Fireball3k (talk | contribs) mNo edit summary |
|||
Line 14: | Line 14: | ||
{{2 Column Flex|flex1=6|flex2=4 | {{2 Column Flex|flex1=6|flex2=4 | ||
|content1= | |content1= | ||
{{Content Box|content='''Ryu''' is one of the OGs of the Street Fighter cast, and he's got great | {{Content Box|content='''Ryu''' is one of the OGs of the Street Fighter cast, and he's got some good to great moves at his disposal. While he's usable on almost any team due to his simplicity, he also is outclassed by many of the other characters in this game. | ||
{{ProConTable | {{ProConTable | ||
|pros= | |pros= | ||
* '''Insane damage potential'''- his normals are average in this regard, but his Hurricane Kick is abusable in the corner, and his level 3 does 87 damage if you hit with the grounded hitbox. For comparison, that's about how much a glitched Juggernaut Headcrush does | * '''Insane damage potential'''- his normals are average in this regard, but his Hurricane Kick is abusable in the corner, and his level 3 does 87 damage if you hit with the grounded hitbox. For comparison, that's about how much a glitched Juggernaut Headcrush does | ||
* '''Hadoken is very good'''- it's very big compared to some games, giving it a good hitbox. It can also be used to stop aerial approaches if you throw it while jumping | * '''Hadoken is very good'''- it's very big compared to some games, giving it a good hitbox. It can also be used to stop aerial approaches if you throw it while jumping | ||
* '''Great supers'''- aside from the damage of his level 3, he has a beam super which can be done in the air and a Hurricane Kick super with an enormous hitbox. If Ryu has meter, he can | * '''Great supers'''- aside from the damage of his level 3, he has a beam super which can be done in the air and a Hurricane Kick super with an enormous hitbox. If Ryu has meter, he can bring the pain | ||
* '''Best defense of the shotos in this game-''' he takes normal damage, whereas Ken, Dan, and Akuma all take more than normal | * '''Best defense of the shotos in this game-''' he takes normal damage, whereas Ken, Dan, and Akuma all take more than normal | ||
* '''Good wavedash'''- he's got very quick dashes which are easy to cancel with a crouch, so he can cover ground quickly if needed | * '''Good wavedash'''- he's got very quick dashes which are easy to cancel with a crouch, so he can cover ground quickly if needed | ||
Line 25: | Line 25: | ||
|cons= | |cons= | ||
* '''Low range on his normals-''' they're shoto normals, so they're pretty stubby. They are fast, though | * '''Low range on his normals-''' they're shoto normals, so they're pretty stubby. They are fast, though | ||
* '''Mobility is only OK-''' he moves quickly on the ground, but he doesn't have any real aerial mobility options | * '''Mobility is only OK-''' he moves quickly on the ground, but he doesn't have any real aerial mobility options, which isn't a good thing in this game. He can stall in the air with any of his Hadokens, but that's really about it | ||
* '''Outclassed by the other shotos''' - he's playable, sure, but Ken | * '''Outclassed by the other shotos''' - he's playable, sure, but Ken's glitched hurricane kick does a lot of damage for less meter. | ||
* | |||
}} | }} | ||
Line 90: | Line 91: | ||
|Damage= 4 | |Damage= 4 | ||
|Startup= 4 | |Startup= 4 | ||
|Active= | |Active= 4 | ||
|Recovery= | |Recovery= 10 | ||
|Guard= HL | |Guard= HL | ||
|Special Property= | |Special Property= | ||
Line 113: | Line 114: | ||
|Damage= 7 | |Damage= 7 | ||
|Startup= 6 | |Startup= 6 | ||
|Active= | |Active= 8 | ||
|Recovery= | |Recovery= 19 | ||
|Guard= HL | |Guard= HL | ||
|Special Property= | |Special Property= | ||
Line 134: | Line 135: | ||
{{AttackData-MVSC2 | {{AttackData-MVSC2 | ||
|Damage= 13 | |Damage= 13 | ||
|Startup= | |Startup= 10 | ||
|Active= | |Active= 14 | ||
|Recovery= | |Recovery= 9 | ||
|Guard= HL | |Guard= HL | ||
|Special Property= | |Special Property= |
Revision as of 15:01, 18 November 2021
Introduction
Ryu, the original world warrior, enters the ring in Marvel vs. Capcom 2 in search of new opponents to face. If you're here browsing this wiki, chances are he looks familiar. If he doesn't, that's okay too, because his simplicity makes him well suited to learning how to play the game. He's got a kit of normals that lack range, but make up for it by being quick and doing decent damage. His special moves are also quite good. First, Hadoken is a quick projectile which does good damage on hit. It can be used in midair to stop an airborne opponent. Shoryuken is the original dragon punch, a jumping uppercut that makes Ryu briefly invincible, at the cost of high ending lag. Lastly, he has the Tatsumaki Senpuu Kyaku, a spinning kick that moves him forward, extending combos and allowing him to dodge some attacks. He can also do it in the air, in which case it'll knock down opponents it hits hard. These three moves are also what he has available as assists, so he can also be used to support another character with decent results. All of this being said, he does have weaknesses which prevent him from being much better than a lower-mid tier. He does good damage, but he also has to invest meter for the best results with that insane level 3. Ken and Akuma play pretty similarly to him, but they can do comparable damage for less meter with both of their Hurricane Kicks. He also lacks air mobility. He can stall his descent with Shinku Hadoken, but he doesn't have an air dash or a double jump to deal with some of the ridiculous stuff the top tiers can do. Finally, while he does a lot of things decently, he also gets outclassed by some of the more powerful characters in this game. Overall, while he's not outstanding, he's also easy enough to use that he can work on just about any team if you wish.
Gameplay
Ryu is one of the OGs of the Street Fighter cast, and he's got some good to great moves at his disposal. While he's usable on almost any team due to his simplicity, he also is outclassed by many of the other characters in this game.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Hadoken (Air OK)
+
- Shoryuken
+
- Tatsumaki Senpuu Kyaku (Air OK)
+
- Shinkuu Hadoken (beam, Air OK, mashable)
+
+
- Shin Shoryuken (Dragon punch super)
+
+
- Shinkuu Tatsumaki Senpuu Kyaku (hurricane kick super)
+
+
- Type α - Anti-air Type
- Assist:
Shoryuken
- Counter:
Shoryuken
- Combination: Shinkuu Hadoken
- Type β - Projectile Type
- Assist:
Fireball
- Counter:
Fireball
- Combination: Shinkuu Hadoken
- Type γ - Expansion Type
- Assist:
Tatsumaki Senpuu Kyaku
- Counter:
Tatsumaki Senpuu Kyaku
- Combination: Shinkuu Tatsumaki Senpuu Kyaku
Moves List
Normal Moves
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
4 | 4 | 4 | 10 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
your standard light punch |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
7 | 6 | 8 | 19 | HL | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | Chain, Special, Super | - | - | - | |
standard medium punch with a decent hitbox |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 10 | 14 | 9 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 4 | 1 | 10 | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 + 4 (11) | 7 | 16 | 24 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Chain, Special, Super Jump, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 9 | 7 | 16 | HL |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | Super Jump, Special, Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 4 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 7 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
11 | 9 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 5 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 8 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 9 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Air Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 5 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 9 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 8 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
4 | 7 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
7 | 9 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
13 | 7 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Command Normals
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
6 + 6 (12) | 19 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | None | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | None | - | - | - |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
13 | 9 | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (high) | - | - | - | - | |
Every character has at least one of the two, sometimes both. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Every character has at least one of the two, sometimes both. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Every character has at least one of the two, sometimes both. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | 19 | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Special Moves
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
14 (ground) / 15 (air) | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
Projectile | Super | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
20 (both versions) | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
16 | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Hyper Combos
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
todo: images |
Variable Assists
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Variable Assist move. Variable Counter is X. Variable Combination super is Y. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Variable Assist move. Variable Counter is X. Variable Combination super is Y. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Variable Assist move. Variable Counter is X. Variable Combination super is Y. |
Other
Taunt
Colors
First row: ,
, A1. Second row:
,
, A2.