(Added a whole bunch of stuff from my notepad :)) |
(Pretty much filled out Ryu's page.) |
||
Line 435: | Line 435: | ||
}} | }} | ||
=== <span class="invisible-header">4HK/span> === | === <span class="invisible-header">4HK</span> === | ||
{{MoveData | {{MoveData | ||
|name = Overhead | |name = Overhead | ||
Line 474: | Line 474: | ||
|onHit = +80 | |onHit = +80 | ||
|onBlock = -80 | |onBlock = -80 | ||
}} | }} | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
Line 487: | Line 485: | ||
|onHit = +80 | |onHit = +80 | ||
|onBlock = -80 | |onBlock = -80 | ||
}} | }} | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
Line 500: | Line 496: | ||
|onHit = +80 | |onHit = +80 | ||
|onBlock = -80 | |onBlock = -80 | ||
}} | }} | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
Line 514: | Line 508: | ||
|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
* Shoots across the screen very quickly. | * LP: Slow projectile, lets you follow behind it for pressure. | ||
* MP: Medium speed projectile | |||
* HP: Fast projectile | |||
* EX: Shoots across the screen very quickly. Hits twice. | |||
Line 541: | Line 537: | ||
|onHit = +80 | |onHit = +80 | ||
|onBlock = -80 | |onBlock = -80 | ||
}} | }} | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
Line 554: | Line 548: | ||
|onHit = +80 | |onHit = +80 | ||
|onBlock = -80 | |onBlock = -80 | ||
}} | }} | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
Line 567: | Line 559: | ||
|onHit = +80 | |onHit = +80 | ||
|onBlock = -80 | |onBlock = -80 | ||
}} | }} | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
Line 581: | Line 571: | ||
|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
* Shoots across the screen very quickly. | * LP: Slow downwards projectile | ||
* MP: Medium speed downwards projectile | |||
* HP: Fast downwards projectile | |||
* EX: Shoots across the screen very quickly. Hits twice. | |||
Line 607: | Line 599: | ||
|onHit = +80 | |onHit = +80 | ||
|onBlock = -80 | |onBlock = -80 | ||
}} | }} | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
Line 620: | Line 610: | ||
|onHit = +80 | |onHit = +80 | ||
|onBlock = -80 | |onBlock = -80 | ||
}} | }} | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
Line 633: | Line 621: | ||
|onHit = +80 | |onHit = +80 | ||
|onBlock = -80 | |onBlock = -80 | ||
}} | }} | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
Line 647: | Line 633: | ||
|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
* Hits up to 8 times going up. | * LP: Close range DP | ||
* MP: Medium range DP | |||
* HP: Medium-Long range DP | |||
* EX: Hits up to 8 times going up. | |||
Line 658: | Line 647: | ||
{{MoveData | {{MoveData | ||
|name = Tatsumaki Senpukyaku | |name = Tatsumaki Senpukyaku | ||
|input = 214K <br> 4K | |input = 214K <br> 214K~4K <br> 214~4K~4K | ||
|image = SFIVR_Ryu_214K | |image = SFIVR_Ryu_214K | ||
|caption = | |caption = | ||
Line 664: | Line 653: | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
|version = LK | |version = LK | ||
|damage = 60/70/15 | |damage = 60/70/15 | ||
|guard = Mid | |guard = Mid | ||
|cancel = SC | |cancel = SC | ||
Line 672: | Line 661: | ||
|onHit = KD | |onHit = KD | ||
|onBlock = -5 | |onBlock = -5 | ||
}} | }} | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
|version = MK | |version = MK | ||
|damage = 60/70/15 | |damage = 60/70/15 | ||
|guard = Mid | |guard = Mid | ||
|cancel = SC | |cancel = SC | ||
Line 686: | Line 672: | ||
|onHit = KD | |onHit = KD | ||
|onBlock = 0 | |onBlock = 0 | ||
}} | }} | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
|version = HK | |version = HK | ||
|damage = 60/70/15 | |damage = 60/70/15 | ||
|guard = Mid | |guard = Mid | ||
|cancel = SC | |cancel = SC | ||
Line 700: | Line 683: | ||
|onHit = KD | |onHit = KD | ||
|onBlock = +5 | |onBlock = +5 | ||
}} | }} | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
Line 714: | Line 694: | ||
|onHit = KD | |onHit = KD | ||
|onBlock = 0 | |onBlock = 0 | ||
}} | |||
{{AttackData-SFIVR | |||
|version = 4K | |||
|damage = 30/70/10 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = KD | |||
|onBlock = ? | |||
|description = | |description = | ||
*5-hit stationary EX tatsumaki | * LK: Fastest startup, slowest recovery. | ||
* MK: Medium startup, medium recovery. | |||
* HK: Slowest startup, fastest recovery. | |||
* EX: 5-hit stationary EX tatsumaki. No followups. | |||
Followups: | |||
* LK: Travels upwards. | |||
* MK: Travels up-forwards. | |||
* HK: Travels forwards. | |||
The Tatsumaki Senpukyaku is a rekka special where the followups move Ryu into the air, or straight forward. | The Ground Tatsumaki Senpukyaku is a rekka special where the followups move Ryu into the air, or straight forward. | ||
The first hit does the most damage, and can lead into ground combos. All versions can cancel into air supers/air charge cancel. It can also be used to alter your movement during pressure, or to avoid projectiles. | The first hit does the most damage, and can lead into ground combos. All versions can cancel into air supers/air charge cancel. It can also be used to alter your movement during pressure, | ||
or to avoid projectiles. | |||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header">j.236K</span> === | |||
{{MoveData | |||
|name = Aerial Tatsumaki Senpukyaku | |||
|input = j.214K | |||
|image = SFIVR_Ryu_j236K | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|version = LK | |||
|damage = 70/88/17 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = MK | |||
|damage = 70/88/17 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = HK | |||
|damage = 70/88/17 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = EX | |||
|damage = 25/35/10x4 <br> 40/50/10 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
|description = | |||
*LP: Fastest spin. | |||
*MP: Medium spin. | |||
*HP: Slowest spin. | |||
*EX: Multi-hit Stationary Tatsumaki. | |||
While Ryu's ground tatsus are rekkas, his jumping tatsus are more traditional, but slightly boosted. He's better at crossing people up with his neat spinning kicks than ever, | |||
and is able to cancel into Charge Cancels and Supers. | |||
}} | |||
}} | |||
=== <span class="invisible-header">236K</span> === | === <span class="invisible-header">236K</span> === | ||
{{MoveData | {{MoveData | ||
Line 734: | Line 797: | ||
|guard = Mid | |guard = Mid | ||
|cancel = SC | |cancel = SC | ||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = MK | |||
|damage = 60/75/5 | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = HK | |||
|damage = 60/75/5 | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = EX | |||
|damage = 60/75/5 | |||
|startup = 0 | |startup = 0 | ||
|active = 60 | |active = 60 | ||
Line 740: | Line 830: | ||
|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
* shallow short-distance arc | *LP: shallow short-distance arc | ||
*MP: medium distance arc | |||
*HP: far distance arc | |||
*EX: shoots out all 3 versions of the arc hadoken at once | |||
Ryu decides to just start kicking his fireballs like a football, and thus creates a great zoning tool that covers a lot of jump-in angles. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.236K</span> === | |||
{{MoveData | |||
|name = Aerial Arc Hadouken | |||
|input = j.236K | |||
|image = SFIVR_Ryu_j236K | |||
|caption = | |||
|data = | |||
{{AttackData-SFIVR | |||
|version = LK | |||
|damage = 60/75/5 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | }} | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
|version = MK | |version = MK | ||
|damage = 60/75/5 | |damage = 60/75/5 | ||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |startup = 0 | ||
|active = 60 | |active = 60 | ||
Line 750: | Line 869: | ||
|onHit = +80 | |onHit = +80 | ||
|onBlock = -80 | |onBlock = -80 | ||
}} | }} | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
|version = HK | |version = HK | ||
|damage = 60/75/5 | |damage = 60/75/5 | ||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |startup = 0 | ||
|active = 60 | |active = 60 | ||
Line 761: | Line 880: | ||
|onHit = +80 | |onHit = +80 | ||
|onBlock = -80 | |onBlock = -80 | ||
}} | }} | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
|version = EX | |version = EX | ||
|damage = 60/75/5 (x3) | |damage = 60/75/5 (x3) | ||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |startup = 0 | ||
|active = 60 | |active = 60 | ||
Line 773: | Line 892: | ||
|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
* shoots out all 3 versions of the arc hadoken at once | * LK: Projectile shoots downwards at a tight angle. | ||
* MK: Projectile shoots downwards at an angle. | |||
* HK: Projectile shoots downwards at a wide angle. | |||
* EX: shoots out all 3 versions of the arc hadoken at once, but downwards. | |||
Ryu | Ryu thinks football should be enjoyed in the air as well, and kicks fireballs down at you. | ||
}} | }} | ||
}} | }} | ||
Line 783: | Line 905: | ||
=== <span class="invisible-header">214P</span> === | === <span class="invisible-header">214P</span> === | ||
{{MoveData | {{MoveData | ||
|name = Close Range | |name = Close-Range Hadouken | ||
|input = 214P | |input = 214P | ||
|image = SFIVR_Ryu_214P | |image = SFIVR_Ryu_214P | ||
Line 790: | Line 912: | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
|version = LP | |version = LP | ||
|damage = | |damage = 80/90/10 | ||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |startup = 0 | ||
|active = 60 | |active = 60 | ||
Line 799: | Line 923: | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
|version = MP | |version = MP | ||
|damage = | |damage = 90/100/15 | ||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |startup = 0 | ||
|active = 60 | |active = 60 | ||
Line 808: | Line 934: | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
|version = HP | |version = HP | ||
|damage = | |damage = 100/120/20 | ||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |startup = 0 | ||
|active = 60 | |active = 60 | ||
Line 814: | Line 942: | ||
|onHit = KD | |onHit = KD | ||
|onBlock = +1 | |onBlock = +1 | ||
|version = EX | |||
|damage = 100/120/20 | |||
|guard = Mid | |||
|cancel = SC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = KD | |||
|onBlock = -2 | |||
|description = | |description = | ||
* LP: Fastest startup, slowest recovery. | |||
* MP: Medium startup, medium recovery. | |||
* HP: Slowest startup, fastest recovery. | |||
* EX: Fast startup and recovery, can dashcancel on hit. | |||
Previously known as the Shakunetsu Hadoken, this special has limited range, but is a nice damaging move that works well as a blockstring ender. | |||
}} | }} | ||
}} | }} | ||
Line 828: | Line 972: | ||
|data = | |data = | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
|damage = | |version = Hold LP | ||
|damage = 35/45/10 x6 | |||
|guard = Mid | |||
|cancel = CC, 623PPP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = Hold MP | |||
|damage = 35/45/10 x6 | |||
|guard = Mid | |||
|cancel = CC, 623PPP | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = Hold HP | |||
|damage = 35/45/10 x6 | |||
|guard = Mid | |||
|cancel = CC, 623PPP | |||
|startup = 0 | |startup = 0 | ||
|active = 60 | |active = 60 | ||
Line 835: | Line 1,004: | ||
|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
* Hold LP: Slow fireball | |||
* Hold MP: Medium speed fireball | |||
* Hold HP: Fast fireball | |||
Ryu's super fireball can be cancelled out of pretty much everything, and lets him do the same things he can do with his regular fireballs, but far more effectively. | |||
Considering how much meter characters in remix can build, he pretty much always has access to this. | |||
Also, as a nice bonus, he can cancel into METS Dragon Punch as an ender for some extra damage up close. | |||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header"> | === <span class="invisible-header">j236PPP</span> === | ||
{{MoveData | {{MoveData | ||
|name = | |name = Aerial Shinku Hadouken | ||
|input = | |input = j.236PPP | ||
|image = | |image = SFIVR_Ryu_j236PPP | ||
|caption = | |caption = | ||
|data = | |data = | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
|damage = | |version = hold LP | ||
|damage = 35/45/10x6 | |||
|guard = Mid | |||
|cancel = CC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = hold MP | |||
|damage = 35/45/10x6 | |||
|guard = Mid | |||
|cancel = CC | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = hold HP | |||
|damage = 35/45/10x6 | |||
|guard = Mid | |||
|cancel = CC | |||
|startup = 0 | |startup = 0 | ||
|active = 60 | |active = 60 | ||
Line 854: | Line 1,056: | ||
|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
* Hold LP: Slow fireball | |||
* Hold MP: Medium speed fireball | |||
* Hold HP: Fast fireball | |||
Same as the ground version, but obviously cannot be cancelled to METS Dragon Punch, and can be tiger-knee'd for faster recovery. | |||
}} | }} | ||
}} | }} | ||
Line 863: | Line 1,071: | ||
|input = 214PPP | |input = 214PPP | ||
|image = SFIVR_Ryu_214PPP | |image = SFIVR_Ryu_214PPP | ||
|caption = | |caption = U1 | ||
|data = | |||
{{AttackData-SFIVR | |||
|damage = 55/75/20 x6 | |||
|guard = Mid | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = KD | |||
|onBlock = -80 | |||
|description = | |||
METS Hadouken shoots out 6 fireballs in a row that are a nightmare to deal with as the defender. | |||
}} | |||
}} | |||
=== <span class="invisible-header">j.214PPP</span> === | |||
{{MoveData | |||
|name = Aerial Mets Hadouken | |||
|input = j214PPP | |||
|image = SFIVR_Ryu_j214PPP | |||
|caption = U1 | |||
|data = | |data = | ||
{{AttackData-SFIVR | {{AttackData-SFIVR | ||
|damage = | |damage = 55/75/20 x6 | ||
|guard = Mid | |||
|startup = 0 | |startup = 0 | ||
|active = 60 | |active = 60 | ||
Line 873: | Line 1,102: | ||
|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
METS Hadouken shoots out 6 fireballs in a row that are a nightmare to deal with as the defender, this time in the air. | |||
Ryu starts falling as soon as the first fireball is out, and can create a nice spread of fireballs on the screen. | |||
}} | |||
}} | |||
=== <span class="invisible-header">623PPP</span> === | |||
{{MoveData | |||
|name = Mets Dragon Punch | |||
|input = 623PPP | |||
|image = SFIVR_Ryu_623PPP | |||
|caption = U2 | |||
|data = | |||
{{AttackData-SFIVR | |||
|version = Full hit: | |||
|damage = On first hit: 0/0/80 <br> 30,150,120 | |||
|guard = Mid | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
}} | |||
{{AttackData-SFIVR | |||
|version = On Whiff: | |||
|damage = 32/40/6x4 <br> 43/47/8x3 | |||
|guard = Mid | |||
|startup = 0 | |||
|active = 60 | |||
|recovery = 0 | |||
|onHit = +80 | |||
|onBlock = -80 | |||
|description = | |||
The classic METS Dragon Punch we all know and love serves mostly as an ender, but still does a decent chunk of damage with the full hit animation. | |||
}} | }} | ||
}} | }} |
Revision as of 20:04, 2 October 2023
Introduction
Ryu has mastered the art of the hadou, but not the art of using a computer. His iMac is filled to the brim with viruses, so now he's out to find someone who can do PC support for free.
Ryu in usf4r is very much still the same ryu everyone knows but with a lot o new incredibly strong tools to help him keep up in this wilder game leading to one of the most versatile characters in all of remix
Strengths | Weaknesses |
---|---|
|
|
Name | |
---|---|
[[File:|center|300px]] | |
Character Data | |
Health | 1000 |
Chains | L>M>H |
Walkspeed | {{{walkspeed}}} |
Forward Dash Duration | X frames |
Forward Dash Distance | {{{dashdistance}}} |
Backdash Duration | X frames |
Backdash Invuln | {{{backdashinvuln}}} frames |
Unique Movement | No Unique Movement |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30/38 | Mid | CMD, SP | 0 | 60 | 0 | +3 | -1 |
Regular mashable light punch. Has a weird range where it can whiff at certain distances currently, so it's best done point-blank. |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
60/78 | Mid | CMD, SP | 0 | 60 | 0 | 0 | -4 |
Standard medium punch, far version has good range. Enjoy. |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
80/100 | Mid | CMD, SP | 0 | 60 | 0 | +6 | +3 |
A slower heavy punch. |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30/38 | Mid | CMD, SP | 0 | 60 | 0 | -4 | -7 |
Probably his best standing light normal. Good range, and lets you chain into standing MK or HK from pretty far out. |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
70/88 | Mid | CMD, SP | 0 | 60 | 0 | +1 | -3 |
Forward-moving normal with decent range. |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
90/100 | Mid | CMD, SP | 0 | 60 | 0 | -6 | -9 |
A slow far-range normal that's good for anti-airs at a distance. Also a great move out of chains, and cancels to his command normals. |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30/38 | Mid | CMD, SP | 0 | 60 | 0 | 0 | -3 |
Mashable short-range crouching light punch. |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
60/75 | Mid | CMD, SP | 0 | 60 | 0 | +3 | -1 |
Standard good range crouching medium. |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
90/112 | Mid | CMD, SP | 0 | 60 | 0 | -5 | -8 |
Decent anti-air, Good in the beginning of juggle combos or after a Charge Cancel due to it juggling upwards. |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
40/60 | Low | CMD, SP | 0 | 60 | 0 | -2 | -5 |
The crouching light button you should be pressing the most. longer-range than cr.LP, more damage, is an actual low, and chains into itself for easy confirms (but less damage on combos). |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
70/88 | Low | CMD, SP | 0 | 60 | 0 | -4 | -8 |
Ryu's classic Cr.MK, but with a much longer hitbox. Doesn't combo into much except fireballs at max range, however. |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
100/113 | Low | CMD, SP | 0 | 60 | 0 | KD | -12 |
Ryu's sweep can be cancelled into from chains, is special cancellable, and is a hard knockdown letting him set up okizeme pretty fast. |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30/40 | High | CMD, SP | 0 | 60 | 0 | +80 | -80 |
Regular jumping light punch that resets and is special-cancellable. |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30x2/38x2 | High | CMD, SP | 0 | 60 | 0 | +80 | -80 |
Ryu's classic air-to-air jumping normal, that can now be cancelled into his air specials. Great combo tool even without cancelling. |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
90/100 | High | CMD, SP | 0 | 60 | 0 | +80 | -80 |
A good jump-in tool. |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
40/50 | High | CMD, SP | 0 | 60 | 0 | +80 | -80 |
Regular jumping light kick that resets and is special-cancellable. |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
70/88 | High | CMD, SP | 0 | 60 | 0 | +80 | -80 |
Lower damage than j.HK, but also hits directly underneath for earlier crossups. |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
100/125 | High | CMD, SP | 0 | 60 | 0 | +80 | -80 |
A damaging jump-in button with good range. |
Command Normals
4HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
80/100 | Mid | SP | 0 | 60 | 0 | -3 | -6 |
An anti-air command normal that also doubles as a juggle tool. Launches an airborne opponent higher than other normals. |
4HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
80/100 | High | SP | 0 | 60 | 0 | KD | +2 |
A slow overhead kick that causes bounce on hit, leading to big combos. |
Special Moves
236P
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 x2 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
Ryu's fireball on a basic level works similarly as in his other appearances, but the slower LP fireball, and faster HP and EX fireballs on top of the faster movement in Remix expands his threatening zoning game considerably. |
j.236P
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 x2 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
The air fireballs have about the same speed as his grounded ones, but with a downwards trajectory. Also they're in the air. |
623P
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
100/125/25 70/88/15 |
Mid | SC | 0 | 60 | 0 | +80 | -80 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
80/100/20 50/62/12 |
Mid | SC | 0 | 60 | 0 | +80 | -80 | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
100/125/25 50/62/12 |
Mid | SC | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
40/80/20 15/25/5 x7 |
Mid | SC | 0 | 60 | 0 | +80 | -80 | |
Ryu's classic Dragon Punch. They mostly work the same as always, but the ability to charge cancel allows them to instantly convert into big combos, and the EX version leads to great okizeme on top of juggle combos. |
214K
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
60/70/15 | Mid | SC | 0 | 60 | 0 | KD | -5 | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/70/15 | Mid | SC | 0 | 60 | 0 | KD | 0 | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/70/15 | Mid | SC | 0 | 60 | 0 | KD | +5 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
25/35/7x4 20/30/10 |
Mid | SC | 0 | 60 | 0 | KD | 0 | |
4K | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30/70/10 | Mid | SC | 0 | 60 | 0 | KD | ? | |
Followups:
The Ground Tatsumaki Senpukyaku is a rekka special where the followups move Ryu into the air, or straight forward. The first hit does the most damage, and can lead into ground combos. All versions can cancel into air supers/air charge cancel. It can also be used to alter your movement during pressure, or to avoid projectiles. |
j.236K
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
70/88/17 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
70/88/17 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
70/88/17 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
25/35/10x4 40/50/10 |
Mid | SC | 0 | 60 | 0 | +80 | -80 | |
While Ryu's ground tatsus are rekkas, his jumping tatsus are more traditional, but slightly boosted. He's better at crossing people up with his neat spinning kicks than ever, and is able to cancel into Charge Cancels and Supers. |
236K
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | - | - | 0 | 60 | 0 | +80 | -80 | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | - | - | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | - | - | 0 | 60 | 0 | +80 | -80 | |
Ryu decides to just start kicking his fireballs like a football, and thus creates a great zoning tool that covers a lot of jump-in angles. |
j.236K
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 (x3) | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
Ryu thinks football should be enjoyed in the air as well, and kicks fireballs down at you. |
214P
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
80/90/10 | Mid | SC | 0 | 60 | 0 | KD | -9 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
90/100/15 | Mid | SC | 0 | 60 | 0 | KD | -4 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
100/120/20 | Mid | SC | 0 | 60 | 0 | KD | -2 | |
Previously known as the Shakunetsu Hadoken, this special has limited range, but is a nice damaging move that works well as a blockstring ender. |
Supers
236PPP
Hold LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
35/45/10 x6 | Mid | CC, 623PPP | 0 | 60 | 0 | +80 | -80 | |
Hold MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
35/45/10 x6 | Mid | CC, 623PPP | 0 | 60 | 0 | +80 | -80 | |
Hold HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
35/45/10 x6 | Mid | CC, 623PPP | 0 | 60 | 0 | +80 | -80 | |
Ryu's super fireball can be cancelled out of pretty much everything, and lets him do the same things he can do with his regular fireballs, but far more effectively. Considering how much meter characters in remix can build, he pretty much always has access to this. Also, as a nice bonus, he can cancel into METS Dragon Punch as an ender for some extra damage up close. |
j236PPP
hold LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
35/45/10x6 | Mid | CC | 0 | 60 | 0 | +80 | -80 | |
hold MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
35/45/10x6 | Mid | CC | 0 | 60 | 0 | +80 | -80 | |
hold HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
35/45/10x6 | Mid | CC | 0 | 60 | 0 | +80 | -80 | |
Same as the ground version, but obviously cannot be cancelled to METS Dragon Punch, and can be tiger-knee'd for faster recovery. |
214PPP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
55/75/20 x6 | Mid | - | 0 | 60 | 0 | KD | -80 |
METS Hadouken shoots out 6 fireballs in a row that are a nightmare to deal with as the defender. |
j.214PPP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
55/75/20 x6 | Mid | - | 0 | 60 | 0 | KD | -80 |
METS Hadouken shoots out 6 fireballs in a row that are a nightmare to deal with as the defender, this time in the air. Ryu starts falling as soon as the first fireball is out, and can create a nice spread of fireballs on the screen. |
623PPP
Full hit: | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
On first hit: 0/0/80 30,150,120 |
Mid | - | 0 | 60 | 0 | +80 | -80 | |
On Whiff: | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
32/40/6x4 43/47/8x3 |
Mid | - | 0 | 60 | 0 | +80 | -80 | |
The classic METS Dragon Punch we all know and love serves mostly as an ender, but still does a decent chunk of damage with the full hit animation. |
Street Fighter IV Remix is a mod of Street Fighter IV developed by MiriamBurgers and Anotak.