Super Street Fighter IV/Ryu: Difference between revisions

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{{SSFIVHeader}}
{{SSFIVHeader}}


== Ryu ==
{{SSFIVCharacterHeader|Ryu|Ryu|
{{SSFIVHyperGuideCharacterBox |Ryu}}
Ryu only has one goal in life: to perfect his skills and become the ultimate martial artist.  A fairly aloof warrior, Ryu continually travels the globe in search of stronger and stronger opponents to help him achieve this goal.  After defeating Sagat for the World Champion Street Fighter title, he was considered by most to be the most powerful fighter in the world.  And yet, Ryu's true potential may still remain untapped, and only a glimpse of it was seen in his climactic battle with Shadaloo's leader, M. Bison.  Only time will tell if Ryu can avoid being swallowed up by the dangerous power of the Satsui no Hado...
Background Info Here.
|
 
Ryu epitomizes the saying of "A minute to learn, a lifetime to master" the most of any Street Fighter character.  Ryu has all the basic tools you need: great normals, a projectile, an effect anti-air, FADC combos, etc.  But as a result, he has very few gimmicks and shenanigans.  You can get by playing Ryu with a solid understanding of his basic strategy, but learning Ryu at the highlest level requires very solid mind games and very solid fundamentals.}}
{{Nutshell|General Usage of Character here.}}
 
 




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{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Collarbone Breaker | f + mp | high }}
{{SSFIVMoveListRow | Collarbone Breaker | {{f}} + {{mp}} | {{high}} }}
{{SSFIVMoveListRow | Solar Plexus Strike | f + hp |  }}
{{SSFIVMoveListRow | Solar Plexus Strike | {{f}} + {{hp}} |  }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Shoulder Throw | f or n + lp + lk | throw }}
{{SSFIVMoveListRow | Shoulder Throw | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }}
{{SSFIVMoveListRow | Somersault Throw | b + lp + lk | throw }}
{{SSFIVMoveListRow | Somersault Throw | {{b}} + {{lp}} + {{lk}} | {{throw}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Hadoken | qcf + p | ex }}
{{SSFIVMoveListRow | Hadoken | {{qcf}} + {{p}} | {{ex}} }}
{{SSFIVMoveListRow | Shoryuken | dp + p | ex }}
{{SSFIVMoveListRow | Shoryuken | {{dp}} + {{p}} | {{ex}} }}
{{SSFIVMoveListRow | Tatsumaki Senpukyaku | qcb + k | ex armorbreak }}
{{SSFIVMoveListRow | Tatsumaki Senpukyaku | {{qcb}} + {{k}} | {{ex}} {{armorbreak}} }}
{{SSFIVMoveListRow | Airborne Tatsumaki Senpukyaku | (in air) qcb + k | ex armorbreak }}
{{SSFIVMoveListRow | Airborne Tatsumaki Senpukyaku | (in air) {{qcb}} + {{k}} | {{ex}} {{armorbreak}} }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Super Combo ====
==== Super Combo ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Chinku Hadoken | qcf qcf + p |  }}
{{SSFIVMoveListRow | Shinku Hadoken | {{qcf}} {{qcf}} + {{p}} |  }}
{{MoveListFooter}}
{{MoveListFooter}}


==== Ultra Combos ====
==== Ultra Combos ====
{{SSFIVMoveListHeader}}
{{SSFIVMoveListHeader}}
{{SSFIVMoveListRow | Metsu hadoken | qcf qcf + 3p |  }}
{{SSFIVMoveListRow | Metsu hadoken | {{qcf}} {{qcf}} + {{3p}} |  }}
{{SSFIVMoveListRow | Metsu Shoryuken | qcf qcf + 3k | armorbreak }}
{{SSFIVMoveListRow | Metsu Shoryuken | {{qcf}} {{qcf}} + {{3k}} | {{armorbreak}} }}
{{MoveListFooter}}
{{MoveListFooter}}


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{{SSFIVFrameDataRow | [[File:Jab.gif]] | HL | 30 | 50 | 20 | ch/sp/su | 3 | 2 | 7 | +2 | +5 | 10 | 13 |}}
{{SSFIVFrameDataRow | [[File:Jab.gif]] | HL | 30 | 50 | 20 | ch/sp/su | 3 | 2 | 7 | +2 | +5 | 10 | 13 |}}
{{SSFIVFrameDataRow | [[File:Strong.gif]] | HL | 60 | 100 | 40 | sp/su | 4 | 4 | 8 | +2 | +5 | 13 | 16 |}}
{{SSFIVFrameDataRow | [[File:Strong.gif]] | HL | 60 | 100 | 40 | sp/su | 4 | 4 | 8 | +2 | +5 | 13 | 16 |}}
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | HL | 90 | 200 | 60 | sp/su | 4 | 8 | 28 | -18 | -13 | 17 | 22 | Forces stand, cannot super cancel until 7f}}
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | HL | 90 | 200 | 60 | sp/su | 4 | 8 | 28 | -18 | -13 | 17 | 22 | Forces stand, cannot super {{cancel}} until 7f}}
{{SSFIVFrameDataRow | [[File:Short.gif]] | L | 20 | 50 | 20 | ch/sp/su | 4 | 3 | 9 | -1 | +2 | 10 | 13 |}}
{{SSFIVFrameDataRow | [[File:Short.gif]] | L | 20 | 50 | 20 | ch/sp/su | 4 | 3 | 9 | -1 | +2 | 10 | 13 |}}
{{SSFIVFrameDataRow | [[File:Forward.gif]] | L | 60 | 100 | 40 | sp/su | 5 | 5 | 12 | -3 | 0 | 13 | 16 |}}
{{SSFIVFrameDataRow | [[File:Forward.gif]] | L | 60 | 100 | 40 | sp/su | 5 | 5 | 12 | -3 | 0 | 13 | 16 |}}
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{{SSFIVFrameDataSubHeader | Angled Jump Attacks}}
{{SSFIVFrameDataSubHeader | Angled Jump Attacks}}
{{SSFIVFrameDataRow | [[File:Jab.gif]] | H | 50 | 50 | 20 | - | 4 | 7 | - | - | - | 8 | 11 | startup leg projectile invincibility}}
{{SSFIVFrameDataRow | [[File:Jab.gif]] | H | 50 | 50 | 20 | - | 4 | 7 | - | - | - | 8 | 11 | startup leg projectile invincibility}}
{{SSFIVFrameDataRow | [[File:Strong.gif]] | H | 50*30 | 50*50 | 40*20 | - | 7 | 3*4 | - | - | - | 11 | 15 | startup leg projectile invincibility, 1st hit launch vs air (fully hittable), 2nd hit launch vs air}}
{{SSFIVFrameDataRow | [[File:Strong.gif]] | H | 50*30 | 50*50 | 40*20 | - | 7 | 3*4 | - | - | - | 11 | 15 | startup leg projectile invincibility, 1st hit {{launch}} vs air (fully hittable), 2nd hit {{launch}} vs air}}
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | H | 100 | 200 | 60 | - | 6 | 5 | - | - | - | 15 | 18 | startup leg projectile invincibility}}
{{SSFIVFrameDataRow | [[File:Fierce.gif]] | H | 100 | 200 | 60 | - | 6 | 5 | - | - | - | 15 | 18 | startup leg projectile invincibility}}
{{SSFIVFrameDataRow | [[File:Short.gif]] | H | 40 | 50 | 20 | - | 4 | 8 | - | - | - | 8 | 11 | startup leg projectile invincibility}}
{{SSFIVFrameDataRow | [[File:Short.gif]] | H | 40 | 50 | 20 | - | 4 | 8 | - | - | - | 8 | 11 | startup leg projectile invincibility}}
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{{SSFIVFrameDataSubHeader | Focus Attacks}}
{{SSFIVFrameDataSubHeader | Focus Attacks}}
{{SSFIVFrameDataRow | Focus Attack LVL 1 | HL | 60 | 100 | 20 | da | (10~17)​+11 | 2 | 35 | -21 | -21 | 15 | 15 | armor during charge, launch vs air, 4f~release dash cancellable}}
{{SSFIVFrameDataRow | Focus Attack LVL 1 | HL | 60 | 100 | 20 | da | (10~17)​+11 | 2 | 35 | -21 | -21 | 15 | 15 | armor during charge, {{launch}} vs air, 4f~release dash cancellable}}
{{SSFIVFrameDataRow | Focus attack LVL 2 | HL | 80 | 150 | 40 | da | (18~50)​+11 | 2 | 35 | -15 | - | 21 | - | armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable}}
{{SSFIVFrameDataRow | Focus attack LVL 2 | HL | 80 | 150 | 40 | da | (18~50)​+11 | 2 | 35 | -15 | - | 21 | - | armor during charge, {{crumple}} vs ground, {{launch}} vs air (fully hittable), 4f~release dash cancellable}}
{{SSFIVFrameDataRow | Focus attack LVL 3 | - | 140 | 200 | 60 | da | 51+14 | 2 | 35 | - | - | - | - | 1-64f armor, armor break, crumple vs ground, launch vs air (fully hittable), 4~51f dash cancellable}}
{{SSFIVFrameDataRow | Focus attack LVL 3 | - | 140 | 200 | 60 | da | 51+14 | 2 | 35 | - | - | - | - | 1-64f armor, armor break, {{crumple}} vs ground, {{launch}} vs air (fully hittable), 4~51f dash cancellable}}


{{SSFIVFrameDataSubHeader | Throws}}
{{SSFIVFrameDataSubHeader | Throws}}
{{SSFIVFrameDataRow | Forward Throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | - | - | untechable knockdown}}
{{SSFIVFrameDataRow | Forward Throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | - | - | untechable knockdown}}
{{SSFIVFrameDataRow | Back throw | 0.9 | 130 | 120 | 40 | - | 3 | 2 | 20 | - | - | - | - | untechable knockdown}}
{{SSFIVFrameDataRow | Back {{throw}} | 0.9 | 130 | 120 | 40 | - | 3 | 2 | 20 | - | - | - | - | untechable knockdown}}


{{SSFIVFrameDataSubHeader | Special Moves}}
{{SSFIVFrameDataSubHeader | Special Moves}}
{{SSFIVFrameDataRow | Hadoken | HL | 60 | 100 | 10/20 | su | 12+1 | - | 45 (total duration) | -6 | -2 | 8+18 | 8+22 | launch vs air, 15~16f cancellable, see notes below}}
{{SSFIVFrameDataRow | Hadoken | HL | 60 | 100 | 10/20 | su | 12+1 | - | 45 (total duration) | -6 | -2 | 8+18 | 8+22 | {{launch}} vs air, 15~16f cancellable, see notes below}}
{{SSFIVFrameDataRow | Hadoken [[File:EX.gif]] | HL | 50*50 | 50*50 | -250/0 | su | 11+1 | - | 40 (total duration) | +1 | - | 8+13​[29] | - | launch, juggle(2), 14~15f cancellable, [] = minimum stun for all hits, see notes below}}
{{SSFIVFrameDataRow | Hadoken [[File:EX.gif]] | HL | 50*50 | 50*50 | -250/0 | su | 11+1 | - | 40 (total duration) | +1 | - | 8+13​[29] | - | launch, juggle(2), 14~15f cancellable, [] = minimum stun for all hits, see notes below}}
{{SSFIVFrameDataRow | Shoryuken [[File:Jab.gif]] | HL | 100[70] | 200[100] | 30/40 | su | 3 | 2+12 | 14+10 | -17 | - | 20 | - | 1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3~30f airborne, launch, 3~4f hit cancellable}}
{{SSFIVFrameDataRow | Shoryuken [[File:Jab.gif]] | HL | 100[70] | 200[100] | 30/40 | su | 3 | 2+12 | 14+10 | -17 | - | 20 | - | 1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3~30f airborne, launch, 3~4f hit cancellable}}
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{{SSFIVFrameDataRow | Hurricane Kick [[File:Forward.gif]] | HL | 110 | 200 | 30/30 | - | 12 | 2(6)2(6)​2(6)2(6)2 | 18+3 | -2 | - | 20 | - | 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards}}
{{SSFIVFrameDataRow | Hurricane Kick [[File:Forward.gif]] | HL | 110 | 200 | 30/30 | - | 12 | 2(6)2(6)​2(6)2(6)2 | 18+3 | -2 | - | 20 | - | 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards}}
{{SSFIVFrameDataRow | Hurricane Kick [[File:Roundhouse.gif]] | HL | 120 | 200 | 30/30 | - | 12 | 2(6)2(6)​2(6)2(6)2 | 18+3 | -2 | - | 20 | - | 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards}}
{{SSFIVFrameDataRow | Hurricane Kick [[File:Roundhouse.gif]] | HL | 120 | 200 | 30/30 | - | 12 | 2(6)2(6)​2(6)2(6)2 | 18+3 | -2 | - | 20 | - | 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards}}
{{SSFIVFrameDataRow | Hurricane Kick [[File:EX.gif]] | HL | 30x4*40 | 50x5 | -250/0 | - | 11 | 1(3)1(3)​1(3)1(3)1 | 18+3 | -1 | - | 20 | - | 6~27f lower body projectile invincibility, 6~45f airborne, 1~4 hit forces stand + launch vs air, 5th hit launch, armor break, juggle(5), 2nd/4th hit aimed backwards}}
{{SSFIVFrameDataRow | Hurricane Kick [[File:EX.gif]] | HL | 30x4*40 | 50x5 | -250/0 | - | 11 | 1(3)1(3)​1(3)1(3)1 | 18+3 | -1 | - | 20 | - | 6~27f lower body projectile invincibility, 6~45f airborne, 1~4 hit forces stand + {{launch}} vs air, 5th hit launch, armor break, juggle(5), 2nd/4th hit aimed backwards}}
{{SSFIVFrameDataRow | Hurricane Kick [[File:Short.gif]] (air) | HL | 70 | 100 | 10/40 | - | 9 | 2(6)2(6)2 | until ground +10 | - | - | 20 | - | launch, 2nd hit aimed backwards}}
{{SSFIVFrameDataRow | Hurricane Kick [[File:Short.gif]] (air) | HL | 70 | 100 | 10/40 | - | 9 | 2(6)2(6)2 | until ground +10 | - | - | 20 | - | launch, 2nd hit aimed backwards}}
{{SSFIVFrameDataRow | Hurricane Kick [[File:Forward.gif]] (air) | HL | 80 | 100 | 10/40 | - | 9 | 2(6)2(6)2 | until ground +10 | - | - | 20 | - | launch, 2nd hit aimed backwards}}
{{SSFIVFrameDataRow | Hurricane Kick [[File:Forward.gif]] (air) | HL | 80 | 100 | 10/40 | - | 9 | 2(6)2(6)2 | until ground +10 | - | - | 20 | - | launch, 2nd hit aimed backwards}}
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{{SSFIVFrameDataSubHeader | Super Combo}}
{{SSFIVFrameDataSubHeader | Super Combo}}
{{SSFIVFrameDataRow | Super Combo | HL | 50x4​*100 | 0 | -1000/0 | - | 1+1+1 | - | 52 (post-freeze duration) | +11 | - | 8+20​[60] | - | 1f invincible, 1~4 hit launch vs air (untechable), 5th hit launch (untechable), juggle(5), [] = minimum stun for all hits, see notes below}}
{{SSFIVFrameDataRow | Super Combo | HL | 50x4​*100 | 0 | -1000/0 | - | 1+1+1 | - | 52 (post-freeze duration) | +11 | - | 8+20​[60] | - | 1f invincible, 1~4 hit {{launch}} vs air (untechable), 5th hit {{launch}} (untechable), juggle(5), [] = minimum stun for all hits, see notes below}}


{{SSFIVFrameDataSubHeader | Ultra Combos}}
{{SSFIVFrameDataSubHeader | Ultra Combos}}
{{SSFIVFrameDataRow | Ultra Combo 1 | HL | 42x7*75 | 0 | 0/0 | - | 1+10 | - | 120 (post-freeze duration) | -25 | - | 8+20​[84] | - | 1~11f invincible, 1~7 hit launch vs air (untechable), 8th hit launch (untechable), juggle(8), [] = minimum stun for all hits}}
{{SSFIVFrameDataRow | Ultra Combo 1 | HL | 42x7*75 | 0 | 0/0 | - | 1+10 | - | 120 (post-freeze duration) | -25 | - | 8+20​[84] | - | 1~11f invincible, 1~7 hit {{launch}} vs air (untechable), 8th hit {{launch}} (untechable), juggle(8), [] = minimum stun for all hits}}
{{SSFIVFrameDataRow | Ultra Combo 2 | HL | 270​*38x4​*50x3​[270*233] | 0 | 0/0 | - | 1+7 | 2*3x7 | 43+41 | -84 | - | 20 | - | 1~8f invincible, 9~30f lower body invincibility, 10~73f airborne, launch (untechable), 2~8 hit juggle(6), 1st hit armor break, 1st hit triggers full animation, advantage based on 2nd hit}}
{{SSFIVFrameDataRow | Ultra Combo 2 | HL | 270​*38x4​*50x3​[270*233] | 0 | 0/0 | - | 1+7 | 2*3x7 | 43+41 | -84 | - | 20 | - | 1~8f invincible, 9~30f lower body invincibility, 10~73f airborne, {{launch}} (untechable), 2~8 hit juggle(6), 1st hit armor break, 1st hit triggers full animation, advantage based on 2nd hit}}


{{SSFIVFrameDataFooter}}
{{SSFIVFrameDataFooter}}
'''Ryu's projectiles are spawned a frame before they hit.  e.g. If Ryu is hit out of a Hadoken on 12f then it will not be a counterhit and the fireball will still appear on the next frame.'''




== Move Analysis ==
== Move Analysis ==
==== Normal Moves ====
=== Normal Moves ===
Text text text blah blah blah text text text blah blah blah.
N/A
 
 
=== Unique Attacks ===
N/A
 


==== Normal Throws ====
=== Normal Throws ===
Text text text blah blah blah text text text blah blah blah.
N/A




==== Focus Attack ====
=== Focus Attack ===
Text text text blah blah blah text text text blah blah blah.
N/A




==== Special Moves ====
=== Special Moves ===
Text text text blah blah blah text text text blah blah blah.
N/A




==== Super Combos ====
=== Super Combos ===
Text text text blah blah blah text text text blah blah blah.
N/A




==== Ultra Combos ====
=== Ultra Combos ===
Text text text blah blah blah text text text blah blah blah.
N/A




== The Basics ==
== The Basics ==
Text text text blah blah blah text text text blah blah blah.
N/A




== Advanced Strategy ==
== Advanced Strategy ==
Text text text blah blah blah text text text blah blah blah.
N/A




== Combos ==
== Combos ==
==== Bread and Butters ====
=== Bread and Butters ===
* Combo 1
* N/A
* Combo 2
 
=== Hit Confirm Combos ===
* N/A
 
=== Dizzy / Focus Crumple Combos ===
* N/A


==== Advanced Combos ====
=== FADC Combos ===
* Combo 1
* N/A


==== Combos Into Supers ====
=== Advanced Combos ===
* Combo 1
* N/A


==== Combos Into Ultras ====
=== Combos Into Supers ===
* Combo 1
* N/A
 
=== Combos Into Ultras ===
* N/A




== Matchups ==
== Matchups ==
'''Vs. Abel'''
* <u>'''Vs. Abel'''</u>


To Be Written (TBW)
To Be Written (TBW)




'''Vs. Adon'''
* <u>'''Vs. Adon'''</u>


TBW
TBW




'''Vs. Akuma'''
* <u>'''Vs. Akuma'''</u>


TBW
TBW




'''Vs. Balrog'''
* <u>'''Vs. Balrog'''</u>


TBW
TBW




'''Vs. Blanka'''
* <u>'''Vs. Blanka'''</u>


TBW
TBW




'''Vs. C. Viper'''
* <u>'''Vs. C. Viper'''</u>


TBW
TBW




'''Vs. Cammy'''
* <u>'''Vs. Cammy'''</u>


TBW
TBW




'''Vs. Chun Li'''
* <u>'''Vs. Chun Li'''</u>


TBW
TBW




'''Vs. Cody'''
* <u>'''Vs. Cody'''</u>


TBW
TBW




'''Vs. Dan'''
* <u>'''Vs. Dan'''</u>


TBW
TBW




'''Vs. Dee Jay'''
* <u>'''Vs. Dee Jay'''</u>


TBW
TBW




'''Vs. Dhalsim'''
* <u>'''Vs. Dhalsim'''</u>


TBW
TBW




'''Vs. Dudley'''
* <u>'''Vs. Dudley'''</u>


TBW
TBW




'''Vs. E. Honda'''
* <u>'''Vs. E. Honda'''</u>


TBW
TBW




'''Vs. El Fuerte'''
* <u>'''Vs. El Fuerte'''</u>


TBW
TBW




'''Vs. Fei Long'''
* <u>'''Vs. Fei Long'''</u>


TBW
TBW




'''Vs. Gen'''
* <u>'''Vs. Gen'''</u>


TBW
TBW




'''Vs. Gouken'''
* <u>'''Vs. Gouken'''</u>


TBW
TBW




'''Vs. Guile'''
* <u>'''Vs. Guile'''</u>


TBW
TBW




'''Vs. Guy'''
* <u>'''Vs. Guy'''</u>


TBW
TBW




'''Vs. Hakan'''
* <u>'''Vs. Hakan'''</u>


TBW
TBW




'''Vs. Ibuki'''
* <u>'''Vs. Ibuki'''</u>


TBW
TBW




'''Vs. Juri'''
* <u>'''Vs. Juri'''</u>


TBW
TBW




'''Vs. Ken'''
* <u>'''Vs. Ken'''</u>


TBW
TBW




'''Vs. M. Bison'''
* <u>'''Vs. M. Bison'''</u>


TBW
TBW




'''Vs. Makoto'''
* <u>'''Vs. Makoto'''</u>


TBW
TBW




'''Vs. Rose'''
* <u>'''Vs. Rose'''</u>


TBW
TBW




'''Vs. Rufus'''
* <u>'''Vs. Rufus'''</u>


TBW
TBW




'''Vs. Ryu'''
* <u>'''Vs. Ryu'''</u>


TBW
TBW




'''Vs. Sagat'''
* <u>'''Vs. Sagat'''</u>


TBW
TBW




'''Vs. Sakura'''
* <u>'''Vs. Sakura'''</u>


TBW
TBW




'''Vs. Seth'''
* <u>'''Vs. Seth'''</u>


TBW
TBW




'''Vs. T. Hawk'''
* <u>'''Vs. T. Hawk'''</u>


TBW
TBW




'''Vs. Vega'''
* <u>'''Vs. Vega'''</u>


TBW
TBW




'''Vs. Zangief'''
* <u>'''Vs. Zangief'''</u>


TBW
TBW
[[Category:Super Street Fighter IV]]

Latest revision as of 02:23, 9 December 2020

Super Street Fighter IVSSFIVLogo.png



Ryu

SSFIV-Ryu Face.jpg

Ryu only has one goal in life: to perfect his skills and become the ultimate martial artist. A fairly aloof warrior, Ryu continually travels the globe in search of stronger and stronger opponents to help him achieve this goal. After defeating Sagat for the World Champion Street Fighter title, he was considered by most to be the most powerful fighter in the world. And yet, Ryu's true potential may still remain untapped, and only a glimpse of it was seen in his climactic battle with Shadaloo's leader, M. Bison. Only time will tell if Ryu can avoid being swallowed up by the dangerous power of the Satsui no Hado...


In a nutshell

Ryu epitomizes the saying of "A minute to learn, a lifetime to master" the most of any Street Fighter character. Ryu has all the basic tools you need: great normals, a projectile, an effect anti-air, FADC combos, etc. But as a result, he has very few gimmicks and shenanigans. You can get by playing Ryu with a solid understanding of his basic strategy, but learning Ryu at the highlest level requires very solid mind games and very solid fundamentals.


Moves

Unique Attacks

Name
Command
Notes
Collarbone Breaker
F.png + Mp.png
High.png
Solar Plexus Strike
F.png + Hp.png

Throws

Name
Command
Notes
Shoulder Throw
F.png or N.png + Lp.png + Lk.png
Throw.png
Somersault Throw
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Hadoken
Qcf.png + P.png
Ex.png
Shoryuken
Dp.png + P.png
Ex.png
Tatsumaki Senpukyaku
Qcb.png + K.png
Ex.png Armorbreak.png
Airborne Tatsumaki Senpukyaku
(in air) Qcb.png + K.png
Ex.png Armorbreak.png

Super Combo

Name
Command
Notes
Shinku Hadoken
Qcf.png Qcf.png + P.png

Ultra Combos

Name
Command
Notes
Metsu hadoken
Qcf.png Qcf.png + 3p.png
Metsu Shoryuken
Qcf.png Qcf.png + 3k.png
Armorbreak.png


Frame Data

Move Values Frame Count Frame Advantage
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Standing Close Attacks
Jab.gif HL 30 50 20 ch/sp/su 3 3 6 +2 +5 10 13
Strong.gif HL 70 100 40 sp/su 3 3 21 -3 +3 20 26
Fierce.gif HL 100[80] 200[150] 60 sp/su 5 7 26 -15 -10 17 22 Forces stand
Short.gif HL 30 50 20 - 5 5 7 -1 +2 10 13
Forward.gif HL 70 100 40 sp/su 3 5 16 -7 -2 13 18
Roundhouse.gif HL 40*70 125*75 60*20 su 8 8(2)4 17 -3 +2 17 21*22 1st hit cancellable
Standing Far Attacks
Jab.gif HL 30 50 20 ch/sp/su 4 3 6 +2 +5 10 13
Strong.gif HL 80 100 40 su 5 4 14 -4 -1 13 16
Fierce.gif HL 120 200 60 - 8 3 15 0 +4 17 21
Short.gif HL 40 50 20 - 5 6 6 -1 +2 10 13
Forward.gif HL 80 100 40 - 8 2 17 -5 -2 13 16
Roundhouse.gif HL 110 200 60 - 9 4 20 -6 -2 17 21
Crouching Attacks
Jab.gif HL 30 50 20 ch/sp/su 3 2 7 +2 +5 10 13
Strong.gif HL 60 100 40 sp/su 4 4 8 +2 +5 13 16
Fierce.gif HL 90 200 60 sp/su 4 8 28 -18 -13 17 22 Forces stand, cannot super Cancel.png until 7f
Short.gif L 20 50 20 ch/sp/su 4 3 9 -1 +2 10 13
Forward.gif L 60 100 40 sp/su 5 5 12 -3 0 13 16
Roundhouse.gif L 90 100 60 - 5 4 28 -14 - 17 - untechable knockdown
Straight Up Jump Attacks
Jab.gif H 50 50 20 - 10 7 - - - 8 11 startup leg projectile invincibility
Strong.gif H 80 100 40 - 5 5 - - - 10 13 leg projectile invincibility
Fierce.gif H 100 200 60 - 6 5 - - - 17 20 startup leg projectile invincibility
Short.gif H 40 50 20 - 5 9 - - - 8 11 startup leg projectile invincibility
Forward.gif H 80 100 40 - 6 10 - - - 11 15 startup leg projectile invincibility
Roundhouse.gif H 100 200 60 - 4 4 - - - 15 18 startup leg projectile invincibility
Angled Jump Attacks
Jab.gif H 50 50 20 - 4 7 - - - 8 11 startup leg projectile invincibility
Strong.gif H 50*30 50*50 40*20 - 7 3*4 - - - 11 15 startup leg projectile invincibility, 1st hit Launch.png vs air (fully hittable), 2nd hit Launch.png vs air
Fierce.gif H 100 200 60 - 6 5 - - - 15 18 startup leg projectile invincibility
Short.gif H 40 50 20 - 4 8 - - - 8 11 startup leg projectile invincibility
Forward.gif H 70 100 40 - 6 6 - - - 11 15 startup leg projectile invincibility
Roundhouse.gif H 100 200 60 - 7 7 - - - 15 18 startup leg projectile invincibility
Unique Attacks
Right.gif + Strong.gif H 30*50 50*50 40*20 - 17 1(1)2 14 -2 +3[+1] 13 20*18​[16] {{{14}}}
Right.gif + Fierce.gif HL 40*80 50*50 60*20 - 17 2*2 18 0 +4 19 25*23 Last few frames are special/super cancellable.
Focus Attacks
Focus Attack LVL 1 HL 60 100 20 da (10~17)​+11 2 35 -21 -21 15 15 armor during charge, Launch.png vs air, 4f~release dash cancellable
Focus attack LVL 2 HL 80 150 40 da (18~50)​+11 2 35 -15 - 21 - armor during charge, Crumple.png vs ground, Launch.png vs air (fully hittable), 4f~release dash cancellable
Focus attack LVL 3 - 140 200 60 da 51+14 2 35 - - - - 1-64f armor, armor break, Crumple.png vs ground, Launch.png vs air (fully hittable), 4~51f dash cancellable
Throws
Forward Throw 0.9 130 140 40 - 3 2 20 - - - - untechable knockdown
Back Throw.png 0.9 130 120 40 - 3 2 20 - - - - untechable knockdown
Special Moves
Hadoken HL 60 100 10/20 su 12+1 - 45 (total duration) -6 -2 8+18 8+22 Launch.png vs air, 15~16f cancellable, see notes below
Hadoken EX.gif HL 50*50 50*50 -250/0 su 11+1 - 40 (total duration) +1 - 8+13​[29] - {{{14}}}
Shoryuken Jab.gif HL 100[70] 200[100] 30/40 su 3 2+12 14+10 -17 - 20 - 1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3~30f airborne, launch, 3~4f hit cancellable
Shoryuken Strong.gif HL 80*50 150*50 20/​20*20 su 3 2*12 25+18 -34 - 20 - 1~4f invincible, 5~16f lower body invincibility, 5~41f airborne, launch, 1st hit cancellable, 2nd hit juggle(1)
Shoryuken Fierce.gif HL 100*50 150*50 20/​20*20 su 3 2*12 28+18 -37 - 20 - 1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3~44f airborne, launch, 1st hit cancellable, 2nd hit juggle(1)
Shoryuken EX.gif HL 80*60 100*100 -250/0 su 3 2*1+11 30+18 -39 - 20 - 1~16f invincible, 6~46f airborne, 1st~2nd hit cancellable until airborne, launch, 2nd hit juggle(1)
Hurricane Kick Short.gif HL 100 200 30/30 - 11 2(6)2 12+5 -6 - 20 - 7~20f lower body projectile invincibility, 7~32f airborne, launch, armor break, whiff vs crouch, 2nd hit aimed backwards, advantage based on 1st hit
Hurricane Kick Forward.gif HL 110 200 30/30 - 12 2(6)2(6)​2(6)2(6)2 18+3 -2 - 20 - 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards
Hurricane Kick Roundhouse.gif HL 120 200 30/30 - 12 2(6)2(6)​2(6)2(6)2 18+3 -2 - 20 - 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards
Hurricane Kick EX.gif HL 30x4*40 50x5 -250/0 - 11 1(3)1(3)​1(3)1(3)1 18+3 -1 - 20 - 6~27f lower body projectile invincibility, 6~45f airborne, 1~4 hit forces stand + Launch.png vs air, 5th hit launch, armor break, juggle(5), 2nd/4th hit aimed backwards
Hurricane Kick Short.gif (air) HL 70 100 10/40 - 9 2(6)2(6)2 until ground +10 - - 20 - launch, 2nd hit aimed backwards
Hurricane Kick Forward.gif (air) HL 80 100 10/40 - 9 2(6)2(6)2 until ground +10 - - 20 - launch, 2nd hit aimed backwards
Hurricane Kick Roundhouse.gif (air) HL 90 100 10/40 - 9 2(6)2(6)2 until ground +10 - - 20 - launch, 2nd hit aimed backwards
Hurricane Kick EX.gif (air) HL 40x5 50x5 -250/0 - 7 1(3)1(3)​1(3)1(3)1 until ground +4 - - 20 - launch, 2~5 hit juggle(4), 2nd/4th hit aimed backwards
Super Combo
Super Combo HL 50x4​*100 0 -1000/0 - 1+1+1 - 52 (post-freeze duration) +11 - 8+20​[60] - {{{14}}}
Ultra Combos
Ultra Combo 1 HL 42x7*75 0 0/0 - 1+10 - 120 (post-freeze duration) -25 - 8+20​[84] - {{{14}}}
Ultra Combo 2 HL 270​*38x4​*50x3​[270*233] 0 0/0 - 1+7 2*3x7 43+41 -84 - 20 - 1~8f invincible, 9~30f lower body invincibility, 10~73f airborne, Launch.png (untechable), 2~8 hit juggle(6), 1st hit armor break, 1st hit triggers full animation, advantage based on 2nd hit
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Move Values Frame Count Frame Advantage

Ryu's projectiles are spawned a frame before they hit. e.g. If Ryu is hit out of a Hadoken on 12f then it will not be a counterhit and the fireball will still appear on the next frame.


Move Analysis

Normal Moves

N/A


Unique Attacks

N/A


Normal Throws

N/A


Focus Attack

N/A


Special Moves

N/A


Super Combos

N/A


Ultra Combos

N/A


The Basics

N/A


Advanced Strategy

N/A


Combos

Bread and Butters

  • N/A

Hit Confirm Combos

  • N/A

Dizzy / Focus Crumple Combos

  • N/A

FADC Combos

  • N/A

Advanced Combos

  • N/A

Combos Into Supers

  • N/A

Combos Into Ultras

  • N/A


Matchups

  • Vs. Abel

To Be Written (TBW)


  • Vs. Adon

TBW


  • Vs. Akuma

TBW


  • Vs. Balrog

TBW


  • Vs. Blanka

TBW


  • Vs. C. Viper

TBW


  • Vs. Cammy

TBW


  • Vs. Chun Li

TBW


  • Vs. Cody

TBW


  • Vs. Dan

TBW


  • Vs. Dee Jay

TBW


  • Vs. Dhalsim

TBW


  • Vs. Dudley

TBW


  • Vs. E. Honda

TBW


  • Vs. El Fuerte

TBW


  • Vs. Fei Long

TBW


  • Vs. Gen

TBW


  • Vs. Gouken

TBW


  • Vs. Guile

TBW


  • Vs. Guy

TBW


  • Vs. Hakan

TBW


  • Vs. Ibuki

TBW


  • Vs. Juri

TBW


  • Vs. Ken

TBW


  • Vs. M. Bison

TBW


  • Vs. Makoto

TBW


  • Vs. Rose

TBW


  • Vs. Rufus

TBW


  • Vs. Ryu

TBW


  • Vs. Sagat

TBW


  • Vs. Sakura

TBW


  • Vs. Seth

TBW


  • Vs. T. Hawk

TBW


  • Vs. Vega

TBW


  • Vs. Zangief

TBW