No edit summary |
No edit summary |
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|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes=Additional damage scales by 50% | |notes=Additional damage scales by 50%. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|hit=- | |hit=- | ||
|block=- | |block=- | ||
|notes=Additional damage scales by 50% | |notes=Additional damage scales by 50%. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
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|command=[[File:Mvci_tag.png]] | |command=[[File:Mvci_tag.png]] | ||
|damage=500 | |damage=500 | ||
|guard= | |guard=Mid | ||
|properties= | |properties= | ||
|startup=6 | |startup=6 | ||
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|hit=+33 | |hit=+33 | ||
|block=+28 | |block=+28 | ||
|notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in | |notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in. | ||
}} | }} | ||
Line 358: | Line 358: | ||
|hit=+8 | |hit=+8 | ||
|block=-7 | |block=-7 | ||
|notes=Ryu throws out a normal version of his beam super that can't be reflected. Charge can be held much longer than is necessary, but doing so doesn't increase the damage. Damage falls off at distance. Can be dash cancelled | |notes=Ryu throws out a normal version of his beam super that can't be reflected. Charge can be held much longer than is necessary, but doing so doesn't increase the damage. Damage falls off at distance. Can be dash cancelled in either directions after the input has been held for a while. As a counter hit, from long range, it causes a brief hard knockdown vs. a grounded opponent that gives you just enough time to hit confirm into Shinku Hadouken. | ||
}} | }} | ||
{{MvCIMoveListRow2.1 | {{MvCIMoveListRow2.1 | ||
Line 364: | Line 364: | ||
|name=Shoryuken | |name=Shoryuken | ||
|command=[[File:Mvci dp.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | |command=[[File:Mvci dp.png]][[File:Mvci_lp.png]] or [[File:Mvci_hp.png]] | ||
|ldamage= | |ldamage=1200 | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup=4 | |lstartup=4 | ||
|lactive=14 | |lactive=14 | ||
|lrecovery=34 | |lrecovery=34 | ||
|lhit=2 | |lhit=+2 | ||
|lblock=-28 | |lblock=-28 | ||
|lproperties=Invincible reversal | |lproperties=Invincible reversal | ||
Line 387: | Line 387: | ||
|name=Jodan Sokuto Geri | |name=Jodan Sokuto Geri | ||
|command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=[[File:Mvci_qcf.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
|ldamage= 1000 | |ldamage=1000 | ||
|lguard= Mid | |lguard=Mid | ||
|lstartup=17 | |lstartup=17 | ||
|lactive=12 | |lactive=12 | ||
|lrecovery=22 | |lrecovery=22 | ||
|lhit=35 | |lhit=+35 | ||
|lblock=-14 | |lblock=-14 | ||
|lproperties= Wall Bounce, Soft Knockdown | |lproperties= Wall Bounce, Soft Knockdown | ||
|hdamage= 1000 | |hdamage=1000 | ||
|hguard= Mid | |hguard=Mid | ||
|hstartup=20 | |hstartup=20 | ||
|hactive=12 | |hactive=12 | ||
|hrecovery=34 | |hrecovery=34 | ||
|hhit=69 | |hhit=+69 | ||
|hblock=-26 | |hblock=-26 | ||
|hproperties= Wall Bounce, Hard Knockdown | |hproperties= Wall Bounce, Hard Knockdown | ||
Line 497: | Line 497: | ||
|active=109 | |active=109 | ||
|recovery=31 | |recovery=31 | ||
|hit=54 | |hit=+54 | ||
|block=-23 | |block=-23 | ||
|notes= Invulnerability only lasts until the flash. Extremely unsafe on block. The knockdown is fairly lengthy, allowing easy tagging for OTG pick ups from your partner. | |notes= Invulnerability only lasts until the flash. Extremely unsafe on block. The knockdown is fairly lengthy, allowing easy tagging for OTG pick ups from your partner. | ||
Line 512: | Line 512: | ||
|active=41 | |active=41 | ||
|recovery=41 | |recovery=41 | ||
|hit=49/43 (regular/Dark Hadou) | |hit=+49/43 (regular/Dark Hadou) | ||
|block=-39 | |block=-39 | ||
|notes=A highly invincible, highly damaging level 3 hyper. When your HP reaches the ''Danger!'' threshold, the cutscene will change, granting additional damage and a slightly reduced advantage after the knockdown. | |notes=A highly invincible, highly damaging level 3 hyper. When your HP reaches the ''Danger!'' threshold, the cutscene will change, granting additional damage and a slightly reduced advantage after the knockdown. |
Revision as of 20:22, 27 August 2024
Ryu
The protagonist and iconic Shotokan karateka of the Street Fighter series, the series that would itself eventually lead to the creation of the Marvel-based Capcom fighting games, returns in his latest crossover game appearance. His diligent training and never-ending journey for strength have granted him a few new tricks up his sleeve this time, too. With no other 'shotos' around to step on his toes, perhaps this will be his chance to truly shine?
In a nutshell
In Marvel vs. Capcom Infinite, Ryu is a well-rounded character with the staple fundamental fighting game tools that form the basis of the genre, as ever. He has the ability to zone with his classic Hadouken and new Sen Hadouken beam, he can approach and extend combos with his Tatsumaki Senpukyaku (now sporting two separate modes in the air), he can make just about any combo lead to the corner with his Jodan Sokuto Geri (aka "Donkey Kick"), and for characters with vertically-oriented combo options, with this game's new tagging mechanics, his invincible Shoryuken can even lead to combos on a tag!
Introduction
Players to Watch
Character Vitals
Move List
Unique Trait
Dark Hadou: Suppressing the Dark Hadou only lasts so long; once Ryu reaches below 30% health, it's unleashed, granting his level 3 increased damage and a slightly altered animation.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | 3 | 7 | +1 | +3 | ||
Can chain into itself and crouching light punch repeatedly. |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 11 | 3 | 21 | 0 | -4 | ||
- |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 8 | 2 | 21 | -5 | -7 | ||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 12 | 6 | 17 | +1 | -3 | ||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | 2 | 14 | -5 | -3 | ||
Can chain into itself and standing light punch repeatedly. |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 10 | 5 | 21 | +24 | -6 | Launch | |
Do NOT end a blockstring with this. |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Low | 8 | 4 | 15 | -1 | -4 | ||
- |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Low | 10 | 4 | 33 | +41 | -18 | Knockdown | |
- |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | High | 5 | 10 | 5 | - | - | ||
- |
Jumping Heavy Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 9 | 5 | 17 | - | - | ||
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 7 | 7 | 17 | - | - | ||
Can cross up, though jumping heavy kick is better-suited for this purpose. |
Jumping Heavy Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 8 | 6 | 17 | - | - | Ground Bounce & Hard Knockdown (vs. airborne only) | |
Can cross up. |
Command Normals
Sukui Tsuki j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
2x250 (475) | High | 10 | 8 | 11 | - | - | ||
- |
Aerial Mawashi Geri j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 8 | 6 | 17 | - | - | ||
- |
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you ![]() |
Specials
Hypers
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind