Capcom vs SNK 2/Ryu: Difference between revisions

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== Introduction ==
== Introduction ==
{| class="wikitable" style="float:right; margin-left: 10px;"
{{CvS2 Character Subnav|char=Ryu|short=Ryu}}
|-
<div>
| colspan="2" | [[File:CVS2_Ryu_CAPCOM_Art.jpg|frameless|250px]]
[[File:CVS2 Ryu Data.png|right|500px]]
|-
| colspan="2" | Health (at Ratio 2)
|-
| 14400 || Above Average
|-
| colspan="2" | Stun
|-
| 70 || Average
|-
| colspan="2" | Dash Length
|-
| 15 Frames || Short
|-
| colspan="2" | Dash Type
|-
| Slide || Corpse Hop=No, Proj. Hop=No
|-
| colspan="2" | Run Speed
|-
| 8.2 || Slightly Above Average
|-
| colspan="2" | Roll Distance
|-
| 140 pixels || Far
|-
| colspan="2" | Roll Duration
|-
| 27f || Long
|-
| colspan="2" | Wakeup Speed compared to Ryu
|-
| 0f || Average
|}


== Story ==
== Story ==
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=== Groove Selection ===
=== Groove Selection ===


While Ryu can be played in any Groove to some extent, he definitely has some he prefers over others. Likely his best is C-Groove, predictably. C-Groove is often seen as a fundamental Groove with simple Street Fighter style gameplay, and Ryu fits that perfectly. Simple level 2 combos, access to lots of meter for his supers, and a decent amount of defensive options make C-Ryu a standard and useful character. N-Ryu is a different take on the same Ryu formula. N-Groove is a versatile and simple Groove, and Ryu fits into it fairly well. While he does play a lot more mobile, he still ends a lot of combos in supers and has a nice mix of offensive and defensive options.
'''Best - C/N:''' While Ryu can be played in any Groove to some extent, he definitely has some he prefers over others. Likely his best is C-Groove, predictably. C-Groove is often seen as a fundamental Groove with simple Street Fighter style gameplay, and Ryu fits that perfectly. Simple level 2 combos, access to lots of meter for his supers, and a decent amount of defensive options make C-Ryu a standard and useful character. N-Ryu is a different take on the same Ryu formula. N-Groove is a versatile and simple Groove, and Ryu fits into it fairly well. While he does play a lot more mobile, he still ends a lot of combos in supers and has a nice mix of offensive and defensive options.


K-Ryu gets access to the useful mechanics of JD and Rage. While he struggles a bit without Rage, JD helps him build it very fast, and his level 3 Shinkuu is no joke. Having access to Shin Shoryuken more often is also a benefit, as his close range punishes become very high damage. A-Ryu isn't bad, as while he doesn't have the greatest Custom Combo ever CC is still a powerful mechanic regardless. A-Ryu is more useful on point, where his great meter build and sustainable gameplan lets him ensure that the second character already has a CC ready when they come out.
'''Useful - K/A:''' K-Ryu gets access to the useful mechanics of JD and Rage. While he struggles a bit without Rage, JD helps him build it very fast, and his level 3 Shinkuu is no joke. Having access to Shin Shoryuken more often is also a benefit, as his close range punishes become very high damage. A-Ryu isn't bad, as while he doesn't have the greatest Custom Combo ever CC is still a powerful mechanic regardless. A-Ryu is more useful on point, where his great meter build and sustainable gameplan lets him ensure that the second character already has a CC ready when they come out.


S-Ryu is a bit more of a gimmick. While Ryu can charge meter without sacrificing much to his patient gameplan, he still would rather use his great meterbuild tools or a few combos and cancels. Infinite level 1 supers is useful though, as Ryu can end every combo in Shinkuu, making all of his punishes and pokes much higher damage. P-Ryu is inconsistent at best. Parries are a useful tool, but Ryu can't always benefit from them unless he has a super, and P-Ryu won't have supers very often. However, when he does have a super, a parry from P-Ryu will do great damage with either a cancel into level 3 Shinkuu or a close parry into Shin Shoryuken.
'''Worst - S/P:''' S-Ryu is a bit more of a gimmick. While Ryu can charge meter without sacrificing much to his patient gameplan, he still would rather use his great meterbuild tools or a few combos and cancels. Infinite level 1 supers is useful though, as Ryu can end every combo in Shinkuu, making all of his punishes and pokes much higher damage. P-Ryu is inconsistent at best. Parries are a useful tool, but Ryu can't always benefit from them unless he has a super, and P-Ryu won't have supers very often. However, when he does have a super, a parry from P-Ryu will do great damage with either a cancel into level 3 Shinkuu or a close parry into Shin Shoryuken.


{{StrengthsAndWeaknesses
{{StrengthsAndWeaknesses
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---------------------------
---------------------------
'''Ryu''' is the original shoto, and a great all-rounder who struggles to excel in any specific area. Ryu's best Grooves are '''C-Groove''' and '''N-Groove'''.
'''Ryu''' is the original shoto, and a great all-rounder who struggles to excel in any specific area. Ryu's best Grooves are '''C-Groove''' and '''N-Groove'''.
'''Difficulty''': Easy<br>'''Tier''': A-
|pros=
|pros=
* '''Shoto:''' Very versatile toolkit allows him to easily work in most situations
* '''Shoto:''' Very versatile toolkit allows him to easily work in most situations
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* '''Jack-of-all-Trades:''' While he does do well in most categories, he isn't Sagat. He doesn't entirely excel in any category besides neutral
* '''Jack-of-all-Trades:''' While he does do well in most categories, he isn't Sagat. He doesn't entirely excel in any category besides neutral
* '''Mixup:''' His mixup potential is lackluster, he does have access to a simple mixup with his standing overhead and his normal throw but they lead to very little reward
* '''Mixup:''' His mixup potential is lackluster, he does have access to a simple mixup with his standing overhead and his normal throw but they lead to very little reward
* '''Situational Enders:''' His preferred meterless combo ender whiffs on crouchers, so he tends to want to end in a super which he doesn't always have
* '''Situational Enders:''' His preferred meterless combo ender whiffs on crouchers and his croucher specific routes are extremely spacing specific, so he tends to want to end in a super which he doesn't always have
}}
}}
=== Players to Watch ===
{| class="wikitable"
|-
! Name !! Country !! Groove !! Accounts !! Notes
|-
| GAO || Japan || C-Groove || N/A || A beast of a player. Uses C-Ryu to absolute perfection. <br> [https://youtu.be/yqYmRUZRnys Sample Match]
|-
| Towel || Japan || C-Groove || Twitter: @TowelManX || One of the OG Japanese players, and has a very scary Ryu. Still plays after almost two decades. <br> [https://youtu.be/obM2I8MAL74 Sample Match]
|-
| Dan || Japan || C-Groove || N/A || Though his name was largely lost to history, he was an incredible player for many years but seems to be inactive as of now. <br> [https://youtu.be/MZh3bHmHtbM Sample Match]
|-
|}
<br><br>


== Normal Moves ==
== Normal Moves ==
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   | advBlock    = +7
   | advBlock    = +7
   | invul      = None
   | invul      = None
   | description = A fast far jab. Like most 5LP's, it's very fast and very plus but can be crouched under. Generally you would always rather 2LP, but this is fine in anti-air situations.
   | description = Above average jab. 2 frame startup makes it great in walk jab pressure a la Sakura, but if they can duck under it then this jab is mostly used for last minute anti airs.
  }}
  }}
}}
}}
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   | advBlock    = -1
   | advBlock    = -1
   | invul      = None
   | invul      = None
   | description = Similar to jab but does higher damage. Only cancels into supers and is still crouchable, but not a horrible move as it can whiff punish things from a bit farther away. You still have better tools than this though.
   | description = Redundant button. A faster 5HP that really does not offer anything on its own. There are better buttons available but if you were to use this button it would be as a midrange poke.
  }}
  }}
}}
}}
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| input    = 5HP / Far HP
| input    = 5HP / Far HP
| subtitle = Far Heavy Punch
| subtitle = Far Heavy Punch
| image    = CVS2_Ryu_5MP.PNG
| image    = CVS2_Ryu_5HP.png
| caption  =  
| caption  =  
| linkname = 5HP
| linkname = 5HP
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   | advBlock    = 0
   | advBlock    = 0
   | invul      = None
   | invul      = None
   | description = A big, far reaching punch. Decent range and damage, so it isn't a bad punish. You would rather punish with 2MK into a special cancel, however if you have a super you can do this into it for big damage.
   | description = Great long range counterpoke and blockstring ender. The super cancel is not used much but because it is 0 on block, this move is great to use in scenarios where you are hunting for stray hits or you want to end a blockstring. It is actually better to end your blockstrings with this move than cr.MK xx Hadouken in some cases (mainly when an opponent has an advancing lvl.3)
  }}
  }}
}}
}}
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   | advBlock    = +3
   | advBlock    = +3
   | invul      = None
   | invul      = None
   | description = A quick upwards kick. One of many solid anti-airs, and it has another use for evading low hitting attacks, though you won't get to punish always.
   | description = A quick anti air, but not used much.
  }}
  }}
}}
}}
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   | advBlock    = +2
   | advBlock    = +2
   | invul      = None
   | invul      = None
   | description = Basically a beefier version of 5LK without the cancel window and with 4 frames slower startup. Same use cases, just a bit different really.
   | description = Same as st.LK but slower. Same hitbox too. Also not used much.
  }}
  }}
}}
}}
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   | advBlock    = -6
   | advBlock    = -6
   | invul      = None
   | invul      = None
   | description = Another standing anti-air kick, and probably your best one. Reaches notably farther than his other normal anti-airs, and hits harder too. Unlike most anti-air normals with two damage values, this does the same damage on standing or jumping opponents. Instead, the first hitbox has the lower damage value and the cancel window. This is hard to hit though, as it's only barely past the range you'll get cl.HK.
   | description = Your main single button anti air from farther out, at around a 45 degree angle jump. You get extra damage if you connect on the 2nd hit which is the one that typically connects as an anti-air but there are cases where the 1st connects and you lose 100 dmg (not really a big deal but worth noting).  
It is also very active for an anti air, which is another reason why it is quite powerful, as you don't need to have as strict of a timing compared to other anti airs.
  }}
  }}
}}
}}
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   | advBlock    = +7
   | advBlock    = +7
   | invul      = None
   | invul      = None
   | description = Essentially the same as the far version with 100 more damage. Since it does more damage, you would rather hit this, but obviously since it's a close normal you can't always do that. Same usage as 5LP otherwise, and you would still rather use 2LP most of the time.
   | description = Same as far jab, usually used in optimal stun combos or if you are staggering with jab and are close.
  }}
  }}
}}
}}
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   | advBlock    = -3
   | advBlock    = -3
   | invul      = None
   | invul      = None
   | description = A quick hook at the same height as 5MP. Unlike 5MP this can't be crouched. Useful as a fast close range punish, sine it starts up in 3 frames, but sees little to no use elsewhere since the frame data otherwise is mediocre.
   | description = Very fast for a medium, but is redundant compared to cl.MK. Even in the use case where it can combo into Shoryuken, cl.MK is better.
  }}
  }}
}}
}}
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   | advBlock    = -8
   | advBlock    = -8
   | invul      = None
   | invul      = None
   | description = Your highest damage cancel, making it your preferred punish starter and combo after a jump. Easily combos into every Ryu special and Shinkuu, and even has a slight delay cancel window to make cancels into Shinkuu easier. Also a nice anti-air, and if you hit them low in their jump you can cancel into a LP Hadouken to make them block as they land.
   | description = A typical "uppercut" type normal. Like others, it has 2 uses. It is a high damage cancel into a special or super, and it is an anti-crossup, meaning it clips jumps above Ryu.
 
The cancel into a move is mainly used after a jump-in, and the move you cancel into depends on spacing. Close range, heavy Shoryuken. Far range, heavy Tatsu. If you want to spend meter you use Shinkuu Hadoken. cr.HP is actually near identical to cl.HP in this aspect, as the damage and startup are basically identical. All of this is to say that you should use cr.HP for max damage combos instead if you aren't sure if you're close enough.
 
As an anti-crossup, it is very consistent, and as a side-effect of it being the button that comes out on a whiffed punch throw it can catch jump-backs quite well, so you can use it for this.
  }}
  }}
}}
}}
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   | advBlock    = +2
   | advBlock    = +2
   | invul      = None
   | invul      = None
   | description = A quick low kick that doesn't hit low. Useful for making hitconfirms off of lights a bit easier, and as a check in close range, but is usually outclassed by his other close normals.
   | description = A quick low kick. Great as a meaty as it has 8 active frames and is +2 normally, meaning you can get some really neat links on a connect.
  }}
  }}
}}
}}
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   | advBlock    = +1
   | advBlock    = +1
   | invul      = None
   | invul      = None
   | description = A quick knee to the chest. The close medium you want to use, as it does more damage and has better frame data than cl.MP for basically no downside. Useful meaty normal and punish normal.
   | description = Also good for meaties like cl.LK, with 1 less + frame but more damage. It is also your typical go-to normal cancel into Shoryuken.
  }}
  }}
}}
}}
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   | advBlock    = +2
   | advBlock    = +2
   | invul      = None
   | invul      = None
   | description = A two hit axe kick. Not an overhead despite looks. Not entirely useful, as only the first hit super cancels and the first hit does very little damage. This isn't a bad anti-air but Ryu has better, and you would always rather use cl.HP into a special for damage.
   | description = Another decent anti-crossup normal, but it can be a bit on the slower side. Usually cl.HP is preferred but this can work as well. It is also not bad when it comes out on a whiffed kick throw, it may not catch all jumpbacks but it can still connect.
  }}
  }}
}}
}}
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   | advBlock    = +7
   | advBlock    = +7
   | invul      = None
   | invul      = None
   | description = A useful 2LP for mashing, confirming, and linking. Only sacrifice over the standing versions is that it's one frame slower, but this rarely comes into play. You'll use this a lot to pressure the opponent blocking, or to link into stronger moves like 2MK or cl.HP and cancel into super for big damage combos. Doesn't hit low but you have 2LK for that.
   | description = Your usual pressure option if 5LP is unavailable vs. crouchers. Links into just about everything you need and is also one of the better "run-stop" moves in the game if you have run at your disposal. It is also nice on defense, even if it lacks a 2 frame startup.
  }}
  }}
}}
}}
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   | advBlock    = +6
   | advBlock    = +6
   | invul      = None
   | invul      = None
   | description = Another very useful normal. Very plus, can link into itself once. Pretty solid range and fast startup lets it stuff out other slower buttons quickly too. Useful as a meaty to fish for counterhits or generate plus frames if they block
   | description = Very nice meaty and counterpoke. Stuffs out a decent chunk of buttons when used at the tip and up close can generate some nice blockstrings due to it being +6. Even when it connects you have various damaging combo routes.
  }}
  }}
}}
}}
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   | advBlock    = -13
   | advBlock    = -13
   | invul      = None
   | invul      = None
   | description = A high reaching uppercut punch. Very useful anti-air normal, as it reaches high and surprisingly far. Has very fast startup and high active frames as well. Just watch whiffing this, as it has a lot of endlag and you'll likely be punished. Similar to cl.HP, if you catch them low in their jump you can cancel into a fireball and make them block it.
   | description = Similar to cl.HP. While you typically use this move to cancel into stuff, cl.HP is the stronger anti-crossup, however this attack is still more reliable due to it not being a proximity normal. You have to pick and choose when to use.
  }}
  }}
}}
}}
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   | advBlock    = +5
   | advBlock    = +5
   | invul      = None
   | invul      = None
   | description = A low hitting kick, and your main way to confirm from a low hit. Easily confirms into a tatsu on a standing opponent, or into Shinkuu anytime, even after doing 2 or 3 of them. Most useful when done meaty or in pressure, and especially when your opponent is scared of your 6MP overhead or a hop overhead in Grooves with hops.
   | description = Your go-to starter on pressure since it hits low and confirms into all your favorite combos.
  }}
  }}
}}
}}
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   | advBlock    = -1
   | advBlock    = -1
   | invul      = None
   | invul      = None
   | description = Your new favorite normal. Reaches far and hits low, and cancels into fireball or tatsu or Shinkuu for a simple combo. Very fast startup lets you whiff punish easily with this, and playing around the range of 2MK is usually Ryu's preferred range over any of his other normals. Easily linked into as well off of 2LP, which gives you big damage increases off of his low confirms. All around very useful normal, use this a lot.
   | description = The poke. You want to operate at a range where this attack hits at the very tip, as it has a nice disjoint at the end. If you want, you can cancel into fireball on closer connects to generate + frames, although it can be exploited so don't do that too much especially if you're cancelling from larger distances. It is also the go-to linking option from 2 lights (cr.HP is the go-to from 1 up close).
  }}
  }}
}}
}}
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   | advBlock    = -15
   | advBlock    = -15
   | invul      = None
   | invul      = None
   | description = Ryu's sweep. Very long range and immediate knockdown makes this attractive, but if you whiff this you'll almost definitely be punished. If this gets blocked, ALWAYS cancel into a fireball, as Ryu is left heavily unsafe if not. Useful as a whiff punish or after a long blockstring to add another low if they aren't expecting it.
   | description = A typical sweep as they come, although this one is particularly fast. Like SF2, you want to be careful when you choose when to use 2MK and when to sweep. A cancel into fireball usually makes sweep safe, but you do have to be careful to not leave a gap otherwise you can risk losing your turn or worse getting punished by an RC or lvl.3. You can also link into this from cr.LP, theoretically making it your go-to combo in most cases but it is 1-frame and just inconsistent to go for.
  }}
  }}
}}
}}
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   | advBlock    = Varies
   | advBlock    = Varies
   | invul      = None
   | invul      = None
   | description = A fast and very active j.LP. Useful as a way to interrupt an opponents jump, but not much use otherwise.
   | description = A decent air-to-air. Not much else.
  }}
  }}
}}
}}
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| input    = j.MP / 8MP
| input    = j.MP / 8MP
| subtitle = Jumping Medium Punch
| subtitle = Jumping Medium Punch
| image    = CVS2_Ryu_jHP.PNG
| image    = CVS2_Ryu_jMP.PNG
| caption  = Neutral Jump
| caption  = Neutral Jump
| image2  = CVS2_Ryu_jMP.PNG
| image2  = CVS2_Ryu_njMP.png
| caption2 = Diagonal Jump
| caption2 = Diagonal Jump
| linkname = j.MP
| linkname = j.MP
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   | advBlock    = Varies
   | advBlock    = Varies
   | invul      = None
   | invul      = None
   | description = A unique 2 hit jump-in. Only really works on tall characters, but on those characters it makes for a neat double overhead mixup as both hits have to be blocked high. Neutral jump version has little use outside for hitting some things directly above Ryu, but you have better options on the ground for that.
   | description = The neutral jump version of j.MP is unremarkable and unused. Diagonal j.MP however is not.
 
It hits twice. This can be used in 2 ways, either against tall characters to work as a weird double overhead (worse version of Rolento j.MP) or as a niche air-to-air with a cross-under mixup as your reward. As a jump-in it is lackluster and not used much. As an air-to-air, you might be incentivsed to go for it at least once, as the ensuing ambiguous cross-under you get can potentially create a nice opening. If it gets blocked, well you can just pressure instead. It is unique.
  }}
  }}
}}
}}
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   | version    = {{Motion|ub}},{{Motion|u}},{{Motion|uf}}+{{Icon-Capcom|HP}}
   | version    = {{Motion|ub}},{{Motion|u}},{{Motion|uf}}+{{Icon-Capcom|HP}}
   | subtitle    =
   | subtitle    =
   | damage      = 1300/1200
   | damage      = 1300 (Neutral) /1200 (Diagonal)
   | stun        = 13/12
   | stun        = 13/12
   | cancel      = None
   | cancel      = None
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   | advBlock    = Varies
   | advBlock    = Varies
   | invul      = None
   | invul      = None
   | description = A big punch below Ryu. Nice as a jump-in but you'll usually use j.HK more, as this does less damage and has worse reach. Neutral jump version does 100 more damage, making it a useful starter for stun combos and for being flashy in training mode.
   | description = Beefy jump-in. There is more disjoint on this than j.HK so it can work at the tip, but it is outranged, so pick and choose. You get more damage on the neutral jump version but there is no reason to use it for that outside of stun combos.
  }}
  }}
}}
}}
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   | advBlock    = Varies
   | advBlock    = Varies
   | invul      = None
   | invul      = None
   | description = A knee below Ryu. Not much use for j.LK as it doesn't have much hitstun and the hitbox is a bit worse for air-to-air lights than j.LP. Can be used as an instant overhead on tall characters but this is very unsafe. The neutral jump version can be used to hit people above you from a neutral jump, but you have better grounded anti-airs.
   | description = Both versions are situational at best. nj.LK is an okay anti-air (against non C-groove characters) and j.LK can be used as a gimmicky cancel to Air Tatsu on jump-in or as a tick throw. It is outclassed by j.LP.
}}
  }}
}}
}}


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| input    = j.MK / 8MK
| input    = j.MK / 8MK
| subtitle = Jumping Medium Kick
| subtitle = Jumping Medium Kick
| image    = CVS2_Ryu_njLK.PNG
| image    = CVS2_Ryu_njMK.png
| caption  = Neutral Jump
| caption  = Neutral Jump
| image2  = CVS2_Ryu_jHK.PNG
| image2  = CVS2_Ryu_jMK.png
| caption2 = Diagonal Jump
| caption2 = Diagonal Jump
| linkname = j.MK
| linkname = j.MK
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   | advBlock    = Varies
   | advBlock    = Varies
   | invul      = None
   | invul      = None
   | description = Ryu's crossup jump-in. Very useful in his meaty mixups, as you can either crossup with j.MK or hit in front with j.HK. Other than crossups this has little use. The neutral jump version has the same uses as nj.LK but does a bit more damage in exchange for less active frames. Regardless you would still rather just 2HP or DP.
   | description = Neutral jump version is the same as j.LK but with more damage and a slightly thinner hurtbox.
 
j.MK is your go-to cross-up button. Aside from that it does not do much else. Getting cross-ups with j.MK against standing characters can be tricky, as it will only really cross-up on very early connects which makes it unsafe, so its potency is affected a bit depending on character thickness. Still a good button overall.
  }}
  }}
}}
}}
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   | advBlock    = Varies
   | advBlock    = Varies
   | invul      = None
   | invul      = None
   | description = Your main jump normal for reach and damage. Goes very far and has high hitstun, allowing you to easily link into a grounded normal and a cancel. Very reliable jump normal. Neutral jump is a good air-to-air, and similar to 5HK and 2HP if you hit them very close you can cancel it into specials. Since it's an air normal however, your only cancel is air tatsu, which won't combo.
   | description = Your main jump normal for reach and damage. Goes very far and has high hitstun, allowing you to easily link into a grounded normal and a cancel. Very reliable jump normal. Neutral jump is a good air-to-air, but is limited against C-Groove.
  }}
  }}
}}
}}
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   | advBlock    = -3
   | advBlock    = -3
   | invul      = None
   | invul      = None
   | description = Ryu's two hit overhead move. Reactable on paper, but it will definitely hit opponents here and there. Usually you'll do this meaty to avoid them mashing out, but be wary of opponents with good reactions and reversal timings. Fairly low reward, and in hop Grooves you would rather do a hop HK, but important to represent as it allows them to be opened up in other ways.
   | description = While this is not a good button you should use it at least once because the threat of that overhead will bleed into a scenario where it could be the end of the round. Condition with 2LKs first before fishing for it. If you have shorthop, use shorthop HK/HP over this.
  }}
  }}
}}
}}
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   | advBlock    = -4
   | advBlock    = -4
   | invul      = None
   | invul      = None
   | description = Ryu slides forward with his fist out. In other SF games, you can link out of this for big damage. In this game, not so much. Outside of the obvious benefit of being a forward moving hitbox, this leaves Ryu -4 on hit and block, meaning it can be punished at some ranges. This heavily limits its use, meaning you should only use it rarely when the opponent won't be ready to punish. It's also very useful for A-Ryu as an easy CC, but even then he has better options.
   | description = Outside of A-Groove this button is fairly useless unlike other games featuring this normal.
 
In A-Groove this button can be used as an easy CC, but that's not what gives it at least some use, it's really the forward momentum that allows for DP loops to work. You can cancel a DP into this button, then juggle into another DP with relatively identical spacing. Even then you can do other moves to attain this spacing but because it uses HP it can make your input sequences easier.
  }}
  }}
}}
}}
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   | advBlock    = +1
   | advBlock    = +1
   | invul      = Lower Body/Throw (Airborne)
   | invul      = Lower Body/Throw (Airborne)
   | description = Ryu hops into the air and kicks out in front of him with a nj.HK. Similar usage to 6HP, but has a few benefits over it. The biggest one being that it's airborne. This allows it to jump over lows, evade throws, and even hop over some fireballs like Iori's. One of the few moves in CvS2 to have different frame data on hit and on block. On hit, this is -4, meaning you should always space it out so they can't punish with a throw. On block however it's +1, making it a useful way for Ryu to reset pressure against opponents who are blocking a lot.  
   | description = Very useful button. Unfortunately because this button uses air normal data on hit it is -4, whereas on block it is +1, so it is rather poor on hit if not spaced, but still excellent on block. You can do various sequences and slip this in your pressure to reset, but keep in mind it is slow so a savvy opponent may RC through it or use some other move that counters. It can avoid lows due to it being airbourne so you can clip someone trying to low poke out as well.
 
Like 6HP you can use this in CCs for DP loops as well.
  }}
  }}
}}
}}
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   | advBlock    = Grab
   | advBlock    = Grab
   | invul      = None
   | invul      = None
   | description = The higher damage throw at the expense of 2 frames of startup. More useful for throw mixups, and it actually does 100 damage more than the average kick throw. Not as useful for punishes, and leaves a wider gap in tick throws.
   | description = The higher damage and harder to tech throw at the expense of 2 frames of startup. More useful for throw mixups, and it actually does 100 damage more than the average kick throw. Not as useful for punishes, and leaves a wider gap in tick throws.
  }}
  }}
}}
}}
Line 1,021: Line 1,019:
   | advBlock    = -11
   | advBlock    = -11
   | invul      = None
   | invul      = None
   | description = Ryu's classic fireball series. Useful zoning tools, especially the slower LP version. The HP version is great for cancels, as it travels fastest. Fireballs carry a lot of risk however, especially in CvS2. A well timed roll cancelled special move will often go right through your fireball, and some A-Groove characters can even punish with a CC activation. Rolls also exist, and while they can't be done on reaction, they don't need to react if you use this in the same spots all the time. Vary when you use these, how you use them, and which version you use to get the most out of your zoning, neutral, and pressure.
   | description = Though the classic Hadoken's use seems obvious, in CvS2 it is a bit more complex.
 
As a zoning tool, you need to be careful. While it can work to keep an opponent at bay, there are many, many anti-fireball tools in CvS2. RCs, CCs, rolls, dedicated specials/supers, etc. You need to do it in moderation with your anti-airs and pokes, but when used correctly, you can almost play an SF2 type gameplan by just using your fireballs and anti airs. Usually you want to minimize the potential risks of what can hurt you, so zoning from fullscreen or 3/4 screen is preferred, although keep in mind the closer you are the more risky using your fireball will be.
 
As a poke, it is pretty decent when RC'd. The only risk is the recovery, since as a poke you're using this at a range where the fireball won't travel far. Like zoning, you need to use this in moderation, and you need to have prepared counters to things like jumping or rolling. By mixing in your fast pokes with RC fireball, you can create a dynamic neutral game.
 
Then there is using this move as a combo ender. Unfortunately since Tatsu can't hit crouchers this is your next option if Shoryuken is unavailable (which most times will be the case). Even so, most times Shakunetsu is better and works in the same scenarios, but due to its more demanding input this is more reliable. Basically, if they're crouching you end your combo in Hadouken/Shakunetsu, if they're standing you end in Tatsu for meterless combos.
  }}
  }}
}}
}}
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  {{AttackData-CvS2
  {{AttackData-CvS2
   | header      = no
   | header      = no
   | version    = {{Motion|41236}}+{{Icon-Capcom|LP}}
   | version    = {{Motion|41236}}+{{Icon-Capcom|HP}}
   | subtitle    =
   | subtitle    =
   | damage      = 1100/1000
   | damage      = 1100/1000
Line 1,083: Line 1,087:
   | advBlock    = -16
   | advBlock    = -16
   | invul      = None
   | invul      = None
   | description = A fireball very similar to his 236P Hadoukens, but they can knock down up close. Generally a bit worse for zoning, since they have some extra endlag. This also makes them worse for cancels on block. However, any combo where you can end in Hadouken, you can end in this instead for a knockdown and more damage. The 2nd damage value is after they travel out of range for the knockdown, meaning you always want the HP version in combos for max damage.
   | description = Also known as "Red Fireball." It is slower across the board compared to Hadouken, making it a poorer zoning tool (most of the time, it is better on hit). As a combo ender it is quite good against crouching opponents, but due to it needing time to travel it will only work on certain up-close routes.
  }}
  }}
}}
}}
Line 1,093: Line 1,097:
| subtitle = DP, Uppercut, Shoryu
| subtitle = DP, Uppercut, Shoryu
| image    = CVS2_Ryu_623P.PNG
| image    = CVS2_Ryu_623P.PNG
| caption  =  
| caption  = 1st Hitbox (LP)
| image2    = CVS2_Ryu_623P2.png
| caption2  = 1st Hitbox (MP/HP)
| image3    = CVS2_Ryu_623P3.png
| caption3  = Rising Hitbox
| linkname = Shoryuken
| linkname = Shoryuken
| data  =  
| data  =  
Line 1,145: Line 1,153:
   | advBlock    = -41
   | advBlock    = -41
   | invul      = 8 (Full), 14 (Lower)
   | invul      = 8 (Full), 14 (Lower)
   | description = The classic Shoryuken DP series. LP is your favorite anti-air, MP is your preferred reversal, and HP is the combo ender and damage dealer, and also a reversal too. These carry massive risk, especially if blocked, so use them like you use fireballs: with caution. Careless wakeup DPs or poorly timed anti-air DPs will get you killed faster than any other mistake you can make. In combos, these can be used if the opponent is very close to you and are very high damage too. However you usually won't be close enough to cancel into these, and will whiff into eating a full combo.
   | description = The iconic Shoryuken. Unlike Hadoken which has more uses than what meets the eye, this move works about how you expect.
 
LP is the only one of the bunch that has a hurtbox on the 1st hitbox, but because it has the least risk it is used commonly in anti-airs, despite having the least amount of damage. You also get the most variable okizeme afterwards as well.
 
MP can be used as both an anti air and a reversal since it no longer has the hurtbox on the 1st hitbox. Not really used too often.
 
HP is the big risky version, and is your best meterless combo ender from a damage standpoint. Because it does the most damage of the 3, it is ideally the one you always want to use in both anti airs and reversals, but it is also by far the riskiest, so having it get airblocked or worse whiffed/blocked means you will lose a ton of life. Use with caution.
  }}
  }}
}}
}}
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| image    = CVS2_Ryu_214K.PNG
| image    = CVS2_Ryu_214K.PNG
| caption  =  
| caption  =  
| image2    = CVS2_Ryu_214K2.png
| caption2  =
| linkname = Tatsumaki Senpukyaku
| linkname = Tatsumaki Senpukyaku
| data  =  
| data  =  
Line 1,207: Line 1,223:
   | advBlock    = Varies
   | advBlock    = Varies
   | invul      = None
   | invul      = None
   | description = Ryu's tatsu specials. These are your preferred combo enders for knockdown and damage. Sadly, they aren't entirely reliable, as they can be crouched under. This means that Ryu has to confirm an opponent standing or not before cancelling into this, since if you miss and the opponent crouches under it, you're open for a punish. It should be noted however that punishing tatsus that go over your head isn't the easiest, and does require a bit of practice. If you notice your opponent doesn't punish you if they crouch under these, there's no reason to not use them all the time. In neutral, these can be useful to approach with a hitbox out, though it's massively risky and you should almost always roll cancel them for this.
   | description = Your main combo ender on standing opponents, among other things. When used as a combo ender you have to be careful against quickrise. Against C/P/S you can just default to the HK version, but against A/N/K they can quickrise, and though it is not punishable on hit, you can lose your turn, so use MK instead.
 
Outside of combos, Tatsu sees other uses. For one, it is a nice meterbuild tool (LK version), so from fullscreen you can throw it out to get a pinch of meter. This also applies on knockdowns, you can just use the light version and get some extra meter. Additionally, on an up-close knockdown, you can do an LK Tatsu to set up an ambiguous left-right mixup.
 
RC Tatsu can be quite strong on LK and sometimes MK. You can blow through many pokes and it is hard to punish. From midrange and from point blank they can be strong, just don't get too comfortable using it because it is still punishable, just use it every now and then. If you tatsu up close and they are down-backing you can also just throw them.
  }}
  }}
}}
}}
Line 1,218: Line 1,238:
| image    = CVS2_Ryu_j214K.PNG
| image    = CVS2_Ryu_j214K.PNG
| caption  =  
| caption  =  
| image2    = CVS2_Ryu_j214K2.png
| caption2  =
| linkname = j.214K
| linkname = j.214K
| data  =  
| data  =  
Line 1,235: Line 1,257:
   | advBlock    = +18
   | advBlock    = +18
   | invul      = None
   | invul      = None
   | description = A tatsu done midair. Useful for altering your air momentum, or cancelling certain jump normals to get frame advantage on a blocking opponent. Unlike Ken or Akuma, you can't combo from these, which limits their reward a lot, but these still make for good tools to evade anti-airs or crossup ambiguously.
   | description = Though it is very + on block, that is not the primary usage of this attack.
 
You almost always use this move as a way to position yourself on screen, altering your air momentum as you see fit. Depending on how early you do the Air Tatsu, you can travel fullscreen with ease, so if you are playing a runaway gameplan you need to get really good at using Air Tatsu, whether it be TK'd or pseudo TK'd.  
 
Not only that but using this move gives you decent meterbuild so running away while using this can build you a lot of meter quickly and it is one of the main ways Ryu gets meter.
  }}
  }}
}}
}}
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   | advBlock    = 0
   | advBlock    = 0
   | invul      = 19 (Full)
   | invul      = 19 (Full)
   | description = Ryu's main super. Just like Ryu himself, this is a versatile and simple super. In neutral, this will blow through other projectiles and punish the opponent for using them. As a reversal, it's fairly safe although only the MP and HP versions will be true reversals. It really shines as a combo ender, where it adds big damage easily. The level 2 version of Shinku is a big reason Ryu is best in C-Groove, as he can easily combo into it and then cancel into a 214HK or LP Shinku. The level 3 version is a massive damage combo ender as well.
   | description = Your main metered combo ender and sometimes a way to punish gaps in blockstrings (fireballs and/or other gaps). Most of the time you save up your meter to use this in combos.
 
This is also a super convenient S-Groove desperation supers, you can just end all of your combos in a hard knockdown and a decent chunk of damage.  
  }}
  }}
}}
}}
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   | advBlock    = -4
   | advBlock    = -4
   | invul      = 23 (Full)
   | invul      = 23 (Full)
   | description = A less useful but higher damage super. Harder to properly combo into than Shinku Hadouken, meaning you'll rarely combo into it. As a reversal it does more damage but it isn't safe. Generally you'll always either spend meter on Shinku Hadouken, or would prefer to save the meter for a cancel into Shinku Hadouken.
   | description = Although it isn't your "combo super" it is still useful. Mainly you use this either as a reversal (it is safe) or to blow up someone mashing (expensive but viable). In some scenarios you can juggle into it but it is niche at best and not really useful.
 
Also is very strong as an S-Groove desperation super, as it can be used multiple times in succession before you really get punished, and it also a great chip-out move.
  }}
  }}
}}
}}
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| subtitle = Shoryuken Super
| subtitle = Shoryuken Super
| image    = CVS2_Ryu_23623K.PNG
| image    = CVS2_Ryu_23623K.PNG
| caption  = You used to have a healthbar
| caption  = The hitbox you want
| image2    = CVS2_Ryu_236236K2.png
| caption2  = The hitbox you don't want
| image3    = CVS2_Ryu_236236K3.png
| caption3  = Death
| linkname = Shin Shoryuken
| linkname = Shin Shoryuken
| data  =  
| data  =  
Line 1,388: Line 1,422:
   | advBlock    = -41
   | advBlock    = -41
   | invul      = 22 (Full)
   | invul      = 22 (Full)
   | description = A massive damage, massive risk uppercut. One of the most satisfying moves to land, both because of the huge damage and the beefy animation of Ryu uppercutting them three times. If this whiffs or gets blocked, you will not only lose 3 full bars, but will also get hit by the opponents favorite combo, making it a huge risk. However, if you have a punish or recognize a meaty while you have a level 3 ready, letting this rock will either kill or solidly get you the life lead. Combos into this are rare, for the same reason combos into Shinku Tatsu are rare, as the first hit has very short range.
   | description = Insanely high damage super that can shred a health bar with ease. However, it is not the easiest super to land. The best way you can connect this super fully is as an anti-air, since it is super unreliable as a combo ender (Most reliable route is jump-in > Shinsho). Unfortunately, since Ryu's meter is better spent on the other 2 supers, this super is mostly used for style, or sometimes an extremely punishing anti-air.
  }}
  }}
}}
}}
== The Basics ==
At mid-screen, Ryu can control space with st.MP, cr.MP, cr.MK, and st.HP. These moves have decent to long range, and are good for whiff punishing or poking.<br>
st.MP and st.HP are super cancelable, while cr.MP and cr.MK are both special and super cancelable.<br>
At close range, Ryu's best normals to use are cl.LP, cr.LP, cl.LK, cr.LK, and st.MK due to their fast startup speed and frame advantage. cr.LK makes for a useful tool for hit-confirming, and can be special canceled into Tatsu for a simple combo, or buffered into a Shinku Hadoken.
For building meter, Ryu can safely build meter from a long range via whiffing:
- cr.MP <br>
- dp + LP <br>
- j.qcb + HK <br>
- qcb + LK <br>
These are all ideally done from a full-screen distance away in order to minimize the risk of being punished.
Ryu's go-to anti-airs are:
- st.LK or st.MK<br>
- cl.HP<br>
- cr.HP<br>
- st.HK<br>
- dp + P<br>
== Combos ==
Note that all damage values were recorded on a Ratio 2 vs Ratio 2 matchup in C-Groove, and with no damage reduction from lower health. Damage may vary slightly depending on Groove selection and health left.
Most of these combos will work with a jumping normal (preferably j.HK) before the first hit. A crossup j.MK will work too.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Meterless Combos
|-
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
|-
| cr.LK x 1-3 xx qcb + HK || Any || 1470 (cr.LK x1), 1890 (cr.LK x2), 2100 (cr.LK x3) || 16 (cr.LK x1), 18 (cr.LK x2), 20 (cr.LK x3)|| Very Easy || Basic confirm off of cr.LK. Allows for a bit of corner carry as well. Adjust the number of cr.LKs based on distance.
|-
| cr.LK xx cr.LP, cr.MK xx qcb + HK || Any || 2835 || 27 || Easy || Link from cr.LP into cr.MK. Do not delay the cancel from cr.LK into cr.LP, or else the qcb + HK will not connect in time after cr.MK.
|-
| cr.LP, cl.HP xx qcb + HK || Any || 3045 || 29 || Easy || Link from cr.LP into cl.HP. Can also be done from cr.LK.
|-
| cr.MK xx qcf + HP || Any || 1890 || 18 || Very Easy || The most famous combo in fighting games, probably. Useful for complimenting your cr.MK pokes, though the Hadoken will not combo afterward if done from longer ranges. If you can, try a Shakunetsu Hadoken (hcf + P) for a hard knockdown and more damage.
|-
| cr.MP, cr.MP xx qcb + HK || Any || 3360 || 32 || Easy || The link from cr.MP into another cr.MP is a bit tight, but can be made easy with practice, and is quite rewarding with decent damage.
|-
| j.HK xx cl. HP xx hcf + HP || Any || 3675 || 35 || Easy || If done in the corner, the Shakunetsu Hadoken will knock the opponent down while keeping Ryu at mid-range, meaning you can react to attempts to get out of the corner like rolls or jumping.
|-
|}
Unless otherwise specified, the following combos are done with level 1 supers due to differences in Grooves. Cost will be measured in "bars" if done in C-Groove or any groove, this can refer to stocks as well. Even though it says "1 Stock in Max Mode", keep in mind it costs 1 stock to enter Max Mode in the first place (N-Groove only).
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|+ Super Combos
|-
!  Combo !! Groove !! Cost !! Position !! Damage !! Stun !! Difficulty !! Notes
|-
| cr.LK xx cr.LP xx cr.LK xx qcfqcf + P (level 1) || Any || 1 Bar || Any || ~2835 || 7 || Intermediate || Crouching light confirm.
|-
| cr.LK xx cr.LP xx cr.LK xx qcfqcf + MP xx qcb + HK || C-Groove || 2 Bars || Any || 5171 || 21 || Intermediate || Crouching light confirm, but with C-Groove's level 2 super canceling.
|-
| cr.LK xx cr.LP xx cr.LK xx qcfqcf + MP xx qcfqcf + LP || C-Groove || 3 Bars || Any || 5985 || 7 || Intermediate || If you want to spend the additional bar.
|-
| cr.LK xx cr.LP, cr.MK xx qcfqcf + MP xx qcb + HK || C-Groove || 2 Bars|| Any || 5801 || 27 || Intermediate || Link from cr.LP into cr.MK, canceled into a level 2 super which is canceled into a Hard Tatsu.
|-
| cr.LK xx cr.LP, cr.MK xx qcfqcf + MP xx qcfqcf + LP || C-Groove || 3 Bars || Corner || 6615 || 13 || Intermediate ||
|-
| cr.LP, cl.HP xx qcfqcf + P (level 1) || Any || 1 Bar || Any || 2675 || 15 || Easy || The cancel window on cl.HP is fairly lenient for a CVS2 cancel window.
|-
| j.HK xx cl.HP xx qcfqcf + P (level 3) || C, P, S, N, K-Groove || 3 Bars (C)/Full Bar (P)/Low Health MAX (S)/ 1 Stock MAX Mode (N)/Full Bar (K) || Any || ~7245 || 24 || Easy || T H A T ' S  W H A T  W E  L I K E  T O  C A L L  [ B I G  D A M A G E ]
|}
== Advanced Strategy ==
=== Video Guide ===
<youtube>uAaenLQIF-Y</youtube>
== Discussion ==
[http://www.shoryuken.com/forums/forumdisplay.php?f=170 Shoryuken CvS2 Ryu Forum]


== Colors ==
== Colors ==
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{{Navbox-CvS2}}
{{Navbox-CvS2}}
[[Category:Capcom vs SNK 2]]
[[Category:Capcom vs SNK 2]]
[[Category:Ryu]]

Latest revision as of 04:30, 7 May 2025

Introduction

CVS2 Ryu Data.png

Story

Ryu is the main character of the Street Fighter series, as well as THE fighting game character. He is a traveling martial artist who strives to test himself against strong opponents. Ryu is a practitioner of the Ansatsuken fighting style, alongside his best friend and rival Ken Masters. Strong and silent, Ryu's greatest pleasure in life is combat. He takes his training very seriously, even the basics. Occasionally, an evil power known as the Satsui no Hado threatens to overcome him, manipulating his desire for improvement into a desire for victory at any cost. Regardless, Ryu continues to train himself and travel the world, so that he may become the greatest version of himself that he can be.

Gameplay

Often you'll hear certain types of characters referred to as "shotos". These tend to be the simple, fundamental, and easy characters that can excel at any level. Ryu is the original shoto, and likely the purest one you can ever play. His control of neutral is stellar, with multiple great pokes, two fireballs, and a powerful anti-air. His main super, Shinkuu Hadouken, is a powerful utility super that allows him to punish fireballs or end combos with great damage. He can alter his air momentum with his Air Tatsu specials to keep his approach a bit ambiguous. His defense with his invincible Shoryuken is powerful, since he can deny pressure that isn't gapless. Even his rushdown is solid, though it is likely his weakest point. He has an overhead, a crossup, good hop normals, a solid low confirm, and of course two grabs.

While Ryu doesn't truly have many weaknesses, his main weakness is that his strengths aren't excelling in their categories. He does everything well, but nothing perfectly, and requires you to make intelligent decisions and make solid gameplans. Ryu rewards consistency, and without it his strengths will falter. He does still have weaknesses, mainly that his preferred ender for knockdowns and damage requires a standing opponent meaning his knockdowns are a bit harder to find. Otherwise, Ryu is a simple and solid character that rewards you for being a good player.

Groove Selection

Best - C/N: While Ryu can be played in any Groove to some extent, he definitely has some he prefers over others. Likely his best is C-Groove, predictably. C-Groove is often seen as a fundamental Groove with simple Street Fighter style gameplay, and Ryu fits that perfectly. Simple level 2 combos, access to lots of meter for his supers, and a decent amount of defensive options make C-Ryu a standard and useful character. N-Ryu is a different take on the same Ryu formula. N-Groove is a versatile and simple Groove, and Ryu fits into it fairly well. While he does play a lot more mobile, he still ends a lot of combos in supers and has a nice mix of offensive and defensive options.

Useful - K/A: K-Ryu gets access to the useful mechanics of JD and Rage. While he struggles a bit without Rage, JD helps him build it very fast, and his level 3 Shinkuu is no joke. Having access to Shin Shoryuken more often is also a benefit, as his close range punishes become very high damage. A-Ryu isn't bad, as while he doesn't have the greatest Custom Combo ever CC is still a powerful mechanic regardless. A-Ryu is more useful on point, where his great meter build and sustainable gameplan lets him ensure that the second character already has a CC ready when they come out.

Worst - S/P: S-Ryu is a bit more of a gimmick. While Ryu can charge meter without sacrificing much to his patient gameplan, he still would rather use his great meterbuild tools or a few combos and cancels. Infinite level 1 supers is useful though, as Ryu can end every combo in Shinkuu, making all of his punishes and pokes much higher damage. P-Ryu is inconsistent at best. Parries are a useful tool, but Ryu can't always benefit from them unless he has a super, and P-Ryu won't have supers very often. However, when he does have a super, a parry from P-Ryu will do great damage with either a cancel into level 3 Shinkuu or a close parry into Shin Shoryuken.


Ryu is the original shoto, and a great all-rounder who struggles to excel in any specific area. Ryu's best Grooves are C-Groove and N-Groove.

Difficulty: Easy
Tier: A-
Pros Cons
  • Shoto: Very versatile toolkit allows him to easily work in most situations
  • Neutral Focused: Simple "footsies" based gameplan makes him easy and rewarding to learn
  • Easy: Generally very easy, with very few truly difficult things to learn
  • Versatile Super: A useful and reliable super with Shinkuu Hadouken
  • Groove Friendly: Useful to some extent in every Groove
  • Baseline Tools: Solid damage output, simple zoning and neutral, and solid defense, Ryu has everything you would want on a basic level
  • Jack-of-all-Trades: While he does do well in most categories, he isn't Sagat. He doesn't entirely excel in any category besides neutral
  • Mixup: His mixup potential is lackluster, he does have access to a simple mixup with his standing overhead and his normal throw but they lead to very little reward
  • Situational Enders: His preferred meterless combo ender whiffs on crouchers and his croucher specific routes are extremely spacing specific, so he tends to want to end in a super which he doesn't always have



Players to Watch

Name Country Groove Accounts Notes
GAO Japan C-Groove N/A A beast of a player. Uses C-Ryu to absolute perfection.
Sample Match
Towel Japan C-Groove Twitter: @TowelManX One of the OG Japanese players, and has a very scary Ryu. Still plays after almost two decades.
Sample Match
Dan Japan C-Groove N/A Though his name was largely lost to history, he was an incredible player for many years but seems to be inactive as of now.
Sample Match



Normal Moves

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Ryu 5LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 300 3 RF/SP/SU Mid High 2 4 6 12 +7 +7 None

Above average jab. 2 frame startup makes it great in walk jab pressure a la Sakura, but if they can duck under it then this jab is mostly used for last minute anti airs.

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Ryu 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 1000 10 SU Mid High 5 6 17 28 -1 -1 None

Redundant button. A faster 5HP that really does not offer anything on its own. There are better buttons available but if you were to use this button it would be as a midrange poke.

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Ryu 5HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1400 14 SU Mid High 7 10 20 37 0 0 None

Great long range counterpoke and blockstring ender. The super cancel is not used much but because it is 0 on block, this move is great to use in scenarios where you are hunting for stray hits or you want to end a blockstring. It is actually better to end your blockstrings with this move than cr.MK xx Hadouken in some cases (mainly when an opponent has an advancing lvl.3)

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Ryu 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 500 5 SP/SU Mid High 4 8 5 17 +3 +3 None

A quick anti air, but not used much.

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Ryu 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 900 9 None Mid High 8 8 12 28 +2 +2 None

Same as st.LK but slower. Same hitbox too. Also not used much.

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Ryu 5HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1200,1300 12,13 SP/SU Mid High 4 12 18 34 -6 -6 None

Your main single button anti air from farther out, at around a 45 degree angle jump. You get extra damage if you connect on the 2nd hit which is the one that typically connects as an anti-air but there are cases where the 1st connects and you lose 100 dmg (not really a big deal but worth noting).

It is also very active for an anti air, which is another reason why it is quite powerful, as you don't need to have as strict of a timing compared to other anti airs.

Close Normals

clLP

Close Jab
Close Light Punch
cl.LP / cl5LP
CVS2 Ryu clLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 400 4 RF/SP/SU Mid High 2 4 6 12 +7 +7 None

Same as far jab, usually used in optimal stun combos or if you are staggering with jab and are close.

clMP

Close Strong
Close Medium Punch
cl.MP / cl5MP
CVS2 Ryu clMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 800 8 SP/SU Mid High 3 3 20 26 -3 -3 None

Very fast for a medium, but is redundant compared to cl.MK. Even in the use case where it can combo into Shoryuken, cl.MK is better.

clHP

Close Fierce
Close Heavy Punch
cl.HP / cl5HP
CVS2 Ryu clHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1200/1000 12/10 SP/SU Mid High 3 8 24 35 -8 -8 None

A typical "uppercut" type normal. Like others, it has 2 uses. It is a high damage cancel into a special or super, and it is an anti-crossup, meaning it clips jumps above Ryu.

The cancel into a move is mainly used after a jump-in, and the move you cancel into depends on spacing. Close range, heavy Shoryuken. Far range, heavy Tatsu. If you want to spend meter you use Shinkuu Hadoken. cr.HP is actually near identical to cl.HP in this aspect, as the damage and startup are basically identical. All of this is to say that you should use cr.HP for max damage combos instead if you aren't sure if you're close enough.

As an anti-crossup, it is very consistent, and as a side-effect of it being the button that comes out on a whiffed punch throw it can catch jump-backs quite well, so you can use it for this.

clLK

Close Short
Close Light Kick
cl.LK / cl5LK
CVS2 Ryu clLK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 300 3 SP/SU Mid Mid 4 8 7 19 +2 +2 None

A quick low kick. Great as a meaty as it has 8 active frames and is +2 normally, meaning you can get some really neat links on a connect.

clMK

Close Forward
Close Medium Kick
cl.MK / cl5MK
CVS2 Ryu clMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 900 9 SP/SU Mid High 3 8 16 27 +1 +1 None

Also good for meaties like cl.LK, with 1 less + frame but more damage. It is also your typical go-to normal cancel into Shoryuken.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK / cl5HK
CVS2 Ryu clHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 500+900 5+9 SU Mid High 7 9,4 18 38 +2 +2 None

Another decent anti-crossup normal, but it can be a bit on the slower side. Usually cl.HP is preferred but this can work as well. It is also not bad when it comes out on a whiffed kick throw, it may not catch all jumpbacks but it can still connect.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Ryu 2LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 300 3 RF/SP/SU Mid Mid 3 4 6 13 +7 +7 None

Your usual pressure option if 5LP is unavailable vs. crouchers. Links into just about everything you need and is also one of the better "run-stop" moves in the game if you have run at your disposal. It is also nice on defense, even if it lacks a 2 frame startup.

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Ryu 2MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 900 9 SP/SU Mid Mid 4 7 9 20 +6 +6 None

Very nice meaty and counterpoke. Stuffs out a decent chunk of buttons when used at the tip and up close can generate some nice blockstrings due to it being +6. Even when it connects you have various damaging combo routes.

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Ryu 2HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1200/800 12/8 SP/SU Mid High 3 11 26 40 -13 -13 None

Similar to cl.HP. While you typically use this move to cancel into stuff, cl.HP is the stronger anti-crossup, however this attack is still more reliable due to it not being a proximity normal. You have to pick and choose when to use.

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Ryu 2LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 200 2 RF/SP/SU Low Low 3 4 8 15 +5 +5 None

Your go-to starter on pressure since it hits low and confirms into all your favorite combos.

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Ryu 2MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 800 8 SP/SU Low Low 4 6 17 27 -1 -1 None

The poke. You want to operate at a range where this attack hits at the very tip, as it has a nice disjoint at the end. If you want, you can cancel into fireball on closer connects to generate + frames, although it can be exploited so don't do that too much especially if you're cancelling from larger distances. It is also the go-to linking option from 2 lights (cr.HP is the go-to from 1 up close).

2HK

Crouch Roundhouse
Crouching Roundhouse
2HK / cr.HK
CVS2 Ryu 2HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1300 13 SP/SU Low Low 6 6 35 47 -DWN -15 None

A typical sweep as they come, although this one is particularly fast. Like SF2, you want to be careful when you choose when to use 2MK and when to sweep. A cancel into fireball usually makes sweep safe, but you do have to be careful to not leave a gap otherwise you can risk losing your turn or worse getting punished by an RC or lvl.3. You can also link into this from cr.LP, theoretically making it your go-to combo in most cases but it is 1-frame and just inconsistent to go for.

Jumping Normals

jLP

Jump Jab
Jumping Light Punch
j.LP / 8LP
CVS2 Ryu jLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Lp.png 600 6 SP High High 3 22 0 25 Varies Varies None

A decent air-to-air. Not much else.

jMP

Jump Strong
Jumping Medium Punch
j.MP / 8MP
CVS2 Ryu jMP.PNG
Neutral Jump
CVS2 Ryu njMP.png
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Mp.png 1000 10 SP High High 4 10 0 14 Varies Varies None
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Mp.png 600+300 6+3 None High High 5 3,8 0 16 Varies Varies None

The neutral jump version of j.MP is unremarkable and unused. Diagonal j.MP however is not.

It hits twice. This can be used in 2 ways, either against tall characters to work as a weird double overhead (worse version of Rolento j.MP) or as a niche air-to-air with a cross-under mixup as your reward. As a jump-in it is lackluster and not used much. As an air-to-air, you might be incentivsed to go for it at least once, as the ensuing ambiguous cross-under you get can potentially create a nice opening. If it gets blocked, well you can just pressure instead. It is unique.

jHP

Jump Fierce
Jumping Heavy Punch
j.HP / 8HP
CVS2 Ryu jHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Hp.png 1300 (Neutral) /1200 (Diagonal) 13/12 None High High 5 8 0 13 Varies Varies None

Beefy jump-in. There is more disjoint on this than j.HK so it can work at the tip, but it is outranged, so pick and choose. You get more damage on the neutral jump version but there is no reason to use it for that outside of stun combos.

jLK

Jump Short
Jumping Light Kick
j.LK / 8LK
CVS2 Ryu njLK.PNG
Neutral Jump
CVS2 Ryu jLK.PNG
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Lk.png 500 5 SP High High 4 22 0 26 Varies Varies None
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Lk.png 500 5 SP High High 3 22 0 25 Varies Varies None

Both versions are situational at best. nj.LK is an okay anti-air (against non C-groove characters) and j.LK can be used as a gimmicky cancel to Air Tatsu on jump-in or as a tick throw. It is outclassed by j.LP.

jMK

Jump Forward
Jumping Medium Kick
j.MK / 8MK
CVS2 Ryu njMK.png
Neutral Jump
CVS2 Ryu jMK.png
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Mk.png 900 9 None High High 5 10 0 15 Varies Varies None
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Mk.png 800 8 None High High 5 12 0 17 Varies Varies None

Neutral jump version is the same as j.LK but with more damage and a slightly thinner hurtbox.

j.MK is your go-to cross-up button. Aside from that it does not do much else. Getting cross-ups with j.MK against standing characters can be tricky, as it will only really cross-up on very early connects which makes it unsafe, so its potency is affected a bit depending on character thickness. Still a good button overall.

jHK

Jump Roundhouse
Jumping Heavy Kick
j.HK / 8HK
CVS2 Ryu njHK.PNG
Neutral Jump
CVS2 Ryu jHK.PNG
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Hk.png 1300,1200 13,12 SP High High 3 8 0 11 Varies Varies None
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Hk.png 1200 12 None High High 6 7 0 13 Varies Varies None

Your main jump normal for reach and damage. Goes very far and has high hitstun, allowing you to easily link into a grounded normal and a cancel. Very reliable jump normal. Neutral jump is a good air-to-air, but is limited against C-Groove.

Command Normals

Sakatsu Wari

Sakatsu Wari
Overhead
6MP
CVS2 Ryu 6MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png+Mp.png 300+600 3+6 None -3 -3 26 5 20 51 -3 -3 None

While this is not a good button you should use it at least once because the threat of that overhead will bleed into a scenario where it could be the end of the round. Condition with 2LKs first before fishing for it. If you have shorthop, use shorthop HK/HP over this.

Kyuubu Kudaki

Kyuubu Kudaki
Rush Punch, Lunge Punch
6HP
CVS2 Ryu 6HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png+Hp.png 500+900 5+9 None Mid High 15 4,12 16 47 -4 -4 None

Outside of A-Groove this button is fairly useless unlike other games featuring this normal.

In A-Groove this button can be used as an easy CC, but that's not what gives it at least some use, it's really the forward momentum that allows for DP loops to work. You can cancel a DP into this button, then juggle into another DP with relatively identical spacing. Even then you can do other moves to attain this spacing but because it uses HP it can make your input sequences easier.

Senpu Kyaku

Senpu Kyaku
Hop Kick
6MK
CVS2 Ryu 6MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png+Mk.png 700 7 None Mid High 19 4 15 28 -4 +1 Lower Body/Throw (Airborne)

Very useful button. Unfortunately because this button uses air normal data on hit it is -4, whereas on block it is +1, so it is rather poor on hit if not spaced, but still excellent on block. You can do various sequences and slip this in your pressure to reset, but keep in mind it is slow so a savvy opponent may RC through it or use some other move that counters. It can avoid lows due to it being airbourne so you can clip someone trying to low poke out as well.

Like 6HP you can use this in CCs for DP loops as well.

Throws

Seoi Nage

Seoi Nage
Punch Throw
Near Opponent, 4/6HP
CVS2 Ryu PThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1800 0 None Grab Grab 3 1 13 17 -DWN Grab None

Ryu has a fairly standard punch throw, predictably. For most CvS2 characters, punch throws are the faster and lower damage of your two throws. This makes them mostly used for punishes and tick throws.

Tomoe Nage

Tomoe Nage
Kick Throw
Near Opponent, 4/6HK
CVS2 Ryu KThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 2100 0 None Grab Grab 5 1 13 19 -DWN Grab None

The higher damage and harder to tech throw at the expense of 2 frames of startup. More useful for throw mixups, and it actually does 100 damage more than the average kick throw. Not as useful for punishes, and leaves a wider gap in tick throws.

Special Moves

Hadouken

Hadouken
Fireball
236P
CVS2 Ryu 236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png+Lp.png 800 8 None Mid High 12 Traveling 42 54 -9 -9 None
Qcf.png+Mp.png 900 9 None Mid High 12 Traveling 43 55 -10 -10 None
Qcf.png+Hp.png 1000 10 None Mid High 12 Traveling 44 56 -11 -11 None

Though the classic Hadoken's use seems obvious, in CvS2 it is a bit more complex.

As a zoning tool, you need to be careful. While it can work to keep an opponent at bay, there are many, many anti-fireball tools in CvS2. RCs, CCs, rolls, dedicated specials/supers, etc. You need to do it in moderation with your anti-airs and pokes, but when used correctly, you can almost play an SF2 type gameplan by just using your fireballs and anti airs. Usually you want to minimize the potential risks of what can hurt you, so zoning from fullscreen or 3/4 screen is preferred, although keep in mind the closer you are the more risky using your fireball will be.

As a poke, it is pretty decent when RC'd. The only risk is the recovery, since as a poke you're using this at a range where the fireball won't travel far. Like zoning, you need to use this in moderation, and you need to have prepared counters to things like jumping or rolling. By mixing in your fast pokes with RC fireball, you can create a dynamic neutral game.

Then there is using this move as a combo ender. Unfortunately since Tatsu can't hit crouchers this is your next option if Shoryuken is unavailable (which most times will be the case). Even so, most times Shakunetsu is better and works in the same scenarios, but due to its more demanding input this is more reliable. Basically, if they're crouching you end your combo in Hadouken/Shakunetsu, if they're standing you end in Tatsu for meterless combos.

Shakunetsu Hadouken

Shakunetsu Hadouken
Red Fireball
41236P
CVS2 Ryu 41236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcf.png+Lp.png 900/1000 9/10 None Mid High 14 Traveling 47 61 -DWN -14 None
Hcf.png+Mp.png 1000 10 None Mid High 14 Traveling 48 62 -DWN -15 None
Hcf.png+Hp.png 1100/1000 11/10 None Mid High 14 Traveling 49 63 -DWN -16 None

Also known as "Red Fireball." It is slower across the board compared to Hadouken, making it a poorer zoning tool (most of the time, it is better on hit). As a combo ender it is quite good against crouching opponents, but due to it needing time to travel it will only work on certain up-close routes.

Shoryuken

Shoryuken
DP, Uppercut, Shoryu
623P
CVS2 Ryu 623P.PNG
1st Hitbox (LP)
CVS2 Ryu 623P2.png
1st Hitbox (MP/HP)
CVS2 Ryu 623P3.png
Rising Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png+Lp.png 1600/800 16/8 None Mid High 4 14 29 47 -DWN -19 4 (Full), 14 (Lower)
Dp.png+Mp.png 1700/800 17/8 None Mid High 4 16 39 59 -DWN -30 8 (Full), 12 (Lower)
Dp.png+Hp.png 1900/800 19/8 None Mid High 4 19 47 70 -DWN -41 8 (Full), 14 (Lower)

The iconic Shoryuken. Unlike Hadoken which has more uses than what meets the eye, this move works about how you expect.

LP is the only one of the bunch that has a hurtbox on the 1st hitbox, but because it has the least risk it is used commonly in anti-airs, despite having the least amount of damage. You also get the most variable okizeme afterwards as well.

MP can be used as both an anti air and a reversal since it no longer has the hurtbox on the 1st hitbox. Not really used too often.

HP is the big risky version, and is your best meterless combo ender from a damage standpoint. Because it does the most damage of the 3, it is ideally the one you always want to use in both anti airs and reversals, but it is also by far the riskiest, so having it get airblocked or worse whiffed/blocked means you will lose a ton of life. Use with caution.

Tatsumaki Senpukyaku

Tatsumaki Senpukyaku
Tatsu
214K
CVS2 Ryu 214K.PNG
CVS2 Ryu 214K2.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png+Lk.png 1200 12 None Mid High 13 2(4)2 17 38 -DWN Varies None
Qcb.png+Mk.png 1300 13 None Mid High 13 2(4)2(4)2(4)2(4)2(4)2 17 42 -DWN Varies None
Qcb.png+Hk.png 1400 14 None Mid High 13 2(4)2(4)2(4)2(4)2(4)2(4)2(4)2 17 44 -DWN Varies None

Your main combo ender on standing opponents, among other things. When used as a combo ender you have to be careful against quickrise. Against C/P/S you can just default to the HK version, but against A/N/K they can quickrise, and though it is not punishable on hit, you can lose your turn, so use MK instead.

Outside of combos, Tatsu sees other uses. For one, it is a nice meterbuild tool (LK version), so from fullscreen you can throw it out to get a pinch of meter. This also applies on knockdowns, you can just use the light version and get some extra meter. Additionally, on an up-close knockdown, you can do an LK Tatsu to set up an ambiguous left-right mixup.

RC Tatsu can be quite strong on LK and sometimes MK. You can blow through many pokes and it is hard to punish. From midrange and from point blank they can be strong, just don't get too comfortable using it because it is still punishable, just use it every now and then. If you tatsu up close and they are down-backing you can also just throw them.

Air Tatsumaki Senpukyaku

Air Tatsumaki Senpukyaku
Air Tatsu
j.214K
CVS2 Ryu j214K.PNG
CVS2 Ryu j214K2.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Qcb.png+K.png 800 8 None Mid High 5 2(4)2(4)2(4)2 Till Landing +6 31+ -DWN +18 None

Though it is very + on block, that is not the primary usage of this attack.

You almost always use this move as a way to position yourself on screen, altering your air momentum as you see fit. Depending on how early you do the Air Tatsu, you can travel fullscreen with ease, so if you are playing a runaway gameplan you need to get really good at using Air Tatsu, whether it be TK'd or pseudo TK'd.

Not only that but using this move gives you decent meterbuild so running away while using this can build you a lot of meter quickly and it is one of the main ways Ryu gets meter.

Super Moves

Shinku Hadouken

Shinku Hadouken
Fireball Super
236236P
CVS2 Ryu 236236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngQcf.png+Lp.png 2000 0 None Mid High 4:5 Traveling 45 54 -DWN -6 7 (Full)
Qcf.pngQcf.png+Mp.png 3000 0 SP/SU Mid High 4:5 Traveling 45 54 -DWN -3 12 (Full)
Qcf.pngQcf.png+Hp.png 4500 0 None Mid High 4:5 Traveling 45 54 -DWN 0 19 (Full)

Your main metered combo ender and sometimes a way to punish gaps in blockstrings (fireballs and/or other gaps). Most of the time you save up your meter to use this in combos.

This is also a super convenient S-Groove desperation supers, you can just end all of your combos in a hard knockdown and a decent chunk of damage.

Shinku Tatsumaki Senpukyaku

Shinku Tatsumaki Senpukyaku
Tatsu Super
214214K
CVS2 Ryu 214214K.PNG
Not this Shinku, the other one
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.pngQcb.png+Lk.png 2600 0 None Mid High 5:4 2(4)2(4)2(4)2(4)2(3)2 24 64 -DWN -2 9 (Full)
Qcb.pngQcb.png+Mk.png 3800 0 SP/SU Mid High 5:4 2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(3)2 25 89 -DWN -3 15 (Full)
Qcb.pngQcb.png+Hk.png 5500 0 None Mid High 5:4 2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(3)2 26 114 -DWN -4 23 (Full)

Although it isn't your "combo super" it is still useful. Mainly you use this either as a reversal (it is safe) or to blow up someone mashing (expensive but viable). In some scenarios you can juggle into it but it is niche at best and not really useful.

Also is very strong as an S-Groove desperation super, as it can be used multiple times in succession before you really get punished, and it also a great chip-out move.

Shin Shoryuken

Shin Shoryuken
Shoryuken Super
23623K
CVS2 Ryu 23623K.PNG
The hitbox you want
CVS2 Ryu 236236K2.png
The hitbox you don't want
CVS2 Ryu 236236K3.png
Death
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngD.pngDf.png+K.png 6400 0 None Mid High 4:0 4,4~14 51 73 -DWN -41 22 (Full)

Insanely high damage super that can shred a health bar with ease. However, it is not the easiest super to land. The best way you can connect this super fully is as an anti-air, since it is super unreliable as a combo ender (Most reliable route is jump-in > Shinsho). Unfortunately, since Ryu's meter is better spent on the other 2 supers, this super is mostly used for style, or sometimes an extremely punishing anti-air.

Colors

Ryu CvS2 colors.png

CvS2 Wiki Navigation

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