Street Fighter Alpha 2/Ryu: Difference between revisions

From SuperCombo Wiki
(Updated Layout)
Line 1: Line 1:
[[File:Ryu-good-original-stance-sfa.gif|right]]
<templatestyles src="CharacterPage-SFA2/styles.css"/>
 
{{TOClimit}}
= Introduction =
{{HiddenTOCHeader
A student of the Shotokan school of karate, Ryu has devoted his entire life to perfecting the true way of the warrior through mastery of the fireball. Now Ryu must stand tall against revitalized rivals.
|header= =Overview=}}
 
{{CharacterOverview-SFA2
[[File:Ryu_Alpha2_colors.PNG]]
|overview= A student of the Shotokan school of karate, Ryu has devoted his entire life to perfecting the true way of the warrior through mastery of the fireball. Now Ryu must stand tall against revitalized rivals.


The main character. Ryu is a top-4 character in Alpha 2. Ryu is the definition of solid, being able to effectively zone, rush, or turtle. Ryu is a very good beginner or expert character.
The main character. Ryu is a top-4 character in Alpha 2. Ryu is the definition of solid, being able to effectively zone, rush, or turtle. Ryu is a very good beginner or expert character.
 
<br><br>
'''Pros:'''
<center><div style="width:100%;max-width:450px;"><youtube>x-x9xalJlrc</youtube></div></center>
<br>
|playstyle=[[File:A2_Icon_Ryu.png|30px]] Ryu, is...''
|pros=
* Excellent anti-airs
* Excellent anti-airs
* Many good normals
* Many good normals
Line 16: Line 19:
* Tatsu knocks down, making it great against fireballs
* Tatsu knocks down, making it great against fireballs
* DP is the best meterless counter AC and AA against jump-in CCs
* DP is the best meterless counter AC and AA against jump-in CCs
 
|cons=
'''Cons:'''
* Mediocre CC damage
* Mediocre CC damage
* No serious drawbacks, although almost anyone you play will know the Ryu matchup.
* No serious drawbacks, although almost anyone you play will know the Ryu matchup.
|name=Ryu
|image=SFA2_Ryu_Portrait.png
|health=144
|rating=None
|stun=40
|fSpeed=300
|bSpeed=200
|bJump=51f (3+48+0)
|nJump=50f (3+47+0)
|fJump=49f (3+46+0)
|wakeupNormal=51f
|wakeupQuick=20f
|throw=20
|colorsName=Ryu
|old=no
}}


'''Stats:'''
{{HiddenTOCHeader
*'''HP:''' Average
|header= =Move List=}}
*'''Stun:''' Average
*'''Walk Speed:''' Average
*'''Throw Range:''' Great ''(tied for 2rd best in the game)''
*'''Wake-up Speed:''' Average
*'''Tech-Roll Speed:''' Average
 
Source:([[Street_Fighter_Alpha_2/System#Character_Specific_Data|Alpha2CharacterStats]])
 
= Moves List =
<youtube>x-x9xalJlrc</youtube>
 
Framedata Notes:
*Damage = Units of damage done to Ken at 100% life (144 units of health). Most moves have a damage range (unknown RNG formula).
*Startup = The frame the move hits on (1st active frame).
*Frame Adv = The OnBlockAdv value. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)
*Meter = The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)
*All framedata collected with the game speed set to normal.
*All hitbox images have Ryu standing/jumping in the exact same position, so hitbox distances can be easily compared.
[Damage, stun, framedata, meter, and updated hitboxes collected by [[File:A2_Icon_ChunLi.png]][[User:Veri7as|Veri7as]], October 2021]
 
== Normal Moves ==
== Normal Moves ==
 
<center>{{FrameDataKey-SFA2
|credit=Damage, stun, framedata, meter, and updated hitboxes collected by [[File:A2_Icon_ChunLi.png]][[User:Veri7as|Veri7as]], November 2021
}}</center>
===Standing===
===Standing===
{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_st.lp.png
|image=A2_Ryu_st.lp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=st.[[File:Lp.png]]
|name=
|subtitle=
|input=st.[[File:Lp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 5
  |Damage= 5
  |Stun= 3
  |Stun= 3
Line 61: Line 63:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
  |Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
|description= Quick jab, with small frames advantage, you can walk and do these on any opponent that can’t crouch them.
  }}
  }}
|description= Quick jab, with small frames advantage, you can walk and do these on any opponent that can’t crouch them.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_st.mp_1.png
|image=A2_Ryu_st.mp_1.png
|imageSize=250px
|imageSize=250px
Line 71: Line 73:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=st.[[File:Mp.png]]
|name=
|subtitle=
|input=st.[[File:Mp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 11-13, 6
  |Damage= 11-13, 6
  |Stun= 6, 6
  |Stun= 6, 6
Line 82: Line 86:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |description= *Hits 1 time.
  }}
|description= *Hits 1 time.
*Both hits are cancellable.
*Both hits are cancellable.
Quick one arm uppercut; good anti-air.
Quick one arm uppercut; good anti-air.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_st.hp.png
|image=A2_Ryu_st.hp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=st.[[File:Hp.png]]
|name=
|subtitle=
|input=st.[[File:Hp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 17-21
  |Damage= 17-21
  |Stun= 8
  |Stun= 8
Line 103: Line 109:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties= -
  |Properties= -
|description= Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc.
  }}
  }}
|description= Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_st.lk.png
|image=A2_Ryu_st.lk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=st.[[File:Lk.png]]
|name=
|subtitle=
|input=st.[[File:Lk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 5
  |Damage= 5
  |Stun= 3
  |Stun= 3
Line 122: Line 130:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
|description= Good ranged kick to the shin, good priority and range.
  }}
  }}
|description= Good ranged kick to the shin, good priority and range.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_st.mk_1.png
|image=A2_Ryu_st.mk_1.png
|imageSize=250px
|imageSize=250px
Line 132: Line 140:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=st.[[File:Mk.png]]
|name=
|subtitle=
|input=st.[[File:Mk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 8-10, 9
  |Damage= 8-10, 9
  |Stun= 4, 2
  |Stun= 4, 2
Line 143: Line 153:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |description= *First hit is cancellable.
  }}
|description= *First hit is cancellable.
*Hits 2 times.
*Hits 2 times.
Ugly axe kick which can be used as a anti-crossup.
Ugly axe kick which can be used as a anti-crossup.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_st.hk.png
|image=A2_Ryu_st.hk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=st.[[File:Hk.png]]
|name=
|subtitle=
|input=st.[[File:Hk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 14
  |Damage= 14
  |Stun= 4
  |Stun= 4
Line 164: Line 176:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties= -
  |Properties= -
|description= A roundhouse kick that anti-airs. Good meaty to whoever cant crouch it, gives good frame advantage.
  }}
  }}
|description= A roundhouse kick that anti-airs. Good meaty to whoever cant crouch it, gives good frame advantage.
}}
}}


===Crouching===
===Crouching===
{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_cr.lp.png
|image=A2_Ryu_cr.lp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=cr.[[File:Lp.png]]
|name=
|subtitle=
|input=cr.[[File:Lp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 5
  |Damage= 5
  |Stun= 1
  |Stun= 1
Line 184: Line 198:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
  |Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
|description= Little jab to the shin, not really all that great range wise.
  }}
  }}
|description= Little jab to the shin, not really all that great range wise.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_cr.mp.png
|image=A2_Ryu_cr.mp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=cr.[[File:Mp.png]]
|name=
|subtitle=
|input=cr.[[File:Mp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 10-12
  |Damage= 10-12
  |Stun= 6
  |Stun= 6
Line 203: Line 219:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
|description= A straight punch with good priority and frame advantage.
  }}
  }}
|description= A straight punch with good priority and frame advantage.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_cr.hp_1.png
|image=A2_Ryu_cr.hp_1.png
|imageSize=250px
|imageSize=250px
Line 213: Line 229:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=cr.[[File:Hp.png]]
|name=
|subtitle=
|input=cr.[[File:Hp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 15-19,13
  |Damage= 15-19,13
  |Stun= 8, 6
  |Stun= 8, 6
Line 224: Line 242:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |description= *First hit is cancelable.
  }}
|description= *First hit is cancelable.
*Hits 1 time.
*Hits 1 time.
Uppercut, probably one of the best normal anti-airs in the game. Also this is a super meaty, allowing link after ward.
Uppercut, probably one of the best normal anti-airs in the game. Also this is a super meaty, allowing link after ward.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_cr.lk.png
|image=A2_Ryu_cr.lk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=cr.[[File:Lk.png]]
|name=
|subtitle=
|input=cr.[[File:Lk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 5
  |Damage= 5
  |Stun= 3
  |Stun= 3
Line 245: Line 265:
  |Block=[[File:Low.png]]
  |Block=[[File:Low.png]]
  |Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
  |Properties=[[File:Rpdfire.png]][[File:Chaincancel.png]]<br>[[File:Specialcancel.png]][[File:Supercancel.png]]
|description= Quick kick to the foot, combo starter.
  }}
  }}
|description= Quick kick to the foot, combo starter.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_cr.mk.png
|image=A2_Ryu_cr.mk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=cr.[[File:Mk.png]]
|name=
|subtitle=
|input=cr.[[File:Mk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 9-11
  |Damage= 9-11
  |Stun= 1
  |Stun= 1
Line 264: Line 286:
  |Block=[[File:Low.png]]
  |Block=[[File:Low.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
  |Properties=[[File:Specialcancel.png]]<br>[[File:Supercancel.png]]
|description= A good reaching low kick, probably overall bset poke, gives frame advantage and awesome meaty.
  }}
  }}
|description= A good reaching low kick, probably overall bset poke, gives frame advantage and awesome meaty.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_cr.hk.png
|image=A2_Ryu_cr.hk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=cr.[[File:Hk.png]]
|name=
|subtitle=
|input=cr.[[File:Hk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 14-18
  |Damage= 14-18
  |Stun= 8
  |Stun= 8
Line 283: Line 307:
  |Block=[[File:Low.png]]
  |Block=[[File:Low.png]]
  |Properties=[[File:Specialcancel.png]][[File:Supercancel.png]]<br>[[File:Softknockdown.png]]
  |Properties=[[File:Specialcancel.png]][[File:Supercancel.png]]<br>[[File:Softknockdown.png]]
|description= A really good sweep with good range, usually a poke string ender. Note that if not cancelled its a free cc on you, and if you cancel into a hadouken, free cc on you if your opponent has a lvl 3.
  }}
  }}
|description= A really good sweep with good range, usually a poke string ender. Note that if not cancelled its a free cc on you, and if you cancel into a hadouken, free cc on you if your opponent has a lvl 3.
}}
}}


Line 290: Line 314:
Jumping [[File:U.png]] (Neutral jump)
Jumping [[File:U.png]] (Neutral jump)


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_nj.lp.png
|image=A2_Ryu_nj.lp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=nj.[[File:Lp.png]]
|name=
|subtitle=
|input=nj.[[File:Lp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 9
  |Damage= 9
  |Stun= 3
  |Stun= 3
Line 305: Line 331:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= -
  }}
  }}
|description=
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_nj.mp.png
|image=A2_Ryu_nj.mp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=nj.[[File:Mp.png]]
|name=
|subtitle=
|input=nj.[[File:Mp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 10-12
  |Damage= 10-12
  |Stun= 6
  |Stun= 6
Line 324: Line 352:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= -
  }}
  }}
|description=
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_nj.hp.png
|image=A2_Ryu_nj.hp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=nj.[[File:Hp.png]]
|name=
|subtitle=
|input=nj.[[File:Hp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 13-17
  |Damage= 13-17
  |Stun= 8
  |Stun= 8
Line 343: Line 373:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= -
  }}
  }}
|description=
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_nj.lk.png
|image=A2_Ryu_nj.lk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=nj.[[File:Lk.png]]
|name=
|subtitle=
|input=nj.[[File:Lp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 10
  |Damage= 10
  |Stun= 3
  |Stun= 3
Line 362: Line 394:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= -
  }}
  }}
|description=
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_nj.mk.png
|image=A2_Ryu_nj.mk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=nj.[[File:Mk.png]]
|name=
|subtitle=
|input=nj.[[File:Mk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 11-13
  |Damage= 11-13
  |Stun= 6
  |Stun= 6
Line 381: Line 415:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= -
  }}
  }}
|description=
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_nj.hk.png
|image=A2_Ryu_nj.hk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=nj.[[File:Hk.png]]
|name=
|subtitle=
|input=nj.[[File:Hk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 14-18
  |Damage= 14-18
  |Stun= 8
  |Stun= 8
Line 400: Line 436:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= -
  }}
  }}
|description=
}}
}}


Jumping [[File:Ub.png]] [[File:Uf.png]] (Diagonal jump)
Jumping [[File:Ub.png]] [[File:Uf.png]] (Diagonal jump)


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_dj.lp.png
|image=A2_Ryu_dj.lp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=dj.[[File:Lp.png]]
|name=
|subtitle=
|input=dj.[[File:Lp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 9
  |Damage= 9
  |Stun= 3
  |Stun= 3
Line 421: Line 459:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= -
  }}
  }}
|description=
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_dj.mp_1.png
|image=A2_Ryu_dj.mp_1.png
|imageSize=250px
|imageSize=250px
Line 431: Line 469:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=dj.[[File:Mp.png]]
|name=
|subtitle=
|input=dj.[[File:Mp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 8, 6
  |Damage= 8, 6
  |Stun= 3, 3
  |Stun= 3, 3
Line 442: Line 482:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
  |description= *Hits 2 times.
  }}
|description= *Hits 2 times.
A two-hit upward punch in the air, use to juggle after a connecting air hurricane kick on a grounded opponent.
A two-hit upward punch in the air, use to juggle after a connecting air hurricane kick on a grounded opponent.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_dj.hp.png
|image=A2_Ryu_dj.hp.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=dj.[[File:Hp.png]]
|name=
|subtitle=
|input=dj.[[File:Hp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 13-17
  |Damage= 13-17
  |Stun= 1
  |Stun= 1
Line 462: Line 504:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= A fist to the face. Good jump in with good priority, especially when done early.
  }}
  }}
|description= A fist to the face. Good jump in with good priority, especially when done early.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_dj.lk.png
|image=A2_Ryu_dj.lk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=dj.[[File:Lk.png]]
|name=
|subtitle=
|input=dj.[[File:Lk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 9
  |Damage= 9
  |Stun= 3
  |Stun= 3
Line 481: Line 525:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= -
  }}
  }}
|description=
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_dj.mk.png
|image=A2_Ryu_dj.mk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=dj.[[File:Mk.png]]
|name=
|subtitle=
|input=dj.[[File:Mk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 10-12
  |Damage= 10-12
  |Stun= 6
  |Stun= 6
Line 500: Line 546:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties= Cross-up
  |Properties= Cross-up
|description= -
  }}
  }}
|description=
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_dj.hk.png
|image=A2_Ryu_dj.hk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=dj.[[File:Hk.png]]
|name=
|subtitle=
|input=dj.[[File:Hk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 13-17
  |Damage= 13-17
  |Stun= 8
  |Stun= 8
Line 519: Line 567:
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=
  |Properties=
|description= Best when used when jumping from far away, good priority.
  }}
  }}
|description= Best when used when jumping from far away, good priority.
}}
}}


== Command Normals ==
== Command Normals ==


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_f.mp_1.png
|image=A2_Ryu_f.mp_1.png
|imageSize=250px
|imageSize=250px
Line 531: Line 579:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=Sakatsu Wari<br>aka Overhead<br>[[File:F.png]]+ [[File:Mp.png]]
|name=Sakatsu Wari
|subtitle=Overhead
|input=[[File:F.png]]+ [[File:Mp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 5-7, 14
  |Damage= 5-7, 14
  |Stun= 6, 2
  |Stun= 6, 2
Line 541: Line 591:
  |Meter= 1/2,2/3,3
  |Meter= 1/2,2/3,3
  |Block=[[File:High.png]]
  |Block=[[File:High.png]]
  |Properties=  
  |Properties=
  |description= *Hits 2 times
  }}
|description= *Hits 2 times
*Unsafe; can be punished by CC and fast normals.
*Unsafe; can be punished by CC and fast normals.
*'''Punishable on hit.'''
*'''Punishable on hit.'''
*Tied for 2nd fastest overhead in the game. ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Overheads Alpha2Overheads]).
*Tied for 2nd fastest overhead in the game. ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Overheads Alpha2Overheads]).
A overhead with very good range.
A overhead with very good range.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_f.mk.png
|image=A2_Ryu_f.mk.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=Senpu Kyaku<br>aka Hop Kick<br>[[File:F.png]]+ [[File:Mk.png]]
|name=Senpu Kyaku
|subtitle=Hop Kick
|input=[[File:F.png]]+ [[File:Mk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 11-13
  |Damage= 11-13
  |Stun= 6
  |Stun= 6
Line 565: Line 617:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties= [[File:Lowerbodyinv.png]]
  |Properties= [[File:Lowerbodyinv.png]]
  |description= *Unsafe; can be punished by CC and fast normals.
  }}
|description= *Unsafe; can be punished by CC and fast normals.
Good for maintaining corner pressure, or to zone in closer due to recovering faster than a LK Tatsu.
Good for maintaining corner pressure, or to zone in closer due to recovering faster than a LK Tatsu.
}}
}}
}}


== Normal Throws ==
== Normal Throws ==


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_PThrow_1.png
|image=A2_Ryu_PThrow_1.png
|imageSize=250px
|imageSize=250px
Line 578: Line 630:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=Seoi Nage<br>[[File:B.png]]or[[File:F.png]] + [[File:Mp.png]]/[[File:Hp.png]]
|name=Seoi Nage
|subtitle=
|input=[[File:B.png]]or[[File:F.png]] + [[File:Mp.png]]/[[File:Hp.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 19
  |Damage= 19
  |Stun= 0
  |Stun= 0
Line 589: Line 643:
  |Block= N/A
  |Block= N/A
  |Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]]
  |Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]]
  |description= *Deals 9 damage when opponent tech throws.
  }}
|description= *Deals 9 damage when opponent tech throws.
*Ryu has the 2rd best throw range in the game ([[Street_Fighter_Alpha_2/System#Regular_Throw_Ranges|Alpha2ThrowRanges]]).
*Ryu has the 2rd best throw range in the game ([[Street_Fighter_Alpha_2/System#Regular_Throw_Ranges|Alpha2ThrowRanges]]).
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_KThrow_1.png
|image=A2_Ryu_KThrow_1.png
|imageSize=250px
|imageSize=250px
Line 600: Line 654:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=Tomoe Nage<br>[[File:B.png]]or[[File:F.png]] + [[File:Mk.png]]/[[File:Hk.png]]
|name=Tomoe Nage
|subtitle=
|input=[[File:B.png]]or[[File:F.png]] + [[File:Mk.png]]/[[File:Hk.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 19
  |Damage= 19
  |Stun= 0
  |Stun= 0
Line 611: Line 667:
  |Block= N/A
  |Block= N/A
  |Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]]
  |Properties= [[File:Throw.png]]<br>[[File:Hardknockdown.png]]
|description= *Deals 9 damage when opponent tech throws.
  }}
  }}
|description= *Deals 9 damage when opponent tech throws.
}}
}}


== Alpha Counters ==
== Alpha Counters ==


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_PAC_1.png
|image=A2_Ryu_PAC_1.png
|imageSize=250px
|imageSize=250px
Line 625: Line 681:
|imageSize3=250px
|imageSize3=250px
|caption=
|caption=
|name=(while in blockstun)<br>[[File:Qcd.png]]+ [[File:P.png]]
|name=
|subtitle=
|input=(while in blockstun)<br>[[File:Qcd.png]]+ [[File:P.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 18-20, 16, 4
  |Damage= 18-20, 16, 4
  |Stun= 8, 6, 6
  |Stun= 8, 6, 6
Line 636: Line 694:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
  |Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
|description= Used vs jump-ins and when opponent is extremely close. Does have a tendency to whiff vs deep jump-ins.
  }}
  }}
|description= Used vs jump-ins and when opponent is extremely close. Does have a tendency to whiff vs deep jump-ins.
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_KAC.png
|image=A2_Ryu_KAC.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=(while in blockstun)<br>[[File:Qcd.png]]+ [[File:K.png]]
|name=
|subtitle=
|input=(while in blockstun)<br>[[File:Qcd.png]]+ [[File:K.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= 15-19
  |Damage= 15-19
  |Stun= 8
  |Stun= 8
Line 655: Line 715:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
  |Properties= [[File:Startupinv.png]]<br>[[File:Hardknockdown.png]]
|description= Use on the ground, his best ac.
  }}
  }}
|description= Use on the ground, his best ac.
}}
}}


== Special Moves ==
== Special Moves ==


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_Fireball_1.png
|image=A2_Ryu_Fireball_1.png
|imageSize=250px
|imageSize=250px
Line 667: Line 727:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=Hadoken<br>aka Fireball<br>[[File:Qcf.png]] + [[File:P.png]]
|name=Hadoken
|subtitle=Fireball
|input=[[File:Qcf.png]] + [[File:P.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |version=[[File:Lp.png]]
  |version=[[File:Lp.png]]
  |Damage= 13-19, 9-13
  |Damage= 13-19, 9-13
Line 679: Line 741:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Proj.png]]
  |Properties=[[File:Proj.png]]
|description= *Speed: 300 pixels per 100 frames; slowest fireball in the game ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Fireballs Alpha2Fireballs]).
*'''Punishable on hit.'''
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:Mp.png]]
  |version=[[File:Mp.png]]
Line 693: Line 753:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Proj.png]]
  |Properties=[[File:Proj.png]]
|description= *Speed: 375 pixels per 100 frames ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Fireballs Alpha2Fireballs]).
*'''Punishable on hit.'''
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:Hp.png]]
  |version=[[File:Hp.png]]
Line 707: Line 765:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Proj.png]]<br>[[File:Softknockdown.png]]
  |Properties=[[File:Proj.png]]<br>[[File:Softknockdown.png]]
  |description= Shakunetsu Hadoken aka Red Fireball
  }}
|description=*'''Punishable on hit.'''
A fireball. His best poke, good release speed and damage. Throw a hell of alot of these but be smart with it. Throwing smart fireballs will annoy your opponent, just tossing them out will get you killed.
-----
{{lp}}
*Speed: 300 pixels per 100 frames; slowest fireball in the game ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Fireballs Alpha2Fireballs]).
-----
{{mp}}
*Speed: 375 pixels per 100 frames ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Fireballs Alpha2Fireballs]).
-----
{{hp}}
Shakunetsu Hadoken aka Red Fireball
*Softknockdown when hit within the first 4 frames.
*Softknockdown when hit within the first 4 frames.
*Speed: 450 pixels per 100 frames; 4th fastest fireball in the game ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Fireballs Alpha2Fireballs]).
*Speed: 450 pixels per 100 frames; 4th fastest fireball in the game ([https://srk.shib.live/w/Street_Fighter_Alpha_2/System#Fireballs Alpha2Fireballs]).
A fireball. His best poke, good release speed and damage. Throw a hell of alot of these but be smart with it. Throwing smart fireballs will annoy your opponent, just tossing them out will get you killed.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_DP_1.png
|image=A2_Ryu_DP_1.png
|imageSize=250px
|imageSize=250px
Line 722: Line 789:
|imageSize3=250px
|imageSize3=250px
|caption=
|caption=
|name=Shoryuken<br>aka Dragon Punch, Uppercut<br>[[File:Dp.png]] + [[File:P.png]]
|name=Shoryuken
|subtitle=Dragon Punch, Uppercut
|input=[[File:Dp.png]] + [[File:P.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |version=[[File:Lp.png]]
  |version=[[File:Lp.png]]
  |Damage= 17-20, 14-18, 3
  |Damage= 17-20, 14-18, 3
Line 734: Line 803:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]][[File:Upperbodyinv.png]]<br>[[File:Softknockdown.png]]
  |Properties=[[File:Startupinv.png]][[File:Upperbodyinv.png]]<br>[[File:Softknockdown.png]]
|description= *3 frames of startup invul; 0 of which while active.
*Hits 1 time max.
Best used as an invincible anti-air. Will also anti-air jump-in CCs. Not a great reversal because of the lower hurtbox during the first hit; it will trade with low attacks. Amazing way to build meter from full-screen when kara-canceled with cr.{{hk}} (11 units).
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:Mp.png]]
  |version=[[File:Mp.png]]
Line 749: Line 815:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Softknockdown.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Softknockdown.png]]
|description= *7 frames of startup invul; 4 of which while active.
*Hits 1 time max.
Best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit.
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:Hp.png]]
  |version=[[File:Hp.png]]
Line 764: Line 827:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Softknockdown.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Softknockdown.png]]
  |description= *7 frames of startup invul; 4 of which while active.
  }}
|description=
-----
{{lp}}
*3 frames of startup invul; 0 of which while active.
*Hits 1 time max.
Best used as an invincible anti-air. Will also anti-air jump-in CCs. Not a great reversal because of the lower hurtbox during the first hit; it will trade with low attacks. Amazing way to build meter from full-screen when kara-canceled with cr.{{hk}} (11 units).
-----
{{mp}}
*7 frames of startup invul; 4 of which while active.
*Hits 1 time max.
Best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit.
-----
{{hp}}
*7 frames of startup invul; 4 of which while active.
*Hits 1 time max.
*Hits 1 time max.
Hp dp is best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit. By performing a close light, medium, or heavy DP towards the other person while they're blocking will hit them twice instead of once, which does more chip damage.
Hp dp is best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit. By performing a close light, medium, or heavy DP towards the other person while they're blocking will hit them twice instead of once, which does more chip damage.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_Tatsu_1.png
|image=A2_Ryu_Tatsu_1.png
|imageSize=250px
|imageSize=250px
Line 776: Line 852:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=Tatsumaki Senpukyaku<br>aka Hurricane Kick<br>[[File:Qcb.png]] + [[File:K.png]]
|name=Tatsumaki Senpukyaku
|subtitle=Hurricane Kick
|input=[[File:Qcb.png]] + [[File:K.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |version=[[File:Lk.png]]
  |version=[[File:Lk.png]]
  |Damage= 17-19, 17-19
  |Damage= 17-19, 17-19
Line 788: Line 866:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Softknockdown.png]]
  |Properties=[[File:Softknockdown.png]]
|description= *Hits 1 time max.
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:Mk.png]]
  |version=[[File:Mk.png]]
Line 801: Line 878:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Softknockdown.png]]
  |Properties=[[File:Softknockdown.png]]
|description= *Hits 1 time max.
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:Hk.png]]
  |version=[[File:Hk.png]]
Line 814: Line 890:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Softknockdown.png]]
  |Properties=[[File:Softknockdown.png]]
  |description= *Hits 1 time max.
  }}
|description= *Hits 1 time max.
All hits will whiff on crouching opponents. Used for mobility and to punish fireballers, use {{lk}} version to pass fireballs when you cant use {{hk}} version to hit opponent.
All hits will whiff on crouching opponents. Used for mobility and to punish fireballers, use {{lk}} version to pass fireballs when you cant use {{hk}} version to hit opponent.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_AirTatsu_1.png
|image=A2_Ryu_AirTatsu_1.png
|imageSize=250px
|imageSize=250px
Line 825: Line 901:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=(air)Tatsumaki Senpukyaku<br>aka (air)Hurricane Kick<br>(in air)[[File:Qcb.png]] + [[File:K.png]]
|name=(air)Tatsumaki Senpukyaku
|subtitle=(air)Hurricane Kick
|input=(in air)[[File:Qcb.png]] + [[File:K.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |version=[[File:Lk.png]]
  |version=[[File:Lk.png]]
  |Damage= 9-15
  |Damage= 9-15
Line 837: Line 915:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Softknockdown.png]]
  |Properties=[[File:Softknockdown.png]]
|description=
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:Mk.png]]
  |version=[[File:Mk.png]]
Line 850: Line 927:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Softknockdown.png]]
  |Properties=[[File:Softknockdown.png]]
|description= *Hits 1 time max.
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version=[[File:Hk.png]]
  |version=[[File:Hk.png]]
Line 863: Line 939:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Softknockdown.png]]
  |Properties=[[File:Softknockdown.png]]
  |description= *Hits 1 time max.
  }}
|description= *Hits 1 time max.
Has annoyingly great priority, also if connected against a grounded opponent allows for a dj.{{mp}} juggle.
Has annoyingly great priority, also if connected against a grounded opponent allows for a dj.{{mp}} juggle.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_FakeFireball.png
|image=A2_Ryu_FakeFireball.png
|imageSize=250px
|imageSize=250px
|caption=
|caption=
|name=Hado no Kamae<br>aka Fake Fireball<br>[[File:Qcf.png]] + Taunt (Start)
|name=Hado no Kamae
|subtitle=Fake Fireball
|input=[[File:Qcf.png]] + Taunt (Start)
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |Damage= N/A
  |Damage= N/A
  |Stun= N/A
  |Stun= N/A
Line 883: Line 961:
  |Block= N/A
  |Block= N/A
  |Properties= -
  |Properties= -
|description= Ryu will use his fireball animation where nothing comes out, but it has very fast recovery and can catch foes off-guard during a fireball war. Not used often due to the placement of the start button can vary depending on your controller setup, and a inputting it incorrectly will give you a regular taunt instead, which can be dangerous.
  }}
  }}
|description= Ryu will use his fireball animation where nothing comes out, but it has very fast recovery and can catch foes off-guard during a fireball war. Not used often due to the placement of the start button can vary depending on your controller setup, and a inputting it incorrectly will give you a regular taunt instead, which can be dangerous.
}}
}}


Line 891: Line 969:
*At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.
*At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.
<br>
<br>
{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_FireballSuper_1.png
|image=A2_Ryu_FireballSuper_1.png
|imageSize=250px
|imageSize=250px
Line 897: Line 975:
|imageSize2=250px
|imageSize2=250px
|caption=
|caption=
|name=Shinku Hadoken<br>a.k.a. Fireball Super<br>[[File:Qcf.png]][[File:Qcf.png]] + [[File:P.png]]
|name=Shinku Hadoken
|subtitle=Fireball Super
|input=[[File:Qcf.png]][[File:Qcf.png]] + [[File:P.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |version= Level 1
  |version= Level 1
  |subtitle= [[File:P.png]]
  |subtitle= [[File:P.png]]
Line 910: Line 990:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]
|description= *4 frames of startup hit invul.; 0 of which while active.
*6 frames of startup projectile invul.
*Hits 3 times.
*'''Punishable on hit.'''
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version= Level 2
  |version= Level 2
Line 927: Line 1,003:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]<br>[[File:Hardknockdown.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]<br>[[File:Hardknockdown.png]]
|description= *4 frames of startup hit invul.; 0 of which while active.
*6 frames of startup projectile invul.
*Hits 4 times.
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version= Level 3
  |version= Level 3
Line 943: Line 1,016:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]<br>[[File:Hardknockdown.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Proj.png]]<br>[[File:Hardknockdown.png]]
  |description= *4 frames of startup hit invul.; 0 of which while active.
  }}
|description=Only real use is to blow thru fireballs, sucks as a AA at any lvl other than 1, and you have better choices anyway. Can combo off light attacks. Lvl 1 does does not knock down, and if to close can be hit.
-----
{{AttackColor-SF
|strength=light
|content=Level 1}}
*4 frames of startup hit invul.; 0 of which while active.
*6 frames of startup projectile invul.
*Hits 3 times.
*'''Punishable on hit.'''
-----
{{AttackColor-SF
|strength=medium
|content=Level 2}}
*4 frames of startup hit invul.; 0 of which while active.
*6 frames of startup projectile invul.
*Hits 4 times.
-----
{{AttackColor-SF
|strength=heavy
|content=Level 3}}
*4 frames of startup hit invul.; 0 of which while active.
*6 frames of startup projectile invul.
*6 frames of startup projectile invul.
*Hits 5 times.
*Hits 5 times.
Only real use is to blow thru fireballs, sucks as a AA at any lvl other than 1, and you have better choices anyway. Can combo off light attacks. Lvl 1 does does not knock down, and if to close can be hit.
}}
}}
}}


{{MoveData
{{MoveData-SFA2
|image=A2_Ryu_TatsuSuper_1.png
|image=A2_Ryu_TatsuSuper_1.png
|imageSize=250px
|imageSize=250px
Line 958: Line 1,050:
|imageSize3=250px
|imageSize3=250px
|caption=
|caption=
|name=Shinku Tatsumaki Senpukyaku<br>a.k.a. Hurricane Kick Super<br>[[File:Qcb.png]][[File:Qcb.png]] + [[File:K.png]]
|name=Shinku Tatsumaki Senpukyaku
|subtitle=Hurricane Kick Super
|input=[[File:Qcb.png]][[File:Qcb.png]] + [[File:K.png]]
|data=
|data=
  {{AttackData-Alpha2
  {{AttackData-SFA2
  |version= Level 1
  |version= Level 1
  |subtitle= [[File:K.png]]
  |subtitle= [[File:K.png]]
Line 971: Line 1,065:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]]
|description= *5 frames of startup hit invul.; 0 of which while active.
*15 frames of startup projectile invul.
*Hits 5 times.
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version= Level 2
  |version= Level 2
Line 987: Line 1,078:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]]
|description= *6 frames of startup hit invul.; 1 of which while active.
*16 frames of startup projectile invul.
*Hits 9 times.
  }}
  }}
{{AttackData-Alpha2
{{AttackData-SFA2
  |header= no
  |header= no
  |version= Level 3
  |version= Level 3
Line 1,003: Line 1,091:
  |Block=[[File:Mid.png]]
  |Block=[[File:Mid.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]]
  |Properties=[[File:Startupinv.png]]<br>[[File:Lowerbodyinv.png]]
  |description= *7 frames of startup hit invul.; 2 of which while active.
  }}
|description=Probably the best wake-up super in the game, best used defensively than offensively. Completely safe on block, good chip damage, and good damage. Good anti-cross up when knocked down. Ryu's pushbox is removed throughout the duration of the super.
*A full 2 quarter-circles isn't required. Required inputs: {{d}}{{db}}{{b}}{{d}}{{db}} + {{k}}
-----
{{AttackColor-SF
|strength=light
|content=Level 1}}
*5 frames of startup hit invul.; 0 of which while active.
*15 frames of startup projectile invul.
*Hits 5 times.
-----
{{AttackColor-SF
|strength=medium
|content=Level 2}}
*6 frames of startup hit invul.; 1 of which while active.
*16 frames of startup projectile invul.
*Hits 9 times.
-----
{{AttackColor-SF
|strength=heavy
|content=Level 3}}
*7 frames of startup hit invul.; 2 of which while active.
*17 frames of startup projectile invul.
*17 frames of startup projectile invul.
*Hits 13 times.
*Hits 13 times.
Probably the best wake-up super in the game, best used defensively than offensively. Completely safe on block, good chip damage, and good damage. Good anti-cross up when knocked down. Ryu's pushbox is removed throughout the duration of the super.
*A full 2 quarter-circles isn't required. Required inputs: {{d}}{{db}}{{b}}{{d}}{{db}} + {{k}}
}}
}}
}}


= The Basics =
=The Basics=
I like to zone with ryu, fireball away, build meter, cc for chip whatever. Ryu is scary cause its hard to rush him when he has meter, after a few eaten ccs your opponent wont rush you so much. This is in you favor since his fireball is so good. Main goal is to force the opponent to make mistakes by zoning with fireballs, then anti-airing them if they jump. His HP fb knocks down and has great release speed, so Ryu can really get annoying fast.
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=I like to zone with ryu, fireball away, build meter, cc for chip whatever. Ryu is scary cause its hard to rush him when he has meter, after a few eaten ccs your opponent wont rush you so much. This is in you favor since his fireball is so good. Main goal is to force the opponent to make mistakes by zoning with fireballs, then anti-airing them if they jump. His HP fb knocks down and has great release speed, so Ryu can really get annoying fast.
}}


= Advanced Strategy =
=Advanced Strategy=
Well if within or a little outside sweep range go for his cc:
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=Well if within or a little outside sweep range go for his cc:


c.rh xx lk hurricane xN, fp dp
c.rh xx lk hurricane xN, fp dp
Line 1,041: Line 1,156:
immeadiately jump activate, j.mp xx hurricane, land, continue hurricane kick juggle, end with fp dp.
immeadiately jump activate, j.mp xx hurricane, land, continue hurricane kick juggle, end with fp dp.


****Hadouken Knockdown
====Hadouken Knockdown====


After a c.mk xx fireball knockdown, hold uf, j.lk at the last second. Its a safe jump in and if it hits go into c.lk x2 fireball. Alot of times they try to throw which leads to c.lk x2 xx fireball another knockdown into the same situation. Repeat til j.lk and c.lk is blocked.
After a c.mk xx fireball knockdown, hold uf, j.lk at the last second. Its a safe jump in and if it hits go into c.lk x2 fireball. Alot of times they try to throw which leads to c.lk x2 xx fireball another knockdown into the same situation. Repeat til j.lk and c.lk is blocked.
Line 1,048: Line 1,163:


C.fp is one of the best meaties and if it hits you can link a c.mk or sweep, if blocked walk forward and throw, or go for a counter hit. S.mk is a really good anti cross up, hitting instantly above his head.
C.fp is one of the best meaties and if it hits you can link a c.mk or sweep, if blocked walk forward and throw, or go for a counter hit. S.mk is a really good anti cross up, hitting instantly above his head.
== Combos ==
}}
cr.{{lk}}, cr.{{lk}}, st.{{lk}} xx {{hp}} Fireball or Fireball Super
 
=Combos=
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=cr.{{lk}}, cr.{{lk}}, st.{{lk}} xx {{hp}} Fireball or Fireball Super


cr.{{hp}} xx {{hp}} DP
cr.{{hp}} xx {{hp}} DP
Line 1,059: Line 1,180:


Corner j.{{hp}}, cr.{{hp}} xx Lvl 1 Tatus Super, Lvl 1 Fireball Super
Corner j.{{hp}}, cr.{{hp}} xx Lvl 1 Tatus Super, Lvl 1 Fireball Super
}}


== Custom Combos ==
=Custom Combos=
Lv1:
-----
{{Content Box-SFA2
|padding=yes
|header=
|content=Lv1:


cr.{{hk}}, {{hp}} Fireball x4, {{hp}} DP
cr.{{hk}}, {{hp}} Fireball x4, {{hp}} DP
Line 1,079: Line 1,205:


aa cc- st.{{mp}}/cr.{{mp}} into above cc
aa cc- st.{{mp}}/cr.{{mp}} into above cc
<youtube>4ltxIVEhud8</youtube>
<div style="width:100%;max-width:450px;"><youtube>4ltxIVEhud8</youtube></div>
}}


= Match-ups =
= Match-ups =
-----
-----
[[File:A2_Icon_Adon.png]] '''Vs. Adon:''' 6-4 Ryu's favor<br>
{{MatchUp-SFA2
-----
|padding=yes
[Loading match-up info...]<br>
|header=[[File:A2_Icon_Adon.png]] '''Vs. Adon:''' 6-4 Ryu's favor
<br>
|content=[Loading match-up info...]
-----
}}
[[File:A2_Icon_Akuma.png]] '''Vs. Akuma:''' 6-4 Ryu's favor<br>
 
-----
{{MatchUp-SFA2
[Loading match-up info...]<br>
|padding=yes
<br>
|header=[[File:A2_Icon_Akuma.png]] '''Vs. Akuma:''' 6-4 Ryu's favor
-----
|content=[Loading match-up info...]
[[File:A2_Icon_Birdie.png]] '''Vs. Birdie:''' 7-3 Ryu's favor<br>
}}
-----
 
[Loading match-up info...]<br>
{{MatchUp-SFA2
<br>
|padding=yes
-----
|header=[[File:A2_Icon_Birdie.png]] '''Vs. Birdie:''' 7-3 Ryu's favor
[[File:A2_Icon_Charlie.png]] '''Vs. Charlie-Nash:''' 6-4 Ryu's favor<br>
|content=[Loading match-up info...]
-----
}}
[Loading match-up info...]<br>
 
<br>
{{MatchUp-SFA2
-----
|padding=yes
[[File:A2_Icon_ChunLi.png]] '''Vs. Chun-Li:''' 5-5 Even match-up<br>
|header=[[File:A2_Icon_Charlie.png]] '''Vs. Charlie-Nash:''' 6-4 Ryu's favor
-----
|content=[Loading match-up info...]
quite tricky. S.lk beats out chuns low fwd and I think this is applied to ryu\ken\akuma. Not quite sure about dan\sakura. You read the opponent for low fwd patterns and interupt her with s.lk, KD FB.
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_ChunLi.png]] '''Vs. Chun-Li:''' 5-5 Even match-up
|content=quite tricky. S.lk beats out chuns low fwd and I think this is applied to ryu\ken\akuma. Not quite sure about dan\sakura. You read the opponent for low fwd patterns and interupt her with s.lk, KD FB.


ryus hcf+fp is KD @ perfect ranges to counter chuns normal game. Its really effective because KD’s give you time to set her up for something.
ryus hcf+fp is KD @ perfect ranges to counter chuns normal game. Its really effective because KD’s give you time to set her up for something.
Line 1,115: Line 1,247:
I’ve noticed that once chun has established her dominant footsie game, she’ll get in close so she can force easy pressure with her normals. This is the only time when you can try to out footsie her and get her with something. c.lk x2 super, low fwd into KD FB etc…
I’ve noticed that once chun has established her dominant footsie game, she’ll get in close so she can force easy pressure with her normals. This is the only time when you can try to out footsie her and get her with something. c.lk x2 super, low fwd into KD FB etc…


and the best strategy is to just use the clock. Take off time. See if the other guy can actually maintain the proper moves through out the entire course of the match. I’ve noticed that some chun players are really gimmicky and when you use the clock, you’ll be able to see that gimmick more and more and you’ll eventually think of a counter. Even when you use the clock vs a smart chun, you establish the mental game and you’ll be able to work options to land hits.
and the best strategy is to just use the fucking clock. Take off time. See if the other guy can actually maintain the proper moves through out the entire course of the match. I’ve noticed that some chun players are really gimmicky and when you use the clock, you’ll be able to see that gimmick more and more and you’ll eventually think of a counter. Even when you use the clock vs a smart chun, you establish the mental game and you’ll be able to work options to land hits.
 
a big problem with chun isn’t her normals but rather her damn CC. Its chunky life and from what i’ve seen, it can be done with 1 button lol. Its important to win the first round. Its crucial. When the 2nd round comes up, try to gain the life lead and force the chun player to burn up his CC so when the 3rd round comes aroud, you have bar, she doesn’t and you can pick her off with your CC then fight it out. Thats probably the best strat i’ve managed to come up with so far.
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Dan.png]] '''Vs. Dan:''' 8-2 Ryu's favor
|content=[Loading match-up info...]
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Dhalsim.png]] '''Vs. Dhalsim:''' 7-3 Ryu's favor
|content=[Loading match-up info...]
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Akuma.png]] '''Vs. Evil Ryu:'''
|content=[Loading match-up info...]
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Gen.png]] '''Vs. Gen:''' 7-3 Ryu's favor
|content=[Loading match-up info...]
}}
 
{{MatchUp-SFA2
|padding=yes
|header=[[File:A2_Icon_Guy.png]] '''Vs. Guy:''' 6-4 Ryu's favor
|content=[Loading match-up info...]
}}


a big problem with chun isn’t her normals but rather her CC. Its important to win the first round. Its crucial. When the 2nd round comes up, try to gain the life lead and force the chun player to burn up their CC so when the 3rd round comes around, you have bar, she doesn’t and you can pick her off with your CC then fight it out. That's probably the best strat i’ve managed to come up with so far.<br>
{{MatchUp-SFA2
<br>
|padding=yes
-----
|header=[[File:A2_Icon_Ken.png]] '''Vs. Ken:''' 4-6 Ken's favor
[[File:A2_Icon_Dan.png]] '''Vs. Dan:''' 8-2 Ryu's favor<br>
|content=[Loading match-up info...]
-----
}}
[Loading match-up info...]<br>
 
<br>
{{MatchUp-SFA2
-----
|padding=yes
[[File:A2_Icon_Dhalsim.png]] '''Vs. Dhalsim:''' 7-3 Ryu's favor<br>
|header=[[File:A2_Icon_Bison.png]] '''Vs. M. Bison (dictator):''' 6-4 Ryu's favor
-----
|content=[Loading match-up info...]
[Loading match-up info...]<br>
}}
<br>
 
-----
{{MatchUp-SFA2
[[File:A2_Icon_Akuma.png]] '''Vs. Evil Ryu:'''<br>
|padding=yes
-----
|header=[[File:A2_Icon_Rolento.png]] '''Vs. Rolento:''' 4-6 Rolento's favor
[Loading match-up info...]<br>
|content=[Loading match-up info...]
<br>
}}
-----
 
[[File:A2_Icon_Gen.png]] '''Vs. Gen:''' 7-3 Ryu's favor<br>
{{MatchUp-SFA2
-----
|padding=yes
[Loading match-up info...]<br>
|header=[[File:A2_Icon_Rose.png]] '''Vs. Rose:''' 4-6 Rose's favor
<br>
|content=[Loading match-up info...]
-----
}}
[[File:A2_Icon_Guy.png]] '''Vs. Guy:''' 6-4 Ryu's favor<br>
 
-----
{{MatchUp-SFA2
[Loading match-up info...]<br>
|padding=yes
<br>
|header=[[File:A2_Icon_Ryu.png]] '''Vs. Ryu (mirror):'''
-----
|content=[Loading match-up info...]
[[File:A2_Icon_Ken.png]] '''Vs. Ken:''' 4-6 Ken's favor<br>
}}
-----
 
[Loading match-up info...]<br>
{{MatchUp-SFA2
<br>
|padding=yes
-----
|header=[[File:A2_Icon_Sagat.png]] '''Vs. Sagat:''' 6-4 Ryu's favor
[[File:A2_Icon_Bison.png]] '''Vs. M. Bison (dictator):''' 6-4 Ryu's favor<br>
|content=[Loading match-up info...]
-----
}}
[Loading match-up info...]<br>
 
<br>
{{MatchUp-SFA2
-----
|padding=yes
[[File:A2_Icon_Rolento.png]] '''Vs. Rolento:''' 4-6 Rolento's favor<br>
|header=[[File:A2_Icon_Sakura.png]] '''Vs. Sakura:''' 5-5 Even match-up
-----
|content=[Loading match-up info...]
[Loading match-up info...]<br>
}}
<br>
 
-----
{{MatchUp-SFA2
[[File:A2_Icon_Rose.png]] '''Vs. Rose:''' 4-6 Rose's favor<br>
|padding=yes
-----
|header=[[File:A2_Icon_Sodom.png]] '''Vs. Sodom:''' 5-5 Even match-up
[Loading match-up info...]<br>
|content=[Loading match-up info...]
<br>
}}
-----
[[File:A2_Icon_Ryu.png]] '''Vs. Ryu (self)''':<br>
-----
[Loading match-up info...]<br>
<br>
-----
[[File:A2_Icon_Sagat.png]] '''Vs. Sagat:''' 6-4 Ryu's favor<br>
-----
[Loading match-up info...]<br>
<br>
-----
[[File:A2_Icon_Sakura.png]] '''Vs. Sakura:''' 5-5 Even match-up<br>
-----
[Loading match-up info...]<br>
<br>
-----
[[File:A2_Icon_Sodom.png]] '''Vs. Sodom:''' 5-5 Even match-up<br>
-----
[Loading match-up info...]<br>
<br>
-----
[[File:A2_Icon_Zangief.png]] '''Vs. Zangief:''' 6-4 Ryu's favor<br>
-----
[Loading match-up info...]<br>


{{Navbox-SFA2}}
{{MatchUp-SFA2
[[Category:Street Fighter Alpha Series]]
|padding=yes
[[Category:Street Fighter Alpha 2]]
|header=[[File:A2_Icon_Zangief.png]] '''Vs. Zangief:''' 6-4 Ryu's favor
[[Category:Ryu]]
|content=[Loading match-up info...]
}}

Revision as of 05:34, 7 November 2021

Overview

Ryu
SFA2 Ryu Portrait.png
Health: 144
Defensive Rating: None
Stun: 40
Walk Speed Forward: 300
Walk Speed Backward: 200
Jump Backward: 51f (3+48+0)
Neutral Backward: 50f (3+47+0)
Jump Forward: 49f (3+46+0)
Wake-Up: 51f
Quick Rise: 20f
Throw Range: 20
Colors
Punch 2 Punches Punch(Auto)
A2 Ryu Color1.png A2 Ryu Color3.png A2 Ryu ColorAuto1.png
A2 Ryu Color2.png A2 Ryu Color4.png A2 Ryu ColorAuto2.png
Kick 2 Kicks Kick(Auto)
Overview

A student of the Shotokan school of karate, Ryu has devoted his entire life to perfecting the true way of the warrior through mastery of the fireball. Now Ryu must stand tall against revitalized rivals.

The main character. Ryu is a top-4 character in Alpha 2. Ryu is the definition of solid, being able to effectively zone, rush, or turtle. Ryu is a very good beginner or expert character.


Playstyle

A2 Icon Ryu.png Ryu, is...

Strengths Weaknesses
  • Excellent anti-airs
  • Many good normals
  • Fast overhead
  • Very good (if basic) supers
  • Excellent zoning with the best fireball in the game
  • Tatsu knocks down, making it great against fireballs
  • DP is the best meterless counter AC and AA against jump-in CCs
  • Mediocre CC damage
  • No serious drawbacks, although almost anyone you play will know the Ryu matchup.

Move List

Normal Moves

SFA2 Framedata Glossary
Damage

Units of base damage inflicted by the move (100% life bar = 144 units of health). Most moves have a damage range; the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and the % chance of doing so.

Stun

Units of stun inflicted by the move.

Startup

The frame the move hits on (1st active frame). Super moves with a screen freeze will separate pre- and post-screen freeze startup frames by a '+' (Ex: 5+0).

Active

The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences.

Frame Adv

The frame advantage values when the attack is blocked. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)

Meter

The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)

Block

Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way.

Properties
  • Chain Cancel: Can be canceled into itself or another normal attack.
  • Special Cancel: Can be canceled into a special attack.
  • Super Cancel: Can be canceled into a super attack.
  • Throw/Air-Throw: A normal throw or command grab.
  • Soft Knockdown: Will knockdown, but opponent can quick rise or roll.
  • Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.
  • Projectile: Produces a projectile (i.g. Hadoken).
  • Proj. Reflect: Will reflect an opponent's projectile back at them.
  • Proj. Absorb: Will absorb an opponent's projectile.
  • Invuln. Startup: Has frames at the start that are completely invincible.
  • Invuln. Lower: Has frames that are invincible to lower attacks.
  • Invuln. Upper: Has frames that are invincible to mid/higher attacks (aka low profile).
  • Counterhit: Deals and/or takes more damage when counter hit.
Frames

All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).

Speed

All framedata collected with the game speed set to normal.

Hitboxes

All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.

  • Blue: Hurtbox - hittable area of a character.
  • Red: Hitbox - attacking area of an action.
  • Yellow: Throwbox - throwing area of an action.
  • Green: Pushbox - collidable area of a character.
  • White: Axis - core of a character from which all other boxes reference.
  • Pink: Projectile Hitbox - attacking area of a projectile.
  • Light Blue: Projectile Hurtbox - hittable area of a projectile.
  • Purple: Counterbox - hittable area that triggers a counter attack.
CreditDamage, stun, framedata, meter, and updated hitboxes collected by A2 Icon ChunLi.pngVeri7as, November 2021

Standing

st.Lp.png

A2 Ryu st.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5 3 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png

Quick jab, with small frames advantage, you can walk and do these on any opponent that can’t crouch them.

st.Mp.png

A2 Ryu st.mp 1.png
A2 Ryu st.mp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11-13, 6 6, 6 4 3(0)6 -4 1/3/6 Mid.png Specialcancel.png
Supercancel.png
  • Hits 1 time.
  • Both hits are cancellable.

Quick one arm uppercut; good anti-air.

st.Hp.png

A2 Ryu st.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
17-21 8 8 6 -3 2/5/9 Mid.png -

Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc.

st.Lk.png

A2 Ryu st.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5 3 7 6 -4 0/1/2 Mid.png Specialcancel.png
Supercancel.png

Good ranged kick to the shin, good priority and range.

st.Mk.png

A2 Ryu st.mk 1.png
A2 Ryu st.mk 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8-10, 9 4, 2 6 10(0)6 +1 1/2,2/3,3 Mid.png Specialcancel.png
Supercancel.png
  • First hit is cancellable.
  • Hits 2 times.

Ugly axe kick which can be used as a anti-crossup.

st.Hk.png

A2 Ryu st.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14 4 10 6 +6 2/5/9 Mid.png -

A roundhouse kick that anti-airs. Good meaty to whoever cant crouch it, gives good frame advantage.

Crouching

cr.Lp.png

A2 Ryu cr.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5 1 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png

Little jab to the shin, not really all that great range wise.

cr.Mp.png

A2 Ryu cr.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10-12 6 5 4 +5 1/3/6 Mid.png Specialcancel.png
Supercancel.png

A straight punch with good priority and frame advantage.

cr.Hp.png

A2 Ryu cr.hp 1.png
A2 Ryu cr.hp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15-19,13 8, 6 5 4(0)8 -2 2/5/9 Mid.png Specialcancel.png
Supercancel.png
  • First hit is cancelable.
  • Hits 1 time.

Uppercut, probably one of the best normal anti-airs in the game. Also this is a super meaty, allowing link after ward.

cr.Lk.png

A2 Ryu cr.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5 3 5 4 +2 0/1/2 Low.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png

Quick kick to the foot, combo starter.

cr.Mk.png

A2 Ryu cr.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9-11 1 6 6 +3 1/3/6 Low.png Specialcancel.png
Supercancel.png

A good reaching low kick, probably overall bset poke, gives frame advantage and awesome meaty.

cr.Hk.png

A2 Ryu cr.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14-18 8 7 6 -9 2/5/9 Low.png Specialcancel.pngSupercancel.png
Softknockdown.png

A really good sweep with good range, usually a poke string ender. Note that if not cancelled its a free cc on you, and if you cancel into a hadouken, free cc on you if your opponent has a lvl 3.

Jumping

Jumping U.png (Neutral jump)

nj.Lp.png

A2 Ryu nj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9 3 6 10 - 0/1/2 High.png -

nj.Mp.png

A2 Ryu nj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10-12 6 6 8 - 1/3/6 High.png -

nj.Hp.png

A2 Ryu nj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13-17 8 9 6 - 2/5/9 High.png -

nj.Lp.png

A2 Ryu nj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10 3 5 10 - 0/1/2 High.png -

nj.Mk.png

A2 Ryu nj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11-13 6 5 6 - 1/3/6 High.png -

nj.Hk.png

A2 Ryu nj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14-18 8 13 6 - 2/5/9 High.png -

Jumping Ub.png Uf.png (Diagonal jump)

dj.Lp.png

A2 Ryu dj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9 3 6 10 - 0/1/2 High.png -

dj.Mp.png

A2 Ryu dj.mp 1.png
A2 Ryu dj.mp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8, 6 3, 3 10 3(0)8 - 1/2,2/3,3 High.png -
  • Hits 2 times.

A two-hit upward punch in the air, use to juggle after a connecting air hurricane kick on a grounded opponent.

dj.Hp.png

A2 Ryu dj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13-17 1 6 6 - 2/5/9 High.png -

A fist to the face. Good jump in with good priority, especially when done early.

dj.Lk.png

A2 Ryu dj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9 3 8 10 - 0/1/2 High.png -

dj.Mk.png

A2 Ryu dj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10-12 6 8 8 - 1/3/6 High.png Cross-up

dj.Hk.png

A2 Ryu dj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13-17 8 7 6 - 2/5/9 High.png -

Best when used when jumping from far away, good priority.

Command Normals

Sakatsu Wari
Overhead
F.png+ Mp.png

A2 Ryu f.mp 1.png
A2 Ryu f.mp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5-7, 14 6, 2 23 4(0)4 -7 1/2,2/3,3 High.png -
  • Hits 2 times
  • Unsafe; can be punished by CC and fast normals.
  • Punishable on hit.
  • Tied for 2nd fastest overhead in the game. (Alpha2Overheads).

A overhead with very good range.

Senpu Kyaku
Hop Kick
F.png+ Mk.png

A2 Ryu f.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11-13 6 20 4 -5 1/3/6 Mid.png Lowerbodyinv.png
  • Unsafe; can be punished by CC and fast normals.

Good for maintaining corner pressure, or to zone in closer due to recovering faster than a LK Tatsu.

Normal Throws

Seoi Nage
B.pngorF.png + Mp.png/Hp.png

A2 Ryu PThrow 1.png
A2 Ryu PThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
19 0 0 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 9 damage when opponent tech throws.
  • Ryu has the 2rd best throw range in the game (Alpha2ThrowRanges).

Tomoe Nage
B.pngorF.png + Mk.png/Hk.png

A2 Ryu KThrow 1.png
A2 Ryu KThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
19 0 0 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 9 damage when opponent tech throws.

Alpha Counters

(while in blockstun)
Qcd.png+ P.png

A2 Ryu PAC 1.png
A2 Ryu PAC 2.png
A2 Ryu PAC 3.png
Damage Stun Startup Active Frame Adv Meter Block Properties
18-20, 16, 4 8, 6, 6 4 4(0)8(0)10 -38 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Used vs jump-ins and when opponent is extremely close. Does have a tendency to whiff vs deep jump-ins.

(while in blockstun)
Qcd.png+ K.png

A2 Ryu KAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15-19 8 4 6 -9 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Use on the ground, his best ac.

Special Moves

Hadoken
Fireball
Qcf.png + P.png

A2 Ryu Fireball 1.png
A2 Ryu Fireball 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 13-19, 9-13 8 12 3, inf -11 4/5/7 Mid.png Proj.png
Mp.png 12-22, 8-17 10 12 3, inf -12 4/5/7 Mid.png Proj.png
Hp.png 14-24, 10-20 12 12 3, inf -13 4/5/7 Mid.png Proj.png
Softknockdown.png
  • Punishable on hit.

A fireball. His best poke, good release speed and damage. Throw a hell of alot of these but be smart with it. Throwing smart fireballs will annoy your opponent, just tossing them out will get you killed.


Lp.png

  • Speed: 300 pixels per 100 frames; slowest fireball in the game (Alpha2Fireballs).

Mp.png


Hp.png Shakunetsu Hadoken aka Red Fireball

  • Softknockdown when hit within the first 4 frames.
  • Speed: 450 pixels per 100 frames; 4th fastest fireball in the game (Alpha2Fireballs).

Shoryuken
Dragon Punch, Uppercut
Dp.png + P.png

A2 Ryu DP 1.png
A2 Ryu DP 2.png
A2 Ryu DP 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 17-20, 14-18, 3 8, 4, 4 4 4(0)8(0)2 -17 9/9+1 per hit/12 Mid.png Startupinv.pngUpperbodyinv.png
Softknockdown.png
Mp.png 18-23, 12-20, 3 10, 5, 5 4 4(0)8(0)6 -28 9/9+1 per hit/12 Mid.png Startupinv.png
Softknockdown.png
Hp.png 22-28, 16-22, 3 12, 6, 6 4 4(0)8(0)10 -38 9/9+1 per hit/12 Mid.png Startupinv.png
Softknockdown.png

Lp.png

  • 3 frames of startup invul; 0 of which while active.
  • Hits 1 time max.

Best used as an invincible anti-air. Will also anti-air jump-in CCs. Not a great reversal because of the lower hurtbox during the first hit; it will trade with low attacks. Amazing way to build meter from full-screen when kara-canceled with cr.Hk.png (11 units).


Mp.png

  • 7 frames of startup invul; 4 of which while active.
  • Hits 1 time max.

Best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit.


Hp.png

  • 7 frames of startup invul; 4 of which while active.
  • Hits 1 time max.

Hp dp is best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit. By performing a close light, medium, or heavy DP towards the other person while they're blocking will hit them twice instead of once, which does more chip damage.

Tatsumaki Senpukyaku
Hurricane Kick
Qcb.png + K.png

A2 Ryu Tatsu 1.png
A2 Ryu Tatsu 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 17-19, 17-19 8, 8 12 3(3)3 -5 6/7/8 Mid.png Softknockdown.png
Mk.png 19-23 x4 10x4 12 3[(3)3x3] -5 6/6+1 per hit/8 Mid.png Softknockdown.png
Hk.png 19-25 x6 12x6 12 3[(3)3x5] -5 6/6+1 per hit/8 Mid.png Softknockdown.png
  • Hits 1 time max.

All hits will whiff on crouching opponents. Used for mobility and to punish fireballers, use Lk.png version to pass fireballs when you cant use Hk.png version to hit opponent.

(air)Tatsumaki Senpukyaku
(air)Hurricane Kick
(in air)Qcb.png + K.png

A2 Ryu AirTatsu 1.png
A2 Ryu AirTatsu 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 9-15 6 7 3 - 6/7/8 Mid.png Softknockdown.png
Mk.png 10-15, 10-15 8, 8 7 3(15)3 - 6/6+1 per hit/8 Mid.png Softknockdown.png
Hk.png 12-17 x3 10x3 7 3(9)3(9)3 - 6/6+1 per hit/8 Mid.png Softknockdown.png
  • Hits 1 time max.

Has annoyingly great priority, also if connected against a grounded opponent allows for a dj.Mp.png juggle.

Hado no Kamae
Fake Fireball
Qcf.png + Taunt (Start)

A2 Ryu FakeFireball.png
Damage Stun Startup Active Frame Adv Meter Block Properties
N/A N/A N/A N/A N/A 0/-/- N/A -

Ryu will use his fireball animation where nothing comes out, but it has very fast recovery and can catch foes off-guard during a fireball war. Not used often due to the placement of the start button can vary depending on your controller setup, and a inputting it incorrectly will give you a regular taunt instead, which can be dangerous.

Super Moves

Startup Invulnerability Notes:

  • At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.


Shinku Hadoken
Fireball Super
Qcf.pngQcf.png + P.png

A2 Ryu FireballSuper 1.png
A2 Ryu FireballSuper 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
?x3 = 28-34 0, 2, 2 5 9, inf -13 0/0/0 Mid.png Startupinv.png
Proj.png
Level 2
P.pngP.png
?x4 = 39-49 0, 1, 1, 1 5 9, inf -10 0/0/0 Mid.png Startupinv.png
Proj.png
Hardknockdown.png
Level 3
3p.png
?x5 = 52-58 0, 0, 1, 1, 1 5 9, inf -7 0/0/0 Mid.png Startupinv.png
Proj.png
Hardknockdown.png

Only real use is to blow thru fireballs, sucks as a AA at any lvl other than 1, and you have better choices anyway. Can combo off light attacks. Lvl 1 does does not knock down, and if to close can be hit.


Level 1

  • 4 frames of startup hit invul.; 0 of which while active.
  • 6 frames of startup projectile invul.
  • Hits 3 times.
  • Punishable on hit.

Level 2

  • 4 frames of startup hit invul.; 0 of which while active.
  • 6 frames of startup projectile invul.
  • Hits 4 times.

Level 3

  • 4 frames of startup hit invul.; 0 of which while active.
  • 6 frames of startup projectile invul.
  • Hits 5 times.

Shinku Tatsumaki Senpukyaku
Hurricane Kick Super
Qcb.pngQcb.png + K.png

A2 Ryu TatsuSuper 1.png
A2 Ryu TatsuSuper 2.png
A2 Ryu TatsuSuper 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
?x5 = 36-47 0x4, 3 6 3[(3)3x4] 0 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.png
Level 2
K.pngK.png
?x9 = 46-58 0x8, 3 6 3[(3)3x8] +1 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.png
Level 3
3k.png
?x13 = 55-73 0x12, 3 6 3[(3)3x12] +2 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.png

Probably the best wake-up super in the game, best used defensively than offensively. Completely safe on block, good chip damage, and good damage. Good anti-cross up when knocked down. Ryu's pushbox is removed throughout the duration of the super.

  • A full 2 quarter-circles isn't required. Required inputs: D.pngDb.pngB.pngD.pngDb.png + K.png

Level 1

  • 5 frames of startup hit invul.; 0 of which while active.
  • 15 frames of startup projectile invul.
  • Hits 5 times.

Level 2

  • 6 frames of startup hit invul.; 1 of which while active.
  • 16 frames of startup projectile invul.
  • Hits 9 times.

Level 3

  • 7 frames of startup hit invul.; 2 of which while active.
  • 17 frames of startup projectile invul.
  • Hits 13 times.

The Basics


I like to zone with ryu, fireball away, build meter, cc for chip whatever. Ryu is scary cause its hard to rush him when he has meter, after a few eaten ccs your opponent wont rush you so much. This is in you favor since his fireball is so good. Main goal is to force the opponent to make mistakes by zoning with fireballs, then anti-airing them if they jump. His HP fb knocks down and has great release speed, so Ryu can really get annoying fast.

Advanced Strategy


Well if within or a little outside sweep range go for his cc:

c.rh xx lk hurricane xN, fp dp

UPDATED: Better Customs at lvl 3

c.rh xx lk hurricane x3, fp dp x2 c.rh xx lk hurricane x2, lp dp, lp dp, hp dp c.rh xx lk hurricane x3, hp fireball x4, hp dp c.rh xx hp dp, hp dp, lp dp, hp dp. Note in CC mode E. Ryu’s specials are like regular Ryu’s.

Tired of people jumping on you, well then just anti-air cc. Shoto’s have probably the best AA ccs. If no cc is available, used c.fp or s.mp (cancel into hurricane to move close or hadouken to push back). S.mk works as a anti-cross up.

Activate, s.mp xx lk hurricane xN, fp dp

Now if they jump from afar…

Activate, s.fp xx rh hurricane, fp dp

Congrats! You just made you opponent think twice about jumping on you which leads to more hadouken and cc mix-up fun! This is just a quick overview if you have any in depth question feel free to ask.

Also vs fireballers, if you hit a air hurricane kick…

immeadiately jump activate, j.mp xx hurricane, land, continue hurricane kick juggle, end with fp dp.

Hadouken Knockdown

After a c.mk xx fireball knockdown, hold uf, j.lk at the last second. Its a safe jump in and if it hits go into c.lk x2 fireball. Alot of times they try to throw which leads to c.lk x2 xx fireball another knockdown into the same situation. Repeat til j.lk and c.lk is blocked.

From the blocked c.lk, go for throw, or c.mk xx fireball if you think they expected your throw attempt. If they jump at you when you have meter, cc them with s.mp/c.mp xx lk hurricanes xN, end with hp dp. If they jump from afar, actiavte, s.fp xx hk hurricane into lk hurricanes, end with dp.

C.fp is one of the best meaties and if it hits you can link a c.mk or sweep, if blocked walk forward and throw, or go for a counter hit. S.mk is a really good anti cross up, hitting instantly above his head.

Combos


cr.Lk.png, cr.Lk.png, st.Lk.png xx Hp.png Fireball or Fireball Super

cr.Hp.png xx Hp.png DP

cr.Mk.png xx Hp.png Fireball or Fireball Super

j.Hk.png , cr.Mp.png xx Hp.png Fireball


Corner j.Hp.png, cr.Hp.png xx Lvl 1 Tatus Super, Lvl 1 Fireball Super

Custom Combos


Lv1:

cr.Hk.png, Hp.png Fireball x4, Hp.png DP

cr.Hk.png, Lk.png Tatus x2, Hp.png DP

Lv3:

cr.Hk.png, Lk.png Tatus x6, Hp.png DP

cr.Hk.png, Lp.png DP x2, Hp.png DP x2

st.Hk.png, Lp.png Fireball xN, c.Hk.png, Hp.png DP

Ryu: any lvl- cr.Hk.png xx Lk.png Tatus xN, Hp.png DP

aa cc- st.Mp.png/cr.Mp.png into above cc

Match-ups


A2 Icon Adon.png Vs. Adon: 6-4 Ryu's favor

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A2 Icon Akuma.png Vs. Akuma: 6-4 Ryu's favor

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A2 Icon Birdie.png Vs. Birdie: 7-3 Ryu's favor

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A2 Icon Charlie.png Vs. Charlie-Nash: 6-4 Ryu's favor

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A2 Icon ChunLi.png Vs. Chun-Li: 5-5 Even match-up

quite tricky. S.lk beats out chuns low fwd and I think this is applied to ryu\ken\akuma. Not quite sure about dan\sakura. You read the opponent for low fwd patterns and interupt her with s.lk, KD FB.

ryus hcf+fp is KD @ perfect ranges to counter chuns normal game. Its really effective because KD’s give you time to set her up for something.

if someone is getting fireball happy w\in the proper FB range, you pacman her FB with a shinku. She’ll stop zoning less with fb’s and you can work yours.

for the most part, ryu can’t really out footsie chun. However, his fwd+mk will go over low fwd which counts for something but its not safe from certain ranges. I’ve noticed that if you decide to turtle it up, shell walk in and out of her low fwd range to bait you to do something. Most players have patterns when they start doing this and you can time when they walk fwd and catch them with c.mk, FB. Its not great life but it is footsie and you can catch her frequently with this till they stop walking around. Chuns walk speed is too good and seems to be a staple point of her footsie mind game.

I’ve noticed that once chun has established her dominant footsie game, she’ll get in close so she can force easy pressure with her normals. This is the only time when you can try to out footsie her and get her with something. c.lk x2 super, low fwd into KD FB etc…

and the best strategy is to just use the fucking clock. Take off time. See if the other guy can actually maintain the proper moves through out the entire course of the match. I’ve noticed that some chun players are really gimmicky and when you use the clock, you’ll be able to see that gimmick more and more and you’ll eventually think of a counter. Even when you use the clock vs a smart chun, you establish the mental game and you’ll be able to work options to land hits.

a big problem with chun isn’t her normals but rather her damn CC. Its chunky life and from what i’ve seen, it can be done with 1 button lol. Its important to win the first round. Its crucial. When the 2nd round comes up, try to gain the life lead and force the chun player to burn up his CC so when the 3rd round comes aroud, you have bar, she doesn’t and you can pick her off with your CC then fight it out. Thats probably the best strat i’ve managed to come up with so far.

A2 Icon Dan.png Vs. Dan: 8-2 Ryu's favor

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A2 Icon Dhalsim.png Vs. Dhalsim: 7-3 Ryu's favor

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A2 Icon Akuma.png Vs. Evil Ryu:

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A2 Icon Gen.png Vs. Gen: 7-3 Ryu's favor

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A2 Icon Guy.png Vs. Guy: 6-4 Ryu's favor

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A2 Icon Ken.png Vs. Ken: 4-6 Ken's favor

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A2 Icon Bison.png Vs. M. Bison (dictator): 6-4 Ryu's favor

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A2 Icon Rolento.png Vs. Rolento: 4-6 Rolento's favor

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A2 Icon Rose.png Vs. Rose: 4-6 Rose's favor

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A2 Icon Ryu.png Vs. Ryu (mirror):

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A2 Icon Sagat.png Vs. Sagat: 6-4 Ryu's favor

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A2 Icon Sakura.png Vs. Sakura: 5-5 Even match-up

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A2 Icon Sodom.png Vs. Sodom: 5-5 Even match-up

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A2 Icon Zangief.png Vs. Zangief: 6-4 Ryu's favor

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