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{{ | {{Infobox Character SFIVR | ||
<div style=" | |name=Ryu | ||
|image= SFIVR_Ryu_Portrait.png | |||
|health=1000 | |||
|chains=L>M>H | |||
|walkspeed=1.7 (Average) | |||
|forwarddash=13 | |||
|dashdistance=1.1 (Shortest) | |||
|backdash=18 | |||
|backdashinvuln=0 | |||
|movement=No Unique Movement | |||
|content= | |||
== Introduction == | |||
<div style="width:800; margin-top:5px; padding:25px;"> | |||
''Ryu has mastered the art of the hadou, but not the art of using a computer. His iMac is filled to the brim with viruses, so now he's out to find someone who can do PC support for free. '' | |||
----- | |||
'''Ryu''' is the unmistakable protagonist of the Street Fighter series. As a protagonist should be, Ryu is effective in most situations, and very easy to learn. In the Street Fighter games, Ryu is known for his straightforward gameplan involving smart usage of his 236P ''Hadouken'' and 623P ''Shoryuken'' special moves to create a powerful zoning game. Remix adds two new fireballs, 214P ''Close Range Fireball'' and 236K ''Arced Fireball'', on top of allowing Ryu to use both his normal and arced fireballs in the air. This gives him a much more variable zoning game to match up with the powerful movement and anti-fireball tools in Remix. These are all complimented by ''Shoryuken'', which is a powerful anti-air and reversal that can be extremely hard to manuever around. | |||
Ryu | Ryu isn't lacking in offense either. His 214K ''Tatsumaki Senpukyaku'' specials are strong in combos, but the heavy version is notably a massive +5, allowing him to reset pressure over and over again. He sports a comboable throw from both his forward and back throws, and can compliment his strong lows with his 4HK overhead. All of these options lead into a damaging combo and a knockdown where Ryu can set up a left/right mixup, and either land a hit for another combo into death or get great pressure on block. | ||
Ryu's dominant midrange game is somewhat diminished by his own kit however, as he lacks the strong reward off of most hits that other characters can get. His primary poke, 2MK, can't be converted to anything besides a heavy Hadouken in most ranges, making him reliant on meter or CC to secure damage from it. | |||
Ryu is a strong and reliable pick who can put in work even against some of the strongest characters in the game. He's also one of the best beginner characters in Remix, and exemplifies how Remix changes characters while keeping their original gameplans intact enough to let dedicated players learn them. If you want solid shoto gameplay, or just aren't sure who to pick, Ryu is more than worth a try. | |||
{{ProConTable | |||
{{ | | pros = | ||
| | * '''Zoner:''' Ryu has two different sets of fireballs, and both can also be used in the air, allowing for a ton of variety in fireball zoning. His DP compliments these, and his two fireball supers let him turn stray fireballs into damage. | ||
''' | * '''Well Rounded:''' While his zoning is a notable strength, Ryu has great buttons to play midrange, and belligerent tools for offense like his plus on block buttons, plus on block combo starting overhead, and 214HK. He also has simple and damaging combos, making his punishes just as scary as any Remix character. | ||
* '''Simplicity:''' With an extremely straightforward kit and simple execution, Ryu is easy to pick up and play without needing much time in training mode. | |||
* ''' | | cons = | ||
* '''Poor Meterless Conversions:''' While he has good pokes, they don't lead into that much at max range without spending meter, and his overhead options are slow and require some setup. | |||
* '''Predictable:''' Ryu's moves being so simple lead to a predictability when fighting him. Ryu has to keep his options varied, which can be hard for a character who lacks much in terms of gimmicks. | |||
* ''' | |||
|cons= | |||
* ''' | |||
* ''' | |||
}} | }} | ||
</div> | </div> | ||
}} | }} | ||
== Normals == | == Normals == | ||
=== Standing Normals === | |||
=== <span class="invisible-header">5LP</span> === | |||
{{MoveData | {{MoveData | ||
|name = Standing | |name = Standing Light Punch | ||
|input = 5LP | |input = 5LP | ||
|image = SFIVR_Ryu_5LP | |image = SFIVR_Ryu_5LP_close.png | ||
|caption = | |||
|image2 = SFIVR_Ryu_5LP.png | |||
|caption2 = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 30/38 | |||
|guard = Mid | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +3 | |||
|onBlock = -1 | |||
|description = | |||
Regular mashable light punch. Has a weird range where it can whiff at certain distances currently, so it's best done point-blank. | |||
}} | |||
}} | |||
=== <span class="invisible-header">5MP</span> === | |||
{{MoveData | |||
|name = Standing Medium Punch | |||
|input = 5MP | |||
|image = SFIVR_Ryu_5MP_close.png | |||
|caption = | |||
|image2 = SFIVR_Ryu_5MP.png | |||
|caption2 = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 60/78 | |||
|guard = Mid | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = 0 | |||
|onBlock = -4 | |||
|description = | |||
Standard medium punch, far version has good range. Enjoy. | |||
}} | |||
}} | |||
=== <span class="invisible-header">5HP</span> === | |||
{{MoveData | |||
|name = Standing Heavy Punch | |||
|input = 5HP | |||
|image = SFIVR_Ryu_5HP.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 80/100 | |||
|guard = Mid | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +6 | |||
|onBlock = +3 | |||
|description = | |||
A slower heavy punch. | |||
}} | |||
}} | |||
=== <span class="invisible-header">5LK</span> === | |||
{{MoveData | |||
|name = Standing Light Kick | |||
|input = 5LK | |||
|image = SFIVR_Ryu_5LK.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 30/38 | |||
|guard = Mid | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = -4 | |||
|onBlock = -7 | |||
|description = | |||
Probably his best standing light normal. Good range, and lets you chain into standing MK or HK from pretty far out. | |||
}} | |||
}} | |||
=== <span class="invisible-header">5MK</span> === | |||
{{MoveData | |||
|name = Standing Medium Kick | |||
|input = 5MK | |||
|image = SFIVR_Ryu_5MK.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 70/88 | |||
|guard = Mid | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +1 | |||
|onBlock = -3 | |||
|description = | |||
Forward-moving normal with decent range. | |||
}} | |||
}} | |||
=== <span class="invisible-header">5HK</span> === | |||
{{MoveData | |||
|name = Standing Heavy Kick | |||
|input = 5HK | |||
|image = SFIVR_Ryu_5HK.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 90/100 | |||
|guard = Mid | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = -6 | |||
|onBlock = -9 | |||
|description = | |||
A slow far-range normal that's good for anti-airs at a distance. Also a great move out of chains, and cancels to his command normals. | |||
}} | |||
}} | |||
=== Crouching Normals === | |||
=== <span class="invisible-header">2LP</span> === | |||
{{MoveData | |||
|name = Crouching Light Punch | |||
|input = 2LP | |||
|image = SFIVR_Ryu_2LP.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 30/38 | |||
|guard = Mid | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = 0 | |||
|onBlock = -3 | |||
|description = | |||
Mashable short-range crouching light punch. | |||
}} | |||
}} | |||
=== <span class="invisible-header">2MP</span> === | |||
{{MoveData | |||
|name = Crouching Medium Punch | |||
|input = 2MP | |||
|image = SFIVR_Ryu_2MP.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 60/75 | |||
|guard = Mid | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +3 | |||
|onBlock = -1 | |||
|description = | |||
Standard good range crouching medium. | |||
}} | |||
}} | |||
=== <span class="invisible-header">2HP</span> === | |||
{{MoveData | |||
|name = Crouching Heavy Punch | |||
|input = 2HP | |||
|image = SFIVR_Ryu_2HP1.png | |||
|image2 = SFIVR_Ryu_2HP2.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 90/112 | |||
|guard = Mid | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = -5 | |||
|onBlock = -8 | |||
|description = | |||
*Forces standing on crouchers. | |||
Decent anti-air, Good in the beginning of juggle combos or after a Charge Cancel due to it juggling upwards. | |||
}} | |||
}} | |||
=== <span class="invisible-header">2LK</span> === | |||
{{MoveData | |||
|name = Crouching Light Kick | |||
|input = 2LK | |||
|image = SFIVR_Ryu_2LK.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 40/60 | |||
|guard = Low | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = -2 | |||
|onBlock = -5 | |||
|description = | |||
The crouching light button you should be pressing the most. longer-range than cr.LP, more damage, is an actual low, and chains into itself for easy confirms (but less damage on combos). | |||
}} | |||
}} | |||
=== <span class="invisible-header">2MK</span> === | |||
{{MoveData | |||
|name = Crouching Medium Kick | |||
|input = 2MK | |||
|image = SFIVR_Ryu_2MK.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 70/88 | |||
|guard = Low | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = -4 | |||
|onBlock = -8 | |||
|description = | |||
Ryu's classic Cr.MK, but with a much longer hitbox. Doesn't combo into much except fireballs at max range, however. | |||
}} | |||
}} | |||
=== <span class="invisible-header">2HK</span> === | |||
{{MoveData | |||
|name = Crouching Heavy Kick | |||
|input = 2HK | |||
|image = SFIVR_Ryu_2HK.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 100/113 | |||
|guard = Low | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = KD | |||
|onBlock = -12 | |||
|description = | |||
Ryu's sweep can be cancelled into from chains, is special cancellable, and is a hard knockdown letting him set up okizeme pretty fast. | |||
}} | |||
}} | |||
=== Jumping Normals === | |||
=== <span class="invisible-header">j.LP</span> === | |||
{{MoveData | |||
|name = Jumping Light Punch | |||
|input = j.LP | |||
|image = SFIVR_Ryu_jLP.png | |||
|image2 = SFIVR_Ryu_8LP.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 30/40 | |||
|guard = High | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
|description = | |||
Regular jumping light punch that resets and is special-cancellable. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.MP</span> === | |||
{{MoveData | |||
|name = Jumping Medium Punch | |||
|input = j.MP | |||
|image = SFIVR_Ryu_jMP1.png | |||
|image2 = SFIVR_Ryu_jMP2.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 30x2/38x2 | |||
|guard = High | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
|description = | |||
Ryu's classic air-to-air jumping normal, that can now be cancelled into his air specials. Great combo tool even without cancelling. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.HP</span> === | |||
{{MoveData | |||
|name = Jumping Heavy Punch | |||
|input = j.HP | |||
|image = SFIVR_Ryu_jHP.png | |||
|image2 = SFIVR_Ryu_8HP.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 90/100 | |||
|guard = High | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
|description = | |||
A good jump-in tool. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.LK</span> === | |||
{{MoveData | |||
|name = Jumping Light Kick | |||
|input = j.LK | |||
|image = SFIVR_Ryu_jLK.png | |||
|image2 = SFIVR_Ryu_8LK.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 40/50 | |||
|guard = High | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
|description = | |||
Regular jumping light kick that resets and is special-cancellable. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.MK</span> === | |||
{{MoveData | |||
|name = Jumping Medium Kick | |||
|input = j.MK | |||
|image = SFIVR_Ryu_jMK.png | |||
|image2 = SFIVR_Ryu_8MK.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 70/88 | |||
|guard = High | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
|description = | |||
Lower damage than j.HK, but also hits directly underneath for earlier crossups. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.HK</span> === | |||
{{MoveData | |||
|name = Jumping Heavy Kick | |||
|input = j.HK | |||
|image = SFIVR_Ryu_jHK.png | |||
|image2 = SFIVR_Ryu_8HK.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 100/125 | |||
|guard = High | |||
|cancel = CMD, SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
|description = | |||
A damaging jump-in button with good range. | |||
}} | |||
}} | |||
== Command Normals == | |||
=== <span class="invisible-header">4HP</span> === | |||
{{MoveData | |||
|name = Back Heavy Punch | |||
|input = 4HP | |||
|image = SFIVR_Ryu_4HP1.png | |||
|image2 = SFIVR_Ryu_4HP2.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 80/100 | |||
|guard = Mid | |||
|cancel = SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = -3 | |||
|onBlock = -6 | |||
|description = | |||
An anti-air command normal that also doubles as a juggle tool. Launches an airborne opponent higher than other normals. | |||
}} | |||
}} | |||
=== <span class="invisible-header">4HK</span> === | |||
{{MoveData | |||
|name = Overhead | |||
|input = 4HK | |||
|image = SFIVR_Ryu_4HK.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 80/100 | |||
|guard = High | |||
|cancel = SP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = KD | |||
|onBlock = +2 | |||
|description = | |||
A slow overhead kick that causes bounce on hit, leading to big combos. | |||
}} | |||
}} | |||
== Special Moves == | |||
=== <span class="invisible-header">236P</span> === | |||
{{MoveData | |||
|name = Hadouken | |||
|input = 236P | |||
|image = SFIVR_Ryu_236P.png | |||
|caption = | |||
|image2 = SFIVR_Ryu_236P_fb.png | |||
|caption2 = LP/MP/HP Projectiles | |||
|image3 = SFIVR_Ryu_236PP_fb.png | |||
|caption3 = EX Projectile | |||
|data = | |||
{{AttackData-SFIVR | |||
|version = LP | |||
|damage = 60/75/5 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = MP | |||
|damage = 60/75/5 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = HP | |||
|damage = 60/75/5 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = EX | |||
|damage = 60/75/5 x2 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
|description = | |||
* LP: Slow projectile, lets you follow behind it for pressure. | |||
* MP: Medium speed projectile | |||
* HP: Fast projectile | |||
* EX: Shoots across the screen very quickly. Hits twice. | |||
Ryu's fireball on a basic level works similarly as in his other appearances, but the slower LP fireball, and faster HP and EX fireballs | |||
on top of the faster movement in Remix expands his threatening zoning game considerably. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.236P</span> === | |||
{{MoveData | |||
|name = Aerial Hadouken | |||
|input = j.236P | |||
|image = SFIVR_Ryu_j236P.png | |||
|caption = | |||
|image2 = SFIVR_Ryu_j236P_fb.png | |||
|caption2 = LP/MP/HP Projectile | |||
|image3 = SFIVR_Ryu_236PP_fb.png | |||
|caption3 = EX Projectile | |||
|data = | |||
{{AttackData-SFIVR | |||
|version = LP | |||
|damage = 60/75/5 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = MP | |||
|damage = 60/75/5 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = HP | |||
|damage = 60/75/5 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = EX | |||
|damage = 60/75/5 x2 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
|description = | |||
* LP: Slow downwards projectile | |||
* MP: Medium speed downwards projectile | |||
* HP: Fast downwards projectile | |||
* EX: Shoots across the screen very quickly. Hits twice. | |||
The air fireballs have about the same speed as his grounded ones, but with a downwards trajectory. Also they're in the air. | |||
}} | |||
}} | |||
=== <span class="invisible-header">623P</span> === | |||
{{MoveData | |||
|name = Shoryuken | |||
|input = 623P | |||
|image = SFIVR_Ryu_623P1.png | |||
|caption = | |||
|image2 = SFIVR_Ryu_623P2.png | |||
|caption2 = LP/MP/HP | |||
|image3 = SFIVR_Ryu_623PP1.png | |||
|caption3 = | |||
|image4 = SFIVR_Ryu_623PP2.png | |||
|caption4 = EX | |||
|data = | |||
{{AttackData-SFIVR | |||
|version = LP | |||
|damage = 100/125/25 <br> 70/88/15 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = MP | |||
|damage = 80/100/20 <br> 50/62/12 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = HP | |||
|damage = 100/125/25 <br> 50/62/12 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = EX | |||
|damage = 40/80/20 <br> 15/25/5 x7 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
|description = | |||
* LP: Close range DP | |||
* MP: Medium range DP | |||
* HP: Medium-Long range DP | |||
*note: LP/MP/HP first hit counts as a projectile hitbox, and crushes projectiles. | |||
* EX: Hits up to 8 times going up. | |||
Ryu's classic Dragon Punch. They mostly work the same as always, but the ability to charge cancel allows them to instantly convert into big combos, and the EX version leads to great okizeme on top of juggle combos. | |||
}} | |||
}} | |||
=== <span class="invisible-header">214K</span> === | |||
{{MoveData | |||
|name = Tatsumaki Senpukyaku | |||
|input = 214K <br> 214K~4K <br> 214~4K~4K | |||
|image = SFIVR_Ryu_214K.png | |||
|caption = | |||
|image2 = SFIVR_Ryu_214K4K.png | |||
|caption2 = 214K~4K/214~4K~4K | |||
|image3 = SFIVR_Ryu_214KK1.png | |||
|caption3 = | |||
|image4 = SFIVR_Ryu_214KK2.png | |||
|caption4 = EX | |||
|data = | |||
{{AttackData-SFIVR | |||
|version = LK | |||
|damage = 60/70/15 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = KD | |||
|onBlock = -5 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = MK | |||
|damage = 60/70/15 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = KD | |||
|onBlock = 0 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = HK | |||
|damage = 60/70/15 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = KD | |||
|onBlock = +5 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = EX | |||
|damage = 25/35/7x4 <br> 20/30/10 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = KD | |||
|onBlock = 0 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = 4K | |||
|damage = 30/70/10 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = KD | |||
|onBlock = ? | |||
|description = | |||
* LK: Fastest startup, slowest recovery. | |||
* MK: Medium startup, medium recovery. | |||
* HK: Slowest startup, fastest recovery. | |||
* EX: 5-hit stationary EX tatsumaki. No followups. | |||
Followups: | |||
* LK: Travels upwards. | |||
* MK: Travels up-forwards. | |||
* HK: Travels forwards. | |||
The Ground Tatsumaki Senpukyaku is a rekka special where the followups move Ryu into the air, or straight forward. | |||
The first hit does the most damage, and can lead into ground combos. All versions can cancel into air supers/air charge cancel. It can also be used to alter your movement during pressure, | |||
or to avoid projectiles. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.214K</span> === | |||
{{MoveData | |||
|name = Aerial Tatsumaki Senpukyaku | |||
|input = j.214K | |||
|image = SFIVR_Ryu_j214K1.png | |||
|caption = | |||
|image2 = SFIVR_Ryu_j214K2.png | |||
|caption2 = LP/MP/HP | |||
|image3 = SFIVR_Ryu_j214KK1.png | |||
|caption3 = | |||
|image4 = SFIVR_Ryu_j214KK2.png | |||
|caption4 = EX | |||
|data = | |||
{{AttackData-SFIVR | |||
|version = LK | |||
|damage = 70/88/17 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = MK | |||
|damage = 70/88/17 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = HK | |||
|damage = 70/88/17 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = EX | |||
|damage = 25/35/10x4 <br> 40/50/10 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
|description = | |||
*LP: Fastest spin. | |||
*MP: Medium spin. | |||
*HP: Slowest spin. | |||
*EX: Multi-hit Stationary Tatsumaki. | |||
While Ryu's ground tatsus are rekkas, his jumping tatsus are more traditional, but slightly boosted. He's better at crossing people up with his neat spinning kicks than ever, | |||
and is able to cancel into Charge Cancels and Supers. | |||
}} | |||
}} | |||
=== <span class="invisible-header">236K</span> === | |||
{{MoveData | |||
|name = Arc Hadouken | |||
|input = 236K | |||
|image = SFIVR_Ryu_236K.png | |||
|caption = | |||
|image2 = SFIVR_Ryu_236K_fb.png | |||
|caption2 = | |||
|data = | |||
{{AttackData-SFIVR | |||
|version = LK | |||
|damage = 60/75/5 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = MK | |||
|damage = 60/75/5 | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = HK | |||
|damage = 60/75/5 | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = EX | |||
|damage = 60/75/5 | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
|description = | |||
*LP: shallow short-distance arc | |||
*MP: medium distance arc | |||
*HP: far distance arc | |||
*EX: shoots out all 3 versions of the arc hadoken at once | |||
Ryu decides to just start kicking his fireballs like a football, and thus creates a great zoning tool that covers a lot of jump-in angles. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.236K</span> === | |||
{{MoveData | |||
|name = Aerial Arc Hadouken | |||
|input = j.236K | |||
|image = SFIVR_Ryu_j236K.png | |||
|caption = | |||
|image2 = SFIVR_Ryu_j236K_fb.png | |||
|caption2 = | |||
|data = | |||
{{AttackData-SFIVR | |||
|version = LK | |||
|damage = 60/75/5 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = MK | |||
|damage = 60/75/5 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = HK | |||
|damage = 60/75/5 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = EX | |||
|damage = 60/75/5 (x3) | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
|description = | |||
* LK: Projectile shoots downwards at a tight angle. | |||
* MK: Projectile shoots downwards at an angle. | |||
* HK: Projectile shoots downwards at a wide angle. | |||
* EX: shoots out all 3 versions of the arc hadoken at once, but downwards. | |||
Ryu thinks football should be enjoyed in the air as well, and kicks fireballs down at you. | |||
}} | |||
}} | |||
=== <span class="invisible-header">214P</span> === | |||
{{MoveData | |||
|name = Close-Range Hadouken | |||
|input = 214P | |||
|image = SFIVR_Ryu_214P.png | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|version = LP | |||
|damage = 80/90/10 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = KD | |||
|onBlock = -9 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = MP | |||
|damage = 90/100/15 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = KD | |||
|onBlock = -4 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = HP | |||
|damage = 100/120/20 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = KD | |||
|onBlock = +1 | |||
|version = EX | |||
|damage = 100/120/20 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = KD | |||
|onBlock = -2 | |||
|description = | |||
* LP: Fastest startup, slowest recovery. | |||
* MP: Medium startup, medium recovery. | |||
* HP: Slowest startup, fastest recovery. | |||
* EX: Fast startup and recovery, can dashcancel on hit. | |||
Previously known as the Shakunetsu Hadoken, this special has limited range, but is a nice damaging move that works well as a blockstring ender. | |||
}} | |||
}} | |||
== Supers == | |||
=== <span class="invisible-header">236PPP</span> === | |||
{{MoveData | |||
|name = Shinku Hadouken | |||
|input = 236PPP | |||
|image = SFIVR_Ryu_236PPP.png | |||
|caption = | |caption = | ||
|image2 = SFIVR_Ryu_236PPP_fb.png | |||
|caption2 = | |||
|data = | |data = | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
|damage = | |version = Hold LP | ||
|damage = 35/45/10 x6 | |||
|guard = Mid | |||
|cancel = CC, 623PPP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = Hold MP | |||
|damage = 35/45/10 x6 | |||
|guard = Mid | |||
|cancel = CC, 623PPP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = Hold HP | |||
|damage = 35/45/10 x6 | |||
|guard = Mid | |||
|cancel = CC, 623PPP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
|description = | |||
* Hold LP: Slow fireball | |||
* Hold MP: Medium speed fireball | |||
* Hold HP: Fast fireball | |||
Ryu's super fireball can be cancelled out of pretty much everything, and lets him do the same things he can do with his regular fireballs, but far more effectively. | |||
Considering how much meter characters in remix can build, he pretty much always has access to this. | |||
Also, as a nice bonus, he can cancel into METS Dragon Punch as an ender for some extra damage up close. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j236PPP</span> === | |||
{{MoveData | |||
|name = Aerial Shinku Hadouken | |||
|input = j.236PPP | |||
|image = SFIVR_Ryu_j236PPP.png | |||
|caption = | |||
|image2 = SFIVR_Ryu_236PPP_fb.png | |||
|caption2 = | |||
|data = | |||
{{AttackData-SFIVR | |||
|version = hold LP | |||
|damage = 35/45/10x6 | |||
|guard = Mid | |||
|cancel = CC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = hold MP | |||
|damage = 35/45/10x6 | |||
|guard = Mid | |||
|cancel = CC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = hold HP | |||
|damage = 35/45/10x6 | |||
|guard = Mid | |||
|cancel = CC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
|description = | |||
* Hold LP: Slow fireball | |||
* Hold MP: Medium speed fireball | |||
* Hold HP: Fast fireball | |||
Same as the ground version, but obviously cannot be cancelled to METS Dragon Punch, and can be tiger-knee'd for faster recovery. | |||
}} | |||
}} | |||
=== <span class="invisible-header">214PPP</span> === | |||
{{MoveData | |||
|name = Mets Hadouken | |||
|input = 214PPP | |||
|image = SFIVR_Ryu_214PPP1.png | |||
|caption = | |||
|image2 = SFIVR_Ryu_214PPP2.png | |||
|caption2 = U1 | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 55/75/20 x6 | |||
|guard = Mid | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = KD | |||
|onBlock = -80 | |||
|description = | |||
METS Hadouken shoots out 6 fireballs in a row that are a nightmare to deal with as the defender. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.214PPP</span> === | |||
{{MoveData | |||
|name = Aerial Mets Hadouken | |||
|input = j214PPP | |||
|image = SFIVR_Ryu_j214PPP1.png | |||
|caption = | |||
|image2 = SFIVR_Ryu_j214PPP2.png | |||
|caption2 = U1 | |||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 55/75/20 x6 | |||
|guard = Mid | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = KD | |||
|onBlock = -80 | |||
|description = | |||
METS Hadouken shoots out 6 fireballs in a row that are a nightmare to deal with as the defender, this time in the air. | |||
Ryu starts falling as soon as the first fireball is out, and can create a nice spread of fireballs on the screen. | |||
}} | |||
}} | |||
=== <span class="invisible-header">623PPP</span> === | |||
{{MoveData | |||
|name = Mets Dragon Punch | |||
|input = 623PPP | |||
|image = SFIVR_Ryu_623PPP1.png | |||
|caption = | |||
|image = SFIVR_Ryu_623PPP2.png | |||
|caption = U2 | |||
|data = | |||
{{AttackData-SFIVR | |||
|version = Full hit: | |||
|damage = On first hit: 0/0/80 <br> 30,150,120 | |||
|guard = Mid | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = On Whiff: | |||
|damage = 32/40/6x4 <br> 43/47/8x3 | |||
|guard = Mid | |||
|startup = 0 | |startup = 0 | ||
|active = 60 | |active = 60 | ||
Line 72: | Line 1,195: | ||
|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
The classic METS Dragon Punch we all know and love serves mostly as an ender, but still does a decent chunk of damage with the full hit animation. | |||
}} | }} | ||
}} | }} |
Latest revision as of 15:14, 28 November 2023
Introduction
Ryu has mastered the art of the hadou, but not the art of using a computer. His iMac is filled to the brim with viruses, so now he's out to find someone who can do PC support for free.
Ryu is the unmistakable protagonist of the Street Fighter series. As a protagonist should be, Ryu is effective in most situations, and very easy to learn. In the Street Fighter games, Ryu is known for his straightforward gameplan involving smart usage of his 236P Hadouken and 623P Shoryuken special moves to create a powerful zoning game. Remix adds two new fireballs, 214P Close Range Fireball and 236K Arced Fireball, on top of allowing Ryu to use both his normal and arced fireballs in the air. This gives him a much more variable zoning game to match up with the powerful movement and anti-fireball tools in Remix. These are all complimented by Shoryuken, which is a powerful anti-air and reversal that can be extremely hard to manuever around.
Ryu isn't lacking in offense either. His 214K Tatsumaki Senpukyaku specials are strong in combos, but the heavy version is notably a massive +5, allowing him to reset pressure over and over again. He sports a comboable throw from both his forward and back throws, and can compliment his strong lows with his 4HK overhead. All of these options lead into a damaging combo and a knockdown where Ryu can set up a left/right mixup, and either land a hit for another combo into death or get great pressure on block.
Ryu's dominant midrange game is somewhat diminished by his own kit however, as he lacks the strong reward off of most hits that other characters can get. His primary poke, 2MK, can't be converted to anything besides a heavy Hadouken in most ranges, making him reliant on meter or CC to secure damage from it.
Ryu is a strong and reliable pick who can put in work even against some of the strongest characters in the game. He's also one of the best beginner characters in Remix, and exemplifies how Remix changes characters while keeping their original gameplans intact enough to let dedicated players learn them. If you want solid shoto gameplay, or just aren't sure who to pick, Ryu is more than worth a try.
Strengths | Weaknesses |
---|---|
|
|
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30/38 | Mid | CMD, SP | 0 | 60 | 0 | +3 | -1 |
Regular mashable light punch. Has a weird range where it can whiff at certain distances currently, so it's best done point-blank. |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
60/78 | Mid | CMD, SP | 0 | 60 | 0 | 0 | -4 |
Standard medium punch, far version has good range. Enjoy. |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
80/100 | Mid | CMD, SP | 0 | 60 | 0 | +6 | +3 |
A slower heavy punch. |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30/38 | Mid | CMD, SP | 0 | 60 | 0 | -4 | -7 |
Probably his best standing light normal. Good range, and lets you chain into standing MK or HK from pretty far out. |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
70/88 | Mid | CMD, SP | 0 | 60 | 0 | +1 | -3 |
Forward-moving normal with decent range. |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
90/100 | Mid | CMD, SP | 0 | 60 | 0 | -6 | -9 |
A slow far-range normal that's good for anti-airs at a distance. Also a great move out of chains, and cancels to his command normals. |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30/38 | Mid | CMD, SP | 0 | 60 | 0 | 0 | -3 |
Mashable short-range crouching light punch. |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
60/75 | Mid | CMD, SP | 0 | 60 | 0 | +3 | -1 |
Standard good range crouching medium. |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
90/112 | Mid | CMD, SP | 0 | 60 | 0 | -5 | -8 |
Decent anti-air, Good in the beginning of juggle combos or after a Charge Cancel due to it juggling upwards. |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
40/60 | Low | CMD, SP | 0 | 60 | 0 | -2 | -5 |
The crouching light button you should be pressing the most. longer-range than cr.LP, more damage, is an actual low, and chains into itself for easy confirms (but less damage on combos). |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
70/88 | Low | CMD, SP | 0 | 60 | 0 | -4 | -8 |
Ryu's classic Cr.MK, but with a much longer hitbox. Doesn't combo into much except fireballs at max range, however. |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
100/113 | Low | CMD, SP | 0 | 60 | 0 | KD | -12 |
Ryu's sweep can be cancelled into from chains, is special cancellable, and is a hard knockdown letting him set up okizeme pretty fast. |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30/40 | High | CMD, SP | 0 | 60 | 0 | +80 | -80 |
Regular jumping light punch that resets and is special-cancellable. |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30x2/38x2 | High | CMD, SP | 0 | 60 | 0 | +80 | -80 |
Ryu's classic air-to-air jumping normal, that can now be cancelled into his air specials. Great combo tool even without cancelling. |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
90/100 | High | CMD, SP | 0 | 60 | 0 | +80 | -80 |
A good jump-in tool. |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
40/50 | High | CMD, SP | 0 | 60 | 0 | +80 | -80 |
Regular jumping light kick that resets and is special-cancellable. |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
70/88 | High | CMD, SP | 0 | 60 | 0 | +80 | -80 |
Lower damage than j.HK, but also hits directly underneath for earlier crossups. |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
100/125 | High | CMD, SP | 0 | 60 | 0 | +80 | -80 |
A damaging jump-in button with good range. |
Command Normals
4HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
80/100 | Mid | SP | 0 | 60 | 0 | -3 | -6 |
An anti-air command normal that also doubles as a juggle tool. Launches an airborne opponent higher than other normals. |
4HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
80/100 | High | SP | 0 | 60 | 0 | KD | +2 |
A slow overhead kick that causes bounce on hit, leading to big combos. |
Special Moves
236P
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 x2 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
Ryu's fireball on a basic level works similarly as in his other appearances, but the slower LP fireball, and faster HP and EX fireballs on top of the faster movement in Remix expands his threatening zoning game considerably. |
j.236P
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 x2 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
The air fireballs have about the same speed as his grounded ones, but with a downwards trajectory. Also they're in the air. |
623P
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
100/125/25 70/88/15 |
Mid | SC | 0 | 60 | 0 | +80 | -80 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
80/100/20 50/62/12 |
Mid | SC | 0 | 60 | 0 | +80 | -80 | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
100/125/25 50/62/12 |
Mid | SC | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
40/80/20 15/25/5 x7 |
Mid | SC | 0 | 60 | 0 | +80 | -80 | |
Ryu's classic Dragon Punch. They mostly work the same as always, but the ability to charge cancel allows them to instantly convert into big combos, and the EX version leads to great okizeme on top of juggle combos. |
214K
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
60/70/15 | Mid | SC | 0 | 60 | 0 | KD | -5 | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/70/15 | Mid | SC | 0 | 60 | 0 | KD | 0 | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/70/15 | Mid | SC | 0 | 60 | 0 | KD | +5 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
25/35/7x4 20/30/10 |
Mid | SC | 0 | 60 | 0 | KD | 0 | |
4K | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30/70/10 | Mid | SC | 0 | 60 | 0 | KD | ? | |
Followups:
The Ground Tatsumaki Senpukyaku is a rekka special where the followups move Ryu into the air, or straight forward. The first hit does the most damage, and can lead into ground combos. All versions can cancel into air supers/air charge cancel. It can also be used to alter your movement during pressure, or to avoid projectiles. |
j.214K
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
70/88/17 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
70/88/17 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
70/88/17 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
25/35/10x4 40/50/10 |
Mid | SC | 0 | 60 | 0 | +80 | -80 | |
While Ryu's ground tatsus are rekkas, his jumping tatsus are more traditional, but slightly boosted. He's better at crossing people up with his neat spinning kicks than ever, and is able to cancel into Charge Cancels and Supers. |
236K
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | - | - | 0 | 60 | 0 | +80 | -80 | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | - | - | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | - | - | 0 | 60 | 0 | +80 | -80 | |
Ryu decides to just start kicking his fireballs like a football, and thus creates a great zoning tool that covers a lot of jump-in angles. |
j.236K
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 (x3) | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
Ryu thinks football should be enjoyed in the air as well, and kicks fireballs down at you. |
214P
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
80/90/10 | Mid | SC | 0 | 60 | 0 | KD | -9 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
90/100/15 | Mid | SC | 0 | 60 | 0 | KD | -4 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
100/120/20 | Mid | SC | 0 | 60 | 0 | KD | -2 | |
Previously known as the Shakunetsu Hadoken, this special has limited range, but is a nice damaging move that works well as a blockstring ender. |
Supers
236PPP
Hold LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
35/45/10 x6 | Mid | CC, 623PPP | 0 | 60 | 0 | +80 | -80 | |
Hold MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
35/45/10 x6 | Mid | CC, 623PPP | 0 | 60 | 0 | +80 | -80 | |
Hold HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
35/45/10 x6 | Mid | CC, 623PPP | 0 | 60 | 0 | +80 | -80 | |
Ryu's super fireball can be cancelled out of pretty much everything, and lets him do the same things he can do with his regular fireballs, but far more effectively. Considering how much meter characters in remix can build, he pretty much always has access to this. Also, as a nice bonus, he can cancel into METS Dragon Punch as an ender for some extra damage up close. |
j236PPP
hold LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
35/45/10x6 | Mid | CC | 0 | 60 | 0 | +80 | -80 | |
hold MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
35/45/10x6 | Mid | CC | 0 | 60 | 0 | +80 | -80 | |
hold HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
35/45/10x6 | Mid | CC | 0 | 60 | 0 | +80 | -80 | |
Same as the ground version, but obviously cannot be cancelled to METS Dragon Punch, and can be tiger-knee'd for faster recovery. |
214PPP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
55/75/20 x6 | Mid | - | 0 | 60 | 0 | KD | -80 |
METS Hadouken shoots out 6 fireballs in a row that are a nightmare to deal with as the defender. |
j.214PPP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
55/75/20 x6 | Mid | - | 0 | 60 | 0 | KD | -80 |
METS Hadouken shoots out 6 fireballs in a row that are a nightmare to deal with as the defender, this time in the air. Ryu starts falling as soon as the first fireball is out, and can create a nice spread of fireballs on the screen. |
623PPP
Full hit: | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
On first hit: 0/0/80 30,150,120 |
Mid | - | 0 | 60 | 0 | +80 | -80 | |
On Whiff: | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
32/40/6x4 43/47/8x3 |
Mid | - | 0 | 60 | 0 | +80 | -80 | |
The classic METS Dragon Punch we all know and love serves mostly as an ender, but still does a decent chunk of damage with the full hit animation. |
Street Fighter IV Remix is a mod of Street Fighter IV developed by MiriamBurgers and Anotak.