushblock= | |||
|description=Ryu's {{f}}+{{hp}} | |||
}} | |||
}}<br> | |||
=== Special Moves === | |||
<!-- TODO: upload some images for Tatsu and un-dummy it out --> | |||
<!-- also fill in data that isn't here --> | |||
<!-- like (gulp) frame data --> | |||
{{MoveData | |||
|image= MVC2 Ryu Hadoken 01.png | |||
|image2= MVC2 Ryu Hadoken 04.png | |||
|image3= MVC2 Ryu Hadoken 05.png | |||
|caption2= ground version hitbox | |||
|caption3= air version hitbox | |||
|name= Hadoken | |||
|linkname= Hadoken | |||
|input= {{qcf}} + {{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 14 (ground) / 15 (air) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= Projectile | |||
|Cancel= Super | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Ryu's signature move. A projectile which can be done on the ground or in the air, with slightly different hitboxes in each case. It does slightly more damage if you hit with the air version. <br> The strength of punch used controls the speed of the projectile, but under normal circumstances, you can only have one active on the screen at a time. <br> This limitation is removed if you do this move out of a super jump, so you can do it with a Tiger Knee input (that is, {{tk}} + {{P}}) to throw as many as you can input in the air. <br> The air version also slows down Ryu's fall, so you can stall a bit with it if you do it out of a super jump. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Ryu Shoryuken 01.png | |||
|image2= MVC2 Ryu Shoryuken 02.png | |||
|image3= MVC2 Ryu Shoryuken 03.png | |||
|image4= MVC2 Ryu Shoryuken 04.png | |||
|caption= | |||
|name= Shoryuken | |||
|linkname= Shoryuken | |||
|input= {{dp}} + {{p}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 20 (both versions) | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Guard= | |||
|Special Property= | |||
|Cancel= | |||
|Adv. Hit= - | |||
|Adv. Guard= - | |||
|Adv. Pushblock= - | |||
|description= Ryu does a jumping uppercut. It's invincible at the start, meaning you can use it as a reversal. <br> The move leaves you open for a long time if you miss or it gets blocked, so be sure it'll hit before you use it. <br> Both the {{lp}} and {{hp}} versions of this move do the same damage, but differ in how high Ryu jumps when he does the move. <br> | |||
The {{lp}} version of the move is slightly safer if the opponent is on the ground with you, but the {{hp}} version can catch an airborne opponent. <br> | |||
Both versions are good for ending combos without spending meter. | |||
}} | |||
}}<br> | |||
{{MoveData | |||
|image= MVC2 Ryu Tatsumaki Senpuu Kyaku 01.png | |||
|image2= MVC2 Ryu Tatsumaki Senpuu Kyaku 02.png | |||
|image3= MVC2 Ryu Tatsumaki Senpuu Kyaku 03.png | |||
|image4= MVC2 Ryu Tatsumaki Senpuu Kyaku 04.png | |||
|caption= | |||
|name= Tatsumaki Senpuu Kyaku | |||
|linkname= Tatsumaki Senpuu Kyaku | |||
|input= {{qcb}} + {{k}} | |||
|data= | |||
{{AttackData-MVSC2 | |||
|Damage= 16 | |||
|Startup= | |Startup= | ||
|Active= | |Active= | ||
Line 623: | Line 761: | ||
|name= Shinku Hadoken | |name= Shinku Hadoken | ||
|linkname= Shinku Hadoken | |linkname= Shinku Hadoken | ||
|input= {{qcf}} + {{lp}} + {{hp}} | |input= {{qcf}} + {{lp}} + {{hp}} {{airok}} | ||
|data= | |data= | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
Line 636: | Line 774: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description=Ryu's trademark beam cannon and his most reliable form of damage. You can tiger knee the motion for a low air version. | ||
}} | }} | ||
}}<br> | }}<br> | ||
Line 659: | Line 797: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description=Super version of the hurricane kick. Sucks opponent in, so you can do some interesting combo tricks with this near the corner. | ||
}} | }} | ||
}}<br> | }}<br> | ||
Line 681: | Line 819: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= 3 meters is a lot, but this does a ton of damage if it hits clean. Range is very small. | ||
}} | }} | ||
}}<br> | }}<br> | ||
Line 689: | Line 827: | ||
|image= | |image= | ||
|caption= Type α | |caption= Type α | ||
|name= | |name= Anti-air Type | ||
|linkname= | |linkname= | ||
|input= A1 // A2 | |input= A1 // A2 | ||
Line 704: | Line 842: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= {{hp}} Shoryuken. Variable Counter is same. Variable Combination super is Shinkuu Hadouken. | ||
Assist has a lot of invincibility and is one hit, so it always gets full damage. | |||
}} | }} | ||
}}<br> | }}<br> | ||
Line 712: | Line 851: | ||
|image= | |image= | ||
|caption= Type β | |caption= Type β | ||
|name= | |name= Projectile Type | ||
|linkname= | |linkname= | ||
|input= A1 // A2 | |input= A1 // A2 | ||
Line 727: | Line 866: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= {{hp}} fireball. Variable Counter is {{lp}} fireball. Variable Combination super is Shinkuu Hadouken. | ||
}} | }} | ||
}}<br> | }}<br> | ||
Line 735: | Line 873: | ||
|image= | |image= | ||
|caption= Type γ | |caption= Type γ | ||
|name= | |name= Expansion Type | ||
|linkname= | |linkname= | ||
|input= A1 // A2 | |input= A1 // A2 | ||
Line 750: | Line 888: | ||
|Adv. Guard= | |Adv. Guard= | ||
|Adv. Pushblock= | |Adv. Pushblock= | ||
|description= | |description= {{hk}} Hurricane Kick. Variable Counter is {{lk}} Hurricane Kick. Variable Combination super is Shinkuu Tatsumaki Senpuu Kyaku. | ||
}} | }} | ||
}}<br> | }}<br> | ||
== Other == | == Other == | ||
=== Colors === | === Colors === | ||
First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2. | First row: {{lp}}, {{hp}}, A1. Second row: {{lk}}, {{hk}}, A2. | ||
[[Image:Mvc2- | [[Image:Mvc2-ryu.png]] | ||
{{Navbox-MVC2}} | {{Navbox-MVC2}} | ||
[[Category: Marvel Vs. Capcom 2]] | [[Category: Marvel Vs. Capcom 2]] |
Latest revision as of 13:51, 18 July 2024
Introduction
Ryu, the original world warrior, enters the ring in Marvel vs. Capcom 2 in search of new opponents to face. If you're here browsing this wiki, chances are he looks familiar. If he doesn't, that's okay too, because his simplicity makes him well suited to learning how to play the game. He's got a kit of normals that lack range, but make up for it by being quick and doing decent damage. His special moves are also quite good. First, Hadoken is a quick projectile which can be used on the ground or in the air. Shoryuken is the original dragon punch, a jumping uppercut that makes Ryu briefly invincible, at the cost of high ending lag. Lastly, he has the Tatsumaki Senpuu Kyaku, a spinning kick that moves him forward, extending combos and allowing him to dodge some attacks. He can also do it in the air, in which case it'll knock down opponents it hits hard. These three moves are also what he has available as assists, so he can also be used to support another character with decent results. All of this being said, he does have weaknesses which prevent him from being much better than a lower-mid tier. He does good damage, but he also has to invest meter for the best results with that insane level 3. Ken and Akuma play pretty similarly to him, but they can do comparable damage for less meter with both of their Hurricane Kicks. He also lacks air mobility. He can stall his descent with his Hadokens, but he doesn't have an air dash or a double jump to deal with some of the ridiculous stuff the top tiers can do. Finally, while he does a lot of things decently, he also gets outclassed by some of the more powerful characters in this game. Overall, while he's nowhere near the top of the tier list, he's also easy enough to use that he can work on just about any team if you wish.
Gameplay
Ryu is one of the OGs of the Street Fighter cast, and he's got some good to great moves at his disposal. While he's usable on almost any team due to his simplicity, he also is outclassed by many of the other characters in this game.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Hadoken (Air OK)
+
- Shoryuken
+
- Tatsumaki Senpuu Kyaku (Air OK)
+
- Shinkuu Hadoken (beam, Air OK, mashable)
+
+
- Shin Shoryuken (Dragon punch super)
+
+
- Shinkuu Tatsumaki Senpuu Kyaku (hurricane kick super)
+
+
- Type α - Anti-air Type
- Assist:
Shoryuken
- Counter:
Shoryuken
- Combination: Shinkuu Hadoken
- Type β - Projectile Type
- Assist:
Fireball
- Counter:
Fireball
- Combination: Shinkuu Hadoken
- Type γ - Expansion Type
- Assist:
Tatsumaki Senpuu Kyaku
- Counter:
Tatsumaki Senpuu Kyaku
- Combination: Shinkuu Tatsumaki Senpuu Kyaku
Moves List
Normal Moves
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 3 | 3 | 8 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
your standard light punch |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 5 | 6 | 16 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
standard medium punch with a decent hitbox |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 8 | 3 | 16 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 3 | 2 | 12 | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 + 4 (11) | 8 | 10 | 24 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super Jump, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 8 | 8 | 18 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Super Jump, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 3 | 3 | 9 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 6 | 4 | 10 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
11 | 9 | 5 | 21 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 4 | 2 | 8 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 6 | 3 | 13 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 9 | 4 | 33 | L |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Air Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 4 | 10 | 5 | H |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 9 | 11 | 0 | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 5 | 8 | 2 | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 7 | 10 | 0 | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 9 | 7 | 9 | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 7 | 6 | 8 | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Command Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
6 + 6 (12) | 19 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | None | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | None | - | - | - |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 9 | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (high) | - | - | - | - | |
Ryu's crouching |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ryu throws the opponent straight down. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ryu rolls and kicks the opponent away. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | 19 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | 19 | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ryu's |
Special Moves
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
14 (ground) / 15 (air) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Projectile | Super | - | - | - | |
Ryu's signature move. A projectile which can be done on the ground or in the air, with slightly different hitboxes in each case. It does slightly more damage if you hit with the air version. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
20 (both versions) | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ryu does a jumping uppercut. It's invincible at the start, meaning you can use it as a reversal. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
16 | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Hyper Combos
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Ryu's trademark beam cannon and his most reliable form of damage. You can tiger knee the motion for a low air version. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Super version of the hurricane kick. Sucks opponent in, so you can do some interesting combo tricks with this near the corner. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
3 meters is a lot, but this does a ton of damage if it hits clean. Range is very small. |
Variable Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Assist has a lot of invincibility and is one hit, so it always gets full damage. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
|
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
|
Other
Colors
First row: ,
, A1. Second row:
,
, A2.