Street Fighter 2: Hyper Fighting/Ryu: Difference between revisions

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===Vs. M. Bison (dictator):===
===Vs. M. Bison (dictator):===


He is nerfed,anyway you need to Shoryuken his Psycho Crusher or Stomp,block his Psycho Crusher isn't dangerous now,but now he can Throw you easily.
He is nerfed,anyway you need to Shoryuken his Psycho Crusher or Stomp, block his Psycho Crusher isn't dangerous now,but now he can Throw you easily, instead of spam Hadouken try to provoque him for a Shoryuken or use yor Hurricane Kick to trade hits with his standing pokes, don't use your Air Hurricane Kick only for corner escape.


===Vs. Ryu (self):===
===Vs. Ryu (self):===

Revision as of 11:53, 3 July 2019

Street Fighter 2: Hyper FightingSf2hf-logo.png
Street Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#CharactersStreet Fighter 2: Hyper Fighting#System InfoStreet Fighter 2: Hyper Fighting#MiscellaneousStreet Fighter 2: Hyper Fighting#Basic StrategyMvC3HeaderButtons.png

Ryu

Sf2hf-ryu-portrait.gif

Ryu learned his Ansatsuken martial art alongside his rival-become-"friend" Ken. Ryu was always the more serious student, resulting in a far superior mastery of fireballs and spinning hurricane kicks.
After defeating Sagat at the Street Fighter 1 tournament in an staggering display of deception skill, Ryu went on to tour the globe with no shoes on. Yearning to learn the meaning of "fight" and to find ever stronger combatants, Ryu became famous for leaving tournaments just before the ceremonies, leaving podium photographs missing the #1 place (much to the chagrin of the organisers).

In a nutshell

Ryu is probably the best character in Hyper Fighting. His moveset covers all the bases, with an excellent projectile, several invincible moves, fantastic anti-airs, and also has very potent combos to cover many situations. He outright dominates E.Honda, and only has a couple of very minor bad matchups.

Character Specific Information

Character Data
Damage Scaling Factor:
25/32
Pre-Jump Frames:
4f
Jump duration:
40f

Color Options

Default Start
Sf2hf-ryu-1p.png Sf2hf-ryu-2p.png

Moves List

Normal Moves

  • Standing Normal Moves (st.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Standing Light Punch
{{#motion: lp }}
6
-
4
40
3
4
4
+6/+5
{{#motion: rpdfire specialcancel }}
Standing Medium Punch
{{#motion: mp }}
16
8
60
4
4
6
+10/+8
{{#motion: specialcancel }}
Standing Hard Punch
{{#motion: hp }}
26
14
80
6
6
22
-6
{{#motion: }}
Standing Light Kick
{{#motion: lk }}
8
-
4
40
7
8
5
+3/+1
{{#motion: specialcancel }}
Standing Medium Kick
{{#motion: mk }}
16
8
60
12
12
7*
+1
{{#motion: }}
Standing Hard Kick
{{#motion: hk }}
22
14
80
3
12
17*
-2
{{#motion: }}
  • Close Standing Normal Moves (cl.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Close Light Punch
{{#motion: (near opponent) lp }}
6
-
4
40
3
4
5
+6/+5
{{#motion: specialcancel }}
Close Medium Punch
{{#motion: (near opponent) mp }}
16
8
60
4
2
17
+2/+1
{{#motion: specialcancel }}
Close Hard Punch
{{#motion: (near opponent) hp }}
26
8
80
4
8
23
-8
{{#motion: specialcancel }}
Close Light Kick
{{#motion: (near opponent) lk }}
8
-
4
40
6
6
4
+5
{{#motion: rpdfire }}
Close Medium Kick
{{#motion: (near opponent) mk }}
16
8
60
5
6
8
+6/+4
{{#motion: specialcancel }}
Close Hard Kick
{{#motion: (near opponent) hk }}
24,6
14,14
80,80
8
12
11
+8/+7
{{#motion: }}
  • Crouching Normal Moves (cr.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Crouching Light Punch
{{#motion: d + lp }}
6
-
4
40
3
4
4
+6/+5
{{#motion: rpdfire low specialcancel }}
Crouching Medium Punch
{{#motion: d + mp }}
14
8
60
4
4
6
+10/+8
{{#motion: specialcancel }}
Crouching Hard Punch
{{#motion: d + hp }}
22
14
80
9
6
18*
-11
{{#motion: specialcancel }}
Crouching Light Kick
{{#motion: d + lk }}
6
-
4
40
3
4
4
+6/+5
{{#motion: rpdfire low specialcancel }}
Crouching Medium Kick
{{#motion: d + mk }}
14
8
60
4
6
8
+6/+4
{{#motion: low specialcancel }}
Crouching Hard Kick
{{#motion: d + hk }}
22
8
130
4
6
25
+1/+2
{{#motion: low knockdown specialcancel }}
  • Jumping Normal Moves (nj.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Neutral Jump Light Punch
{{#motion: u + lp }}
10
4
40
4
-
-
{{#motion: high }}
Neutral Jump Medium Punch
{{#motion: u + mp }}
16
8
50
4
20
-
{{#motion: high }}
Neutral Jump Hard Punch
{{#motion: u + hp }}
24
14
60
4
8
-
{{#motion: high }}
Neutral Jump Light Kick
{{#motion: u + lk }}
10
4
40
3
-
-
{{#motion: high }}
Neutral Jump Medium Kick
{{#motion: u + mk }}
16
8
50
5
13
-
{{#motion: high }}
Neutral Jump Hard Kick
{{#motion: u + hk }}
24
14
60
3
10
-
{{#motion: high }}
  • Diagonal Jumping Normal Moves (j.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Diagonal Jump Light Punch
{{#motion: ub / uf + lp }}
8
4
40
4
-
-
{{#motion: high }}
Diagonal Jump Medium Punch
{{#motion: ub / uf + mp }}
16
8
50
4
20
-
{{#motion: high }}
Diagonal Jump Hard Punch
{{#motion: ub / uf + hp }}
22
14
60
4
8
-
{{#motion: high }}
Diagonal Jump Light Kick
{{#motion: ub / uf + lk }}
8
4
40
5
-
-
{{#motion: high }}
Diagonal Jump Medium Kick
{{#motion: ub / uf + mk }}
16
8
50
5
13
-
{{#motion: high }}
Diagonal Jump Hard Kick
{{#motion: ub / uf + hk }}
22
14
60
5
7
-
{{#motion: high }}

Throws

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Seoi Nage
{{#motion: b / f + mp or hp }}
32
-
8
100
-
-
-
-
{{#motion: throw }}
Tomoe Nage
{{#motion: b / f + mk or hk }}
32
-
8
100
-
-
-
-
{{#motion: throw }}

Special Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Hadoken
{{#motion: qcf + lp }}
12
 ?
16
120
11
 ?
37
 ?
{{#motion: }}
Hadoken
{{#motion: qcf + mp }}
14
 ?
16
120
11
 ?
37
 ?
{{#motion: }}
Hadoken
{{#motion: qcf + hp }}
16
 ?
16
120
11
 ?
37
 ?
{{#motion: }}
Shoryuken
{{#motion: dp + lp }}
32
 ?
16
120
4
18
17/20/27 + 6
KD/-18
{{#motion: }}
Shoryuken
{{#motion: dp + mp }}
32
 ?
16
120
4
26
17/20/27 + 6
KD/-26
{{#motion: }}
Shoryuken
{{#motion: dp + hp }}
32
 ?
16
120
4
30
17/20/27 + 6
KD/-40
{{#motion: }}
Tatsumaki Senpu Kyaku
{{#motion: qcb + lk }}
22
 ?
16
120
11
2(3)3(3)3(3)3(3)3(3)3
13/14/15 + 6
KD/-1
{{#motion: }}
Tatsumaki Senpu Kyaku
{{#motion: qcb + mk }}
22
 ?
16
120
11
2(3)3(3)3(3)3(3)3(3)3(3)3(3)3
13/14/15 + 6
KD/-1
{{#motion: }}
Tatsumaki Senpu Kyaku
{{#motion: qcb + hk }}
22
 ?
16
120
11
2(3)3(3)3(3)3(3)3(3)3(3)3(3)3(3)3(3)3
13/14/15 + 6
KD/-1
{{#motion: }}
Air Tatsumaki Senpu Kyaku
{{#motion: qcb + lk }}
22
 ?
16
120
3
 ?
13/14/15 + 6
 ?
{{#motion: Aironly }}
Air Tatsumaki Senpu Kyaku
{{#motion: qcb + mk }}
22
 ?
16
120
3
 ?
13/14/15 + 6
 ?
{{#motion: Aironly }}
Air Tatsumaki Senpu Kyaku
{{#motion: qcb + hk }}
22
 ?
16
120
3
 ?
13/14/15 + 6
 ?
{{#motion: Aironly }}

The Basics

Ryu have the best projectile of the game,Dragon Punch is a great anti air but had less range than Ken but a powerful Hurricane Kick

Advanced Strategy

Fireball counter
Ryu's Tatsumaki Senpuu Kyaku is completely invulnerable during start-up and recovery. You can use the move to pass through projectiles on reaction during the move's start-up and punish them for using projectiles from close to mid distance, depending on the recovery of their projectile. This completely nullifies Ken's projectile game, for instance.

Air Tatsumaki Senpu Kyaku

The added Air version of his Hurricane Kick isn't great, you can only combo it with a tall character, but is a good pressure tool and also a corner escape.

Combos

Bread And Butter

  • j.HK, s.HP xx QCF+HP
  • c.MK xx QCF+HP

Meaty Combos

  • meaty cr.MP, cr.MK xx QCP+HP

Redizzy

  • crossup j.HK, cr.LK, cr.LK, cps1 chain s.HP xx QCF+HP
  • cr.LK, cr.LK, cr.LK, cps1 chain s.HP xx QCF+HP (char specific) [unverified]

Match-ups

Vs. Balrog (boxer):

Your Air Tatsumaki is a great air to air tool,but be careful about throwing Hadoken,now he can evade it with a quick TAP, sweep him.

Vs. Blanka:

Now you need to take care about his Vertical Roll,SRK him if he use it, there is no much changes but try to use your Air Hurricane Kick for escape in corner if he wants to trap you with Electricity.

Vs. Chun-Li:

Another not changed matchup, but remember you had a better projectile than her,but be careful with her air SPK if she wants to escape,she can evade your Hadokens easily, but be careful to jump in her now, her sweep its still strong, and combined with Kikoken traps can be risky, in close combat the best option is to Shoryuken her to trade hits with Lightning Legs.

Vs. Dhalsim:

Against Sim, you don't want to throw a bazillion fireballs. You just want to throw enough to get him into a fireball contest so you can do a random hurricane kick and knock him down, and then follow up with c.LK/cross-up/tick-throw shenanigans. (SweetJohnnyV)


Vs. E. Honda:

Ryu only needs two moves to win this match, jab fireball and crouching roundhouse. Ryu wants to make sure that he is at a distance against E. Honda, so he can do jab fireballs (which E. Honda can't jump straight up over). When E. Honda jumps forward from the fireball, just before his feet touch the ground, you can sweep him, and begin the fireball trap again. E. Honda's only move out of this is his butt slam (which has to be timed right to pass through the fireball), other than that, Ryu shouldn't have much problem with this match, as long as he is distanced away from E. Honda. If E. Honda gets close to Ryu, Ryu can hurricane kick away from Honda to get some distance and begin the pattern again.


Vs. Guile:

Ryu has a hard time fighting Guile in CE/HF imo. Hurricane kicks only work so often against a good guile and you would have to take a leap of faith when you do those anti-boom hurricanes. When Guile starts to throw booms it's really hard to turn the table over, since if you jump at him, he can hit you in multiple ways, jump straight up and you eat a guaranteed low forward as you land or try to do a air hurricane kick on the way down but Guile recovers safely after the low forward attemp at landing. Jumping backwards ont in Ryu favor either. Blocking the boom is the best option here and I think the best strat for Ryu against Guile is to get a knock down somehow and then doing bunch of safe jump in -> walk up low short XX short hurricane/dp/throw mixups.
--laugh

Ryu vs Guile requires one key skill that to date I have only seen maybe a few people master. when Guile whiffs a cr.MK, Ryu can trip it clean with cr.HK. This is one hell of a reaction to learn and way back in the day, I could do it 100%. When you specifically look for this and stay at a distance where Guile will try to do a cr.MK to gain ground advantage, try to take a step back with Ryu so it whiffs and you can counter. This is seriously one of the main keys to this fight that I have no seen anyone do for the longest time. Ryu can never jump at Guile either, he has too many options. Air throw, cr.MP into ground throw (i.e. gamepro strats lol), s.HK is really really good for anti air, then last but not least, cr.MK or cr.HK from a distance cause there is no trip guard in real SF games.
--Watson


Vs. Ken:

Simply you need to send him Hadoken and watch out with jump in him,he had a better Shoryuken and Air Tatsumaki Senpuukyaku.

Vs. M. Bison (dictator):

He is nerfed,anyway you need to Shoryuken his Psycho Crusher or Stomp, block his Psycho Crusher isn't dangerous now,but now he can Throw you easily, instead of spam Hadouken try to provoque him for a Shoryuken or use yor Hurricane Kick to trade hits with his standing pokes, don't use your Air Hurricane Kick only for corner escape.

Vs. Ryu (self):

The best Ryu must use his fireball wisely and also his air Tatsumaki to escape corner.

Vs. Sagat:

Projectil match,your Air TSK its great agaisnt him due that you can comboing him with a Jumping Roundhouse.

Vs. Vega (claw):

Air Tatsumaki its now a great alternative against his Barcelona,also be careful with his updated Rolling Crystal Flash and Shoryuken him.

Vs. Zangief:

Your Hadoken must be used wisely, its now a bit unfair match due that Zangief can Quick Lariat to evade fireballs, sweep him when its near to you.

Hitboxes

Standing Normals

  • Standing LP:
Damage 6 Sf2hf-ryu-lp-s1.png Sf2hf-ryu-lp-a.png Sf2hf-ryu-lp-s1.png Sf2hf-ryu-lp-r1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 2 4 4 1
Simplified 1+2 4 5
  • Standing MP:
Damage 16 Sf2hf-ryu-mp-s1.png Sf2hf-ryu-mp-s2.png Sf2hf-ryu-mp-a.png Sf2hf-ryu-mp-s2.png Sf2hf-ryu-mp-s1.png Sf2hf-ryu-lp-r2.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +10
Frame Count 1 2 4 3 3 1
Simplified 1+3 4 7
  • Standing HP:
Damage 26 Sf2hf-ryu-mp-s1.png Sf2hf-ryu-mp-s2.png Sf2hf-ryu-hp-a.png Sf2hf-ryu-mp-s2.png Sf2hf-ryu-mp-s1.png Sf2hf-ryu-lp-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -6
Frame Count 3 2 6 10 12 1
Simplified 1+5 6 23
  • Standing LK:
Damage 8 Sf2hf-ryu-mp-s1.png Sf2hf-ryu-lk-s2.png Sf2hf-ryu-lk-a.png Sf2hf-ryu-lk-s2.png Sf2hf-ryu-mp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel No
Frame Advantage +3
Frame Count 3 3 8 4 1
Simplified 1+6 8 5
  • Standing MK:
Damage 16 Sf2hf-ryu-mp-s1.png Sf2hf-ryu-lk-s2.png Sf2hf-ryu-mk-a.png Sf2hf-ryu-lk-s2.png Sf2hf-ryu-mp-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +1
Frame Count 5 6 12 6 1
Simplified 1+11 12 7
  • Standing HK:
Damage 22 Sf2hf-ryu-hk-s1.png Sf2hf-ryu-hk-a1.png Sf2hf-ryu-hk-a2.png Sf2hf-ryu-hk-r1.png Sf2hf-ryu-hk-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -2
Frame Count 2 4 8 10 7
Simplified 2+1 12 17

Close Standing Normals

  • Close Standing LP:
Damage 6 Sf2hf-ryu-cllp-s1.png Sf2hf-ryu-cllp-a.png Sf2hf-ryu-cllp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 1+2 4 5
  • Close Standing MP:
Damage 16 Sf2hf-ryu-mp-s1.png Sf2hf-ryu-clmp-s.png Sf2hf-ryu-clmp-a.png Sf2hf-ryu-clmp-r1.png Sf2hf-ryu-clmp-r2.png Sf2hf-ryu-clmp-s.png Sf2hf-ryu-mp-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +2
Frame Count 1 2 2 6 4 3 4
Simplified 1+3 2 17
  • Close Standing HP:
Damage 22 Sf2hf-ryu-clhp-s.png Sf2hf-ryu-clhp-a1.png Sf2hf-ryu-clhp-a2.png Sf2hf-ryu-clhp-r1.png Sf2hf-ryu-clhp-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Frame Advantage -8
Frame Count 3 2 6 10 13
Simplified 1+3 8 23
  • Close Standing LK:
Damage 8 Sf2hf-ryu-mp-s1.png Sf2hf-ryu-cllk-s1.png Sf2hf-ryu-cllk-a1.png Sf2hf-ryu-cllk-r1.png Sf2hf-ryu-cllk-s1.png Sf2hf-ryu-mp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +5
Frame Count 2 3 2 4 3 1
Simplified 1+5 2 5
  • Close Standing MK:
Damage 16 Sf2hf-ryu-clmk-s1.png Sf2hf-ryu-clmk-s2.png Sf2hf-ryu-clmk-a.png Sf2hf-ryu-clmk-s2.png Sf2hf-ryu-clmk-s1.png Sf2hf-ryu-mk-r1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 2 1 6 4 4 1
Simplified 1+3 6 9
  • Close Standing HK:
Damage 24,6 Sf2hf-ryu-mp-s1.png Sf2hf-ryu-clhk-s1.png Sf2hf-ryu-clhk-a1.png Sf2hf-ryu-clhk-a2.png Sf2hf-ryu-clhk-s1.png Sf2hf-ryu-mp-s1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +8
Frame Count 3 4 8 4 10 1
Simplified 1+7 12 11

Crouching Normals

  • Crouching LP:
Damage 6 Sf2hf-ryu-crlp-s1.png Sf2hf-ryu-crlp-a.png Sf2hf-ryu-crlp-s1.png Sf2hf-ryu-crlp-r1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 2 4 4 1
Simplified 1+2 4 5
  • Crouching MP:
Damage 14 Sf2hf-ryu-crmp-s1.png Sf2hf-ryu-crmp-s2.png Sf2hf-ryu-crmp-a.png Sf2hf-ryu-crmp-s2.png Sf2hf-ryu-crmp-s1.png Sf2hf-ryu-crlp-r1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +10
Frame Count 1 2 4 3 3 1
Simplified 1+3 4 7


  • Crouching HP:
Damage 22 Sf2hf-ryu-crhp-s1.png Sf2hf-ryu-crhp-a1.png Sf2hf-ryu-crhp-a2.png Sf2hf-ryu-crhp-r1.png Sf2hf-ryu-crhp-s1.png Sf2hf-ryu-crhp-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Frame Advantage -11
Frame Count 3 3 8 10 12 1
Simplified 1+3 11 23
  • Crouching LK:
Damage 6 Sf2hf-ryu-crlk-s1.png Sf2hf-ryu-crlk-a.png Sf2hf-ryu-crlk-s1.png Sf2hf-ryu-crlp-r1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 2 4 4 1
Simplified 1+2 4 5
  • Crouching MK:
Damage 14 Sf2hf-ryu-crlk-s1.png Sf2hf-ryu-crlk-s2.png Sf2hf-ryu-crmk-a.png Sf2hf-ryu-crlk-s2.png Sf2hf-ryu-crlk-s1.png Sf2hf-ryu-crlp-r1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 1 2 6 4 4 1
Simplified 1+3 6 9
  • Crouching HK:
Damage 22 Sf2hf-ryu-crhk-s1.png Sf2hf-ryu-crhk-a.png Sf2hf-ryu-crhk-s2.png Sf2hf-ryu-crhk-r1.png Sf2hf-ryu-crhk-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Frame Advantage +2
Frame Count 3 6 6 8 11
Simplified 1+3 6 25

Aerial Normals

  • Neutral Jumping LP:
Damage 10 Sf2hf-ryu-njlp-s1.png Sf2hf-ryu-njlp-a.png
Stun 1~7
Stun Timer 40
Frame Count 2
  • Diagonal Jumping LP:
Damage 8 Sf2hf-ryu-njlp-s1.png Sf2hf-ryu-djlp-a.png
Stun 1~7
Stun Timer 40
Frame Count 2
  • Neutral/Diagonal Jumping MP:
Damage 16 Sf2hf-ryu-njlp-s1.png Sf2hf-ryu-jmp-s2.png Sf2hf-ryu-jmp-a.png Sf2hf-ryu-jmp-s2.png Sf2hf-ryu-jmp-r1.png Sf2hf-ryu-jmp-r2.png Sf2hf-ryu-jmp-r3.png
Stun 5~11
Stun Timer 50
Frame Count 2 2 20 4 4 4
Simplified 4 20
  • Neutral Jumping HP:
Damage 24 Sf2hf-ryu-njlp-s1.png Sf2hf-ryu-jmp-s2.png Sf2hf-ryu-njhp-a.png Sf2hf-ryu-jmp-s2.png Sf2hf-ryu-jmp-r1.png Sf2hf-ryu-jmp-r2.png Sf2hf-ryu-jmp-r3.png
Stun 11~17
Stun Timer 60
Frame Count 2 2 20 4 4 4
Simplified 4 20
  • Diagonal Jumping HP:
Damage 22 Sf2hf-ryu-njlp-s1.png Sf2hf-ryu-jmp-s2.png Sf2hf-ryu-njhp-a.png Sf2hf-ryu-jmp-s2.png Sf2hf-ryu-jmp-r1.png Sf2hf-ryu-jmp-r2.png Sf2hf-ryu-jmp-r3.png
Stun 11~17
Stun Timer 60
Frame Count 2 2 8 4 4 4
Simplified 4 8
  • Neutral Jumping LK:
Damage 10 Sf2hf-ryu-njlk-s1.png Sf2hf-ryu-njlk-a.png Sf2hf-ryu-njlk-r1.png
Stun 1~7
Stun Timer 40
Frame Count 3 40
  • Diagonal Jumping LK:
Damage 8 Sf2hf-ryu-djlk-s1.png Sf2hf-ryu-djlk-s2.png Sf2hf-ryu-djlk-a.png
Stun 1~7
Stun Timer 40
Frame Count 2 3
Simplified 5
  • Neutral Jumping MK:
Damage 16 Sf2hf-ryu-njmk-s1.png Sf2hf-ryu-njmk-a.png Sf2hf-ryu-jmp-r1.png Sf2hf-ryu-jmp-r2.png Sf2hf-ryu-jmp-r3.png
Stun 5~11
Stun Timer 50
Frame Count 5 13 6 6
Simplified 5 13
  • Diagonal Jumping MK:
Damage 16 Sf2hf-ryu-djlk-s1.png Sf2hf-ryu-djmk-s1.png Sf2hf-ryu-djmk-a.png Sf2hf-ryu-djmk-s1.png Sf2hf-ryu-jmp-r1.png Sf2hf-ryu-jmp-r2.png Sf2hf-ryu-jmp-r3.png
Stun 5~11
Stun Timer 50
Frame Count 2 3 13 3 3 3
Simplified 5 13
  • Neutral Jumping HK:
Damage 24 Sf2hf-ryu-njhk-s1.png Sf2hf-ryu-njhk-a1.png Sf2hf-ryu-njhk-a2.png Sf2hf-ryu-njhk-r1.png Sf2hf-ryu-njhk-r2.png Sf2hf-ryu-jmp-r1.png Sf2hf-ryu-jmp-r2.png
Stun 11~17
Stun Timer 60
Frame Count 2 4 4 3 3 3
Simplified 2 8
  • Diagonal Jumping HK:
Damage 22 Sf2hf-ryu-djlk-s1.png Sf2hf-ryu-djmk-s1.png Sf2hf-ryu-djhk-a.png Sf2hf-ryu-djmk-s1.png Sf2hf-ryu-jmp-r1.png Sf2hf-ryu-jmp-r2.png Sf2hf-ryu-jmp-r3.png
Stun 11~17
Stun Timer 60
Frame Count 2 3 7 3 3 3
Simplified 5 7

Throws

  • Seoi Nage: (←/→ + HP) and Tomoe Nage: (←/→ + HK)
Damage 32 Sf2hf-ryu-throw.png
Duration 130
Stun 7~13
Stun Timer 100
Range (from axis) 48
Range advantage 19

Special Moves

  • Hadoken: (↓↘→ + P)

Startup:

Sf2hf-ryu-hdk-s1.png Sf2hf-ryu-hdk-s2.png Sf2hf-ryu-hdk-s3.png Sf2hf-ryu-hdk-s4.png
Frame Count 2 6 1 1

Active:

LP version:

Damage 12 Sf2hf-ryu-hdk-lp-a1.png Sf2hf-ryu-hdk-lp-a2.png Sf2hf-ryu-hdk-lp-a3.png Sf2hf-ryu-hdk-lp-a4.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 2..
Simplified 40

MP version:

Damage 14 Sf2hf-ryu-hdk-mp-a1.png Sf2hf-ryu-hdk-mp-a2.png Sf2hf-ryu-hdk-mp-a3.png Sf2hf-ryu-hdk-mp-a4.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 2..
Simplified 40

HP version:

Damage 16 Sf2hf-ryu-hdk-hp-a1.png Sf2hf-ryu-hdk-hp-a2.png Sf2hf-ryu-hdk-hp-a3.png Sf2hf-ryu-hdk-hp-a4.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 2..
Simplified 40


  • Shoryuken: →↓↘ + Punch

Startup:

Damage 32 Sf2hf-ryu-srk-s1.png Sf2hf-ryu-srk-a1.png Sf2hf-ryu-srk-a2.png Sf2hf-ryu-srk-r1.png Sf2hf-ryu-srk-r2.png Sf2hf-ryu-srk-r3.png
Stun 13~19
Stun Timer 120
Frame Advantage -18/-26/-40
Jab 4 4 14 6 11 5
Strong 4 4 22 6 14 5
Fierce 4 4 26 6 21 5
  • Tatsumaki Senpuu Kyaku: ↓↙← + Kick

Startup:

Damage 22 Sf2hf-ryu-tsk-s1.png Sf2hf-ryu-tsk-s2.png Sf2hf-ryu-tsk-s3.png
Stun 13~19
Stun Timer 120
Frame Advantage -1
Frame Count 4 4 3


Active:

Sf2hf-ryu-tsk-a1.png Sf2hf-ryu-tsk-m1.png Sf2hf-ryu-tsk-a2.png Sf2hf-ryu-tsk-m2.png
Frame Count 3 3 3 3

Short: 1 Time
Foward: 2 Times
Rounhouse: 3 Times

Recovery:

Sf2hf-ryu-tsk-r1.png Sf2hf-ryu-tsk-r2.png Sf2hf-ryu-tsk-r3.png Sf2hf-ryu-tsk-r4.png
Frame Count 4 4 4 0
  • Kuchuu Tatsumaki Senpuu Kyaku: During Jump ↓↙← + Kick


Recovery:

Sf2hf-ryu-tsk-r1.png Sf2hf-ryu-tsk-r2.png Sf2hf-ryu-tsk-r3.png Sf2hf-ryu-tsk-r4a.png Sf2hf-ryu-tsk-r4.png
Frame Count 4 4 4 4 4

Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2hf-ryu-bwd.png Sf2hf-ryu-cllp-n.png Sf2hf-ryu-fwd.png Sf2hf-ryu-cr-n.png
  • Standing reel:
Sf2hf-ryu-reel1.png Sf2hf-ryu-reel2.png Sf2hf-ryu-reel3.png Sf2hf-ryu-reel4.png
  • Standing gut reel:
Sf2hf-ryu-gutreel1.png Sf2hf-ryu-gutreel2.png Sf2hf-ryu-gutreel3.png Sf2hf-ryu-gutreel4.png
  • Crouching reel:
Sf2hf-ryu-creel1.png Sf2hf-ryu-creel2.png Sf2hf-ryu-creel3.png
  • Dizzy:
Sf2hf-ryu-dizzy1.png Sf2hf-ryu-dizzy2.png Sf2hf-ryu-dizzy3.png