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| Calliope Rose, she/her, currently on a quest to modernize all of the character pages on the CvS2 wiki.</br> | | Calliope Rose, she/her, currently on a quest to modernize all of the character pages on the CvS2 wiki.</br> |
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| Currently done CvS2 pages I've made or finished:</br>
| | {{2 Column Flex|flex1=7|flex2=3|reverse=yes|content1= |
| Ken</br> | | <div style="padding: 0px 5px; float:left;"> |
| Kyo</br>
| | {{FP Box|header={{Big|'''Ryu'''}}|content= |
| Cammy</br>
| | <center> |
| Benimaru</br>
| | <Big>'''Story:'''</Big></br> |
| Terry</br>
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| Akuma</br>
| | Ryu is the main character of the Street Fighter series, as well as THE fighting game character. He is a traveling martial artist who strives to test himself against strong opponents. Ryu is a practitioner of the Ansatsuken fighting style, alongside his best friend and rival Ken Masters. Strong and silent, Ryu's greatest pleasure in life is combat. He takes his training very seriously, even the basics. Occasionally, an evil power known as the Satsui no Hado threatens to overcome him, manipulating his desire for improvement into a desire for victory at any cost. Regardless, Ryu continues to train himself and travel the world, so that he may become the greatest version of himself that he can be. |
| Guile</br>
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| Ryu</br>
| | <Big>'''Gameplay:'''</Big></br> |
| Ryo</br>
| | |
| Zangief</br>
| | Often you'll hear certain types of characters referred to as "shotos". These tend to be the simple, fundamental, and easy characters that can excel at any level. Ryu is the original shoto, and likely the purest one you can ever play. His control of neutral is stellar, with multiple great pokes, two fireballs, and a powerful anti-air. His main super, Shinkuu Hadouken, is a powerful utility super that allows him to punish fireballs or end combos with great damage. He can alter his air momentum with his Air Tatsu specials to keep his approach a bit ambiguous. His defense with his invincible Shoryuken is powerful, since he can deny pressure that isn't gapless. Even his rushdown is solid, though it is likely his weakest point. He has an overhead, a crossup, good hop normals, a solid low confirm, and of course two grabs. |
| Chang</br>
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| Boxer</br>
| | While Ryu doesn't truly have many weaknesses, his main weakness is that his strengths aren't excelling in their categories. He does everything well, but nothing perfectly, and requires you to make intelligent decisions and make solid gameplans. Ryu rewards consistency, and without it his strengths will falter. He does still have weaknesses, mainly that his preferred ender for knockdowns and damage requires a standing opponent meaning his knockdowns are a bit harder to find. Otherwise, Ryu is a simple and solid character that rewards you for being a good player. |
| Mai</br>
| | </center> |
| Geese</br>
| | <div style="margin-top:15px; align:left;"> |
| Rock</br>
| | {{StrengthsAndWeaknesses |
| | |intro= |
| | '''Ryu''' is the original shoto, and a great all-rounder who struggles to excel in any specific area. Ryu's best Grooves are '''C-Groove''' and '''N-Groove'''. |
| | |pros= |
| | * '''Shoto:''' Very versatile toolkit allows him to easily work in most situations |
| | * '''Neutral Focused:''' Simple "footsies" based gameplan makes him easy and rewarding to learn |
| | * '''Easy:''' Generally very easy, with very few truly difficult things to learn |
| | * '''Versatile Super:''' A useful and reliable super with Shinkuu Hadouken |
| | * '''Groove Friendly:''' Useful to some extent in every Groove |
| | * '''Baseline Tools:''' Solid damage output, simple zoning and neutral, and solid defense, Ryu has everything you would want on a basic level |
| | |cons= |
| | * '''Jack-of-all-Trades:''' While he does do well in most categories, he isn't Sagat. He doesn't entirely excel in any category besides neutral |
| | * '''Mixup:''' His mixup potential is lackluster, he does have access to a simple mixup with his standing overhead and his normal throw but they lead to very little reward |
| | * '''Situational Enders:''' His preferred meterless combo ender whiffs on crouchers, so he tends to want to end in a super which he doesn't always have |
| | }} |
| | }} |
| | </div> |
| | </div> |
| | |content2= |
| | {{FP Box|header={{Big|'''Profile'''}}|content= |
| | <center><div style="display:flex; overflow-x:hidden; justify-content: {{{portraitalign|center}}};">[[File:CVS2_Ryu_CAPCOM_Art.jpg|frameless|200px]]</div></center> |
| | ------ |
| | <center> |
| | {{Big|'''Stats and Vitals'''}} |
| | </br> |
| | <div style="text-align:justify;> |
| | '''Health (R2):''' 14400</br> |
| | '''Stun:''' 70</br> |
| | '''Dash Length:''' 15 Frames</br> |
| | '''Dash Type:''' Slide</br> |
| | '''Run Speed:''' 8.2</br> |
| | '''Roll Distance:''' 140 Pixels</br> |
| | '''Roll Duration:''' 27f</br> |
| | '''Wakeup Speed (Compared to Ryu):''' 0 Frames</br> |
| | </div> |
| | </center> |
| | ------ |
| | <center> |
| | {{Big|'''Colors'''}}</br> |
| | [[File:Ryu_CvS2_colors.png|borderless|320px]] |
| | }} |
| | }} |
| | </div> |
| | |
| | |
| | {{FP Box|header={{Big|'''Groove Selection'''}}|content= |
| | <tabber> |
| | C-Groove= |
| | C-Groove is one of the most popular Grooves for Ryu. It fits him perfectly, giving him consistent access to his useful supers, multiple levels of super to more efficiently manage meter, and rolls to use for RC Hadoukens. His dash is solid, though he can't corpse hop due to it being grounded for the full duration. Airblock helps to alleviate the issue of having an average jump arc, and Air Tatsu is still great for altering his trajectory. If he finds himself stuck in a long pressure string or blocking a Custom Combo, Alpha Counter can help escape that. |
| | |
| | The weaknesses of C-Ryu more come from the inherent weaknesses of C-Groove. Level 2 supers are the X-Factor of this Groove, and while Ryu uses it great, it's all that it can really offer him. It lacks the mobility of N-Groove and K-Groove, and without hop, Ryu isn't nearly as scary on offense. His reliance on standard footsies and zoning is amplified in this Groove. C-Ryu has to be ready to react to offense, and poke into a damaging super combo. |
| | |
| | C-Ryu is great if you're coming from Street Fighter and want someone familiar to play. He's a standard character with enough options to let you play and have fun, and requires very little optimization. |
| | ---- |
| | {{ProConTable |
| | |pros= |
| | '''Level 2 Combo:''' Level 2 Shinku Hadouken combos into Heavy Tatsu consistently, making for a damaging combo that allows Ryu to save some meter for later, or cash out with a double Shinku combo |
| | '''Varied Options:''' C-Ryu has access to a decent amount of the mechanics of CvS2, like rolls, guard cancels, any of his supers, and a unique option in airblock |
| | |cons= |
| | '''Low Mobility:''' C-Groove has no hop or run, and while Ryu does have a solid dash, it doesn't compare to runs ability to quickly and safely move forward while threatening pokes |
| | '''Offense Issues:''' Without hop and run, Ryu is forced to rely on his standard offense. His overhead is slow and low reward, ending his turn even on hit, and his throws are just decent |
| | }} |
| | |-| |
| | A-Groove= |
| | A-Groove Ryu is not as good |
| | |-| |
| | P-Groove= |
| | |-| |
| | S-Groove= |
| | |-| |
| | N-Groove= |
| | |-| |
| | K-Groove= |
| | </tabber> |
| | }} |
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| ---------------------------- | | ---------------------------- |
| placeholder overview | | placeholder overview |