m (fix motion tags) |
|||
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Ryu trained for years with his friend Ken under the [[Shotokan]] master Gouken. As the champion of the first Street Fighter tournament, defeating the Muay Thai king Sagat, Ryu is known as one of the most dedicated fighters. Since his victory Ryu has traveled the globe, participating in subsequent tournaments and continuing his quest to perfect his training. | Ryu trained for years with his friend Ken under the [[Shotokan]] master Gouken. As the champion of the first Street Fighter tournament, defeating the Muay Thai king Sagat, Ryu is known as one of the most dedicated fighters. Since his victory Ryu has traveled the globe, participating in subsequent tournaments and continuing his quest to perfect his training. | ||
| | | | ||
As the quintessential Street Fighter, Ryu's game plan is focused on the ability to produce a variety of special moves to counter opponent's strategies, along with strong mix-up capabilities. He now has additional projectile attacks that are useful in response to a variety of situations as well as his traditional tactics such as the shoryuken and the tatsumakisenpukyaku. Ryu's new Hado Kakusei mode allows from some additional over-the-top hyper attacks which means he can burn hyper meter pretty quickly. If a new twist on an old favorite sounds good to you then Ryu just might be your newest team member. }} | As the quintessential Street Fighter, Ryu's game plan is focused on the ability to produce a variety of special moves to {{counter}} opponent's strategies, along with strong mix-up capabilities. He now has additional projectile attacks that are useful in response to a variety of situations as well as his traditional tactics such as the shoryuken and the tatsumakisenpukyaku. Ryu's new Hado Kakusei mode allows from some additional over-the-top hyper attacks which means he can burn hyper meter pretty quickly. If a new twist on an old favorite sounds good to you then Ryu just might be your newest team member. }} | ||
=== Alternate Colors === | === Alternate Colors === | ||
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{{UMvC3CharacterAssists | {{UMvC3CharacterAssists | ||
| Shoryuken | direct tiltup | 150,000 | strk | Shinku Tatsumaki Senpukyaku | | Shoryuken | {{direct}} {{tiltup}} | 150,000 | {{strk}} | Shinku Tatsumaki Senpukyaku | ||
| Tatsumaki <br> Senpukyaku H | direct front | 50,000 X 2 <br> + 60,000 <br> (143,500) | softknockdown | Shinku Tatsumaki Senpukyaku | | Tatsumaki <br> Senpukyaku H | {{direct}} {{front}} | 50,000 X 2 <br> + 60,000 <br> (143,500) | {{softknockdown}} | Shinku Tatsumaki Senpukyaku | ||
| Hadoken | shot front | 100,000 | proj | Shinku Hadoken | | Hadoken | {{shot}} {{front}} | 100,000 | {{proj}} | Shinku Hadoken | ||
}} | }} | ||
Line 45: | Line 45: | ||
{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Standing Light | l | 50,000 | rpdfire }} | {{MoveListRow | Standing Light | {{l}} | 50,000 | {{rpdfire}} }} | ||
{{MoveListRow | Crouching Light | d + l | 45,000 | low rpdfire }} | {{MoveListRow | Crouching Light | {{d}} + {{l}} | 45,000 | {{low}} {{rpdfire}} }} | ||
{{MoveListRow | Standing Medium | m | 75,000 | }} | {{MoveListRow | Standing Medium | {{m}} | 75,000 | }} | ||
{{MoveListRow | Crouching Medium | d + m | 68,000 | low }} | {{MoveListRow | Crouching Medium | {{d}} + {{m}} | 68,000 | {{low}} }} | ||
{{MoveListRow | Standing Heavy | h | 90,000 | }} | {{MoveListRow | Standing Heavy | {{h}} | 90,000 | }} | ||
{{MoveListRow | Crouching Heavy | d + h | 80,000 | hardknockdown }} | {{MoveListRow | Crouching Heavy | {{d}} + {{h}} | 80,000 | {{hardknockdown}} }} | ||
{{MoveListRow | Special | s | 100,000 | launch nocancel }} | {{MoveListRow | Special | {{s}} | 100,000 | {{launch}} {{nocancel}} }} | ||
{{MoveListRow | Collarbone Breaker | f + m | 35,000 X 2 <br> (63,000) | high }} | {{MoveListRow | Collarbone Breaker | {{f}} + {{m}} | 35,000 X 2 <br> (63,000) | {{high}} }} | ||
{{MoveListRow | Roundhouse Kick | f + h | 95,000 | }} | {{MoveListRow | Roundhouse Kick | {{f}} + {{h}} | 95,000 | }} | ||
{{MoveListRow | Jumping Light | air l | 55,000 | high }} | {{MoveListRow | Jumping Light | air {{l}} | 55,000 | {{high}} }} | ||
{{MoveListRow | Jumping Medium | air m | 60,000 X 2 <br> (108,000) | high }} | {{MoveListRow | Jumping Medium | air {{m}} | 60,000 X 2 <br> (108,000) | {{high}} }} | ||
{{MoveListRow | Jumping Heavy | air h | 90,000 | high }} | {{MoveListRow | Jumping Heavy | air {{h}} | 90,000 | {{high}} }} | ||
{{MoveListRow | Jumping Special | air s | 95,000 | high aircombofinisher <br> nocancel }} | {{MoveListRow | Jumping Special | air {{s}} | 95,000 | {{high}} {{aircombofinisher}} <br> {{nocancel}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Forward Throw | f + h | 80,000 | throw hardknockdown }} | {{MoveListRow | Forward Throw | {{f}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Throw | b + h | 80,000 | throw hardknockdown }} | {{MoveListRow | Back Throw | {{b}} + {{h}} | 80,000 | {{throw}} {{hardknockdown}} }} | ||
{{MoveListRow | Forward Air Throw | air f + h | 80,000 | airthrow hardknockdown }} | {{MoveListRow | Forward Air Throw | air {{f}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListRow | Back Air Throw | air b + h | 80,000 | airthrow hardknockdown }} | {{MoveListRow | Back Air Throw | air {{b}} + {{h}} | 80,000 | {{airthrow}} {{hardknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Hadoken | qcf + atk | 100,000 | airok proj }} | {{MoveListRow | Hadoken | {{qcf}} + {{atk}} | 100,000 | {{airok}} {{proj}} }} | ||
{{MoveListRow | Ren Hadoken | qcf + s | 50,000 X 1 ~ 5 <br> (50,000 ~ 204,600) | airok <br> proj <br> rpdfire }} | {{MoveListRow | Ren Hadoken | {{qcf}} + {{s}} | 50,000 X 1 ~ 5 <br> (50,000 ~ 204,600) | {{airok}} <br> {{proj}} <br> {{rpdfire}} }} | ||
{{MoveListRow | Baku Hadoken | qcf + s charge | 150,000 | airok <br> proj <br> wallbounce <br> softknockdown }} | {{MoveListRow | Baku Hadoken | {{qcf}} + {{s}} charge | 150,000 | {{airok}} <br> {{proj}} <br> {{wallbounce}} <br> {{softknockdown}} }} | ||
{{MoveListRow | Shoryuken L | dp + l | 100,000 | strk }} | {{MoveListRow | Shoryuken L | {{dp}} + {{l}} | 100,000 | {{strk}} }} | ||
{{MoveListRow | Shoryuken M | dp + m | 120,000 | strk }} | {{MoveListRow | Shoryuken M | {{dp}} + {{m}} | 120,000 | {{strk}} }} | ||
{{MoveListRow | Shoryuken H | dp + h | 150,000 | strk }} | {{MoveListRow | Shoryuken H | {{dp}} + {{h}} | 150,000 | {{strk}} }} | ||
{{MoveListRow | Hado Shoryuken | dp + s | 130,000 + 30,000 X 3 <br> (203,000) | strk <br> proj for hits 2-4 }} | {{MoveListRow | Hado Shoryuken | {{dp}} + {{s}} | 130,000 + 30,000 X 3 <br> (203,000) | {{strk}} <br> {{proj}} for hits 2-4 }} | ||
{{MoveListRow | Tatsumaki Senpukyaku L | qcb + l | 90,000 | softknockdown }} | {{MoveListRow | Tatsumaki Senpukyaku L | {{qcb}} + {{l}} | 90,000 | {{softknockdown}} }} | ||
{{MoveListRow | Tatsumaki Senpukyaku M | qcb + m | 60,000 X 2 <br> (114,000) | softknockdown }} | {{MoveListRow | Tatsumaki Senpukyaku M | {{qcb}} + {{m}} | 60,000 X 2 <br> (114,000) | {{softknockdown}} }} | ||
{{MoveListRow | Tatsumaki Senpukyaku H | qcb + h | 50,000 X 2 + 60,000 <br> (143,500) | softknockdown }} | {{MoveListRow | Tatsumaki Senpukyaku H | {{qcb}} + {{h}} | 50,000 X 2 + 60,000 <br> (143,500) | {{softknockdown}} }} | ||
{{MoveListRow | Air Tatsumaki Senpukyaku L | air qcb + l | 100,000 | stagger vs grounded opponent <br> softknockdown vs airborne opponent }} | {{MoveListRow | Air Tatsumaki Senpukyaku L | air {{qcb}} + {{l}} | 100,000 | {{stagger}} vs grounded opponent <br> {{softknockdown}} vs airborne opponent }} | ||
{{MoveListRow | Air Tatsumaki Senpukyaku M | air qcb + m | 30,000 X 3 + 50,000 <br> (117,600) | stagger vs grounded opponent <br> softknockdown vs airborne opponent }} | {{MoveListRow | Air Tatsumaki Senpukyaku M | air {{qcb}} + {{m}} | 30,000 X 3 + 50,000 <br> (117,600) | {{stagger}} vs grounded opponent <br> {{softknockdown}} vs airborne opponent }} | ||
{{MoveListRow | Air Tatsumaki Senpukyaku H | air qcb + h | 30,000 X 4 + 50,000 <br> (135,800) | stagger vs grounded opponent <br> softknockdown vs airborne opponent }} | {{MoveListRow | Air Tatsumaki Senpukyaku H | air {{qcb}} + {{h}} | 30,000 X 4 + 50,000 <br> (135,800) | {{stagger}} vs grounded opponent <br> {{softknockdown}} vs airborne opponent }} | ||
{{MoveListRow | Jodan Sokuto Geri | rdp + atk | 100,000 | wallbounce <br> softknockdown }} | {{MoveListRow | Jodan Sokuto Geri | {{rdp}} + {{atk}} | 100,000 | {{wallbounce}} <br> {{softknockdown}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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{{UMvC3MoveListHeader}} | {{UMvC3MoveListHeader}} | ||
{{MoveListRow | Shinku Hadoken | qcf + atk + atk | 18,000 X 25 (~50) <br> (261,700 ~ 313,900) | proj <br> can be aimed up <br> during startup by holding u <br> can be steered. }} | {{MoveListRow | Shinku Hadoken | {{qcf}} + {{atk}} + {{atk}} | 18,000 X 25 (~50) <br> (261,700 ~ 313,900) | {{proj}} <br> can be aimed up <br> during startup by holding {{u}} <br> can be steered. }} | ||
{{MoveListRow | Air Shinku Hadoken | air qcf + atk + atk | 18,000 X 25 (~50) <br> (261,700 ~ 313,900) | proj <br> can be aimed down <br> during startup by holding d <br> can be steered. <br> otg when aimed down }} | {{MoveListRow | Air Shinku Hadoken | air {{qcf}} + {{atk}} + {{atk}} | 18,000 X 25 (~50) <br> (261,700 ~ 313,900) | {{proj}} <br> can be aimed down <br> during startup by holding {{d}} <br> can be steered. <br> {{otg}} when aimed down }} | ||
{{MoveListRow | Shinku Tatsumaki Senpukyaku | qcb + atk + atk | 12,000 X 43 (~83) <br> (266,300 ~ 315,200) | hardknockdown on final hit }} | {{MoveListRow | Shinku Tatsumaki Senpukyaku | {{qcb}} + {{atk}} + {{atk}} | 12,000 X 43 (~83) <br> (266,300 ~ 315,200) | {{hardknockdown}} on final hit }} | ||
{{MoveListRow | Hado Kakusei <br> "Denjin Mode" <br> "Evil Ryu" | d , d + atk + atk | 0 | Enters a powered-up state <br> increasing speed and upgrading <br> decrease into red health, regenerate after being tag-in does not affected> <br> some hypers below. <br> lasts 5 seconds. }} | {{MoveListRow | Hado Kakusei <br> "Denjin Mode" <br> "Evil Ryu" | {{d}} , {{d}} + {{atk}} + {{atk}} | 0 | Enters a powered-up state <br> increasing speed and upgrading <br> decrease into red health, regenerate after being tag-in does not affected> <br> some hypers below. <br> lasts 5 seconds. }} | ||
{{MoveListRow | Shin Hadoken | while in Hado Kakusei, qcf + atk + atk | 20,000 X 25 (~50) <br> (290,800 ~ 349,300) | airok <br> proj <br> strk on final hit }} | {{MoveListRow | Shin Hadoken | while in Hado Kakusei, {{qcf}} + {{atk}} + {{atk}} | 20,000 X 25 (~50) <br> (290,800 ~ 349,300) | {{airok}} <br> {{proj}} <br> {{strk}} on final hit }} | ||
{{MoveListRow | Shin Tatsumaki Senpukyaku | while in Hado Kakusei, qcb + atk + atk | 15,000 X 43 (~83) <br> (332,500 ~ 394,600) | hardknockdown on final hit }} | {{MoveListRow | Shin Tatsumaki Senpukyaku | while in Hado Kakusei, {{qcb}} + {{atk}} + {{atk}} | 15,000 X 43 (~83) <br> (332,500 ~ 394,600) | {{hardknockdown}} on final hit }} | ||
{{MoveListRow | Shin Shoryuken | dp + atk + atk | 380,000 over 3 hits | hardknockdown <br> Level 3 Hyper. | level3 }} | {{MoveListRow | Shin Shoryuken | {{dp}} + {{atk}} + {{atk}} | 380,000 over 3 hits | {{hardknockdown}} <br> Level 3 Hyper. | level3 }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
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=== Combos === | === Combos === | ||
Basic Combo 01) {{ | Basic Combo 01) {{ {{d}} + {{l}} , {{d}} + {{m}} , {{d}} + {{h}} , {{f}} + {{h}} , {{rdp}} + {{h}} (or {{l}} ), dash , | ||
m , h , f + h , s (launcher), air l , air m , air h , air qcb + h , | {{m}} , {{h}} , {{f}} + {{h}} , {{s}} (launcher), air {{l}} , air {{m}} , air {{h}} , air {{qcb}} + {{h}} , | ||
air qcf + atk + atk}} | air {{qcf}} + {{atk}} + atk}} | ||
Basic Combo 02) {{ | Basic Combo 02) {{ {{f}} + {{m}} , {{rdp}} + {{h}} (or {{l}} ), {{d}} d + {{atk}} + {{atk}} , dash , {{m}} , | ||
h , f + h , qcb + l , m , h , f + h , qcb + l , h , f + h , s (launcher), air l , | {{h}} , {{f}} + {{h}} , {{qcb}} + {{l}} , {{m}} , {{h}} , {{f}} + {{h}} , {{qcb}} + {{l}} , {{h}} , {{f}} + {{h}} , {{s}} (launcher), air {{l}} , | ||
air m , air h , air qcb + h , air qcf + atk + atk}} | air {{m}} , air {{h}} , air {{qcb}} + {{h}} , air {{qcf}} + {{atk}} + atk}} | ||
Corner Combo 01) {{ | Corner Combo 01) {{ {{f}} + {{m}} , {{rdp}} + l, {{d}} d + {{atk}} + {{atk}} , {{m}} , {{h}} , {{f}} + {{h}} , | ||
qcb + l , m , h , f + h , qcb + l , m , h , f + h , qcb + l , h , s (launcher), | {{qcb}} + {{l}} , {{m}} , {{h}} , {{f}} + {{h}} , {{qcb}} + {{l}} , {{m}} , {{h}} , {{f}} + {{h}} , {{qcb}} + {{l}} , {{h}} , {{s}} (launcher), | ||
qcb + atk + atk , s (launcher) , qcf + atk + atk (hold u)}} | {{qcb}} + {{atk}} + {{atk}} , {{s}} (launcher) , {{qcf}} + {{atk}} + {{atk}} (hold u)}} | ||
Corner Combo 02) {{ | Corner Combo 02) {{ {{d}} + {{l}} , {{d}} + {{m}} , {{d}} + {{h}} , {{f}} + {{h}} , {{rdp}} + {{l}} , walk back, | ||
m , h , f + h , s (launcher), air m , air h , air qcf + s (rapidly for 5 hits), | {{m}} , {{h}} , {{f}} + {{h}} , {{s}} (launcher), air {{m}} , air {{h}} , air {{qcf}} + {{s}} (rapidly for 5 hits), | ||
air qcf + atk + atk , air h (while falling then land), ub , | air {{qcf}} + {{atk}} + {{atk}} , air {{h}} (while falling then land), {{ub}} , | ||
air qcf + atk + atk (hold df)}} | air {{qcf}} + {{atk}} + {{atk}} (hold df)}} | ||
=== Basic Strategy === | === Basic Strategy === | ||
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== Strategy vs. Ryu == | == Strategy vs. Ryu == | ||
[[Category: Ultimate Marvel vs Capcom 3]] | [[Category:Ultimate Marvel vs Capcom 3]] |
Revision as of 23:15, 8 December 2020


Ryu
Ryu trained for years with his friend Ken under the Shotokan master Gouken. As the champion of the first Street Fighter tournament, defeating the Muay Thai king Sagat, Ryu is known as one of the most dedicated fighters. Since his victory Ryu has traveled the globe, participating in subsequent tournaments and continuing his quest to perfect his training.
In a nutshell
As the quintessential Street Fighter, Ryu's game plan is focused on the ability to produce a variety of special moves to opponent's strategies, along with strong mix-up capabilities. He now has additional projectile attacks that are useful in response to a variety of situations as well as his traditional tactics such as the shoryuken and the tatsumakisenpukyaku. Ryu's new Hado Kakusei mode allows from some additional over-the-top hyper attacks which means he can burn hyper meter pretty quickly. If a new twist on an old favorite sounds good to you then Ryu just might be your newest team member.
Alternate Colors
Players to Watch
RayRay, ChrisG
Character Vitals
Video Walkthrough
Combos
Move List
Assist Types
Normal Moves



















(63,000)






(108,000)







Throws
















Special Moves






(50,000 ~ 204,600)




















(203,000)







(114,000)



(143,500)







(117,600)




(135,800)






Hyper Moves



(261,700 ~ 313,900)

can be aimed up
during startup by holding

can be steered.



(261,700 ~ 313,900)

can be aimed down
during startup by holding

can be steered.




(266,300 ~ 315,200)

"Denjin Mode"
"Evil Ryu"




increasing speed and upgrading
decrease into red health, regenerate after being tag-in does not affected>
some hypers below.
lasts 5 seconds.



(290,800 ~ 349,300)






(332,500 ~ 394,600)





Level 3 Hyper.
Mission Mode
Strategy
Tips and Tricks
- Ryu can throw three fireballs in the air before landing, or throw two and then Tatsumaki his way back to the ground. Fireballs are a large part of Ryu's game due to his poor mobility options, so learn when and where to throw them. For example, if Ryu is about to find himself descending into a hyper attack he can use the hard Tatsumaki Senpukyak or air Fireballs to maintain his position in the air and in really desparate situations he can use the Shinkuhadouken to stay above the attack or perhaps even retaliate against the opponent.
Combos
Basic Combo 01) {{+
,
+
,
+
,
+
,
+
(or
), dash ,
,
,
+
,
(launcher), air
, air
, air
, air
+
, air
+
+ atk}}
Basic Combo 02) {{+
,
+
(or
),
d +
+
, dash ,
,
,
+
,
+
,
,
,
+
,
+
,
,
+
,
(launcher), air
, air
, air
, air
+
, air
+
+ atk}}
Corner Combo 01) {{+
,
+ l,
d +
+
,
,
,
+
,
+
,
,
,
+
,
+
,
,
,
+
,
+
,
,
(launcher),
+
+
,
(launcher) ,
+
+
(hold u)}}
Corner Combo 02) {{+
,
+
,
+
,
+
,
+
, walk back,
,
,
+
,
(launcher), air
, air
, air
+
(rapidly for 5 hits), air
+
+
, air
(while falling then land),
, air
+
+
(hold df)}}
Basic Strategy
Ryu functions as a very basic Ultimate Marvel vs Capcom 3 fighter. His rapid fire light attacks allow for a frame advantage when guarded or provide an opportunity for hit confirm combo when the attack hits. This makes Ryu a safe character to use for beginning players but he can also help the player develop some habits that won't fuction effectly on other cast members. Ryu's light attacks are a great way to combo into the Collarbone Breaker which opens the opponent up for big combos.
Ryu can play keep away pretty well with his ground and air Hadouken but he usually lose in a projectile fight fairly easliy. With the addition of the the Ren Hadouken which rapid fires and the Baku Hadouken that can hit a ground opponent at any distance Ryu can now coax an opponent into movement. Causing the opponent to jump in towards Ryu provides a variety of options. The basic Shoryuken leaves Ryu wide open to retaliation so if you are not familiar with the movement patterns of your opponent then the Shoryuken should be reserved for a close in counter move, which it's invincible start up is especially effective. This tactic should feel comfortable for anyone who has a history of playing Ryu in fighting games.
Ryu's Shinkuhadouken is one of the most versatile hyper attacks in the game since it reaches full screen and can be set in different directions, up, diagonal or forward. It also is very difficult to punsish when guarded since it pushes the opponent away. Ryu's air throws can be followed up with an OTG Shinkuhahouken. To maximize the chances of getting an air throw to link to a Shinkuhadouken you can start an air asault with f + hard, if a throw doesn't connect Ryu will perform his air hard attack instead which can then be canceled into his air Tatsumaki Senpukyaku for a safe landing. This approach also has the possibility of causing a cross up or it may force your opponent to gaurd. When you use the light Tatsumaki Senpukyaku on a guarding opponent Ryu will gain a frame advantage.
Advanced Strategy
Since Ryu can do amazing damage by linking hyper attacks together on a cornered opponent through the use of the Hado Kakusei this makes Ryu even more valuable after he has built a good level of hyper meter. You may want to consider using him as an anchor character matched up with a point character who is good at building hyper meter such as Haggar or Dr. Doom.