Super Street Fighter 2 Turbo/Ryu: Difference between revisions

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<!-- Portrait graphic near top, added by Raisin, updated by Born2SPD -->
{{Infobox Character SSF2T
[[Image:ST_Ryu_portrait.png|right|Ryu's portrait in Super Turbo]]
|name=Ryu
|image = ryu.png
|dmgscal = 27/32
|fwalk = 48
|bwalk = 32
|prejump = 4
|njumpdr = 44
|fjumpdr = 44
|bjumpdr = 43
|landing = {{Tooltip | text=7* | hovertext = Can be canceled into a throw from Frame 1 onward, or jumps, attacks, or blocks on Frame 2 onward.}}
|jumpa = 78
|fjumpdt = 134
|bjumpdt = 163
|skdr = 38
|hkdr = 74
}}
{{TOClimit|3}}


== Introduction ==
Ryu is the game's protagonist.  He is considered a good all around character.  Even though he is not the strongest in any aspect, he does have very good moves overall.  Say, his projectile, the hadouken, is the second best in the game, only after O.Sagat's tiger.  His special anti-air, the shoryuken, is also the one with second best priority among the ones that do not demand a charge to execute. Finally, he has a good super move, which helps him in tight situations.


Ryu's strategy in the Street Fighter II series is, mostly, to employ his hadoukens wisely so as to pressure enemies and either force them to take risks or get pushed into the corner. Would the enemy jump forward, Ryu has several moves to deal with that, being the shoryuken the most damaging one. However, unlike Ken, his projectile has a relatively fast start-up, which allows him to use it as a poke tool. This is the main reason why he has less trouble against a number of characters which have the advantage against Ken.


Super Street Fighter II Turbo Ryu does not have a completely invulnerable shoryuken nor a hurricane kick that is invulnerable up until it hits, like he did in CPS-1 Street Fighter II Champion Edition and Hyper Fighting. However, he gains better mobility with a short tatsu that recovers much faster and a command punch that works as a dash. In addition to it, he has another command punch that is unblockable against crouching characters.


Among all characters (old versions included), Ryu is considered the fifth or sixth best character on the game, only behind the so called "big four" or "big five", which consists of Dhalsim, Vega (Claw), Old Sagat and Balrog (Boxer), plus Chun Li if she is included. However, he actually has a small advantage against Chun Li on head-to-head combat. If mastered, Ryu can deal with pretty much any situation.
==Normal Moves==
<b>Disclaimer</b>: To better understand the diagrams, read [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/FAQ#SSF2T.27s_Wiki_Diagram_Conventions this].


If you want to check Youtube and Nico Nico Douga for high level footage, check players such as ShootingD, Daigo, Futachan, Gotoh, Kurahashi, DGV (Dark Gaiden), Mike Watson, John Choi and Alex Valle, among others.
===Standing Normals===


==Color Options==
===== <span class="invisible-header">cllp</span> =====
===New Ryu Colors===
{{MoveData
[[Image:ST_Ryu_new_colors.png|New Ryu's color options in Super Turbo]]<br>
| name    = Close Jab
To choose the "Hold" color, press and hold any button except Start for 2 seconds. To choose any other color, simply tap the desired button.<br>
| input    = 5LP / cl.{{lp}}
<br>
| subtitle = Close Light Punch
--[[User:Raisin|Raisin]] (April 6, 2007)<br>
| image    = Ryu_stcljab2.png
<br>
| imageSize = 82x99px
<br>
| caption  =  
| data  =  
{{AttackData-SSF2T
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = Special, Super
|guard = Mid
|actrange = 0-25
|startup= 3
|active= 4
|recovery= 5
|total = 12
|frameAdv = +4
|invul = N/A
|meter =2/1
  |description= A quick elbow smash in front and above Ryu's head.  
*Fast start-up.
*Works as an anti-air if you're close enough.
*OK priority.
}}
}}


===Old Ryu Colors===
<span class="mw-customtoggle-cllp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
[[Image:ST_Ryu_old_colors.png|Old Ryu's color options in Super Turbo]]<br>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-cllp">
Old Ryu's input code is RRRL.  Pressing Short simultaneously with Jab or Fierce will give you the alternate color.<br>
<br>
--[[User:Raisin|Raisin]] (April 6, 2007)<br>
<br>
<br>


== Moves List ==
{{STDiagramHeader}}
===Normal Moves===
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab2.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}}
 
===Ground Normals===
Close standing jab: ryu performs an elbow smash in front and above his head. Fast start-up anti-air up close, with just OK priority.
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
|-
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|-
|-
| align="center" | 3 || align="center" | No || align="center" | Yes || align="center" | Yes
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|}
|}
</div>


Close standing strong: Ryu performs a hook. This move has a not very good recovery, so try canceling it into some special such as the hadouken to avoid punishment.
==== <span class="invisible-header">frlp</span> ====
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
{{MoveData
| name    = Far Jab
| input    = 5LP / fr.{{lp}}
| subtitle = Far Light Punch
| image    = Ryu_stfarjab2.png
| imageSize = 93x92px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = Chain, Special, Super
|guard = Mid
|actrange = 26+
|startup= 3
|active= 4
|recovery= 5
|total = 12
|frameAdv = +4
|meter =2/1
|description= A simple jab.
*Chainable, ok reach, good priority.
*Fast start-up.  
}}
}}
 
<span class="mw-customtoggle-frlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frlp">
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stfarjab1&3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab2.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab1&3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}}
|-
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
| align="center" | 14 || align="center" | No || align="center" | Yes || align="center" | Yes
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}}
|}
|}
</div>
==== <span class="invisible-header">clmp</span> ====
{{MoveData
| name    = Close Strong
| input    = 5MP / cl.{{mp}}
| subtitle = Close Medium Punch
| image    = Ryu_stclstrng3.png
| imageSize = 97x98px
| caption  =
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|actrange = 0-31
|startup= 4
|active= 2
|recovery= 17
|total = 23
|frameAdv = -1
|meter =4/3
|description= Ryu performs a hook, then another one that doesn't hit for some reason.
*Terrible recovery, so try canceling this into a special like a Hadoken.
}}
}}


Close standing Fierce: Ryu does a close upper. Good priority anti-air if the enemy is on top of you, and if he is close it can be canceled into any special attack for a basic but damaging combo. Bad recovery.
<span class="mw-customtoggle-clmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: #F2F2F2;"
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-clmp">
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng2&6.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng4.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng5.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng2&6.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}}
|-
|-
| align="center" | '''Damage''' || align="center" | '''Self-Combo''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}}
|-
|-
| align="center" | 18 || align="center" | N/A || align="center" | No || align="center" | Yes || align="center" | Yes
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 4 | 17}}
|-
| align="center" | 18 || align="center" | No || align="center" | No || align="center" | No || align="center" | No
|}
|}
</div>


Far standing jab: rapid-fire jab that has very good priority (Ryu's arm is completely invulnerable) but just acceptable reach and very low damage.
==== <span class="invisible-header">frmp</span> ====
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
{{MoveData
| name    = Far Strong
| input    = 5MP / fr.{{mp}}
| subtitle = Far Medium Punch
| image    = Ryu_stfarstrng3.png
| imageSize = 114x98px
| caption  =
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|actrange = 32+
|startup= 4
|active= 4
|recovery= 7
|total = 15
|frameAdv = +7
|meter =4/3
|description= Ryu performs a straight punch.
*Very good recovery, reach and priority.
*Works as anti-air against moves whose extended limbs are vulnerable, but Ryu's body moves forward a bit, so you'll need some room to use it correctly.  
}}
}}
<span class="mw-customtoggle-frmp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frmp">
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng5_stfarfrc5.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}}
|-
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
| align="center" | 3 || align="center" | Yes || align="center" | Yes || align="center" | Yes
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 7}}
|}
|}
</div>
==== <span class="invisible-header">clhp</span> ====
{{MoveData
| name    = Close Fierce
| input    = 5HP / cl.{{hp}}
| subtitle = Close Heavy Punch
| image    = Ryu_stclfrc2.png
| imageSize = 104x98px
| caption  =
| image2    = Ryu_stclfrc3.png
| imageSize2 = 110x114px
| caption2  =
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9 / 10~16
|dizzytime= 40 / 80
|cancel = Special, Super / None
|guard = Mid
|actrange = 0~41
|startup= 4
|active= 8 (2 / 6)
|recovery= 23
|total = 34
|frameAdv = -9 / -7
|meter= 5/4
|description= A close uppercut.
*Only the first hitbox can be Special or Super canceled.
*Hitbox gets much bigger after 2 frames.
*If you're close to your enemy, it can be canceled into any special attack for a basic but damaging combo. Bad recovery.
*Good priority anti-air if you're up close.
}}
}}
<span class="mw-customtoggle-clhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clhp">


Far standing strong: Ryu performs a straight punch. This move has very good recovery, reach and priority. Works as anti-air against some moves, but notice Ryu's body moves forward a bit, so you need some room to use it correctly. Ryu whole arm is invincible in this attack.
{{STDiagramHeader}}
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stclfrc1.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrc2.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrc5.png}}
|-
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 13}}
|-
|-
| align="center" | 14 || align="center" | No || align="center" | Yes || align="center" | Yes
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCellColSpan | 2 | 23}}
|}
|}
</div>


Far standing Fierce: similar to the above move, but with higher damage and longer reach, but the head hitbox moves forward just as much and the recovery is hideous. This move can not be canceled into specials, so make sure it hits or you will pay the price.
==== <span class="invisible-header">frhp</span> ====
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
{{MoveData
| name    = Far Fierce
| input    = 5HP / fr.{{hp}}
| subtitle = Far Heavy Punch
| image    = Ryu_stfarfrc3.png
| imageSize = 122x98px
| caption  =
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 10~16
|dizzytime= 80
|cancel = Super
|guard = Mid
|actrange = 42+
|startup= 6
|active= 6
|recovery= 23
|total = 35
|frameAdv = -7
|meter =5/4
|description= Similar to Far Strong.
*Higher damage and longer reach, but hideous recovery and the same extended hurtbox. Better make sure it hits.
}}
}}
<span class="mw-customtoggle-frhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frhp">
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng5_stfarfrc5.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}}
|-
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}}
|-
|-
| align="center" | 18 || align="center" | No || align="center" | No || align="center" | Yes
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 6}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 23}}
|}
|}
</div>
==== <span class="invisible-header">cllk</span> ====
{{MoveData
| name    = Close Short
| input    = 5LK / cl.{{lk}}
| subtitle = Close Light Kick
| image    = Ryu_stclshrt3.png
| imageSize = 115x98px
| caption  = Yes, this hits low.
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=12[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = Chain, Super
|guard =<ref></ref> Low
|actrange = 0
|startup= 6
|active= 2
|recovery= 8
|total = 16
|frameAdv = +3
|meter = 2/1
|description= A low kick.
*Can be canceled into another far Short or crouching Short.
*This move must be blocked low, which can be used as a simple knowledge check. Unfortunately somewhat hard to use due to the strict activation range.
}}
}}
<span class="mw-customtoggle-cllk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-cllk">


Crouching jab: rapid-fire ducking jab with OK reach and very good priority. Ryu arm is completely invincible.
{{STDiagramHeader}}
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt2&5_stclrh5.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt3.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt4.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt2&5_stclrh5.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}}
|-
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
| align="center" | 3 || align="center" | Yes || align="center" | Yes || align="center" | Yes
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 6}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 3 | 8}}
|}
|}


Crouching strong: Ryu does a crouching straight. Good damage, stun, recovery and priority. Ryu whole arm is completely invincible.
</div>
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
 
==== <span class="invisible-header">frlk</span> ====
{{MoveData
| name    = Far Short
| input    = 5LK / fr.{{lk}}
| subtitle = Far Light Kick
| image    = Ryu_stfarshrt3_stfarfrwrd3.png
| imageSize = 118x102px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=14[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = Special, Super
|guard = Mid
|actrange = 1+
|startup= 5
|active= 8
|recovery= 5
|total = 18
|frameAdv = 0
|invul = N/A
|meter =2/1
|description= High side kick.
*Good priority, but sort of slow.  
*Works as an anti-air.
}}
}}
 
<span class="mw-customtoggle-frlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frlk">
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt3_stfarfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}}
|-
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
| align="center" | 14 || align="center" | No || align="center" | Yes || align="center" | Yes
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 5}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan | 2 | 5}}
|}
|}


Crouching Fierce: uppercut from crouching position. Good damage and deceptive reach, but just average to low priority and long recovery. This move is unsafe on block and is mainly used in combos or as close-up anti-air. Favor standing Fierce if you can for the latter.
</div>
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: #F2F2F2;"
 
|-
 
| align="center" | '''Damage''' || align="center" | '''Self-Combo''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
==== <span class="invisible-header">clmk</span> ====
{{MoveData
| name    = Close Forward
| input    = 5MK / cl.{{mk}}
| subtitle = Close Medium Kick
| image    = Ryu_stclfrwrd3.png
| imageSize = 103x103px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=24[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|actrange = 0
|startup= 4
|active= 6
|recovery= 9
|total = 19
|frameAdv = +3
|meter = 4/3
|description= A hearty knee bash.
*Good recovery. Surprisingly good overall, even if you need to be REALLY close to use it.
}}
}}
 
<span class="mw-customtoggle-clmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clmk">
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd6.png}}
|-
|-
| align="center" | 18 || align="center" | N/A || align="center" | No || align="center" | Yes || align="center" | Yes
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
| align="center" | 18 || align="center" | No || align="center" | No || align="center" | No || align="center" | No
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 9}}
|}
|}
</div>
==== <span class="invisible-header">frmk</span> ====
{{MoveData
| name    = Far Forward
| input    = 5MK / fr.{{mk}}
| subtitle = Far Medium Kick
| image    = Ryu_stfarshrt3_stfarfrwrd3.png
| imageSize = 118x102px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=24[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
|cancel = None
|guard = Mid
|actrange = 1+
|startup= 8
|active= 8
|recovery= 7
|total = 23
|frameAdv = +3
|meter =4/3
|description= Another high side kick.
*Good priority, but very slow start-up.
*Also a good anti-air if you can press the button fast enough.
}}
}}


Close standing short: Ryu performs a low kick. This move must be blocked low.
<span class="mw-customtoggle-frmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frmk">
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt3_stfarfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarfrwrd5.png}}
|-
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1}}
|-
|-
| align="center" | 8 || align="center" | Yes || align="center" | No || align="center" | Yes
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan | 2 | 7}}
|}
|}


Close standing forward: knee bash with a good recovery.
</div>
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
 
==== <span class="invisible-header">clhk</span> ====
{{MoveData
| name    = Close Roundhouse
| input    = 5HK / cl.{{hk}}
| subtitle = Close Heavy Kick
| image    = Ryu_stclrh3.png
| imageSize = 95x125px
| caption  = First Hit
| image2    = Ryu_stclrh4.png
| imageSize2 = 127x112px
| caption2  = Second Hit
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=30[1] + 4[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 10~16 + 1~7
|dizzytime= 80 + 70
|cancel = None
|guard = Mid
|actrange = 0-56
|startup = 8
|active = 12 (8 + 4)
|recovery= 11
|total = 31
|frameAdv = -1 / +7(+6)
|meter = 5/4 x 2
|description= Ryu's axe kick.
*Hits twice if the enemy is close enough. The second hit deals much less damage and dizzy, while only dealing a little less dizzy time.
*Not very useful, but it is safe on block from point-blank range and often trades with aerial attacks.
*If you use it as a meaty, you can combo into a crouching kick for two or three hits. You often have better options, though.
}}
}}
 
<span class="mw-customtoggle-clhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-clhk">
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stclrh2.png}} |{{STDiagramImageCell| 1 | Ryu_stclrh3.png}} |{{STDiagramImageCell| 1 | Ryu_stclrh4.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt2&5_stclrh5.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}}
|-
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 10}} |{{STDiagramCell| 1}}
|-
|-
| align="center" | 15 || align="center" | No || align="center" | Yes || align="center" | Yes
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 11}}
|}
|}


Close standing roundhouse: Ryu performs an axe kick that hits twice if the enemy is close enough.
</div>
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: #F2F2F2;"
 
|-
==== <span class="invisible-header">frhk</span> ====
| align="center" | '''Damage''' || align="center" | '''Self-Combo''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
{{MoveData
| name    = Far Roundhouse
| input    = 5HK / fr.{{hk}}
| subtitle = Far Heavy Kick
| image    = Ryu_stfarrh2.png
| imageSize = 99x103px
| caption  = Only this hitbox can be canceled.
| image2    = Ryu_stfarrh3.png
| imageSize2 = 125x101px
| caption2  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=30[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 10~16
|dizzytime= 80
|cancel = Special, Super / None
|guard = Mid
|actrange = 57+
|startup = 3
|active = 12 (4 / 8)
|recovery= 17
|total = 32
|frameAdv = -7 / -3
|meter = 5/4
|description= Ryu's staple Roundhouse kick.
*Mediocre anti-air that can be canceled in the odd event that it hits during the first active part.
*Hitbox and hurtbox get wider after 4 frames.
}}
}}
 
<span class="mw-customtoggle-frhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frhk">
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stfarrh1.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh2.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh5.png}}
|-
|-
| align="center" | 19 || align="center" | N/A || align="center" | No || align="center" | No || align="center" | No
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 7}}
|-
|-
| align="center" | 3 || align="center" | Yes || align="center" | No || align="center" | No || align="center" | No
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan | 2 | 12}} |{{STDiagramCellColSpan| 2 | 17}}
|}
|}


Far standing short: high side kick with good priority, but sort of slow. Good anti-air.
</div>
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
 
===Crouching Normals===
 
 
 
==== <span class="invisible-header">crlp</span> ====
{{MoveData
| name    = Crouching Jab
| input    = 2LP / {{d}}+{{lp}}
| subtitle = Crouching Light Punch
| image    = Ryu_crjab2.png
| imageSize = 100x65px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, 1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = Chain, Special, Super
|guard = Mid
|actrange = N/A
|startup= 3
|active= 4
|recovery= 5
|total = 12
|frameAdv = +4
|meter = 2/1
|description= Another jab.
*Average reach and very good priority.
}}
}}
 
<span class="mw-customtoggle-crlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crlp">
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crjab1&3.png}} |{{STDiagramImageCell| 1 | Ryu_crjab2.png}} |{{STDiagramImageCell| 1 | Ryu_crjab1&3.png}} |{{STDiagramImageCell| 1 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
|-
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
| align="center" | 9 || align="center" | No || align="center" | Yes || align="center" | Yes
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}}
|}
|}


Far standing forward: high side kick with good priority, but very slow start-up. Good anti-air if you can hit the button early enough.
</div>
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
 
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | 15 || align="center" | No || align="center" | No || align="center" | No
|}


Far standing roundhouse: Ryu's staple roundhouse kick. Mediocre anti-air that can be canceled in the odd event that it hits during the first active part. This move can not be canceled into specials if it hits while the leg is fully extended.
==== <span class="invisible-header">crmp</span> ====
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: #F2F2F2;"
{{MoveData
|-
| name    = Crouching Strong
| align="center" | '''Damage''' || align="center" | '''Self-Combo''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
| input    = 2MP / {{d}}+{{mp}}
|-
| subtitle = Crouching Medium Punch
| align="center" | 19 || align="center" | N/A || align="center" | No || align="center" | Yes || align="center" | Yes
| image    = Ryu_crstrng3.png
|-
| imageSize = 110x65px
| align="center" | 19 || align="center" | No || align="center" | No || align="center" | No || align="center" | No
| caption  = And you thought Alpha 2 Rose's Cr.MP had good priority.
|}
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|actrange = N/A
|startup= 4
|active= 4
|recovery= 7
|total = 15
|frameAdv = +7
|meter = 4/3
|description=*Ryu does a crouching straight.
*Good damage, stun, recovery and priority.
*This move can be used as a safe meaty against several invulnerable special attacks from the correct distance. However, this can be countered by standing still (which shrinks the hurtbox horizontally) and then either attacking or walking up and throwing. It's also unsafe against most supers.
}}
}}


Crouching short: rapid fire crouching low kick. Mediocre priority but good reach.
<span class="mw-customtoggle-crmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crmp">
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | 3 || align="center" | Yes || align="center" | Yes || align="center" | Yes
|}


Crouching forward: crouching side kick. This move has good reach and recovery, but is has projected vulnerable hitboxes before it becomes active. It is an important tool when closing the gap on the enemy and trying to push him into the corner as it can be canceled into hadoukens. It is also used in bread and butter combos.
{{STDiagramHeader}}
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crstrng1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crstrng2&4.png}} |{{STDiagramImageCell| 1 | Ryu_crstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_crstrng2&4.png}} |{{STDiagramImageCell| 1 | Ryu_crstrng1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
|-
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
| align="center" | 14 || align="center" | No || align="center" | Yes || align="center" | Yes
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 7}}
|}
|}


Crouching roundhouse: Ryu's sweep kick. This move generates a fast knockdown if it hits. It has good range and the priority is such that it beats or trades with a number of moves. The recovery, however, is very long, so good players will try to bait this move so as to punish it afterward.
</div>
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | 17 || align="center" | No || align="center" | Yes || align="center" | Yes
|}


===Aerial normals===


Neutral jumping jab
==== <span class="invisible-header">crhp</span> ====
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
{{MoveData
|-
| name    = Crouching Fierce
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
| input    = 2HP / {{d}}+{{hp}}
|-
| subtitle = Crouching Heavy Punch
| align="center" | 9 || align="center" | No || align="center" | Yes || align="center" | No
| image    = Ryu_crfrc2.png
|}
| imageSize = 95x98px
| caption  = First Hitbox
| image2    = Ryu_crfrc3.png
| imageSize2 = 85x127px
| caption2  = Second Hitbox. <br> Diet Close Fierce.
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=28[1] / 22[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9 / 10~16
|dizzytime= 40 / 80
|cancel = Special, Super / None
|guard = Mid
|actrange = N/A
|startup= 4
|active= 11 (3 / 8)
|recovery= 23
|total = 37
|frameAdv = -12 / -9
|meter = 5/4
|description= Ryu brings an uppercut from crouching position.
*Good damage and has a deceptively long horizontal reach.
*Average to low priority and quite long recovery.
*Mainly used in combos.
*Works as an anti-air, but favor close Fierce if you can.
}}
}}


Neutral jumping strong
<span class="mw-customtoggle-crhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crhp">
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | 14 || align="center" | No || align="center" | Yes || align="center" | No
|}


Neutral jumping Fierce
{{STDiagramHeader}}
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crfrc1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc2.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc6.png}}
|-
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}}
|-
|-
| align="center" | 17 || align="center" | No || align="center" | Yes || align="center" | No
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 11}} |{{STDiagramCellColSpan | 3 | 23}}
|}
|}


Neutral jumping short
</div>
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | 9 || align="center" | No || align="center" | Yes || align="center" | No
|}


Neutral jumping forward
{| border="1em" cellspacing="0" width="27%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Damage''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
|-
| align="center" | 14 || align="center" | No || align="center" | No || align="center" | No
|}


Neutral jumping roundhouse
===== <span class="invisible-header">crlk</span> =====
{| border="1em" cellspacing="0" width="35%" style="border: 1px solid #999; background: #F2F2F2;"
{{MoveData
|-
| name    = Crouching Short
| align="center" | '''Damage''' || align="center" | '''Self-Combo''' || align="center" | '''Chain Cancel''' || align="center" | '''Special Cancel''' || align="center" | '''Super Cancel'''
| input    = 2LK / {{d}}+{{lk}}
|-
| subtitle = Crouching Light Kick
| align="center" | 18 || align="center" | N/A || align="center" | No || align="center" | Yes || align="center" | No
| image    = Ryu_crshrt2.png
|-
| imageSize = 119x65px
| align="center" | 18 || align="center" | No || align="center" | No || align="center" | No || align="center" | No
| caption  =  
|}
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = Chain, Special, Super
|guard = Low
|actrange = N/A
|startup= 3
|active= 4
|recovery= 5
|total = 12
|frameAdv = +4
|meter = 2/1
|description= Crouching low kick.
*Mediocre priority but good reach.
*Great for simple combos.
}}
}}


====Throws====
<span class="mw-customtoggle-crlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
Ryu can throw using Strong, Fierce, Forward, and Roundhouse. The direction of the joystick determines the direction the enemy gets thrown at. Both punch throws are the same, which allow Ryu to grab the enemy and throw him above his head. The kick throws are also the same and have Ryu pull the enemy towards himself, lay down and throw them with the aid of his leg. All his throws have the same range and do 22% damage. Due to the start-up and recovery properties, the towards+Fierce throw is often preferred.
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crlk">


====Command Normals====
{{STDiagramHeader}}
→ + Strong = over head (swing) punch. This move can only be blocked while standing. It has properties similar to those of aerial heavy attacks, which can be checked on the different recovery times depending on hitting standing or crouching opponents. However, Ryu is considered on the ground and can be thrown out of the move if the enemy reacts to its slow start-up or attempts a reversal counter throw.
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crshrt2.png}} |{{STDiagramImageCell| 1 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}}  
{| border="1em" cellspacing="0" width="30%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Damage''' || align="center" | '''Self-Combo''' || align="center" | '''Crouching recovery''' || align="center" | '''Standing recovery'''
|-
| align="center" | 18 || align="center" | N/A || align="center" | 20 || align="center" | 11
|-
| align="center" | 3 || align="center" | Yes || align="center" | 20 || align="center" | 11
|}
<br>
→ + Fierce = rush (dash, plexus) punch. This is a good move to push you forward so as to close the gap between you and the enemy. It works as a dash if you want to get in position for an anti-air shoryuken or simply get face-to-face to the enemy and throw before he reacts. A main advantage of using this move instead of walking while exchanging projectiles is that you can use a hadouken as soon as you recover, while walking forward and attempting a hadouken immediately will give you a shoryuken instead due to command overlapping.
{| border="1em" cellspacing="0" width="20%" style="border: 1px solid #999; background: #F2F2F2;"
|-
| align="center" | '''Damage''' || align="center" | '''Self-Combo''' || align="center" | '''Recovery'''
|-
|-
| align="center" | 18 || align="center" | N/A || align="center" | 20
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
| align="center" | 3 || align="center" | Yes || align="center" | 20
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}}
|}
|}


===Special Moves===
</div>
All motions are listed under the assumption that Ryu is facing right. <br>


↓↘→ + P:  '''Hadouken''', also known as the fireball.  Ryu throws a blue ball of energy at his opponent.  The strength of the punch determines its speed: Jab flies the slowest, while Fierce flies the fastest. The Jab and Strong versions do 12% damage while the Fierce one does 13%. <br>


Although all 3 versions (Jab, Strong, Fierce) have Ryu release the fireball at the same interval, Ryu will recover from the vulnerable "after-throw" state fastest after a Jab fireball and slowest after a Fierce fireballHowever, the difference is almost imperceptible. You can reduce the recovery of strong and Fierce hadoukens by kara or special canceling a jab or short into them. Conversely, all versions will have the longest recovery when canceled out of a Fierce or Roundhouse. Some characters such as Vega can punish hadoukens on block or hit from close distance, so watch out for that. In adition to it, the move can evade completely when used from point-blank range, as some characters' attacks move their hitboxes towards a bit. This leaves Ryu wide open for throws or any ground combo they want to use. <br>
===== <span class="invisible-header">frmk</span> =====
{{MoveData
| name    = Crouching Forward
| input    = 2MK / {{d}}+{{mk}}
| subtitle = Crouching Medium Kick
| image    = Ryu_crfrwrd3.png
| imageSize = 146x65px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
  |cancel = Special, Super
|guard = Low
|actrange = N/A
|startup= 4
|active= 6
|recovery= 9
|total = 19
|frameAdv = +3
|meter = 4/3
|description= *Crouching side kick.  
*Good reach and recovery, but  has projected vulnerable hitboxes before and after it becomes active.  
*An important tool when closing the gap on the enemy as it can be canceled into Hadokens.  
*Also used in bread and butter combos.
}}
}}


This move is known to do high amounts of stun damage. Three hits in a row and pretty much any enemy falls dizzy. It's been rumored (though not verified, to my knowledge) that this normal fireball has more dizzying power than the red fireball. <br>
<span class="mw-customtoggle-crmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<br>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crmk">


←↙↓↘→ + P:  '''Shakunetsu hadouken''', also known as the Red Fireball. This is very similar to the normal fireball, except it will knock a grounded opponent down if it hits at close range or put them in a burning hitstun if it hits a grounded opponent from farther away. Both damage and recovery are the same as those of ordinary hadoukens. As for some curiosity, this is one of the few special attacks that do not force a standing state on the enemy if it hits, but Ryu does not take any advantage or disadvantage from this. <br>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_crfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_crfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 9}}
|}


Some Ryu players use plenty of red fireballs, while others opt for the normal one almost exclusively.  It seems to be at least partially a matter of taste.<br>
</div>


Getting a knockdown with a red fireball can be a good opportunity to flick in a Short Hurricane Kick just to build meter.  You have a moment or two of free time as the opponent falls and rises anyway, so you can look to land from the Hurricane Kick in time to throw another meaty fireball onto the opponent who's just standing up and continue your pressure. <br>
===== <span class="invisible-header">crhk</span> =====
<br>
{{MoveData
| name    = Crouching Roundhouse
| input    = 2HK / {{d}}+{{hk}}
| subtitle = Crouching Heavy Kick
| image    = Ryu_crrh2.png
| imageSize = 134x65px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 5~11
|dizzytime= 130
|cancel = Special, Super
|guard = Low
|actrange = N/A
|startup = 4
|active = 6
|recovery = 25
|total = 35
|frameAdv = Hit: Soft KD<br>Block: -9
|meter = 5/4
|description= Ryu's Sweep kick.
*Soft knockdown on hit.
*Good range and the priority is such that it beats or trades with a number of moves.
*Very long recovery however, so good players will often bait and punish this move.
*Top shoto players will often cancel this move into either a LP Shoryuken (harder to punish and generates meter) or a Hadoken (the pushback makes the move practically unpunishable).
*Walking up cr.Roundhouse xx Hadouken is an important skill for shoto players to master, due to the spacing it generates.
*Tied with Ken for the fastest sweep startup in the game (3 frames), which makes it really good in pressure situations.
}}
}}


Ryu's fireballs (blue or red) will disappear if they do not hit anyone after some time, but this is rather long such that only Jab projectiles may ever disappear before leaving the screen, and that if both players walk or jump in the same direction the projectile is going for some distance.<br>
<span class="mw-customtoggle-crhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crhk">


→↓↘ + P:  '''Shoryuken''', also known as Dragon Punch or uppercut.  Ryu does an upper which is fully invincible, follows up with a rising punch, then remains completely defenseless as he falls back to the ground. Hit anyone with with move and they will take a [http://shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Knockdowns full knockdown]. Jab makes him jump the lowest and most vertical, does 20% if it hits early and is only vulnerable around the head. This move is very good for evading projectiles, it's Ryu's best reversal. The Strong version rises a bit higher and does 21% damage, but it is vulnerable around most Ryu's torso too. Fierce rises up the highest, does the most damage (24%), but has the same worse vulnerability during the rising part and the longest recovery. It is much harder - sometimes impossible - to evade projectiles with these moves, and they trade or lose cleanly to a number of other attacks after the initial invulnerable frames. If Ryu hits the enemy during the rising part of the move, it will deal 18% damage for all versions. <br>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crrh1.png}} |{{STDiagramImageCell| 1 | Ryu_crrh2.png}} |{{STDiagramImageCell| 1 | Ryu_crrh3.png}} |{{STDiagramImageCell| 1 | Ryu_crrh4.png}} |{{STDiagramImageCell| 1 | Ryu_crrh5.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 25}}
|}


Since a properly-timed Dragon Punch will beat most other moves, its simplest and most common application is as a general anti-air counter, because you have a lot of time to react and time the attack as you see the opponent approaching through the air.  Because it'll knock down, you can continue pressuring with whatever you like, such as a meaty fireball or a cross-up attack. In addition to it, any character that can not alter its jump arc will be unable to evade the move if you time it late, for highest damage, as Ryu will be invulnerable. <br>
</div>


You can also use it to stuff virtually any normal ground attack from your opponent, but the timing for this is much more difficult.  It's high-reward but also high-risk strategy, since missing can result in you being wide open to punishment.  Unless your opponent is very predictable, this can be considered a very high-level strategy that should only be attempted with caution.  Again, it seems largely a matter of taste; some excellent Ryu players attempt a lot of ground Dragon Punches, while other great players almost never try them.  Sometimes players will immediately do another ground Dragon Punch if the first one misses, reasoning that the second might connect with the opponent's counterattack if they time it just a bit too late. <br>
===Jumping Normals===


The Dragon Punch is an excellent reversal move in general. Bear in mind, however, that the first frames when Ryu raises his fist are not anymore invulnerable while still considered on the ground. Thus, Ryu can be thrown out of the move that precise instant. <br>
<br>


↓↙← + K (on ground):  '''Hurricane Kick'''.  Ryu advances with a spinning kick that will knock down the opponent if it hits.  Different kicks have different effects: Short has the lowest duration and speed, while Roundhouse has the highest. The Short and Forward versions do 15% damage; the Roundhouse version does 16%. Ryu is invulnerable during the first four frames of the move and is airbone by the time he can be hit again: this makes this attack a good option for evading meaty cross-ups and tick throws such as Zangief's spinning pile driver or T. Hawk's typhoon: he can not be thrown out of the move from the ground, unlike a Shoryuken. As soon as Ryu recovers from the move, he can only jump or block. The next frame, he can not throw.


The Hurricane Kick safely travels right over some projectiles and, with good positioning and timing, can be used to punish characters like Dhalsim and Guile for trying to use them. More information can be found in the specific character matchups.
===== <span class="invisible-header">jlp</span> =====
{{MoveData
| name    = Jumping Jab
| input    = 8LP / {{u}}+{{lp}}
| subtitle = Neutral Jumping Light Punch
| image    = Ryu_njjab2.png
| imageSize = 82x110px
| caption  = Neutral Jump version
| image2    = Ryu_djjab2.png
| imageSize2 = 82x110px
| caption2  = Diagonal Jump version.
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=12[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = Special
|guard = High
|actrange = N/A
|startup = 2
|active = ∞
|recovery = N/A
|total = 2+∞
|frameAdv = Dependent
|meter = 2/1
|description= Ryu performs a jumping jab that is active throughout the whole jump.
*The only difference between the Neutral Jump and the Diagonal Jump versions is that the diagonal version has a smaller vertical hitbox.
*Ryu's hand has a relatively large active hitbox around it, making this a good air-to-air move.
*It can be used for jumping on your opponent after a knockdown. The small amount of pushback allows for mixups such as throw, cr.forward xx Hadoken/Super, or delayed Jab Shoryuken (to beat reversal throws).
*Beats Zangief's Lariats from the right distance and still hits him if he crouches.
}}
}}


Another trick with the Hurricane Kick is to use it to set up throwsOften this is done at close range with the Short version so that it takes place quickly, hopefully before the opponent can react in time. They see the Hurricane Kick come out and stay ducking, and then you land and throw them.<br>
<span class="mw-customtoggle-jlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-jlp">
'''Neutral Jump Version:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_njjab2.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}}
|}
<br>
<br>
'''Diagonal Jump Version:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_djjab2.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}}
|}
</div>


↓↙← + K (in air)'''Air Hurricane Kick'''. The Hurricane Kick can also be done while airborne. Again, stronger kicks give it longer duration. Unlike the ground version, it doesn't always move Ryu forward; if performed while jumping backwards, Ryu will continue moving in that direction.
===== <span class="invisible-header">njmp</span> =====
{{MoveData
| name    = Neutral Jumping Strong
| input    = 8MP / {{u}}+{{mp}}
| subtitle = Neutral Jumping Medium Punch
| image    = Ryu_njstrng3.png
| imageSize = 96x110px
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
  |dizzy= 5~11
|dizzytime= 50
|cancel = Special
|guard = High
|actrange = N/A
|startup = 4
|active = 20
|recovery = ∞
|total = 24+∞
|frameAdv = Dependent
|meter = 4/3
  |description= An aerial punch that stays active for a while.  
*Very good horizontal reach and priority.  
*A move to be considered when afraid of wall dives crossing you or aerial attacks in general.
*This attack does not hit crouching opponents.
}}
}}


The Air Hurricane Kick has some interesting effects on the speed and trajectory of the jump, as felineki writes:   
<span class="mw-customtoggle-njmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-njmp">
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng2.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng3.png}} |{{STDiagramImageCell| 1 |Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}}  |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}  |{{STDiagramCell| 4}}  |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 4 | ∞}}
|}


''The character's vertical velocity is not directly affected. Rather, their gravity value is temporarily adjusted. Every character has their own jump gravity value (as I'm sure you've noticed, Dhalsim falls much more slowly from a jump than Claw). This normally stays constant throughout a jump. However, when a shoto performs a mid-air hurricane kick, their gravity value is temporarily decreased. This gives them the effect of falling more slowly if it is performed on the way down, or allowing them to gain more height if done on the way up.''
</div>


''The decreased gravity value lasts as long as the character's leg is out, able to hit. As soon as they pull their leg back in, the gravity value returns to normal.''
===== <span class="invisible-header">djmp</span> =====
{{MoveData
| name    = Diagonal Jumping Strong
| input    = 7MP or 9MP <br> {{ub}} or {{uf}}+{{mp}}
| subtitle = Diagonal Jumping Medium Punch
| image    = Ryu_djstrng4.png
| imageSize =108x110px
| caption  = First Hit
| image2    = Ryu_djstrng5.png
| imageSize2 =74x119px
| caption2  = Second Hit
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=24[1] + 4[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, 1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9 + 0~5
|dizzytime= 40 + 20
|cancel = Special / None
|guard = High
|actrange = N/A
|startup = 4
|active = 9 (5 + 4)
|recovery = ∞
|total = 13+∞
|frameAdv = Dependent
|meter = 4/3 x 2
|description= Ryu jumps with an upper punch that hits twice and juggles in the air.
*The first active part has good horizontal reach and priority.
*Creates a three hit juggle state if it hits.
*Can be considered as anti-air, specially if you react early and you expect the opponent to try a late aerial attack.
*A Super can also be comboed after this move, for a total of 5 hits.
*From the right distance, this move beats Lariats and Blanka's rolling attacks.
*Any grounded enemy can avoid the attack by crouching, which is specially dangerous against Zangief, E. Honda and Hawk, as they can throw while crouching (stomach press, Oicho and typhoon, in this order).
}}
}}


''In addition, they are given a slight boost in horizontal velocity as the kick starts (a forward boost if jumping forward or straight up, a backward boost if jumping back). This additional velocity lasts until they actually touch the ground.''
<span class="mw-customtoggle-djmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djmp">


The Air Hurricane Kick has a multitude of uses. It serves as an alternative air attack with alternative properties than Ryu's normal attacks and may interact with opponent anti-air moves differently. As it changes jump properties, it can surprise the opponent. Done correctly, it can actually cross-up enemy air counters like the Flash Kick to hit the opponent from behind. Or it can be used for purposes as simple as building meter on the way down from a jump that you otherwise aren't interested in doing an attack in, such as when jumping far back away from an opponent or jumping straight up over a projectile from a distance.
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_djstrng1.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng2.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng4.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng5.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 5 | ∞}}
|}


While the air hurricane kick looks like the grounded one, in fact it has much worse priority. Also, it does not recover instantly when Ryu touches the ground.
</div>


--[[User:Raisin|Raisin]] (March 29, 2007) <br>
===== <span class="invisible-header">jhp</span> =====
--Special thanks to [[User:felineki|felineki]] for the info on the Air Hurricane Kick.
{{MoveData
| name    = Jumping Fierce
| input    = 8HP / {{u}}+{{hp}}
| subtitle = Jumping Heavy Punch
| image    = Ryu_njfrc3_djfrc3.png
| imageSize = 99x110px
| caption =
| data  =
{{AttackData-SSF2T
|version = {{u}} + {{hp}}
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 11~17(-1)
|dizzytime= 60(+20)
|cancel = Special
|guard = High
|actrange = N/A
|startup = 4
|active = 8
|recovery = ∞
|total = 12+∞
|frameAdv = Dependent
|meter = 5/4
|description= The only difference between this version and the diagonal jump version is that this version does more stun.
}}
{{AttackData-SSF2T
|version = {{ub}} or {{uf}} + {{hp}}
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, 1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 40
|cancel = Special
|guard = High
|actrange = N/A
|startup = 4
|active = 8
|recovery = ∞
|total = 12+∞
|frameAdv = Dependent
|meter = 5/4
|description= Ryu's strongest jumping punch.
*Very good air to ground priority.
*Can be used as anti-air from certain distances, and also beats or trades most other aerial attacks.  
}}
}}


===Super Combo===
<span class="mw-customtoggle-jhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
Shinkuu Hadouken: ↓↘→↓↘→ + P. Ryu becomes invulnerable and throws a projectile that hits up to 5 times and dissipates ''any other'' projectile it comes across. It can be used as a juggle, often as anti-air, in case it may hit up to four times. It gives you a long frame advantage if blocked. Note that if you use it from point-blank range, it will only hit couple of times, and then you will be wide open for punishment.
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-jhp">


This move does 10% damage per hit, causes the hitstun of a Jab or Short and a blockstun as long as that of Fierce or Roundhouse attacks.
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njfrc1_djfrc1.png}} |{{STDiagramImageCell| 1 | Ryu_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 1 | Ryu_njfrc3_djfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}}  |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}  |{{STDiagramCell| 4}}  |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
</div>


==Combos==
===== <span class="invisible-header">njlk</span> =====
{{MoveData
| name    = Neutral Jumping Short
| input    = 8LK / {{u}}+{{lk}}
| subtitle = Neutral Jumping Light Kick
| image    = Ryu_njshrt2.png
| imageSize = 79x110px
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=14[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = Special
|guard = High
|actrange = N/A
|startup = 3
|active = 40
|recovery = ∞
|total = 43+∞
|frameAdv = Dependent
|meter = 2/1
|description= A jumping split kick.
*Stays active for a while, but has a pitiful reach.
*Mostly useless.
}}
}}


This section lists useful combos that are plausible for match playCombos that end in a hadouken can use either the blue or red versions, and may knock down if the red version is used.
<span class="mw-customtoggle-njlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-njlk">


[[image:Ryu Combo 1.png]]
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 1 | Ryu_njshrt2.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 40}} |{{STDiagramCell| ∞}}
|}


===Bread & Butter===
</div>
*j.hk, cr.mk xx fp hadouken
*j.fp, cr.fp xx fp hadouken
*j.hk, st.fp xx fp hadouken


===Meaty Combos===
===== <span class="invisible-header">djlk</span> =====
*meaty f + fp, cr.fp xx hadouken
{{MoveData
*meaty f + fp, cr.mp, cr.hk (xx fp hadouken if blocked)
| name    = Diagonal Jumping Short
*meaty cl.hk, cr.hk (xx fp hadouken if blocked)
| input    = 7LK/9LK <br>{{ub}} or {{uf}}+{{lk}}
*meaty cl.mk, cr.mk xx hadouken
| subtitle = Diagonal Jumping Light Kick
| image    = Ryu_djshrt3.png
| imageSize = 77x110px
| caption  = His hurtbox gets a bit bigger after 10 frames.
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=12[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = None
|guard = High
|actrange = N/A
|startup = 5
|active = ∞ (10 / ∞)
|recovery = N/A
|total = 5+∞
|frameAdv = Dependent
|meter = 2/1
|description= Ryu's jumping knee.
*Stays out for quite some time, but safe jumps aside, this does not have many uses.  
*Its main downside is the short reach.
}}
}}
<span class="mw-customtoggle-djlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djlk">


===Crouching Opponent Only===
{{STDiagramHeader}}
*f + mp, cr.hk
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_djshrt1.png}} |{{STDiagramImageCell| 1 | Ryu_djshrt2.png}} |{{STDiagramImageCell| 1 | Ryu_djshrt3.png}} |{{STDiagramImageCell| 1 | Ryu_djshrt4.png}}
*cross up j.hk, f + fp, cr.fp xx fp hadouken
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}}  |{{STDiagramCellColSpan| 2 | ∞}}
|}


===Cross Up Only===
</div>
*cross up j.hk, cr.mp, cr.mk xx fp hadouken
*cross up j.hk, cr.mp, (hit-confirm) xx fp shoryuken


===Corner Only===
===== <span class="invisible-header">njmk</span> =====
*meaty cr.mk, cr.mk xx fp hadouken
{{MoveData
*meaty jab hadouken, (walk up if needed) cr.rh
| name    = Neutral Jumping Forward
*meaty jab hadouken, strong or fierce hadouken
| input    = 8MK / p{{u}}+{{mk}}
*meaty jab hadouken, super
| subtitle = Neutral Jumping Medium Kick
| image    = Ryu_njfrwrd2.png
| imageSize = 90x110px
| data  =  
{{AttackData-SSF2T
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 50
|cancel = None
|guard = High
|actrange = N/A
|startup = 5
|active = 13
|recovery = ∞
|total = 18+∞
|frameAdv = Dependent
|meter = 4/3
|description= A slightly better jumping split kick.
*Stays active for some time.  
*Can be used in certain crossup situations, but neutral Strong/Fierce has a lower hitbox and neutral Roundhouse has better reach and damage.
}}
}}


===Juggles===
<span class="mw-customtoggle-njmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
*j.mp (2 hits), j.mp (xx hurricance kick for meter)
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njmk">
*j.mp (2 hits), j.mp (1 hit), super (2 hits)
*j.mp (2 hits), super (3 hits)
*anti-air super (2 hits), j.mp (xx hurricane kick to regain some meter)
If you use super as anti-air and it hits three or four times, you can not combo jumping strong punch after it.


===Super Combos===
{{STDiagramHeader}}
*Any of the above combos that end with a crouching move xx hadouken can be modified to end with a super instead. To cancel a crouching normal into Ryu's super, press the button for the normal at the beginning of the second fireball motion for the superExamples:
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 1 | Ryu_njfrwrd2.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}  
**cr.mk xx super (d, df, f, d + mk, df, f + lp)
|-
**cr.fp xx super (d, df, f, d + fp, df, f + lp)
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}} 
**cr.mp, cr.mk xx super (d + mp, pause, df, f, d + mk, df, f + lp)
|-
In order to cancel a punch into super, you have to pause for a split second before pressing the button, or you will get a hadouken instead of a normal. If using a kick, instead of pausing, you can just walk forward. This can be used to do walk-up cr.forward xx super.
{{STDiagramCell| Simplified}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCellColSpan| 3 | ∞}}
|}


[[User:Goryus|Goryus]] 18:44, 22 May 2007 (UTC)
</div>


==Frame Data==
===== <span class="invisible-header">djmk</span> =====
{{MoveData
| name    = Diagonal Jumping Forward
| input    = 7MK or 9MK<br>{{ub}} or {{uf}}+{{mk}}
| subtitle = Diagonal Jumping Medium Kick
| image    = Ryu_djfrwrd3.png
| imageSize = 110x112px
| caption  = Zero Calorie dj.hk
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 50(+10)
|cancel = None
|guard = High
|actrange = N/A
|startup = 5
|active = 13
|recovery = ∞
|total = 18+∞
|frameAdv = Dependent
|meter = 4/3
|description= Rather long aerial kick with poor priority.
*Can be used as a cross-up aerial attack, but diagonal Roundhouse is better for that.
*Can be used in safe jumps to get less push-back if it gets blocked.
*Does the most stun out of all of Ryu's diagonal jumping normals.
}}
}}
<span class="mw-customtoggle-djmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djmk">


The data is displayed in strength order, from lowest to highest. So, for close punches, the first line is for a jab, the second one is for strong punch and the last one is for the fierce punch. Numbers in boldface font are active frames, that is, when your enemy can get hit by the attack. Numbers in italic font denote invulnerability. Only special and super attacks have invulnerability parts.
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd1_djrh1.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd2%264_djrh2%264.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd2%264_djrh2%264.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 |Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 |Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 13}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}}  |{{STDiagramCell| 13}} |{{STDiagramCellColSpan| 4 | ∞}}
|}


===Normals===
</div>


Grounded normals have an inherent one-frame input latency when compared to all other moves, including jumps and walking. You can still block during that extra latency frame, so it is not really part of the moves' start-up frames.


'''Close punches''' <br>
===== <span class="invisible-header">njhk</span> =====
2 - '''4''' - 5 <br>
{{MoveData
3 - '''2''' - 17 <br>
| name    = Neutral Jumping Roundhouse
3 - '''2''' - '''6''' - 23 (the second active part cannot be comboed into from the first part) <br> <br>
| input    = 8HK / {{u}}+{{hk}}
| subtitle = Neutral Jumping Heavy Kick
| image    = Ryu_njrh2.png
| imageSize = 73x115px
| caption  = First Hitbox
| image2    = Ryu_njrh3.png
| imageSize2 = 102x111px
| caption2  = Second Hitbox
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=28[0] / 26[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 11~17(-1)
|dizzytime= 60(+20)
|cancel = Special / None
|guard = High
|actrange = N/A
|startup = 2
|active = 8 (4 / 4)
|recovery = ∞
|total = 10+∞
|frameAdv = Dependent
|meter = 5/4
|description= Neutral spin kick.
*The first active part becomes active very fast, saving you from some troublesome situations.
*The second part has good reach, making it an effective normal to keep your opponent away. In fact, it can even beat Dhalsim's slides.
}}
}}


'''Close kicks''' <br>
<span class="mw-customtoggle-njhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
5 - '''6''' - 4 <br>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njhk">
3 - '''6''' - 9 <br>
7 - '''8''' - '''4''' - 11 <br> <br>


'''Far standing punches''' <br>
{{STDiagramHeader}}
2 - '''4''' - 5 <br>
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njrh1.png}} |{{STDiagramImageCell| 1 | Ryu_njrh2.png}} |{{STDiagramImageCell| 1 | Ryu_njrh3.png}} |{{STDiagramImageCell| 1 | Ryu_njrh4.png}} |{{STDiagramImageCell| 1 | Ryu_njrh5.png}}  |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}
3 - '''4''' - 7 <br>
|-
5 - '''6''' - 23 <br> <br>
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}  |{{STDiagramCell| 3}}  |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 4 | ∞}}
|}


'''Far standing kicks''' <br>
</div>
4 - '''8''' - 5 <br>
7 - '''8''' - 7 <br>
2 - '''4''' - '''8''' - 17 (the second active part cannot be comboed into from the first part) <br> <br>


'''Crouching punches''' <br>
===== <span class="invisible-header">djhk</span> =====
2 - '''4''' - 5 <br>
{{MoveData
3 - '''4''' - 8 <br>
| name    = Diagonal Jumping Roundhouse
3 - '''3''' - '''8''' - 23 <br> <br>
| input    = 7HK or 9HK<br>{{ub}} or {{uf}}+{{hk}}
| subtitle = Diagonal Jumping Heavy Kick
| image    = Ryu_djrh3.png
| imageSize = 123x112px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 40
|cancel = None
|guard = High
|actrange = N/A
|startup = 5
|active = 7
|recovery = ∞
|total = 12+∞
|frameAdv = Dependent
|meter = 5/4
|description= A full power kick.
*Ryu's best cross-up attack.
*Has good reach, but can be countered if you whiff due to projected hurtboxes.
*Can be used as an anti air from certain distances, in the same fashion as diagonal jumping Fierce, hitting your enemy from above his attack or around the head.
}}
}}
<span class="mw-customtoggle-djhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djhk">


'''Crouching kicks''' <br>
{{STDiagramHeader}}
3 - '''4''' - 5 <br>
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd1_djrh1.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd2%264_djrh2%264.png}} |{{STDiagramImageCell| 1 | Ryu_djrh3.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd2%264_djrh2%264.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 |Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 |Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}
3 - '''6''' - 9 <br>
|-
3 - '''6''' - 25 <br>
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 7}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}}  |{{STDiagramCell| 7}} |{{STDiagramCellColSpan| 4 | ∞}}
|}


The recovery of jumping attacks is variable: the characters only recover after they land.
</div>


'''Neutral jumping punches''' <br>
2 - (active until landing) <br>
4 - '''20''' <br>
4 - '''8''' <br>


'''Neutral jumping kicks''' <br>
3 - '''40''' <br>
5 - '''13''' <br>
2 - '''4''' - '''4''' <br>


===Throws===
===Command Normals===
===Command Normals===


'''Overhead (swing) punch''' (f+strong) <br>
16 - '''2''' - '''3''' - 10 <br>


'''rush (plexus) punch''' (f+fierce) <br>
10 - '''1''' - '''2''' - 12


===Special Moves===
===== <span class="invisible-header">swingp</span> =====
{{MoveData
| name    = Collarbone Breaker
| input    = 6MP / {{f}}+{{mp}}
| subtitle = Swing Punch
| image    = Ryu_swing3.png
| imageSize = 97x91px
| caption  = First Hit
| image2    = Ryu_swing4.png
| imageSize2 = 108x93px
| caption2  = Second Hit
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} + {{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 1~7 x 2
|dizzytime= 70 x 2
|cancel = None
|guard = High
|actrange = N/A
|startup = 17
|active = 5 (2 + 3)
|recovery = 10
|total = 31
|frameAdv = Hit standing: -2 / 0(-1)<br>Hit crouching/Block: +7 / +9(+8)
|meter = 5/4 x 2
|description= Ryu's overhead.
*Fastest ground overhead in the game.
*The 1st active part will miss agaisnt a crouching Blanka and Cammy.
*It has properties similar to those of aerial heavy attacks, which can be checked on the different recovery times depending on hitting standing or crouching opponents.
*Ryu is still, however, considered on the ground and can be thrown out of the move if the enemy reacts to its slow start-up or attempts a reversal counter throw.
}}
}}
<span class="mw-customtoggle-swingp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-swingp">


'''Hadouken''' (fireball, wave fist) <br>
{{STDiagramHeader}}
12 - 40 <br>
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_swing1anm.gif}} |{{STDiagramImageCell| 1 | Ryu_swing2.png}} |{{STDiagramImageCell| 1 | Ryu_swing3.png}} |{{STDiagramImageCell| 1 | Ryu_swing4.png}} |{{STDiagramImageCell| 1 | Ryu_swing5.png}} |{{STDiagramImageCell| 1 |Ryu_swing6anm.gif}} |{{STDiagramImageCell| 1 |Ryu_swing7.png}}
12 - 41 <br>
|-
12 - 42 <br>
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 14}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 17}}  |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 3 | 10}}
|}


</div>


'''Red Hadouken''' (red fireball, shakunetsu hadouken) <br>
===== <span class="invisible-header">rushp</span> =====
12 - 40 <br>
{{MoveData
12 - 41 <br>
| name    = Solar Plexus Strike
12 - 42 <br>
| input    = 6HP / {{f}}+{{hp}}
| subtitle = Rush Punch
| image    = Ryu_dash3.png
| imageSize = 92x94px
| caption  = First Hit
| image2    = Ryu_dash4.png
| imageSize2 = 112x93px
| caption2  = Second Hit. The closest thing ST Ryu has to a dash.
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} + {{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 1~7 x 2
|dizzytime= 70 x 2
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = 3 (1 + 2)
|recovery = 12
|total = 26
|frameAdv = +9 / +8(+7)
|meter = 5/4 x 2
|description= Ryu rushes forward with a punch to the solar plexus.
*A good move to push you forward so as to close the gap between you and the enemy.
*Works as an impromptu dash if you want to get in position for an anti-air Shoryuken or simply get face-to-face to the enemy and throw before they react.
*You can use a Hadoken as soon as you recover, whereas doing the same while simply walking will likely get you a Shoryuken due to command overlapping.
*Can also be used to punish enemies from close range, as it gives you enough time to link most of your normals after it. For example, standing Fierce or crouching Forward into Red Hadoken.
}}
}}
<span class="mw-customtoggle-rushp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-rushp">


'''Shoryuken''' (rising dragon punch) <br>
{{STDiagramHeader}}
''4'' - '''''4''''' - '''2''' - '''8''' - 21 - 5 <br>
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_dash1.png}} |{{STDiagramImageCell| 1 | Ryu_dash2.png}} |{{STDiagramImageCell| 1 | Ryu_dash3.png}} |{{STDiagramImageCell| 1 | Ryu_dash4.png}} |{{STDiagramImageCell| 1 | Ryu_dash5anm.gif}} |{{STDiagramImageCell| 1 |Ryu_dash6.png}} |{{STDiagramImageCell| 1 |Ryu_dash7.png}}
''4'' - '''''4''''' - '''2''' - '''12''' - 28 - 5 <br>
|-
''4'' - '''''4''''' - '''2''' - '''16''' - 35 - 5 <br>
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 8}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
Ryu is invulnerable for the first 8 frames of this move. The next two frames, he is vulnerable and grounded (i.e., throw-able).
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 11}}  |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 3 | 12}}
|}


'''Tatsumaki Senpuu Kiaku''' (tatsu, hurricane kick, spin kick) <br>
</div>
''4'' - 7 - '''3''' - 3 - '''3''' - 15 - 0 <br>
''4'' - 7 - '''3''' - 3 - '''3''' - 3 - '''3''' - 3 - '''3''' - 3 - '''3''' - 3 - '''3''' - 3 - '''3''' - 3 - '''3''' - 15 - 0 <br>
''4'' - 7 - '''3''' - 3 - '''3''' - 3 - '''3''' - 3 - '''3''' - 3 - '''3''' - 3 - '''3''' - 3 - '''3''' - 3 - '''3''' - 3 - '''3''' - 3 - '''3''' - 15 - 0 <br>
The first four frames from this move are completely invulnerable. After that, it has 7 more start-up frames. When Ryu recovers, he can only block or jump, thus the recovery listed as of zero frame. The next frame, he can not throw.


===Super Move===
==Throws==


===Additional Frame Data===
Ryu can throw with {{Icon-Capcom|mp}}, {{Icon-Capcom|hp}}, {{Icon-Capcom|mk}}, and {{Icon-Capcom|hk}}.


==Strategies==
{{MoveData
===Overview===
| name    = Seoi Nage
Super Turbo Ryu is a very flexible character. He has powerful combos, solid mixups, dangerous traps, and a great super. His moves provide him with an amazing toolbox, allowing him to avoid projectiles and punish mistakes easily and on the fly.
| input    = cl. 4/6 + MP/HP<br>cl.{{b}} or {{f}}+{{mp}} or {{hp}}
| subtitle = Shoulder Throw
| image    = ssf2t_ryu_pthrow.png
| imageSize = 201x90px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{Tooltip | text=32* | hovertext = 34 if behind in rounds.}}
|dizzy= 7~13
|dizzytime= 100
|cancel =  
|guard = Grab
|actrange = 48 (from axis)<br>19 (from throwable box)
|startup = 0
|active = 1
|recovery = Dependent
  |total = 1
  |frameAdv = N/A


|description= Ryu's Punch throw, where he throws his enemy above his head.
*Can be activated with either Strong or Fierce.
*The direction you're holding determines the direction you'll throw in.
*Functionally identical to his kick throw, though using 6HP is usually the best option since Solar Plexus Strike gives you the least amount of recovery to deal with.
}}
}}


===Basics===
Ryu's basic game centers around two moves:  the Hadouken (Fireball) and the Shoryuken (Dragon Punch).


The Hadouken is a powerful move - it advances across the screen independently of Ryu, harming anything it touchesEven if blocked, it ''still'' does damage (albeit only a little). As a result, throwing one forces the opponent to react; they have to try and find a way around it, or they will eventually succumb to the constant chip damage.
{{MoveData
| name    = Tomoe Nage
| input    = cl.4/6 + MK/HK<br>cl. {{b}} or {{f}}+{{mk}} or {{hk}}
| subtitle = Circle Throw
| image    = ssf2t_ryu_kthrow.png
| imageSize = 167x118px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{Tooltip | text=32* | hovertext = 34 if behind in rounds.}}
  |dizzy= 7~13
|dizzytime= 100
|cancel =
|guard = Grab
|actrange = 48 (from axis)<br>19 (from throwable box)
|startup = 0
|active = 1
|recovery = Dependent
|total = 1
  |frameAdv = N/A


Every character has an easy way to try and avoid the Hadouken: jumping over it. Unfortunately for them, Ryu has also been equipped with the game's best anti-air move:  the Shoryuken. If an opponent reacts to a Hadouken by jumping over it, Ryu can respond by performing a Shoryuken as they are coming down.  Since they cannot block while in the air, there is nothing they can do to prevent it from hitting them.
  |description= Ryu's Kick throw, where he throws his enemy with his leg.  
*Can be activated with either Forward or Roundhouse.
*The direction you're holding determines the direction you'll throw in.  
*Functionally identical to his punch throw, though using 6HP is usually the best option since Solar Plexus Strike gives you the least amount of recovery to deal with.
}}
}}


If a character jumps over a Hadouken from a distance, out of the range of Ryu's Shoryuken, he can still walk forward and force them to land on a cr.hkThey cannot block this when timed correctly, and it will knock them down.
<span class="mw-customtoggle-throw" style="color: cyan">'''Click to toggle throwbox data.'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-throw">


===Zoning===
{{STDiagramHeader}}
Ryu's ideal positioning against most characters is at the very end of their jump arc - this gives him the maximum amount of time to recover from a Hadouken, while still being in range to hit them with a Shoryuken if they try to jump.
{{STDiagramImageCell| 1 | Ryu_throwb.png}} |{{STDiagramImageCell| 1 | Ryu_throw.png}} |{{STDiagramImageCell| 1 | Ryu_throwf.png}}
|}


</div>


'''The Fireball Trap'''
==Special Moves==


Ryu's famous Fireball Trap is a simple but deadly pattern he can follow on a cornered opponentAfter scoring a knock-down on an opponent in the corner, Ryu can first position himself at the end of their jump arc, and then throw a Jab Hadouken as they are getting up. The Jab Hadouken hits meaty, after which Ryu can immediately throw a second Jab Hadouken, which hits just after the first. Finally, he throws a Fierce Hadouken just as the second Jab Hadouken ends.
=== <span class="invisible-header">Hadoken</span> ===
{{MoveData
| name    = Hadoken
| input    = {{tooltip|text=236P / {{qcf}}+{{p}}|hovertext=Detailed Input: (↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)}}
| subtitle = Fireball
| image    = Ryu_fb10bjab.png
| imageSize = 166x85px
| caption  = Get ready to hear this a lot.
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lp}}
|damage = {{tooltip|text=18[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 7~13
|dizzytime= 110
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = Traveling
|recovery = {{Tooltip | text=41* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}}
  |total = 52
|frameAdv = -5 (Point Blank)
|meter = 2
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mp}}
|damage = {{tooltip|text=20[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, 1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 7~13
|dizzytime= 110
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = Traveling
|recovery = {{Tooltip | text=42* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}}
|total = 53
|frameAdv = -6 (Point Blank)
|meter = 2
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hp}}
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 7~13
|dizzytime= 110
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = Traveling
|recovery = {{Tooltip | text=43* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}}
|total = 54
|frameAdv = -7 (Point Blank)
|meter = 2
|description= Ryu's iconic fireball.
*Each version does increasing amounts of damage, speed, and recovery frames.
*Deals high amounts of stun damage. Three hits in a row and pretty much any enemy falls dizzy.
*Some characters such as Claw can punish Hadokens on block or hit from close distance, so watch out for that.  
*This move can miss completely when used from point-blank range, as some characters' attacks move their hitboxes towards a bit.
*Ryu's fireballs (blue or red) downgrade in strength after some time, and on the last downgrade they disappear, similar to Chun's Kikokens. When a downgrade happens, the projectile will inherit the damage and sprite of the lower strength, keeping the speed used for the button press. The time required for them to actually disappear is rather long such that only Jab projectiles may ever disappear before leaving the screen, and that is if both players walk or jump in the same direction the projectile is going for some distance. Special setups are usually required for a Strong or Fierce projectile to ever disappear. The data for that is in the detailed hitbox data below.
*Due to a glitch, it's possible to change the recovery of any Hadoken to that of a Jab by either whiffing or kara-canceling a Jab or Short normal. You can read more about it [[Super Street Fighter 2 Turbo/System#Projectile special moves recovery shortening | here]].
}}
}}


If done correctly, the enemy cannot jump out of this pattern.  If they try to jump between any of these fireballs, the next fireball will hit them on the way up, they will be knocked down, and the pattern can be begun againIf they decide to jump after the last fireball in the pattern, Ryu can use his Shoryuken to knock them out of the sky and back into the corner.  Then he can throw a meaty Jab Hadouken as they are getting up, and repeat the process all over again.
<span class="mw-customtoggle-hadoken" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-hadoken">


A few characters can break the pattern by evading the Jab Hadouken with an invulnerable move. Ryu and Ken can use their Jab Shoryukens to escape. Honda can use a Buttslam, which can be countered by a Shoryuken, but if you have committed to throwing a Fierce Hadouken, you can get a move to whiff and be punished for it as Honda descends. In order to avoid this problem, consider using the button-release Hadouken.
'''Startup:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb1.png}} |{{STDiagramImageCell| 1 | Ryu_fb2.png}} |{{STDiagramImageCell| 1 | Ryu_fb3.png}} |{{STDiagramImageCell| 1 | Ryu_fb4.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 11}}
|}
'''Active:'''


'''Hadouken tick'''
*'''Jab Version:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7bjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb10bjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb13bjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb14bjab.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 41}}
|}


If you knock an enemy down at their corner, try getting from close to mid distance and throwing a Jab Hadouken so that it hits near their back. This gives you time to walk up and throw them while their are worried about cr.forward xx red Hadouken, walk up and retreat to bait reversals and walk-up Jab shoryuken. If the Hadouken hits, you can combo a crouching kick as they recover. Note that this strategy has risks: as the Hadouken has to land really meaty, many special attacks that have short periods of invulnerability can be used to evade the projectile completely, which would not be possible otherwise. This includes Ryu's short tatsu, short flash kick, Dee Jay and Vega's (Claw) flip kicks and many supers.
*'''Strong Version:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7bstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb10bstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb13bstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb14bstrng.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 42}}
|}


'''Tencho bait'''
*'''Fierce Version:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7bfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb10bfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb13bfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb14bfrc.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 43}}
|}
NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.


Throw a few Fierce or Strong Hadoukens at your enemy. If they get blocked and you feel they are about to jump in, step back and throw a Jab haodouken for them to land on it.
'''Dissipation Data:'''
{{STDiagramHeader}}
{{STDiagramCellNull| 1}} |{{STDiagramCell| 1st downgrade}} |{{STDiagramCell| 2nd downgrade}} |{{STDiagramCell| 3rd downgrade}} |{{STDiagramCell| Total duration}}
|-
{{STDiagramCell| Jab}} |{{STDiagramCell| 129f/384px (disappears)}} |{{STDiagramCellNull| 1}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 129f/384px}}
|-
{{STDiagramCell| Strong}} |{{STDiagramCell| 48f/192px (downgrades to Jab)}} |{{STDiagramCell| 49f/192px (disappears)}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 97f/384px}}
|-
{{STDiagramCell| Fierce}} |{{STDiagramCell| 26f/128px (downgrades to Strong)}} |{{STDiagramCell| 26f/128px (downgrades to Jab)}} |{{STDiagramCell| 24f/128px (disappears)}}  |{{STDiagramCell| 76f/384px}}
|}


'''Feints'''
</div>


Ryu (or Ken) have to duck for a split second if they throw a Hadouken while walking or standing still. Other players can react to this and the move's initial frames to evade the projectile or even punish you for using it. Ryu can fake Hadouken by simply ducking and standing, or throwing some standing Jab or Strong punches. Use this against enemies that can punish Hadoukens on reaction, such as Vega (Claw), M. Bison (Dictator), Sagat and others. If they jump in, punish with a Fierce Shoryuken. Against charge characters, mix up Hadoukens with rush punches and short tatsus so as to be at the end of their jump arc while pushing them back to their corner at the same time. That is the most dangerous distance for you to be if they guess right, but with mix-ups it should get difficult for your enemies to jump the right time.
=== <span class="invisible-header">Shakunetsu Hadoken</span> ===
{{MoveData
| name    = Shakunetsu Hadoken
| input    = {{tooltip|text=41236P / {{hcf}} + {{p}}|hovertext=Detailed Input: (← [7~14f] ↙ [7~14f] ↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)}}
| subtitle = Red Fireball
| image    = Ryu_fb10rjab.png
| imageSize = 166x85px
| caption  = Trades stun damage for knockdown, and looks cooler too.
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lp}}
|damage = {{tooltip|text=18[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 100
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = Traveling
|recovery = {{Tooltip | text=41* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}}
|total = 52
|frameAdv = Hit: Hard KD (Close)<br>Block: -5 (Point Blank)
|meter = 2
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mp}}
|damage = {{tooltip|text=20[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 100
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = Traveling
|recovery = {{Tooltip | text=42* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}}
|total = 53
|frameAdv = Hit: Hard KD (Close)<br>Block: -6 (Point Blank)
|meter = 2
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hp}}
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 100
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = Traveling
|recovery = {{Tooltip | text=43* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}}
|total = 54
|frameAdv = Hit: Hard KD (Close)<br>Block: -7 (Point Blank)
|meter = 2
|description= An alternate fireball that does less stun, but knocks down when hit during the first 9 active frames.  
*Damage, speed, and recovery increases with strength.
*Due to the lesser stun, you'll likely be using regular fireballs more often, but these still have plenty of uses in close range setups.
*As for a curiosity, this is one of the few special attacks that do not force a standing state on the enemy if it hits. Ryu doesn't gain any advantage or disadvantage from this.
*Landing a knockdown with one of these is a good opportunity to use a short Tatsumaki to build meter, or throw another meaty Hadoken.
}}
}}


'''The Super'''
<span class="mw-customtoggle-shhadoken" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-shhadoken">


Ryu's super is one of the best in the game, and he is capable of charging it up very quickly. It has three important properties that make it so dangerous:
'''Startup:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb1.png}} |{{STDiagramImageCell| 1 | Ryu_fb2.png}} |{{STDiagramImageCell| 1 | Ryu_fb3.png}} |{{STDiagramImageCell| 1 | Ryu_fb4.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 11}}
|}
'''Active:'''


*It blows through lesser projectiles, and will hit the character that threw them.  In matches against other characters with projectiles, such as Dhalsim or Sagat, getting the super charged is a major turning point - it neutralizes their fireball, and let's Ryu play the game at ''his'' pace.
*'''Jab Version:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7rjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb10rjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb13rjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb14rjab.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 41}}
|}


*It can easily be combo'ed into for massive damage (see Combos, above). A basic combo into super does around 70% of an opponent's health in damage, and will almost certainly end the round if it hits them.
*'''Strong Version:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7rstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb10rstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb13rstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb14rstrng.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 42}}
|}


*When blocked, it keeps the opponent trapped in blockstun for a long time, allowing Ryu to close the distance and follow up with one of his deadly mixups (see Mixups, below).  The additional blockstun can also be used to extend his fireball trap, with the pattern:  meaty Jab Hadouken, super, Jab Hadouken, Fierce Hadouken.
*'''Fierce Version:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7rfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb10rfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb13rfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb14rfrc.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 43}}
|}
NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.


===Button-Release Hadouken===
'''Dissipation Data:'''
{{STDiagramHeader}}
{{STDiagramCellNull| 1}} |{{STDiagramCell| 1st downgrade}} |{{STDiagramCell| 2nd downgrade}} |{{STDiagramCell| 3rd downgrade}} |{{STDiagramCell| Total duration}}
|-
{{STDiagramCell| Jab}} |{{STDiagramCell| 129f/384px (disappears)}} |{{STDiagramCellNull| 1}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 129f/384px}}
|-
{{STDiagramCell| Strong}} |{{STDiagramCell| 48f/192px (downgrades to Jab)}} |{{STDiagramCell| 49f/192px (disappears)}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 97f/384px}}
|-
{{STDiagramCell| Fierce}} |{{STDiagramCell| 26f/128px (downgrades to Strong)}} |{{STDiagramCell| 26f/128px (downgrades to Jab)}} |{{STDiagramCell| 24f/128px (disappears)}}  |{{STDiagramCell| 76f/384px}}
|}


Check [http://curryallergy.blogspot.com/2010/01/minimum-logic-2-button-release-fireball.html this article] at Nohoho's blog for an explanation on how to use negative-edge special attacks to avoid whiffed normals.
</div>


===Built-In Shoryuken===
=== <span class="invisible-header">Shoryuken</span> ===
{{MoveData
| name    = Shoryuken
| input    = {{tooltip|text=623P / {{dp}} + {{p}}|hovertext=Detailed Input: (→ [7~14f] ↓ [7~14f] ↘ [10/9/7f] Jab/Strong/Fierce)}}
| subtitle = Dragon Punch/DP
| image    = Ryu_srk2.png
| imageSize = 81x89px
| caption  = Grounded hitbox
| image2    = Ryu_srk3.png
| imageSize2 = 81x128px
| caption2  = Rising hitbox. Jab version depicted.
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lp}}
|damage = {{tooltip|text=32[2] / 22[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}}
|dizzy= 9~15 / 2~8
|dizzytime= 100 / 90
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 4
|active = 14 (4 + 10)
|recovery = 26
|total = 44
|frameAdv = Hit: Hard KD<br>Block: -18 / -15(-16)
|meter = 7
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mp}}
|damage = {{tooltip|text=34[2] / 22[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}}
|dizzy= 9~15 / 2~8
|dizzytime= 100 / 90
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 4
|active = 18 (4 / 14)
|recovery = 33
|total = 55
|frameAdv = Hit: Hard KD<br>Block: -29 / -25(-26)
|meter = 7
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hp}}
|damage = {{tooltip|text=38[2] / 22[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}}
|dizzy= 9~15 / 2~8
|dizzytime= 100 / 90
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 4
|active = 22 (4 / 18)
|recovery = 40
|total = 66
|frameAdv = Hit: Hard KD<br>Block: -40 / -36(-37)
|meter = 7
|description= *Ryu's undefeatable Sheng Lo-er, Shoryuken. A jumping uppercut that's invincible from frames 1-8.
*Damage and distance risen increase with strength.
*Properly time the Jab version and you'll beat any normal your opponent might throw out. Miss and you'll definitely get punished. Some high level players like to do two in a row, reasoning that the second might connect with an opponent's counterattack if they time it a bit too late.
*Also can be used to avoid projectiles due to the invincibility frames, but this is very difficult.
*All of Ryu's Shoryukens make for incredible anti airs, due to the wide hitbox and the rising invincibility.
*As a reversal, this is an incredibly risky move, as there are plenty of safe jump setups out there that can land just as you're about to uppercut. Since Ryu's Shoryuken is only invincible for 8 frames, that means your opponent has all that extra time to punish you. You're also vulnerable to throws during the first 2 frames of the second hitbox, since you're now vulnerable and technically not airborne yet.
*As an aside, only the first, grounded hitbox on each Shoryuken does more damage, so when performing an anti air keep in mind that a Jab will be just as effective at close range as a Fierce.
}}
}}


The built-in Shoryuken is an advanced technique that takes precise execution to be effective. When mastered, it will allow you to safe-jump on certain characters without the risk of getting countered. It is explained in [http://curryallergy.blogspot.com/2010/01/minimum-logic-1-built-in-dragon-punch.html this post] at Nohoho's blog. Do not try to use this technique against characters you are not comfortable safe-jumping at.
<span class="mw-customtoggle-shoryuken" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-shoryuken">


===Mixups===
{{STDiagramHeader}}
Once Ryu scores a knockdown, he has one of two choices:  he can continue pressuring with his Hadouken, or he can move in and attack with his powerful mixups as they are regaining their feet.
{{STDiagramCellBorderRight|}} |{{STDiagramImageCell| 2 | Ryu_srk1.png}} |{{STDiagramImageCell| 2 | Ryu_srk2.png}} |{{STDiagramCell| Jab}} |{{STDiagramCell| Strong & Fierce}} |{{STDiagramCell| Jab}} |{{STDiagramCell| Strong & Fierce}} |{{STDiagramImageCell| 2 | Ryu_srk5.png}} |{{STDiagramImageCell| 2 | Ryu_srk6.png}} |{{STDiagramImageCell| 2 | Ryu_srk7.png}}
|-
{{STDiagramCellBorderRight|}} |{{STDiagramImageCellBorderLeft| 1 | Ryu_srk3jab.png}} |{{STDiagramImageCellBorderRight| 1 | Ryu_srk3.png}} |{{STDiagramImageCellBorderLeft| 1 | Ryu_srk4jab.png}} |{{STDiagramImageCellBorderRight| 1 | Ryu_srk4.png}}
|-
{{STDiagramCell| Frame Count (Jab)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 11}} |{{STDiagramCell| 5}}
|-
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 10}} |{{STDiagramCellColSpan| 3 | 26}}
|-
{{STDiagramCell| Frame Count (Strong)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCellColSpan| 2 | 12}} |{{STDiagramCell| 14}} |{{STDiagramCell| 14}} |{{STDiagramCell| 5}}
|-
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 14}} |{{STDiagramCellColSpan| 3 | 33}}
|-
{{STDiagramCell| Frame Count (Fierce)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCellColSpan| 2 | 16}} |{{STDiagramCell| 14}} |{{STDiagramCell| 21}} |{{STDiagramCell| 5}}
|-
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 18}} |{{STDiagramCellColSpan| 3 | 40}}
|}


</div>


'''Cross Ups'''
=== <span class="invisible-header">Tatsumaki Senpukyaku</span> ===
{{MoveData
| name    = Tatsumaki Senpukyaku
| input    = {{tooltip|text=214K / {{qcb}} + {{k}}|hovertext=Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)}}
| subtitle = Hurricane Kick
| image    = Ryu_tatsu4shrt_4%268%2612%2616frwrd_4%268%2612%2616%2620rh.png
| imageSize = 99x114px
| caption  =
| image2    = Ryu_tatsu6shrt_6%2610%2614%2618frwrd_6%2610%2614%2618%2622rh.png
| imageSize2 = 100x114px
| caption2  =
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lk}}
|damage = {{tooltip|text=24[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 90
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = 3(3)3(3)
|recovery = {{Tooltip | text=18* | hovertext = Last six frames can be canceled into blocking or jump, and last five can be canceled into an attack.}}
|total = 44
|frameAdv = Hit: Hard KD<br>Block: -2 (Last Front Hit)
|meter = 6
|description= <br>


Ryu can cross up his opponents as they are getting up by jumping a little over them and pressing RoundhouseWhen done correctly, this has to be blocked in the opposite direction, because Ryu is no longer in front of them when the Roundhouse kick connectsIf Ryu deliberately aims at the spot right above his opponent's head, it is often very difficult to tell whether the attack will cross up or not - and if the opponent guesses wrong, regardless of which side Ryu ends up on, Ryu gains a huge opportunity to hit the opponent with one of his Bread & Butter combos. A common technique is to follow with a cr.Strong as you land so you can confirm whether you are hitting the enemy or he blocked. If your enemy did not block, immediately cancel the crouching Strong into a Shoryuken, for high damage and a full knockdown. Else, apply Ryu's usual mix-ups such as throw, cr.Roundhouse, cr.Forward xx red Hadouken, late Shoryuken or simply waiting for him to make a mistake.
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mk}}
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 90
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = 3(3)3(3) x4
|recovery = {{Tooltip | text=18* | hovertext = Last six frames can be canceled into blocking or jump, and last five can be canceled into an attack.}}
  |total = 77
|frameAdv = Hit: Hard KD<br>Block: -2 (Last Front Hit)
|meter = 6
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hk}}
|damage = {{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 90
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = 3(3)3(3) x5
|recovery = {{Tooltip | text=18* | hovertext = Last six frames can be canceled into blocking or jump, and last five can be canceled into an attack.}}
  |total = 89
|frameAdv = Hit: Hard KD<br>Block: -2 (Last Front Hit)
|meter = 6
|description= Ryu's iconic spinning kick. Propels you forward with hitboxes ahead and behind you.
*Invincible from frames 1-4.
*Hard knockdown on hit.
*Speed, number of hits, and damage increase with strength. Short spins once, Forward 4 times, and Roundhouse 5.
*The landing recovery can be canceled into a block or a jump on the first frame, and then into an attack, special move, or throw on the second frame onwards. This goes for all versions.
*Heavier versions of this attack will likely be VERY unsafe on block, as pushback almost guarantees not all of the hits will connect.
*Since your hurtbox shrinks while using this move, you can use Tatsus to travel straight over Guile's Sonic Booms and Dhalsim's Yoga Flames. You may be able to do this with Dee Jay's Air Slashers/Max Outs, but only the Strong/Fierce versions.  
*This move can't be used as a reversal after an air reset (Getting hit with an attack while in the air) since you can't activate the move during the 1st frame after waking up from one. The Shoryuken will work for these situations, however.


In addition to the previous strategy, Ryu can jump forward the way he normally would for a safe jump, from the front. As he is at the apex of the jump, perform an air tatsu to cross the enemy up as you land, obtaining another knock down. You can also jump above your enemy in a way that a cross-up roundhouse would whiff. Before landing, perform an air tatsu to hit your enemy if he tries to walk up and throw you.
'''General Strategies'''


*Since Ryu is invulnerable for the first 4 frames of this move and airborne by the time the invincibility ends, this makes for a decent reversal for safe jumps, meaty cross-ups, and tick throws like Zangief's Spinning Pile Driver or T. Hawk's Mexican Typhoon.
*You can use this move to set up throws (Usually the Short version). Using a well spaced Tatsu, if you stop just outside of your opponent's hurtbox, you might be able to catch them trying to block an attack that will never hit, and then go for the throw.
*The Tatsumaki can be used to counter some safe jump setups that would work on a Shoryuken. Since the invincibility period for the Tatsumaki is the same as the Shoryuken's startup, Ryu can use a Tatsu Reversal to deny an opponent's aerial attack. This can be countered itself by installed attacks however, since the Tatsumaki's invincibility period is short.
}}
}}


'''High/Low'''
<span class="mw-customtoggle-tatsu" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-tatsu">


Ryu's f + mp command normal has to be blocked high - it will hit any opponent who is blocking low. In addition, it can be linked into his cr.hk for a 3 hit combo, and a knockdown. Similarly, Ryu's cr.mk xx red hadouken has to be blocked low - it will hit any opponent who is blocking high (also scoring a knockdown).
'''Startup:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu1.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu2.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu3.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 11}}
|}
'''Active:'''
*'''Short Version:''' This happens only once.
*'''Forward Version:''' This happens 4 times.
*'''Roundhouse Version:''' This happens 5 times.
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu4shrt_4%268%2612%2616frwrd_4%268%2612%2616%2620rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu5shrt_5%269%2613%2617frwrd_5%269%2613%2617%2621rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu6shrt_6%2610%2614%2618frwrd_6%2610%2614%2618%2622rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu7shrt_7%2611%2615%2619frwrd_7%2611%2615%2619%2623rh.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|}
'''Recovery:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu8shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu9shrt_21frwrd_25rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu10shrt_22frwrd_26rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu11shrt_23frwrd_27rh.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6*}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 12}} |{{STDiagramCell| 6*}}
|}


If your opponent is not on fast enough, randomly choosing one of these two patterns as he is recovering from a knockdown will give you a 50/50 chance of hitting him again, scoring another knockdown, and continuing the assault. However, know that Ryu's f + mp has a slow start-up, which allows players with good reactions to block or even counter it.
</div>


=== <span class="invisible-header">Kuuchuu Tatsumaki Senpukyaku</span> ===
{{MoveData
| name    = Kuuchuu Tatsumaki Senpukyaku
| input    = {{tooltip|text=AIR 214K<br>AIR {{qcb}} + {{k}}|hovertext=Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)}}
| subtitle = Air Hurricane Kick
| image    = Ryu_atatsu1shrt_1&5frwrd_1&5&9rh.png
| imageSize = 99x114px
| caption  = 
| image2    = Ryu_atatsu3shrt_3&7frwrd_3&7&11rh.png
| imageSize2 = 100x114px
| caption2  =
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lk}}
|damage = {{tooltip|text=18[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 90
|cancel = None
|guard = High
|actrange = N/A
|startup = 0
|active = 3(3)3(3)
|recovery = ∞+5
|total = 12+∞+5
|frameAdv = Hit: Hard KD<br>Block: Dependent
|meter = 6
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mk}}
|damage = {{tooltip|text=20[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 90
|cancel = None
|guard = High
|actrange = N/A
|startup = 0
|active = 3(3)3(3) x2
|recovery = ∞+5
|total = 24+∞+5
|frameAdv = Hit: Hard KD<br>Block: Dependent
|meter = 6
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hk}}
|damage = {{tooltip|text=22[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 90
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 0
|active = 3(3)3(3) x3
|recovery = ∞+5
|total = 36+∞+5
|frameAdv = Hit: Hard KD<br>Block: Dependent
|meter = 6
|description= The Tatsumaki Senpukyaku except airborne.
*Instead of propelling you forward like a normal Tatsu, each kick temporarily decreases your gravity value (How fast you fall from a jump) as well as slightly boosting your horizontal velocity. This means you'll fall slower if performed on the way down, and gain more height on the way up. Your gravity returns to normal once the kick ends.
*Damage and number of spins increase with strength. Short spins once, Forward twice, and Roundhouse thrice.
*You'll likely be using the HK version most often, as the recovery frames won't matter as much since you'll be landing soon.
*Keep in mind that the priority on air Tatsus isn't as good as the grounded version.
*Also keep in mind that once you land, you have 5 frames of landing animation you can't cancel out of whatsoever.
*


'''Throw Baiting'''
'''General Strategies'''


Ryu has two normal moves after which he can always link cr.mk:  f + fp, and cr.mp.  In addition, he can link cr.mk after a ''meaty'' s.mk or cr.mk.
*This move has a variety of uses. You can use it as an alternative aerial since the hitbox is pretty far out (but so is the hurtbox).  
*You can also surprise the enemy with a sudden movement change, or you can simply use it to build meter on the way down from a jump.  
*Skillful use allows you to cross-up enemy air counters like the Flash Kick to hit the opponent from behind, too!


By performing one of these moves as an opponent is getting up, Ryu is threatening to hit the opponent with a powerful combo.  To prevent this, the opponent will likely block the move.  However, these attacks are also excellent throw set-ups - simply wait until the move has finished, and then press f + mp to throw the opponent.


Savvy opponents will know that they can escape the throw by either A) counter-throwing, or B) performing a reversal move. But here is the trick to this mixup: doing either requires them to stand up.  Since cr.mk can be linked after these moves, you can link cr.mk xx red Hadouken instead of trying to throw them.  This will hit them if they try to counter-throw or perform a reversal move, knock them down, and let you follow up with another mixup.
  }}
  }}


===Additional Notes===
<span class="mw-customtoggle-airtatsu" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
It is important to pay attention to what happens to your Hadoukens after you throw them.  Ryu can only ever have one Hadouken on the screen at a time, so if an opponent jumps straight up to pass over the Hadouken, attempting to throw a second one will simply fail and result in a normal move. This gives the opponent plenty of time to close the gap and fight the game on ''his'' terms.
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-airtatsu">


In order to play Ryu well, you must be able to react to how your opponent reacts to your Hadoukens.
'''Active:'''
*'''Short Version:''' This happens only once.
*'''Forward Version:''' This happens twice.
*'''Roundhouse Version:''' This happens 3 times.
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu4shrt_4%268%2612%2616frwrd_4%268%2612%2616%2620rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu5shrt_5%269%2613%2617frwrd_5%269%2613%2617%2621rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu6shrt_6%2610%2614%2618frwrd_6%2610%2614%2618%2622rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu7shrt_7%2611%2615%2619frwrd_7%2611%2615%2619%2623rh.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|}
'''Recovery:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_atatsu5shrt_9frwrd_13rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu6shrt_10frwrd_14rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu7shrt_11frwrd_15rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu8shrt_12frwrd_16rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu9shrt_13frwrd_17rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu10shrt_14frwrd_18rh.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} |{{STDiagramCell| 5}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | ∞}} |{{STDiagramCell| 5}}
|}


[[User:Goryus|Goryus]] 17:24, 23 May 2007 (UTC)
</div>


==Match-ups==
--Original Edit by [[User:Raisin|Raisin]] (March 29, 2007) <br>
**'''Balrog (Boxer)'''
--Special thanks to felineki for the info on the Air Hurricane Kick.
**'''O. Balrog (Boxer)'''
**'''Blanka''' - ''Stay on the ground. Crouching strong beats a number of his pokes, but does not have enough reach to guarantee that you will control him in footsies. Use hadoukens from a distance to push him back. If he uses his horizontal rolling attack, block it standing and do a reversal fierce hadouken to punish him. If Blanka jumps in on top of you, use a shoryuken. If he jumps from a distance such that it would whiff, use cr.roundhouse, standing strong and jumping fierce as anti-air. Blanka can often counter those moves, so mix them up to keep him off balance. If you score a knockdown, use your projectile game or jumping fierce if you believe he will try a reversal. Do a hadouken as you land to punish a possible reversal back hop. The horizontal rolling part of Blanka's super can be hit by hadoukens.''
**'''O. Blanka'''
**'''Cammy''' - ''Use your projectile game to zone her, and use standing strong or cr.roundhouse to punish jump-ins. If she gets up close, try a red hadouken between her pokes, or a walk-up cr.forward or roundhouse into hadouken only if she does not have super. Jump ins, spinning backfist and hooligan combination cam all be punished with a shoryuken on reaction.''
**'''O. Cammy'''
**'''Chun-Li''' - ''Use a barrage of hadoukens to cancel her kikouken game, and rush punches or short tatsus to close the gap and push her into the corner. If she jumps, you will be in position for a shoryuken for high damage and a full knockdown. At the corner, keep the pressure up with hadoukens, rush punches into throw and crouching kicks into hadoukens. If she tries to escape, use close standing fierce or shoryuken. If he jumps from a distance such that a SRK is unsafe, block or jump back . Her super is a threat when charged. Because she can store it while walking forward, be extra careful with your projectiles. If she uses the neckbraker on your wake-up, block it low. It will change sides and hit as a cross-up if she does it from point-blank range. She can hit you out of hadoukens with a number of safe pokes such as standing forward kick. Time a projectile between pokes to avoid getting countered, but know you will be wide open for a dizzy combo if she guesses right and jumps in.''
**'''O. Chun-Li'''
**'''Dee Jay'''
**'''O. Dee Jay'''
**'''Dhalsim'''
**'''O. Dhalsim'''
**'''E. Honda''' - ''Use your projectile game to zone him, and cr.roundhouse or SRK to punish jump-ins. Against buttslams, prefer shoryukens, back + strong or cr.strong xx red hadouken. If he gets up close, do not panic. watch out for opportunities such as a jump-in or a buttslam. Try red hadoukens between his pokes occasionally. If he does a super, block the first hit and use a reserval shoryuken to knock him out of the air.''
**'''O. E. Honda'''
**'''Fei Long'''
**'''O. Fei Long'''
**'''Guile''' - ''Use a barrage of hadoukens to cancel his sonic boom game, and rush punches or short tatsus to close the gap and push him into the corner. If he jumps, you will be in position for a shoryuken for high damage and a full knockdown. At the corner, keep the pressure up with hadoukens, rush punches into throw and crouching kicks into hadoukens. If he tries to escape, use close standing fierce or shoryuken. If he jumps from a distance such that a SRK is unsafe, crouching strong should beat all his jump-ins.''
**'''O. Guile''' - ''Same as above.''
**'''Ken''' - ''Your fireball game is better. Force him to take risks and punish accordingly, closing the distance when possible to push him into the corner.''
**'''O. Ken'''
**'''M. Bison (Dictator)''' - ''Learn the timing for crossing him on on knockdowns. If he tries a headstomp while you are standing, crouch to avoid it. Zone him carefully and be ready to shoryuken jump-ins.''
**'''O. M. Bison (Dictator)'''
**'''Ryu'''
**'''O. Ryu'''
**'''Sagat'''
**'''O. Sagat'''
**'''T. Hawk'''
**'''O. T. Hawk'''
**'''Vega (Claw)'''
**'''O. Vega (Claw)'''
**'''Zangief'''
**'''O. Zangief'''
Dark Gaiden has given some match-up advice on [http://shoryuken.com/f223/super-street-fighter-ii-turbo-player-interview-dgv-255341/ his interview on Shoryuken.com]. Be sure to check that out!


===Serious Advantage Match-ups===
==Super Combo==


Blanka, O.Blanka, Honda, O.Honda, Cammy, O.Cammy, O.Dee Jay, O.Fei Long, O.M. Bison (Dictator).
{{MoveData
| name    = Shinku Hadoken
| input    = {{tooltip|text=236236P / {{qcf}}{{qcf}}+{{p}}|hovertext=Detailed Input: (↓ [15~22f] ↘ [15~22f] → [15~22f] ↓ [15~22f] ↘ [15~22f] → [9f] P)}}
| subtitle =
| image  = Ryu_super12.png
| imageSize = 196x84px
| caption  = It's invincible! It does like half a lifebar! It juggles! It anti-airs! It has a fuckton of frame advantage! It slices! It dices! It'll get you a good deal on a preowned vehicle!
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=16[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} x 5
|dizzy= 0~4 x 5
|dizzytime= 20 x 5
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 10
|active = Traveling
|recovery = {{tooltip|text=41|hovertext=Decrements during hitfreeze.}}
|total = 51
|frameAdv = Hit: {{tooltip|text=+3 (Point Blank)|hovertext=From point blank, when it does only 3 hits.}} / Far KD<br>Block: {{tooltip|text=+14 (Point Blank)|hovertext=From point blank, when it does only 3 hits.}} / +21
|description= *Ryu becomes invincible through sheer willpower and throws a powered-up Hadoken that deals 5 hits. Any other projectile in its path will be dissipated.
*Since this move juggles, it makes a great anti-air, hitting up to 4 times. Combine that with the invincibility and this might make for a powerful, if predictable reversal.  
*You'll also get absurd frame advantage if the move is blocked, meaning ''you can use this as a tick throw starter.''
*If used from point blank, however, some of the hits will pass straight through your opponent, and you'll be left open for punishment.
*When fighting characters with projectiles, you may be tempted to burst this straight through any projectiles they though, but keep in mind that this game was programmed on a Speak and Spell. When throwing a Shinku through other projectiles, whether or not they have time to block is determined by not only whether or not they're cornered, but how many hits they took during the round. Cornered opponents will always take the full Super, but if they're someplace else, they will have time to block or avoid the Super if they took an odd number of hits during the round. They'll always take the full Super if they were hit by an even number of hits, however. This affects all versions (Japan, World, Asia, and USA).
}}
}}


===Advantage Match-ups===
<span class="mw-customtoggle-shinku" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-shinku">


Ken, Guile, O.Guile, O.Zangief, Chun Li, O.Chun Li, Fei Long, Thunder Hawk, Sagat, M. Bison (Dictator).
'''Invincible part:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_super1.png}} |{{STDiagramImageCell| 1 | Ryu_super2.png}} |{{STDiagramImageCell| 1 | Ryu_super3.png}} |{{STDiagramImageCell| 1 | Ryu_super4.png}} |{{STDiagramImageCell| 1 | Ryu_super5.png}} |{{STDiagramImageCell| 1 | Ryu_super6.png}} |{{STDiagramImageCell| 1 | Ryu_super7.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1 + [18] + 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
|-
{{STDiagramCell | Simplified}} |{{STDiagramCellColSpan| 3 | 10}} |{{STDiagramCellColSpan| 4 | 4... (41)}}
|}
'''Non-invincible part:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_super8.png}} |{{STDiagramImageCell| 1 | Ryu_super9.png}} |{{STDiagramImageCell| 1 | Ryu_super10.png}} |{{STDiagramImageCell| 1 | Ryu_super11.png}} |{{STDiagramImageCell| 1 | Ryu_super12.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3...}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | ...37 (41)}}
|}


===Fair Match-ups===
</div>


Ryu, O.Ryu, O.Ken, Zangief, O.Hawk, O.Boxer.
==Misc Animations==
====Jump Animations====
*<b>Neutral Jump:</b>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_bj10_nj1&10_fj1&11.png}} |{{STDiagramImageCell| 1 | Ryu_nj2_fj2.png}} |{{STDiagramImageCell| 1 | Ryu_nj3.png}} |{{STDiagramImageCell| 1 | Ryu_nj4.png}} |{{STDiagramImageCell| 1 | Ryu_nj5.png}} |{{STDiagramImageCell| 1 | Ryu_nj6.png}} |{{STDiagramImageCell| 1 | Ryu_nj7.png}} |{{STDiagramImageCell| 1 | Ryu_nj8_fj9.png}} |{{STDiagramImageCell| 1 | Ryu_nj9_fj10.png}} |{{STDiagramImageCell| 1 | Ryu_bj10_nj1&10_fj1&11.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 6 | 44}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|}
*<b>Back Jump:</b>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_bj1.png}} |{{STDiagramImageCell| 1 | Ryu_bj2.png}} |{{STDiagramImageCell| 1 | Ryu_bj3_fj8.png}} |{{STDiagramImageCell| 1 | Ryu_bj4_fj7.png}} |{{STDiagramImageCell| 1 | Ryu_bj5_fj6.png}} |{{STDiagramImageCell| 1 | Ryu_bj6.png}} |{{STDiagramImageCell| 1 | Ryu_bj7_fj4.png}} |{{STDiagramImageCell| 1 | Ryu_bj8_fj3.png}} |{{STDiagramImageCell| 1 | Ryu_bj9.png}} |{{STDiagramImageCell| 1 | Ryu_bj10_nj1&10_fj1&11.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 15}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 18}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 6 | 43}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|}
*<b>Forward Jump:</b>
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_bj10_nj1&10_fj1&11.png}} |{{STDiagramImageCell| 1 | Ryu_nj2_fj2.png}} |{{STDiagramImageCell| 1 | Ryu_bj8_fj3.png}} |{{STDiagramImageCell| 1 | Ryu_bj7_fj4.png}} |{{STDiagramImageCell| 1 | Ryu_fj5.png}} |{{STDiagramImageCell| 1 | Ryu_bj5_fj6.png}} |{{STDiagramImageCell| 1 | Ryu_bj4_fj7.png}} |{{STDiagramImageCell| 1 | Ryu_bj3_fj8.png}} |{{STDiagramImageCell| 1 | Ryu_nj8_fj9.png}} |{{STDiagramImageCell| 1 | Ryu_nj9_fj10.png}} |{{STDiagramImageCell| 1 | Ryu_bj10_nj1&10_fj1&11.png}}
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 13}} |{{STDiagramCell| 5}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 11}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|-
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 7 | 43}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
|}
New Ryu's prejump animation was nerfed on ST by 1 frame, so unlike Old Ryu, who has a considerably fast prejump animation, New Ryu's prejump is of average speed. This for the most part is a disadvantage.<br>


===Disadvantage Match-ups===
There's a small gap between the leg hurtbox and chest hurtbox on Ryu's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.<br>


Vega (Claw), Balrog (Boxer)
{{STSharedJumpDescription}}


===Serious Disadvantage Match-ups===
{{Character Subnav SSF2T|name=Ryu}}


O.Sagat, Dhalsim.
{{Navbox-ST}}
{{Super Turbo}}


[[Category:Super Street Fighter 2 Turbo]]
[[Category:Super Street Fighter 2 Turbo]]


[[Category:Hyper Street Fighter 2]]
[[Category:Hyper Street Fighter 2]]

Latest revision as of 10:00, 7 October 2023


Story

Date of Birth: 7/21/1964
Height: 5'10"
Weight: 150lbs
Measurements: B44", W 31", H 33"
Blood Type: O
Likes: Martial arts, Mizuyokan (Japanese sweet bean jelly)
Dislikes: Spiders

Found as a baby by the legendary Anatsuken martial artist Gouken, Ryu trained in the art from childhood and quickly discovered his love for fighting. During this time he would find a surrogate brother in Ken, his fellow trainee and rival. At the age of 23, his fighting career truly began when he defeated the world champion Sagat in the last World Martial Arts tournament. He began to show his solitary lifestyle after the tournament's end, preferring to travel alone and focus on improving himself. He joins the World Warrior tournament to not only defend his title, but to exceed his own limits by challenging new fighters.


Overview

Ryu is the protagonist of the Street Fighter series, and in Super Turbo he's considered a good all around character. Even though he is not the strongest in any aspect, he does have very good moves overall. Say, his projectile, the Hadoken, is the second best in the game, only after Old Sagat's Tiger Shot. His special anti-air, the Shoryuken, has the second best priority among those that don't require a charge to execute. Finally, he has a great Super move, which helps him in tight situations.

Ryu's strategy in the SF2 series is mostly to employ his Hadoukens wisely so as to pressure enemies and either force them to take risks or get pushed into the corner. Would the enemy jump forward, Ryu has several moves to deal with that, being the Shoryuken the most damaging one. However, unlike Ken, his projectile has a relatively fast start-up, which allows him to use it as a poke tool. This is the main reason why he has less trouble against a number of characters which have the advantage or fair match-ups against Ken.

ST Ryu does not have a completely invulnerable Shoryuken nor a Hurricane Kick that is invulnerable up until it hits like he did in Champion Edition and Hyper Fighting. In this game, he rather gains better mobility with a short Tatsu that recovers much faster, and two new command normals; one that's a useful advancing attack, and another that's a standing overhead.

Among all characters (old versions included), Ryu is considered the fifth or sixth best character on the game, only behind the so called "big four" or "big five", which consists of Dhalsim, Vega (Claw), Old Sagat and Balrog (Boxer), plus Chun Li if she is included. However, he actually has a small advantage against Chun Li in head-to-head combat. If mastered, Ryu can deal with pretty much any situation.

If you want to check YouTube and Nico Nico Douga for high level footage, check players such as ShootingD, Daigo, Futachan, Sasori, Sashishi, Kawamata, Gotoh, Kurahashi, DGV (Dark Gaiden), Mike Watson, John Choi and Alex Valle, among others.


Strengths Weaknesses
  • THE Shoto: Ryu's moveset is easy to grasp, and it's relatively easy to play well with him.
  • They Get Knocked Down: A lot of Ryu's special moves knock down on hit, leading to a plentiful mixup game.
  • Zoned In: Ryu has great fireballs in the Hadoken and the Shakunetsu Hadouken, and a relatively quick startup allows them to be used as pokes.
  • Double Reversal: Both the Shoryuken and the Tatsumaki Senpukyaku act as reversals, important when dealing with ticks and meaties.
  • Poster Boy Super: Ryu's Super Combo (Shinkuu Hadouken) is one of the best in the game with high damage, high hitstun, high chip, massive plus frames and even invincibility frames, making it well usable in many situations.
  • Easy, To A Fault: Due to the simplicity of Ryu's moveset, it's also very easy to figure out what he will be doing, and counter his moves.
  • Not Much Reach: Ryu's throw range and normals have average range, with his longer reaching normals having a long recovery.
  • Not So Dizzying: Ryu, along with Ken, has nerfed dizzy damage on his diagonal jumping Heavy Punches and Heavy Kicks.
  • Too Close, Too Close!: While Ryu's Super is still excellent, most other Supers will beat it flat out from mid range to close range.
  • Enormous Follow Through: Ryu's special moves can easily be baited out, and their long recovery doesn't help either.


New & Old Versions Comparison

To select O.Ryu, choose Ryu and then press → → → ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Here is the list of differences:

  • Obvious stuff: Old Ryu can't tech throws, does not have the new punches (dash, overhead, and air juggle) and Super;
  • Old Ryu has a faster pre-jump animation by 1 frame;
  • Old Ryu has some differences in some of his normals:
    • Far Standing Jab has a fatter hitbox;
    • Far Standing Short has a slower startup and is chain cancellable;
    • Crouching Short has much better priority;
    • Far Standing Forward has a slower startup;
    • Crouching Forward has much better priority;
    • Close Standing Roundhouse activates from a closer distance;
    • Crouching Roundhouse has much better priority and does more damage;
    • Diagonal Jumping Strong behaves exactly like the Neutral Jumping one, while for New Ryu its a new Juggling Punch;
    • Both Jumping Fierces do more damage;
    • Diagonal Jumping Short has worse priority during the first 10 active frames;
    • Diagonal Jumping Forward has better air-to-air priority but has somewhat worse air-to-ground priority;
    • Neutral Jumping Roundhouse has better air-to-air priority but worse air-to-ground priority and does more damage;
    • Diagonal Jumping Roundhouse has better air-to-air priority but has somewhat worse air-to-ground priority. It also does more damage;
  • Old Ryu's ordinary (blue) Hadoukens have one less start-up and one less recovery frame, making the overall recovery 2 frames faster. Thus, they are better for zoning;
  • Old Ryu's Shoryukens are completely invincible until the recovery frames, while for New Ryu he is vulnerable during the rising/hitting part;
  • Old Ryu's Shoryukens have many more active frames, but the same overall recovery;
  • Old Ryu's Forward and Roundhouse Tatsumakis spin two less times than New Ryu's;
  • Old Ryu's air Tatsumakis have a bigger hitbox, do more damage and have a 50% chance of being unblockable if they connect on the first frame;

Picking between Old Ryu and New Ryu can be seen as a matter of taste. While New Ryu benefits from ST's system changes, his new command normals, and his incredible Super Combo, Old Ryu has better Shoryukens, better fireballs, and a knowledge check of an Air tatsu.


Color Options

Jab Strong Fierce Start Old
Ryu-lp.gif Ryu-mp.gif Ryu-hp.gif Ryu-start.gif Ryu-old1.gif
Ryu-lk.gif Ryu-mk.gif Ryu-hk.gif Ryu-hold.gif Ryu-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD


Video Overview

Ryu
Ryu's portrait in Super Turbo.
Character Data
Damage Scaling Factor 27/32
Forward Walk Speed 48
Backwards Walk Speed 32
Pre-Jump Frames 4
Forwards Jump Duration 44
Backwards Jump Duration 43
Landing Frames 7*
Jump Height Apex 78
Forwards Jump Distance 134
Backwards Jump Distance 163
Soft Knockdown Recovery 38
Hard Knockdown Recovery 74



Normal Moves

Disclaimer: To better understand the diagrams, read this.

Standing Normals

cllp
Close Jab
Close Light Punch
5LP / cl.Lp.png
Ryu stcljab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] 0~5 40 Special, Super Mid 0-25
Startup Active Recovery Total Frame Adv. Meter
3 4 5 12 +4 2/1

A quick elbow smash in front and above Ryu's head.

  • Fast start-up.
  • Works as an anti-air if you're close enough.
  • OK priority.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stcljab2.png Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Frame Count 1 + 2 4 5
Simplified 3 4 5

frlp

Far Jab
Far Light Punch
5LP / fr.Lp.png
Ryu stfarjab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] 0~5 40 Chain, Special, Super Mid 26+
Startup Active Recovery Total Frame Adv. Meter
3 4 5 12 +4 2/1

A simple jab.

  • Chainable, ok reach, good priority.
  • Fast start-up.

Click to toggle detailed hitbox data.

Ryu stfarjab1&3.png Ryu stfarjab2.png Ryu stfarjab1&3.png Ryu stfarjab4 stfarstrng6 stfarfrc6.png
Frame Count 1 + 2 4 4 1
Simplified 3 4 5


clmp

Close Strong
Close Medium Punch
5MP / cl.Mp.png
Ryu stclstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 Special, Super Mid 0-31
Startup Active Recovery Total Frame Adv. Meter
4 2 17 23 -1 4/3

Ryu performs a hook, then another one that doesn't hit for some reason.

  • Terrible recovery, so try canceling this into a special like a Hadoken.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stclstrng2&6.png Ryu stclstrng3.png Ryu stclstrng4.png Ryu stclstrng5.png Ryu stclstrng2&6.png Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Frame Count 1 + 1 2 2 6 4 3 4
Simplified 4 2 17

frmp

Far Strong
Far Medium Punch
5MP / fr.Mp.png
Ryu stfarstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 Special, Super Mid 32+
Startup Active Recovery Total Frame Adv. Meter
4 4 7 15 +7 4/3

Ryu performs a straight punch.

  • Very good recovery, reach and priority.
  • Works as anti-air against moves whose extended limbs are vulnerable, but Ryu's body moves forward a bit, so you'll need some room to use it correctly.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stfarstrng2&4 stfarfrc2&4.png Ryu stfarstrng3.png Ryu stfarstrng2&4 stfarfrc2&4.png Ryu stfarstrng5 stfarfrc5.png Ryu stfarjab4 stfarstrng6 stfarfrc6.png
Frame Count 1 + 1 2 4 3 3 1
Simplified 4 4 7


clhp

Close Fierce
Close Heavy Punch
5HP / cl.Hp.png
Ryu stclfrc2.png
Ryu stclfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] 3~9 / 10~16 40 / 80 Special, Super / None Mid 0~41
Startup Active Recovery Total Frame Adv. Meter
4 8 (2 / 6) 23 34 -9 / -7 5/4

A close uppercut.

  • Only the first hitbox can be Special or Super canceled.
  • Hitbox gets much bigger after 2 frames.
  • If you're close to your enemy, it can be canceled into any special attack for a basic but damaging combo. Bad recovery.
  • Good priority anti-air if you're up close.

Click to toggle detailed hitbox data.

Ryu stclfrc1.png Ryu stclfrc2.png Ryu stclfrc3.png Ryu stclfrc4.png Ryu stclfrc5.png
Frame Count 1 + 3 2 6 10 13
Simplified 4 8 23

frhp

Far Fierce
Far Heavy Punch
5HP / fr.Hp.png
Ryu stfarfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] 10~16 80 Super Mid 42+
Startup Active Recovery Total Frame Adv. Meter
6 6 23 35 -7 5/4

Similar to Far Strong.

  • Higher damage and longer reach, but hideous recovery and the same extended hurtbox. Better make sure it hits.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stfarstrng2&4 stfarfrc2&4.png Ryu stfarfrc3.png Ryu stfarstrng2&4 stfarfrc2&4.png Ryu stfarstrng5 stfarfrc5.png Ryu stfarjab4 stfarstrng6 stfarfrc6.png
Frame Count 1 + 2 3 6 10 12 1
Simplified 6 6 23

cllk

Close Short
Close Light Kick
5LK / cl.Lk.png
Ryu stclshrt3.png
Yes, this hits low.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[0] 0~5 40 Chain, Super <ref></ref> Low 0
Startup Active Recovery Total Frame Adv. Meter
6 2 8 16 +3 2/1

A low kick.

  • Can be canceled into another far Short or crouching Short.
  • This move must be blocked low, which can be used as a simple knowledge check. Unfortunately somewhat hard to use due to the strict activation range.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stclshrt2&5 stclrh5.png Ryu stclshrt3.png Ryu stclshrt4.png Ryu stclshrt2&5 stclrh5.png Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Frame Count 1 + 2 3 2 4 3 1
Simplified 6 2 8

frlk

Far Short
Far Light Kick
5LK / fr.Lk.png
Ryu stfarshrt3 stfarfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 0~5 40 Special, Super Mid 1+
Startup Active Recovery Total Frame Adv. Meter
5 8 5 18 0 2/1

High side kick.

  • Good priority, but sort of slow.
  • Works as an anti-air.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stfarshrt2&4 stfarfrwrd2&4.png Ryu stfarshrt3 stfarfrwrd3.png Ryu stfarshrt2&4 stfarfrwrd2&4.png Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Frame Count 1 + 2 2 8 4 1
Simplified 5 8 5


clmk

Close Forward
Close Medium Kick
5MK / cl.Mk.png
Ryu stclfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[0] 5~11 60 Special, Super Mid 0
Startup Active Recovery Total Frame Adv. Meter
4 6 9 19 +3 4/3

A hearty knee bash.

  • Good recovery. Surprisingly good overall, even if you need to be REALLY close to use it.

Click to toggle detailed hitbox data.

Ryu stclfrwrd1&5.png Ryu stclfrwrd2&4.png Ryu stclfrwrd3.png Ryu stclfrwrd2&4.png Ryu stclfrwrd1&5.png Ryu stclfrwrd6.png
Frame Count 1 + 2 1 6 4 4 1
Simplified 4 6 9

frmk

Far Forward
Far Medium Kick
5MK / fr.Mk.png
Ryu stfarshrt3 stfarfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[0] 5~11 60 None Mid 1+
Startup Active Recovery Total Frame Adv. Meter
8 8 7 23 +3 4/3

Another high side kick.

  • Good priority, but very slow start-up.
  • Also a good anti-air if you can press the button fast enough.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stfarshrt2&4 stfarfrwrd2&4.png Ryu stfarshrt3 stfarfrwrd3.png Ryu stfarshrt2&4 stfarfrwrd2&4.png Ryu stfarfrwrd5.png
Frame Count 1 + 3 4 8 6 1
Simplified 8 8 7

clhk

Close Roundhouse
Close Heavy Kick
5HK / cl.Hk.png
Ryu stclrh3.png
First Hit
Ryu stclrh4.png
Second Hit
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] + 4[1] 10~16 + 1~7 80 + 70 None Mid 0-56
Startup Active Recovery Total Frame Adv. Meter
8 12 (8 + 4) 11 31 -1 / +7(+6) 5/4 x 2

Ryu's axe kick.

  • Hits twice if the enemy is close enough. The second hit deals much less damage and dizzy, while only dealing a little less dizzy time.
  • Not very useful, but it is safe on block from point-blank range and often trades with aerial attacks.
  • If you use it as a meaty, you can combo into a crouching kick for two or three hits. You often have better options, though.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stclrh2.png Ryu stclrh3.png Ryu stclrh4.png Ryu stclshrt2&5 stclrh5.png Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Frame Count 1 + 3 4 8 4 10 1
Simplified 8 8 4 11

frhk

Far Roundhouse
Far Heavy Kick
5HK / fr.Hk.png
Ryu stfarrh2.png
Only this hitbox can be canceled.
Ryu stfarrh3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 10~16 80 Special, Super / None Mid 57+
Startup Active Recovery Total Frame Adv. Meter
3 12 (4 / 8) 17 32 -7 / -3 5/4

Ryu's staple Roundhouse kick.

  • Mediocre anti-air that can be canceled in the odd event that it hits during the first active part.
  • Hitbox and hurtbox get wider after 4 frames.

Click to toggle detailed hitbox data.

Ryu stfarrh1.png Ryu stfarrh2.png Ryu stfarrh3.png Ryu stfarrh4.png Ryu stfarrh5.png
Frame Count 1 + 2 4 8 10 7
Simplified 3 12 17

Crouching Normals

crlp

Crouching Jab
Crouching Light Punch
2LP / D.png+Lp.png
Ryu crjab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] 0~5 40 Chain, Special, Super Mid N/A
Startup Active Recovery Total Frame Adv. Meter
3 4 5 12 +4 2/1

Another jab.

  • Average reach and very good priority.

Click to toggle detailed hitbox data.

Ryu crjab1&3.png Ryu crjab2.png Ryu crjab1&3.png Ryu crjab4 crstrng6 crshrt4 crfrwrd6.png
Frame Count 1 + 2 4 4 1
Simplified 3 4 5


crmp

Crouching Strong
Crouching Medium Punch
2MP / D.png+Mp.png
Ryu crstrng3.png
And you thought Alpha 2 Rose's Cr.MP had good priority.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 Special, Super Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 4 7 15 +7 4/3
  • Ryu does a crouching straight.
  • Good damage, stun, recovery and priority.
  • This move can be used as a safe meaty against several invulnerable special attacks from the correct distance. However, this can be countered by standing still (which shrinks the hurtbox horizontally) and then either attacking or walking up and throwing. It's also unsafe against most supers.

Click to toggle detailed hitbox data.

Ryu crstrng1&5.png Ryu crstrng2&4.png Ryu crstrng3.png Ryu crstrng2&4.png Ryu crstrng1&5.png Ryu crjab4 crstrng6 crshrt4 crfrwrd6.png
Frame Count 1 + 1 2 4 3 3 1
Simplified 4 4 7


crhp

Crouching Fierce
Crouching Heavy Punch
2HP / D.png+Hp.png
Ryu crfrc2.png
First Hitbox
Ryu crfrc3.png
Second Hitbox.
Diet Close Fierce.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] / 22[1] 3~9 / 10~16 40 / 80 Special, Super / None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 11 (3 / 8) 23 37 -12 / -9 5/4

Ryu brings an uppercut from crouching position.

  • Good damage and has a deceptively long horizontal reach.
  • Average to low priority and quite long recovery.
  • Mainly used in combos.
  • Works as an anti-air, but favor close Fierce if you can.

Click to toggle detailed hitbox data.

Ryu crfrc1&5.png Ryu crfrc2.png Ryu crfrc3.png Ryu crfrc4.png Ryu crfrc1&5.png Ryu crfrc6.png
Frame Count 1 + 3 3 8 10 12 1
Simplified 4 11 23


crlk
Crouching Short
Crouching Light Kick
2LK / D.png+Lk.png
Ryu crshrt2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] 0~5 40 Chain, Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
3 4 5 12 +4 2/1

Crouching low kick.

  • Mediocre priority but good reach.
  • Great for simple combos.

Click to toggle detailed hitbox data.

Ryu crshrt1&3 crfrwrd1&5.png Ryu crshrt2.png Ryu crshrt1&3 crfrwrd1&5.png Ryu crjab4 crstrng6 crshrt4 crfrwrd6.png
Frame Count 1 + 3 4 4 1
Simplified 4 4 5


frmk
Crouching Forward
Crouching Medium Kick
2MK / D.png+Mk.png
Ryu crfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
4 6 9 19 +3 4/3
  • Crouching side kick.
  • Good reach and recovery, but has projected vulnerable hitboxes before and after it becomes active.
  • An important tool when closing the gap on the enemy as it can be canceled into Hadokens.
  • Also used in bread and butter combos.

Click to toggle detailed hitbox data.

Ryu crshrt1&3 crfrwrd1&5.png Ryu crfrwrd2&4.png Ryu crfrwrd3.png Ryu crfrwrd2&4.png Ryu crshrt1&3 crfrwrd1&5.png Ryu crjab4 crstrng6 crshrt4 crfrwrd6.png
Frame Count 1 + 1 2 6 4 4 1
Simplified 4 6 9
crhk
Crouching Roundhouse
Crouching Heavy Kick
2HK / D.png+Hk.png
Ryu crrh2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 5~11 130 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
4 6 25 35 Hit: Soft KD
Block: -9
5/4

Ryu's Sweep kick.

  • Soft knockdown on hit.
  • Good range and the priority is such that it beats or trades with a number of moves.
  • Very long recovery however, so good players will often bait and punish this move.
  • Top shoto players will often cancel this move into either a LP Shoryuken (harder to punish and generates meter) or a Hadoken (the pushback makes the move practically unpunishable).
  • Walking up cr.Roundhouse xx Hadouken is an important skill for shoto players to master, due to the spacing it generates.
  • Tied with Ken for the fastest sweep startup in the game (3 frames), which makes it really good in pressure situations.

Click to toggle detailed hitbox data.

Ryu crrh1.png Ryu crrh2.png Ryu crrh3.png Ryu crrh4.png Ryu crrh5.png
Frame Count 1 + 3 6 6 8 11
Simplified 4 6 25

Jumping Normals

jlp
Jumping Jab
Neutral Jumping Light Punch
8LP / U.png+Lp.png
Ryu njjab2.png
Neutral Jump version
Ryu djjab2.png
Diagonal Jump version.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[0] 1~7(-2) 40 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
2 N/A 2+∞ Dependent 2/1

Ryu performs a jumping jab that is active throughout the whole jump.

  • The only difference between the Neutral Jump and the Diagonal Jump versions is that the diagonal version has a smaller vertical hitbox.
  • Ryu's hand has a relatively large active hitbox around it, making this a good air-to-air move.
  • It can be used for jumping on your opponent after a knockdown. The small amount of pushback allows for mixups such as throw, cr.forward xx Hadoken/Super, or delayed Jab Shoryuken (to beat reversal throws).
  • Beats Zangief's Lariats from the right distance and still hits him if he crouches.

Click to toggle detailed hitbox data.

Neutral Jump Version:

Ryu njjab1 djjab1 njstrng1&4 njfrc4 djfrc4.png Ryu njjab2.png
Frame Count 2


Diagonal Jump Version:

Ryu njjab1 djjab1 njstrng1&4 njfrc4 djfrc4.png Ryu djjab2.png
Frame Count 2
njmp
Neutral Jumping Strong
Neutral Jumping Medium Punch
8MP / U.png+Mp.png
Ryu njstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 50 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
4 20 24+∞ Dependent 4/3

An aerial punch that stays active for a while.

  • Very good horizontal reach and priority.
  • A move to be considered when afraid of wall dives crossing you or aerial attacks in general.
  • This attack does not hit crouching opponents.

Click to toggle detailed hitbox data.

Ryu njjab1 djjab1 njstrng1&4 njfrc4 djfrc4.png Ryu njstrng2.png Ryu njstrng3.png Ryu njjab1 djjab1 njstrng1&4 njfrc4 djfrc4.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 2 2 20 4 4 4
Simplified 4 20
djmp
Diagonal Jumping Strong
Diagonal Jumping Medium Punch
7MP or 9MP
Ub.png or Uf.png+Mp.png
Ryu djstrng4.png
First Hit
Ryu djstrng5.png
Second Hit
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] + 4[1] 3~9 + 0~5 40 + 20 Special / None High N/A
Startup Active Recovery Total Frame Adv. Meter
4 9 (5 + 4) 13+∞ Dependent 4/3 x 2

Ryu jumps with an upper punch that hits twice and juggles in the air.

  • The first active part has good horizontal reach and priority.
  • Creates a three hit juggle state if it hits.
  • Can be considered as anti-air, specially if you react early and you expect the opponent to try a late aerial attack.
  • A Super can also be comboed after this move, for a total of 5 hits.
  • From the right distance, this move beats Lariats and Blanka's rolling attacks.
  • Any grounded enemy can avoid the attack by crouching, which is specially dangerous against Zangief, E. Honda and Hawk, as they can throw while crouching (stomach press, Oicho and typhoon, in this order).

Click to toggle detailed hitbox data.

Ryu djstrng1.png Ryu djstrng2.png Ryu djstrng3.png Ryu djstrng4.png Ryu djstrng5.png Ryu djstrng6.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 1 2 1 5 4 4 4 4
Simplified 4 5 4
jhp
Jumping Fierce
Jumping Heavy Punch
8HP / U.png+Hp.png
Ryu njfrc3 djfrc3.png
U.png + Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 11~17(-1) 60(+20) Special High N/A
Startup Active Recovery Total Frame Adv. Meter
4 8 12+∞ Dependent 5/4

The only difference between this version and the diagonal jump version is that this version does more stun.

Ub.png or Uf.png + Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 3~9 40 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
4 8 12+∞ Dependent 5/4

Ryu's strongest jumping punch.

  • Very good air to ground priority.
  • Can be used as anti-air from certain distances, and also beats or trades most other aerial attacks.

Click to toggle detailed hitbox data.

Ryu njfrc1 djfrc1.png Ryu njfrc2 djfrc2.png Ryu njfrc3 djfrc3.png Ryu njjab1 djjab1 njstrng1&4 njfrc4 djfrc4.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 2 2 8 4 4 4
Simplified 4 8
njlk
Neutral Jumping Short
Neutral Jumping Light Kick
8LK / U.png+Lk.png
Ryu njshrt2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 1~7(-2) 40 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
3 40 43+∞ Dependent 2/1

A jumping split kick.

  • Stays active for a while, but has a pitiful reach.
  • Mostly useless.

Click to toggle detailed hitbox data.

Ryu njshrt1 njfrwrd1.png Ryu njshrt2.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png
Frame Count 3 40
djlk
Diagonal Jumping Short
Diagonal Jumping Light Kick
7LK/9LK
Ub.png or Uf.png+Lk.png
Ryu djshrt3.png
His hurtbox gets a bit bigger after 10 frames.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[0] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 ∞ (10 / ∞) N/A 5+∞ Dependent 2/1

Ryu's jumping knee.

  • Stays out for quite some time, but safe jumps aside, this does not have many uses.
  • Its main downside is the short reach.

Click to toggle detailed hitbox data.

Ryu djshrt1.png Ryu djshrt2.png Ryu djshrt3.png Ryu djshrt4.png
Frame Count 2 3 10
Simplified 5
njmk
Neutral Jumping Forward
Neutral Jumping Medium Kick
8MK / pU.png+Mk.png
Ryu njfrwrd2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 50 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 13 18+∞ Dependent 4/3

A slightly better jumping split kick.

  • Stays active for some time.
  • Can be used in certain crossup situations, but neutral Strong/Fierce has a lower hitbox and neutral Roundhouse has better reach and damage.

Click to toggle detailed hitbox data.

Ryu njshrt1 njfrwrd1.png Ryu njfrwrd2.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 5 13 6 6
Simplified 5 13
djmk
Diagonal Jumping Forward
Diagonal Jumping Medium Kick
7MK or 9MK
Ub.png or Uf.png+Mk.png
Ryu djfrwrd3.png
Zero Calorie dj.hk
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 13 18+∞ Dependent 4/3

Rather long aerial kick with poor priority.

  • Can be used as a cross-up aerial attack, but diagonal Roundhouse is better for that.
  • Can be used in safe jumps to get less push-back if it gets blocked.
  • Does the most stun out of all of Ryu's diagonal jumping normals.

Click to toggle detailed hitbox data.

Ryu djfrwrd1 djrh1.png Ryu djfrwrd2&4 djrh2&4.png Ryu djfrwrd3.png Ryu djfrwrd2&4 djrh2&4.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 2 3 13 3 3 3
Simplified 5 13


njhk
Neutral Jumping Roundhouse
Neutral Jumping Heavy Kick
8HK / U.png+Hk.png
Ryu njrh2.png
First Hitbox
Ryu njrh3.png
Second Hitbox
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[0] / 26[0] 11~17(-1) 60(+20) Special / None High N/A
Startup Active Recovery Total Frame Adv. Meter
2 8 (4 / 4) 10+∞ Dependent 5/4

Neutral spin kick.

  • The first active part becomes active very fast, saving you from some troublesome situations.
  • The second part has good reach, making it an effective normal to keep your opponent away. In fact, it can even beat Dhalsim's slides.

Click to toggle detailed hitbox data.

Ryu njrh1.png Ryu njrh2.png Ryu njrh3.png Ryu njrh4.png Ryu njrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 2 4 4 4 3 3
Simplified 2 8
djhk
Diagonal Jumping Roundhouse
Diagonal Jumping Heavy Kick
7HK or 9HK
Ub.png or Uf.png+Hk.png
Ryu djrh3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 3~9 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 7 12+∞ Dependent 5/4

A full power kick.

  • Ryu's best cross-up attack.
  • Has good reach, but can be countered if you whiff due to projected hurtboxes.
  • Can be used as an anti air from certain distances, in the same fashion as diagonal jumping Fierce, hitting your enemy from above his attack or around the head.

Click to toggle detailed hitbox data.

Ryu djfrwrd1 djrh1.png Ryu djfrwrd2&4 djrh2&4.png Ryu djrh3.png Ryu djfrwrd2&4 djrh2&4.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 2 3 7 3 3 3
Simplified 5 7


Command Normals

swingp
Collarbone Breaker
Swing Punch
6MP / F.png+Mp.png
Ryu swing3.png
First Hit
Ryu swing4.png
Second Hit
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] + 28[1] 1~7 x 2 70 x 2 None High N/A
Startup Active Recovery Total Frame Adv. Meter
17 5 (2 + 3) 10 31 Hit standing: -2 / 0(-1)
Hit crouching/Block: +7 / +9(+8)
5/4 x 2

Ryu's overhead.

  • Fastest ground overhead in the game.
  • The 1st active part will miss agaisnt a crouching Blanka and Cammy.
  • It has properties similar to those of aerial heavy attacks, which can be checked on the different recovery times depending on hitting standing or crouching opponents.
  • Ryu is still, however, considered on the ground and can be thrown out of the move if the enemy reacts to its slow start-up or attempts a reversal counter throw.

Click to toggle detailed hitbox data.

Ryu swing1anm.gif Ryu swing2.png Ryu swing3.png Ryu swing4.png Ryu swing5.png Ryu swing6anm.gif Ryu swing7.png
Frame Count 1 + 14 2 2 3 2 4 4
Simplified 17 2 3 10
rushp
Solar Plexus Strike
Rush Punch
6HP / F.png+Hp.png
Ryu dash3.png
First Hit
Ryu dash4.png
Second Hit. The closest thing ST Ryu has to a dash.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] + 28[1] 1~7 x 2 70 x 2 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 3 (1 + 2) 12 26 +9 / +8(+7) 5/4 x 2

Ryu rushes forward with a punch to the solar plexus.

  • A good move to push you forward so as to close the gap between you and the enemy.
  • Works as an impromptu dash if you want to get in position for an anti-air Shoryuken or simply get face-to-face to the enemy and throw before they react.
  • You can use a Hadoken as soon as you recover, whereas doing the same while simply walking will likely get you a Shoryuken due to command overlapping.
  • Can also be used to punish enemies from close range, as it gives you enough time to link most of your normals after it. For example, standing Fierce or crouching Forward into Red Hadoken.

Click to toggle detailed hitbox data.

Ryu dash1.png Ryu dash2.png Ryu dash3.png Ryu dash4.png Ryu dash5anm.gif Ryu dash6.png Ryu dash7.png
Frame Count 1 + 8 2 1 2 6 2 4
Simplified 11 1 2 12

Throws

Ryu can throw with Mp.png, Hp.png, Mk.png, and Hk.png.

Seoi Nage
Shoulder Throw
cl. 4/6 + MP/HP
cl.B.png or F.png+Mp.png or Hp.png
Ssf2t ryu pthrow.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
32* 7~13 100 - Grab 48 (from axis)
19 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
0 1 Dependent 1 N/A -

Ryu's Punch throw, where he throws his enemy above his head.

  • Can be activated with either Strong or Fierce.
  • The direction you're holding determines the direction you'll throw in.
  • Functionally identical to his kick throw, though using 6HP is usually the best option since Solar Plexus Strike gives you the least amount of recovery to deal with.


Tomoe Nage
Circle Throw
cl.4/6 + MK/HK
cl. B.png or F.png+Mk.png or Hk.png
Ssf2t ryu kthrow.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
32* 7~13 100 - Grab 48 (from axis)
19 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
0 1 Dependent 1 N/A -

Ryu's Kick throw, where he throws his enemy with his leg.

  • Can be activated with either Forward or Roundhouse.
  • The direction you're holding determines the direction you'll throw in.
  • Functionally identical to his punch throw, though using 6HP is usually the best option since Solar Plexus Strike gives you the least amount of recovery to deal with.

Click to toggle throwbox data.

Ryu throwb.png Ryu throw.png Ryu throwf.png

Special Moves

Hadoken

Hadoken
Fireball
236P / Qcf.png+P.png
Ryu fb10bjab.png
Get ready to hear this a lot.
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[0] 7~13 110 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 41* 52 -5 (Point Blank) 2


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 7~13 110 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 42* 53 -6 (Point Blank) 2


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 7~13 110 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 43* 54 -7 (Point Blank) 2

Ryu's iconic fireball.

  • Each version does increasing amounts of damage, speed, and recovery frames.
  • Deals high amounts of stun damage. Three hits in a row and pretty much any enemy falls dizzy.
  • Some characters such as Claw can punish Hadokens on block or hit from close distance, so watch out for that.
  • This move can miss completely when used from point-blank range, as some characters' attacks move their hitboxes towards a bit.
  • Ryu's fireballs (blue or red) downgrade in strength after some time, and on the last downgrade they disappear, similar to Chun's Kikokens. When a downgrade happens, the projectile will inherit the damage and sprite of the lower strength, keeping the speed used for the button press. The time required for them to actually disappear is rather long such that only Jab projectiles may ever disappear before leaving the screen, and that is if both players walk or jump in the same direction the projectile is going for some distance. Special setups are usually required for a Strong or Fierce projectile to ever disappear. The data for that is in the detailed hitbox data below.
  • Due to a glitch, it's possible to change the recovery of any Hadoken to that of a Jab by either whiffing or kara-canceling a Jab or Short normal. You can read more about it here.

Click to toggle detailed hitbox data.

Startup:

Ryu fb1.png Ryu fb2.png Ryu fb3.png Ryu fb4.png
Frame Count 2 6 2 1
Simplified 11

Active:

  • Jab Version:
Ryu fb5.png Ryu fb7bjab.png Ryu fb10bjab.png Ryu fb13bjab.png Ryu fb14bjab.png
Frame Count 1 2 3 3 3...
Simplified 41
  • Strong Version:
Ryu fb5.png Ryu fb7bstrng.png Ryu fb10bstrng.png Ryu fb13bstrng.png Ryu fb14bstrng.png
Frame Count 1 2 3 3 3...
Simplified 42
  • Fierce Version:
Ryu fb5.png Ryu fb7bfrc.png Ryu fb10bfrc.png Ryu fb13bfrc.png Ryu fb14bfrc.png
Frame Count 1 2 3 3 3...
Simplified 43

NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.

Dissipation Data:

1st downgrade 2nd downgrade 3rd downgrade Total duration
Jab 129f/384px (disappears) 129f/384px
Strong 48f/192px (downgrades to Jab) 49f/192px (disappears) 97f/384px
Fierce 26f/128px (downgrades to Strong) 26f/128px (downgrades to Jab) 24f/128px (disappears) 76f/384px

Shakunetsu Hadoken

Shakunetsu Hadoken
Red Fireball
41236P / Hcf.png + P.png
Ryu fb10rjab.png
Trades stun damage for knockdown, and looks cooler too.
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[0] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 41* 52 Hit: Hard KD (Close)
Block: -5 (Point Blank)
2


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 42* 53 Hit: Hard KD (Close)
Block: -6 (Point Blank)
2


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 43* 54 Hit: Hard KD (Close)
Block: -7 (Point Blank)
2

An alternate fireball that does less stun, but knocks down when hit during the first 9 active frames.

  • Damage, speed, and recovery increases with strength.
  • Due to the lesser stun, you'll likely be using regular fireballs more often, but these still have plenty of uses in close range setups.
  • As for a curiosity, this is one of the few special attacks that do not force a standing state on the enemy if it hits. Ryu doesn't gain any advantage or disadvantage from this.
  • Landing a knockdown with one of these is a good opportunity to use a short Tatsumaki to build meter, or throw another meaty Hadoken.

Click to toggle detailed hitbox data.

Startup:

Ryu fb1.png Ryu fb2.png Ryu fb3.png Ryu fb4.png
Frame Count 2 6 2 1
Simplified 11

Active:

  • Jab Version:
Ryu fb5.png Ryu fb7rjab.png Ryu fb10rjab.png Ryu fb13rjab.png Ryu fb14rjab.png
Frame Count 1 2 3 3 3...
Simplified 41
  • Strong Version:
Ryu fb5.png Ryu fb7rstrng.png Ryu fb10rstrng.png Ryu fb13rstrng.png Ryu fb14rstrng.png
Frame Count 1 2 3 3 3...
Simplified 42
  • Fierce Version:
Ryu fb5.png Ryu fb7rfrc.png Ryu fb10rfrc.png Ryu fb13rfrc.png Ryu fb14rfrc.png
Frame Count 1 2 3 3 3...
Simplified 43

NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.

Dissipation Data:

1st downgrade 2nd downgrade 3rd downgrade Total duration
Jab 129f/384px (disappears) 129f/384px
Strong 48f/192px (downgrades to Jab) 49f/192px (disappears) 97f/384px
Fierce 26f/128px (downgrades to Strong) 26f/128px (downgrades to Jab) 24f/128px (disappears) 76f/384px

Shoryuken

Shoryuken
Dragon Punch/DP
623P / Dp.png + P.png
Ryu srk2.png
Grounded hitbox
Ryu srk3.png
Rising hitbox. Jab version depicted.
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
32[2] / 22[2] 9~15 / 2~8 100 / 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 14 (4 + 10) 26 44 Hit: Hard KD
Block: -18 / -15(-16)
7


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
34[2] / 22[2] 9~15 / 2~8 100 / 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 18 (4 / 14) 33 55 Hit: Hard KD
Block: -29 / -25(-26)
7


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
38[2] / 22[2] 9~15 / 2~8 100 / 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 22 (4 / 18) 40 66 Hit: Hard KD
Block: -40 / -36(-37)
7
  • Ryu's undefeatable Sheng Lo-er, Shoryuken. A jumping uppercut that's invincible from frames 1-8.
  • Damage and distance risen increase with strength.
  • Properly time the Jab version and you'll beat any normal your opponent might throw out. Miss and you'll definitely get punished. Some high level players like to do two in a row, reasoning that the second might connect with an opponent's counterattack if they time it a bit too late.
  • Also can be used to avoid projectiles due to the invincibility frames, but this is very difficult.
  • All of Ryu's Shoryukens make for incredible anti airs, due to the wide hitbox and the rising invincibility.
  • As a reversal, this is an incredibly risky move, as there are plenty of safe jump setups out there that can land just as you're about to uppercut. Since Ryu's Shoryuken is only invincible for 8 frames, that means your opponent has all that extra time to punish you. You're also vulnerable to throws during the first 2 frames of the second hitbox, since you're now vulnerable and technically not airborne yet.
  • As an aside, only the first, grounded hitbox on each Shoryuken does more damage, so when performing an anti air keep in mind that a Jab will be just as effective at close range as a Fierce.

Click to toggle detailed hitbox data.

Ryu srk1.png Ryu srk2.png Jab Strong & Fierce Jab Strong & Fierce Ryu srk5.png Ryu srk6.png Ryu srk7.png
Ryu srk3jab.png Ryu srk3.png Ryu srk4jab.png Ryu srk4.png
Frame Count (Jab) 4 4 2 8 10 11 5
Simplified (Jab) 4 4 10 26
Frame Count (Strong) 4 4 2 12 14 14 5
Simplified (Strong) 4 4 14 33
Frame Count (Fierce) 4 4 2 16 14 21 5
Simplified (Fierce) 4 4 18 40

Tatsumaki Senpukyaku

Tatsumaki Senpukyaku
Hurricane Kick
214K / Qcb.png + K.png
Ryu tatsu4shrt 4&8&12&16frwrd 4&8&12&16&20rh.png
Ryu tatsu6shrt 6&10&14&18frwrd 6&10&14&18&22rh.png
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 3~9 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 3(3)3(3) 18* 44 Hit: Hard KD
Block: -2 (Last Front Hit)
6


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 3~9 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 3(3)3(3) x4 18* 77 Hit: Hard KD
Block: -2 (Last Front Hit)
6


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] 3~9 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 3(3)3(3) x5 18* 89 Hit: Hard KD
Block: -2 (Last Front Hit)
6

Ryu's iconic spinning kick. Propels you forward with hitboxes ahead and behind you.

  • Invincible from frames 1-4.
  • Hard knockdown on hit.
  • Speed, number of hits, and damage increase with strength. Short spins once, Forward 4 times, and Roundhouse 5.
  • The landing recovery can be canceled into a block or a jump on the first frame, and then into an attack, special move, or throw on the second frame onwards. This goes for all versions.
  • Heavier versions of this attack will likely be VERY unsafe on block, as pushback almost guarantees not all of the hits will connect.
  • Since your hurtbox shrinks while using this move, you can use Tatsus to travel straight over Guile's Sonic Booms and Dhalsim's Yoga Flames. You may be able to do this with Dee Jay's Air Slashers/Max Outs, but only the Strong/Fierce versions.
  • This move can't be used as a reversal after an air reset (Getting hit with an attack while in the air) since you can't activate the move during the 1st frame after waking up from one. The Shoryuken will work for these situations, however.

General Strategies

  • Since Ryu is invulnerable for the first 4 frames of this move and airborne by the time the invincibility ends, this makes for a decent reversal for safe jumps, meaty cross-ups, and tick throws like Zangief's Spinning Pile Driver or T. Hawk's Mexican Typhoon.
  • You can use this move to set up throws (Usually the Short version). Using a well spaced Tatsu, if you stop just outside of your opponent's hurtbox, you might be able to catch them trying to block an attack that will never hit, and then go for the throw.
  • The Tatsumaki can be used to counter some safe jump setups that would work on a Shoryuken. Since the invincibility period for the Tatsumaki is the same as the Shoryuken's startup, Ryu can use a Tatsu Reversal to deny an opponent's aerial attack. This can be countered itself by installed attacks however, since the Tatsumaki's invincibility period is short.

Click to toggle detailed hitbox data.

Startup:

Ryu tatsu1.png Ryu tatsu2.png Ryu tatsu3.png
Frame Count 4 4 3
Simplified 11

Active:

  • Short Version: This happens only once.
  • Forward Version: This happens 4 times.
  • Roundhouse Version: This happens 5 times.
Ryu tatsu4shrt 4&8&12&16frwrd 4&8&12&16&20rh.png Ryu tatsu5shrt 5&9&13&17frwrd 5&9&13&17&21rh.png Ryu tatsu6shrt 6&10&14&18frwrd 6&10&14&18&22rh.png Ryu tatsu7shrt 7&11&15&19frwrd 7&11&15&19&23rh.png
Frame Count 3 3 3 3

Recovery:

Ryu tatsu8shrt 20frwrd 24rh.png Ryu tatsu9shrt 21frwrd 25rh.png Ryu tatsu10shrt 22frwrd 26rh.png Ryu tatsu11shrt 23frwrd 27rh.png
Frame Count 4 4 4 6*
Simplified 12 6*

Kuuchuu Tatsumaki Senpukyaku

Kuuchuu Tatsumaki Senpukyaku
Air Hurricane Kick
AIR 214K
AIR Qcb.png + K.png
Ryu atatsu1shrt 1&5frwrd 1&5&9rh.png
Ryu atatsu3shrt 3&7frwrd 3&7&11rh.png
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 3~9 90 None High N/A
Startup Active Recovery Total Frame Adv. Meter
0 3(3)3(3) ∞+5 12+∞+5 Hit: Hard KD
Block: Dependent
6


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[1] 3~9 90 None High N/A
Startup Active Recovery Total Frame Adv. Meter
0 3(3)3(3) x2 ∞+5 24+∞+5 Hit: Hard KD
Block: Dependent
6


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 3~9 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
0 3(3)3(3) x3 ∞+5 36+∞+5 Hit: Hard KD
Block: Dependent
6

The Tatsumaki Senpukyaku except airborne.

  • Instead of propelling you forward like a normal Tatsu, each kick temporarily decreases your gravity value (How fast you fall from a jump) as well as slightly boosting your horizontal velocity. This means you'll fall slower if performed on the way down, and gain more height on the way up. Your gravity returns to normal once the kick ends.
  • Damage and number of spins increase with strength. Short spins once, Forward twice, and Roundhouse thrice.
  • You'll likely be using the HK version most often, as the recovery frames won't matter as much since you'll be landing soon.
  • Keep in mind that the priority on air Tatsus isn't as good as the grounded version.
  • Also keep in mind that once you land, you have 5 frames of landing animation you can't cancel out of whatsoever.

General Strategies

  • This move has a variety of uses. You can use it as an alternative aerial since the hitbox is pretty far out (but so is the hurtbox).
  • You can also surprise the enemy with a sudden movement change, or you can simply use it to build meter on the way down from a jump.
  • Skillful use allows you to cross-up enemy air counters like the Flash Kick to hit the opponent from behind, too!

Click to toggle detailed hitbox data.

Active:

  • Short Version: This happens only once.
  • Forward Version: This happens twice.
  • Roundhouse Version: This happens 3 times.
Ryu tatsu4shrt 4&8&12&16frwrd 4&8&12&16&20rh.png Ryu tatsu5shrt 5&9&13&17frwrd 5&9&13&17&21rh.png Ryu tatsu6shrt 6&10&14&18frwrd 6&10&14&18&22rh.png Ryu tatsu7shrt 7&11&15&19frwrd 7&11&15&19&23rh.png
Frame Count 3 3 3 3

Recovery:

Ryu atatsu5shrt 9frwrd 13rh.png Ryu atatsu6shrt 10frwrd 14rh.png Ryu atatsu7shrt 11frwrd 15rh.png Ryu atatsu8shrt 12frwrd 16rh.png Ryu atatsu9shrt 13frwrd 17rh.png Ryu atatsu10shrt 14frwrd 18rh.png
Frame Count 4 4 4 4 5
Simplified 5

--Original Edit by Raisin (March 29, 2007)
--Special thanks to felineki for the info on the Air Hurricane Kick.

Super Combo

Shinku Hadoken
236236P / Qcf.pngQcf.png+P.png
Ryu super12.png
It's invincible! It does like half a lifebar! It juggles! It anti-airs! It has a fuckton of frame advantage! It slices! It dices! It'll get you a good deal on a preowned vehicle!
Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[1] x 5 0~4 x 5 20 x 5 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
10 Traveling 41 51 Hit: +3 (Point Blank) / Far KD
Block: +14 (Point Blank) / +21
-
  • Ryu becomes invincible through sheer willpower and throws a powered-up Hadoken that deals 5 hits. Any other projectile in its path will be dissipated.
  • Since this move juggles, it makes a great anti-air, hitting up to 4 times. Combine that with the invincibility and this might make for a powerful, if predictable reversal.
  • You'll also get absurd frame advantage if the move is blocked, meaning you can use this as a tick throw starter.
  • If used from point blank, however, some of the hits will pass straight through your opponent, and you'll be left open for punishment.
  • When fighting characters with projectiles, you may be tempted to burst this straight through any projectiles they though, but keep in mind that this game was programmed on a Speak and Spell. When throwing a Shinku through other projectiles, whether or not they have time to block is determined by not only whether or not they're cornered, but how many hits they took during the round. Cornered opponents will always take the full Super, but if they're someplace else, they will have time to block or avoid the Super if they took an odd number of hits during the round. They'll always take the full Super if they were hit by an even number of hits, however. This affects all versions (Japan, World, Asia, and USA).

Click to toggle detailed hitbox data.

Invincible part:

Ryu super1.png Ryu super2.png Ryu super3.png Ryu super4.png Ryu super5.png Ryu super6.png Ryu super7.png
Frame Count 2 6 1 + [18] + 1 1 1 1 1
Simplified 10 4... (41)

Non-invincible part:

Ryu super8.png Ryu super9.png Ryu super10.png Ryu super11.png Ryu super12.png
Frame Count 1 1 1 2 3...
Simplified ...37 (41)

Misc Animations

Jump Animations

  • Neutral Jump:
Ryu bj10 nj1&10 fj1&11.png Ryu nj2 fj2.png Ryu nj3.png Ryu nj4.png Ryu nj5.png Ryu nj6.png Ryu nj7.png Ryu nj8 fj9.png Ryu nj9 fj10.png Ryu bj10 nj1&10 fj1&11.png
Frame Count 3 1 8 8 8 8 8 4 1 7*
Simplified 3 1 44 1 7*
  • Back Jump:
Ryu bj1.png Ryu bj2.png Ryu bj3 fj8.png Ryu bj4 fj7.png Ryu bj5 fj6.png Ryu bj6.png Ryu bj7 fj4.png Ryu bj8 fj3.png Ryu bj9.png Ryu bj10 nj1&10 fj1&11.png
Frame Count 3 1 15 3 3 3 3 18 1 7*
Simplified 3 1 43 1 7*
  • Forward Jump:
Ryu bj10 nj1&10 fj1&11.png Ryu nj2 fj2.png Ryu bj8 fj3.png Ryu bj7 fj4.png Ryu fj5.png Ryu bj5 fj6.png Ryu bj4 fj7.png Ryu bj3 fj8.png Ryu nj8 fj9.png Ryu nj9 fj10.png Ryu bj10 nj1&10 fj1&11.png
Frame Count 3 1 13 5 3 3 3 5 11 1 7*
Simplified 3 1 43 1 7*

New Ryu's prejump animation was nerfed on ST by 1 frame, so unlike Old Ryu, who has a considerably fast prejump animation, New Ryu's prejump is of average speed. This for the most part is a disadvantage.

There's a small gap between the leg hurtbox and chest hurtbox on Ryu's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.

The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.



Game Navigation

General
Controls and Notation
System
HUD
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief