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[[File:Mvci_logo.png|link=MvCI]] | [[File:Mvci_logo.png|link=MvCI]] | ||
{| | {{MVC2 Character Intro|char=MVCI_Ryu|full=Ryu|short=RY|content= | ||
| | {{2 Column Flex|flex1=6|flex2=4 | ||
| | |content1= | ||
== Story == | |||
The protagonist and iconic Shotokan karateka of the ''Street Fighter'' series, the series that would itself eventually lead to the creation of the Marvel-based Capcom fighting games, returns in his latest crossover game appearance. His diligent training and never-ending journey for strength have granted him a few new tricks up his sleeve this time, too. With no other 'shotos' around to step on his toes, perhaps this will be his chance to truly shine? | |||
== | == Gameplay == | ||
In '''Marvel vs. Capcom Infinite''', Ryu is a well-rounded character with the staple fundamental fighting game tools that form the basis of the genre, as ever. He has the ability to zone with his classic Hadouken and new Sen Hadouken beam, he can approach and extend combos with his Tatsumaki Senpukyaku (now sporting two separate modes in the air), he can make just about any combo lead to the corner with his Jodan Sokuto Geri (aka "Donkey Kick"), and for characters with vertically-oriented combo options, with this game's new tagging mechanics, his invincible Shoryuken can even lead to combos on a tag! | |||
{{ | |content2= | ||
{{Content Box|content= | |||
<center><youtube>5r4H4go2Yv0</youtube></center> | |||
}} | |||
}} | |||
{{ProConTable | |||
|pros= | |||
*{{Clr|4|'''WIP:'''}} WIP | |||
|cons= | |||
*{{Clr|3|'''WIP:'''}} WIP. | |||
}} | |||
}} | |||
=== Players to Watch === | === Players to Watch === | ||
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=== Unique Trait === | === Unique Trait === | ||
'''Dark Hadou''': Suppressing the Dark Hadou only lasts so long; once Ryu reaches below 30% health, it's unleashed, granting his level 3 increased damage and a slightly altered animation. | {{Clr|6|'''Dark Hadou'''}}: Suppressing the Dark Hadou only lasts so long; once Ryu reaches below 30% health, it's unleashed, granting his level 3 increased damage and a slightly altered animation. | ||
=== Normals === | === Normals === | ||
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|active=3 | |active=3 | ||
|recovery=7 | |recovery=7 | ||
|hit=+1 | |hit={{Clr|1|+1}} | ||
|block=+3 | |block={{Clr|4|+3}} | ||
|notes= Can chain into itself and | |notes= Can chain into itself and 2LP. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|recovery=21 | |recovery=21 | ||
|hit=0 | |hit=0 | ||
|block=-4 | |block={{Clr|3|-4}} | ||
|notes=- | |notes=- | ||
}} | }} | ||
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|active=2 | |active=2 | ||
|recovery=21 | |recovery=21 | ||
|hit=-5 | |hit={{Clr|3|-5}} | ||
|block=-7 | |block={{Clr|3|-7}} | ||
|notes=- | |notes=- | ||
}} | }} | ||
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|active=6 | |active=6 | ||
|recovery=17 | |recovery=17 | ||
|hit=+1 | |hit={{Clr|1|+1}} | ||
|block=-3 | |block={{Clr|3|-3}} | ||
|notes=- | |notes=- | ||
}} | }} | ||
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|active=2 | |active=2 | ||
|recovery=14 | |recovery=14 | ||
|hit=-5 | |hit={{Clr|3|-5}} | ||
|block=-3 | |block={{Clr|3|-3}} | ||
|notes=Can chain into itself and | |notes=Can chain into itself and 5LP. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|active=5 | |active=5 | ||
|recovery=21 | |recovery=21 | ||
|hit=+24 | |hit={{Clr|4|+24}} | ||
|block=-6 | |block={{Clr|3|-6}} | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|active=4 | |active=4 | ||
|recovery=15 | |recovery=15 | ||
|hit=-1 | |hit={{Clr|8|-1}} | ||
|block=-4 | |block={{Clr|3|-4}} | ||
|notes=- | |notes=- | ||
}} | }} | ||
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|active=4 | |active=4 | ||
|recovery=33 | |recovery=33 | ||
|hit=+41 | |hit={{Clr|4|+41}} | ||
|block=-18 | |block={{Clr|3|-18}} | ||
|notes=- | |notes=- | ||
}} | }} | ||
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|active=10 | |active=10 | ||
|recovery=5 | |recovery=5 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=- | |notes=- | ||
}} | }} | ||
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|active=5 | |active=5 | ||
|recovery=17 | |recovery=17 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=- | |notes=- | ||
}} | }} | ||
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|active=7 | |active=7 | ||
|recovery=17 | |recovery=17 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=Can cross up, though jumping heavy kick is better-suited for this purpose. | |notes=Can cross up, though jumping heavy kick is better-suited for this purpose. | ||
}} | }} | ||
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|active=6 | |active=6 | ||
|recovery=17 | |recovery=17 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=Can cross up. | |notes=Can cross up. | ||
}} | }} | ||
=== Command Normals === | === Command Normals === | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
|name=Seiken Tsuki | |name=Seiken Tsuki | ||
|command=[[File:Mvci_lp.png]] | |command=[[File:Mvci_lp.png]] > [[File:Mvci_fwd.png]][[File:Mvci_lp.png]] | ||
|damage=500 | |damage=500 | ||
|guard=Mid | |guard=Mid | ||
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|active=1(5)6 | |active=1(5)6 | ||
|recovery=16 | |recovery=16 | ||
|hit=-4 | |hit={{Clr|3|-4}} | ||
|block=-6 | |block={{Clr|3|-6}} | ||
|notes=A straight-punching command normal that can only be used after connecting a standing or crouching light punch. Does not have enough hitstun to combo into Jodan. | |notes=A straight-punching command normal that can only be used after connecting a standing or crouching light punch. Does not have enough hitstun to combo into Jodan. | ||
}} | }} | ||
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|photo= | |photo= | ||
|name=Hiza Geri | |name=Hiza Geri | ||
|command=[[File:Mvci_lp.png]]or[[File:Mvci_lk.png]] | |command=[[File:Mvci_lp.png]]or[[File:Mvci_lk.png]] > [[File:Mvci_fwd.png]][[File:Mvci_lk.png]] | ||
|damage=500 | |damage=500 | ||
|guard=Mid | |guard=Mid | ||
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|recovery=20 | |recovery=20 | ||
|hit=0 | |hit=0 | ||
|block=-4 | |block={{Clr|3|-4}} | ||
|notes= Can only be cancelled into Tag, Hypers, and Infinity Stone Storm. Without any of these follow-ups, it leads to nothing, not even further offensive momentum; not only are you 0 on hit, but it also pushes back far enough away if the animation completes without interruption that you aren't even in range for your light attacks to connect (or throws either, by extension). | |notes= Can only be cancelled into Tag, Hypers, and Infinity Stone Storm. Without any of these follow-ups, it leads to nothing, not even further offensive momentum; not only are you 0 on hit, but it also pushes back far enough away if the animation completes without interruption that you aren't even in range for your light attacks to connect (or throws either, by extension). | ||
}} | }} | ||
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|active=11 | |active=11 | ||
|recovery=7 | |recovery=7 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=Can cross up, though jumping heavy kick is better-suited for this purpose. The low blockstun can be used for tick throw (either normal throw or Mind Stone surge) set-ups, though. | |notes=Can cross up, though jumping heavy kick is better-suited for this purpose. The low blockstun can be used for tick throw (either normal throw or Mind Stone surge) set-ups, though. | ||
}} | }} | ||
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|active=8 | |active=8 | ||
|recovery=11 | |recovery=11 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=- | |notes=- | ||
}} | }} | ||
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|active=6 | |active=6 | ||
|recovery=17 | |recovery=17 | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=- | |notes=- | ||
}} | }} | ||
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|startup=3 | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery= | |recovery=- | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=Additional damage scales by 50% | |notes=Additional damage scales by 50%. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|startup=3 | |startup=3 | ||
|active=1 | |active=1 | ||
|recovery= | |recovery=- | ||
|hit= | |hit=- | ||
|block= | |block=- | ||
|notes=Additional damage scales by 50% | |notes=Additional damage scales by 50%. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|command=[[File:Mvci_tag.png]] | |command=[[File:Mvci_tag.png]] | ||
|damage=500 | |damage=500 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup=6 | |startup=6 | ||
|active=8 | |active=8 | ||
|recovery=44 | |recovery=44 | ||
|hit=+33 | |hit={{Clr|4|+33}} | ||
|block=+28 | |block={{Clr|4|+28}} | ||
|notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in | |notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in. | ||
}} | }} | ||
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|lguard=Mid | |lguard=Mid | ||
|lstartup=7 | |lstartup=7 | ||
|lactive= | |lactive=- | ||
|lrecovery=42 | |lrecovery=42 | ||
|lhit=-14 | |lhit={{Clr|3|-14}} | ||
|lblock=-18 | |lblock={{Clr|3|-18}} | ||
|lproperties={{airok}} | |lproperties={{airok}}<br>Projectile | ||
|hdamage=1000 | |hdamage=1000 | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup=11 | |hstartup=11 | ||
|hactive= | |hactive=- | ||
|hrecovery=43 | |hrecovery=43 | ||
|hhit=-15 | |hhit={{Clr|3|-15}} | ||
|hblock=-19 | |hblock={{Clr|3|-19}} | ||
|hproperties={{airok}} | |hproperties={{airok}}<br>Projectile | ||
|notes=Ryu throws a blue fireball. Light hadoken | |notes=Ryu throws a blue fireball. Light hadoken travels slowly, Heavy hadoken travels quickly. Can be reflected by perfect advancing guard. Gains significantly more hitstun on a counter hit vs. an airborne opponent, and if they touch the ground during that hitstun, they enter a brief soft knockdown state. Like all fireballs, it is not subject to the same damage falloff phenomenon that Sen Hadouken and Shinku Hadouken suffer from; regular ol' Hadouken does full damage no matter how long it's traveled for. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|name=Sen Hadoken | |name=Sen Hadoken | ||
|command=[[File:Mvci_qcf.png]] hold [[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]] hold [[File:Mvci_hp.png]] | ||
|damage=5x125(599) | |damage=5x125 (599) ~ 9x250 (1975) | ||
|guard=Mid | |guard=Mid | ||
|properties={{airok}} | |properties={{airok}}<br>Projectile | ||
|startup=30-ish to 93 | |startup=30-ish to 93 | ||
|active=21 | |active=21 | ||
|recovery=24 | |recovery=24 | ||
|hit=+8 | |hit={{Clr|4|+8}} | ||
|block=-7 | |block={{Clr|3|-7}} | ||
|notes=Ryu throws out a normal version of his beam super that can't be reflected. Charge can be held much longer than is necessary, but doing so doesn't increase the damage. Damage falls off at distance. Can be dash cancelled | |notes=Ryu throws out a normal version of his beam super that can't be reflected. Charge can be held much longer than is necessary, but doing so doesn't increase the damage. Damage falls off at distance. Can be dash cancelled in either directions after the input has been held for a while. As a counter hit, from long range, it causes a brief hard knockdown vs. a grounded opponent that gives you just enough time to hit confirm into Shinku Hadouken. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
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|name=Shoryuken | |name=Shoryuken | ||
|command=[[File:Mvci dp.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=[[File:Mvci dp.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
|ldamage= | |ldamage=1200 | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup=4 | |lstartup=4 | ||
|lactive=14 | |lactive=14 | ||
|lrecovery=34 | |lrecovery=34 | ||
|lhit=2 | |lhit={{Clr|1|+2}} | ||
|lblock=-28 | |lblock={{Clr|3|-28}} | ||
|lproperties= | |lproperties=Invuln frames 1-13 | ||
|hdamage=1500 | |hdamage=1500 | ||
|hguard=Mid | |hguard=Mid | ||
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|hactive=22 | |hactive=22 | ||
|hrecovery=57 | |hrecovery=57 | ||
|hhit=-14 | |hhit={{Clr|3|-14}} | ||
|hblock=-55 | |hblock={{Clr|3|-55}} | ||
|hproperties= | |hproperties=Invuln frames 1-14 | ||
|notes=Ryu does a rising uppercut coated in blue Hadou energy that acts as an invulnerable reversal. Risky. You can follow up with a down-angled air Shinku Hadoken to make you safe vs. grounded blocking opponents, plus a tag out opportunity for one meter. | |notes=Ryu does a rising uppercut coated in blue Hadou energy that acts as an invulnerable reversal. Risky. You can follow up with a down-angled air Shinku Hadoken to make you safe vs. grounded blocking opponents, plus a tag out opportunity for one meter. | ||
You can also tag out on hit in order to combo off of it. You can superjump forward to combo off the L shoryu from anywhere, but H shoryu will require specialized high-reaching options (such as X's Rising Fire), and even then only in the corner, as it sends opponents both very high up vertically as well as very far horizontally. Though this latter trait is a boon for it as a defensive tool, as it allows you to reset the situation. | You can also tag out on hit in order to combo off of it. You can superjump forward to combo off the L shoryu from anywhere, but H shoryu will require specialized high-reaching options (such as X's Rising Fire), and even then only in the corner, as it sends opponents both very high up vertically as well as very far horizontally. Though this latter trait is a boon for it as a defensive tool, as it allows you to reset the situation. | ||
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|name=Jodan Sokuto Geri | |name=Jodan Sokuto Geri | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
|ldamage= 1000 | |ldamage=1000 | ||
|lguard= Mid | |lguard=Mid | ||
|lstartup=17 | |lstartup=17 | ||
|lactive=12 | |lactive=12 | ||
|lrecovery=22 | |lrecovery=22 | ||
|lhit=35 | |lhit={{Clr|4|+35}} | ||
|lblock=-14 | |lblock={{Clr|3|-14}} | ||
|lproperties= Wall Bounce | |lproperties= Wall Bounce<br>Soft Knockdown | ||
|hdamage= 1000 | |hdamage=1000 | ||
|hguard= Mid | |hguard=Mid | ||
|hstartup=20 | |hstartup=20 | ||
|hactive=12 | |hactive=12 | ||
|hrecovery=34 | |hrecovery=34 | ||
|hhit=69 | |hhit={{Clr|4|+69}} | ||
|hblock=-26 | |hblock={{Clr|3|-26}} | ||
|hproperties= Wall Bounce | |hproperties= Wall Bounce<br>Hard Knockdown | ||
|notes=The L version blows them away at a low height, the H version at a tall height. This will result in them going over your head and behind you when you use the H version vs. a cornered opponent. Generally, if you are in or near the corner, the L version is the best to use, else further away you should use H. | |notes=The L version blows them away at a low height, the H version at a tall height. This will result in them going over your head and behind you when you use the H version vs. a cornered opponent. Generally, if you are in or near the corner, the L version is the best to use, else further away you should use H. | ||
}} | }} | ||
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|name=Tatsumaki Senpukyaku | |name=Tatsumaki Senpukyaku | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
|ldamage= 200 | |ldamage=200+800 (1000) | ||
|lguard= Mid | |lguard=Mid | ||
|lstartup= | |lstartup=4 | ||
|lactive= | |lactive=1(8)3 | ||
|lrecovery= | |lrecovery=25 | ||
|lhit= | |lhit={{Clr|4|+91}} | ||
|lblock= | |lblock={{Clr|3|-8}} | ||
|lproperties= Hard Knockdown | |lproperties=Hard Knockdown | ||
|hdamage= | |hdamage=400x3 (1160) | ||
|hguard= Mid | |hguard=Mid | ||
|hstartup= | |hstartup=13 | ||
|hactive= | |hactive=3(9)3(9)3 | ||
|hrecovery= | |hrecovery=25 | ||
|hhit= | |hhit={{Clr|4|+25}} | ||
|hblock= | |hblock={{Clr|3|-8}} | ||
|hproperties= Soft Knockdown | |hproperties=Soft Knockdown | ||
|notes=The first hit of the | |notes=The first hit of the {{Clr|7|LK}} version only occurs at extreme close range. Early in a combo, it's possible to dash up and OTG to continue a combo after the knockdown from the {{Clr|7|LK}} version. The {{Clr|6|HK}} version can be used vs. a blocking opponent combined with a tag out to induce a small lockdown situation. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
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|name=Aerial Tatsumaki Senpukyaku (Forward) | |name=Aerial Tatsumaki Senpukyaku (Forward) | ||
|command=j.[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=j.[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
|ldamage= | |ldamage=800 | ||
|lguard= Mid | |lguard=Mid | ||
|lstartup= | |lstartup=7 | ||
|lactive= | |lactive=3 | ||
|lrecovery= | |lrecovery=30 | ||
|lhit= | |lhit=- | ||
|lblock= | |lblock=- | ||
|lproperties= Hard Knockdown | |lproperties=Hard Knockdown | ||
|hdamage= | |hdamage=400x3 (1160) | ||
|hguard= Mid | |hguard=Mid | ||
|hstartup= | |hstartup=7 | ||
|hactive= | |hactive=3(9)3(9)3 | ||
|hrecovery= | |hrecovery=30 | ||
|hhit= | |hhit=- | ||
|hblock= | |hblock=- | ||
|hproperties= | |hproperties= | ||
|notes=Unlike in Marvel vs. Capcom 3, Ryu can now perform air actions after recovering. Though, by the time you recover, you would have to have started it from the apex of a super jump, and you won't have long to act. | |notes=Unlike in ''Marvel vs. Capcom 3'', Ryu can now perform air actions after recovering. Though, by the time you recover, you would have to have started it from the apex of a super jump, and you won't have long to act. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
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|name=Aerial Tatsumaki Senpukyaku (Down) | |name=Aerial Tatsumaki Senpukyaku (Down) | ||
|command=j.[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=j.[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
|ldamage= | |ldamage=1100x2 (2090) | ||
|lguard= Mid | |lguard=Mid | ||
|lstartup= | |lstartup=7 | ||
|lactive= | |lactive=3(3)3(3)2 | ||
|lrecovery= | |lrecovery=15 | ||
|lhit= | |lhit=- | ||
|lblock= | |lblock=- | ||
|lproperties=Hard Knockdown | |lproperties=Hard Knockdown | ||
|hdamage= | |hdamage=400x3 (1160) | ||
|hguard= Mid | |hguard=Mid | ||
|hstartup= | |hstartup=7 | ||
|hactive= | |hactive=3(3)3(3)3(3)3(3)3 | ||
|hrecovery= | |hrecovery=2 | ||
|hhit= | |hhit=- | ||
|hblock= | |hblock=- | ||
|hproperties= | |hproperties= | ||
|notes=The | |notes=The {{Clr|7|LK}} version is capable of crossing up grounded opponents, though it's very narrow and difficult to do, and generally not worth going for. It can also be tough to hit grounded small characters with this even standing, but big characters can be hit by it easily. The {{Clr|6|HK}} version pops grounded opponents up into the air a small distance. | ||
}} | }} | ||
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|name=Shinku Hadoken | |name=Shinku Hadoken | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lp.png]][[File:Mvci_hp.png]] | ||
|damage= | |damage=72x28 (1547) ~ 145x32 (3400) | ||
|guard= Mid | |guard=Mid | ||
|properties= {{airok}} | |properties={{airok}}<br>Projectile<br>Hard Knockdown | ||
|startup=13 | |startup=13/13 | ||
|active=66/67 | |active=66/67 | ||
|recovery=47/67 | |recovery=47/67 | ||
|hit= | |hit={{Clr|4|+23}} | ||
|block= | |block={{Clr|3|-29}} | ||
|notes= Damage | |notes=Frame data is listed as ground/air.<br>Damage decreases as distance to opponent increases. Can hold up while on the ground to aim it upwards, can hold down while in the air to aim it downwards. The downwards version in the air propels Ryu higher in the air over the course of the animation. 3400 damage is only possible against a cornered opponent, as mid-screen (or utilizing the up/down versions), the opponent is pushed further away from you, inducing damage fall-off. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|name=Shinku Tatsumaki Senpukyaku | |name=Shinku Tatsumaki Senpukyaku | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | ||
|damage= | |damage=240x17+1000 (3644) | ||
|guard= Mid | |guard=Mid | ||
|properties= Invuln frames 1-12 | |properties=Invuln frames 1-12<br>Hard Knockdown | ||
|startup=12 | |startup=12 | ||
|active=109 | |active=109 | ||
|recovery=31 | |recovery=31 | ||
|hit=54 | |hit={{Clr|4|+54}} | ||
|block=-23 | |block={{Clr|3|-23}} | ||
|notes= Invulnerability only lasts until the flash. Extremely unsafe on block. The knockdown is fairly lengthy, allowing easy tagging for OTG pick ups from your partner. | |notes= Invulnerability only lasts until the flash. Extremely unsafe on block. The knockdown is fairly lengthy, allowing easy tagging for OTG pick ups from your partner. | ||
}} | }} | ||
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|name=Shin Shoryuken | |name=Shin Shoryuken | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]][[File:Mvci_hk.png]] | ||
|damage= 4 hits ( | |damage=5440 (4 hits)<br>6490 (4 hits) (Dark Hadou) | ||
|guard= Mid | |guard=Mid | ||
|properties= Invuln frames 1-24 | |properties=Invuln frames 1-24<br>Hard Knockdown | ||
|startup=16 | |startup=16 | ||
|active=41 | |active=41 | ||
|recovery=41 | |recovery=41 | ||
|hit=49/43 (regular/Dark Hadou) | |hit={{Clr|4|+49/43}}<br>(regular/Dark Hadou) | ||
|block=-39 | |block={{Clr|3|-39}} | ||
|notes=A highly invincible, highly damaging level 3 hyper. When your HP reaches the ''Danger!'' threshold, the | |notes=A highly invincible, highly damaging level 3 hyper. When your HP reaches the ''Danger!'' threshold, Ryu contains the Dark Hadou, changing the cinematic and granting additional damage but a slightly reduced advantage after the knockdown. | ||
}} | }} | ||
=== Hitboxes === | === Hitboxes === | ||
Latest revision as of 19:01, 16 September 2024
Story
The protagonist and iconic Shotokan karateka of the Street Fighter series, the series that would itself eventually lead to the creation of the Marvel-based Capcom fighting games, returns in his latest crossover game appearance. His diligent training and never-ending journey for strength have granted him a few new tricks up his sleeve this time, too. With no other 'shotos' around to step on his toes, perhaps this will be his chance to truly shine?
Gameplay
In Marvel vs. Capcom Infinite, Ryu is a well-rounded character with the staple fundamental fighting game tools that form the basis of the genre, as ever. He has the ability to zone with his classic Hadouken and new Sen Hadouken beam, he can approach and extend combos with his Tatsumaki Senpukyaku (now sporting two separate modes in the air), he can make just about any combo lead to the corner with his Jodan Sokuto Geri (aka "Donkey Kick"), and for characters with vertically-oriented combo options, with this game's new tagging mechanics, his invincible Shoryuken can even lead to combos on a tag!
Strengths | Weaknesses |
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Players to Watch
Character Vitals
Move List
Unique Trait
Dark Hadou: Suppressing the Dark Hadou only lasts so long; once Ryu reaches below 30% health, it's unleashed, granting his level 3 increased damage and a slightly altered animation.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | 3 | 7 | +1 | +3 | ||
Can chain into itself and 2LP. |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 11 | 3 | 21 | 0 | -4 | ||
- |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 8 | 2 | 21 | -5 | -7 | ||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 12 | 6 | 17 | +1 | -3 | ||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | 2 | 14 | -5 | -3 | ||
Can chain into itself and 5LP. |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 10 | 5 | 21 | +24 | -6 | Launch | |
- |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Low | 8 | 4 | 15 | -1 | -4 | ||
- |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Low | 10 | 4 | 33 | +41 | -18 | Knockdown | |
- |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | High | 5 | 10 | 5 | - | - | ||
- |
Jumping Heavy Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 9 | 5 | 17 | - | - | ||
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 7 | 7 | 17 | - | - | ||
Can cross up, though jumping heavy kick is better-suited for this purpose. |
Jumping Heavy Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 8 | 6 | 17 | - | - | Ground Bounce & Hard Knockdown (vs. airborne only) | |
Can cross up. |
Command Normals
Sukui Tsuki j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
2x250 (475) | High | 10 | 8 | 11 | - | - | ||
- |
Aerial Mawashi Geri j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 8 | 6 | 17 | - | - | ||
- |
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you ![]() |
Specials
Hypers
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind