Callie Rose (talk | contribs) |
Callie Rose (talk | contribs) mNo edit summary |
||
Line 60: | Line 60: | ||
* A useful and reliable super with Shinkuu Hadouken | * A useful and reliable super with Shinkuu Hadouken | ||
* Useful to some extent in every Groove | * Useful to some extent in every Groove | ||
* Solid damage output, simple zoning and neutral, and solid defense | * Solid damage output, simple zoning and neutral, and solid defense, Ryu has everything you would want on a basic level | ||
|cons= | |cons= | ||
* While he does do well in most categories, he isn't Sagat. He doesn't entirely excel in any category besides neutral | * While he does do well in most categories, he isn't Sagat. He doesn't entirely excel in any category besides neutral | ||
* His mixup potential is lackluster, | * His mixup potential is lackluster, he does have access to a simple mixup with his standing overhead and his normal throw but they lead to very little reward | ||
* His preferred meterless combo ender whiffs on crouchers, so he tends to want to end in a super which he doesn't always have | * His preferred meterless combo ender whiffs on crouchers, so he tends to want to end in a super which he doesn't always have | ||
}} | }} |
Revision as of 17:46, 11 June 2022
Introduction
Story
Ryu is the main character of the Street Fighter series, as well as THE fighting game character. He is a traveling martial artist who strives to test himself against strong opponents. Ryu is a practitioner of the Ansatsuken fighting style, alongside his best friend and rival Ken Masters. Strong and silent, Ryu's greatest pleasure in life is combat. He takes his training very seriously, even the basics. Occasionally, an evil power known as the Satsui no Hado threatens to overcome him, manipulating his desire for improvement into a desire for victory at any cost. Regardless, Ryu continues to train himself and travel the world, so that he may become the greatest version of himself that he can be.
Gameplay
Ryu is the archetypal "shoto" character, meaning that he has a variety of tools for any situation, yet he does not excel in any specific area. Ryu encourages strong fundamentals such as poking and zoning, and combined with how straightforward and easy he is to play, is recommended for anyone who wants to learn the basics of CvS2. Ryu can control space from afar and zone with his famous Hadoken fireball, he can move forward while attacking with the Tatsumaki Senpuukyaku, and can knock enemies right out of the air with his iconic Shoryuken rising uppercut. Outside of his special moves, Ryu can use his normals such as cr.MK in order to safely poke at his opponents. Ryu rewards footsies and patience, and can work with any of the six Grooves.
Groove Selection
While Ryu can be played in any Groove to some extent, he definitely has some he prefers over others. Likely his best is C-Groove, predictably. C-Groove is often seen as a fundamental Groove with simple Street Fighter style gameplay, and Ryu fits that perfectly. Simple level 2 combos, access to lots of meter for his supers, and a decent amount of defensive options make C-Ryu a standard and useful character. N-Ryu is a different take on the same Ryu formula. N-Groove is a versatile and simple Groove, and Ryu fits into it fairly well. While he does play a lot more mobile, he still ends a lot of combos in supers and has a nice mix of offensive and defensive options.
K-Ryu gets access to the useful mechanics of JD and Rage. While he struggles a bit without Rage, JD helps him build it very fast, and his level 3 Shinkuu is no joke. Having access to Shin Shoryuken more often is also a benefit, as his close range punishes become very high damage. A-Ryu isn't bad, as while he doesn't have the greatest Custom Combo ever CC is still a powerful mechanic regardless. A-Ryu is more useful on point, where his great meter build and sustainable gameplan lets him ensure that the second character already has a CC ready when they come out.
S-Ryu is a bit more of a gimmick. While Ryu can charge meter without sacrificing much to his patient gameplan, he still would rather use his great meterbuild tools or a few combos and cancels. Infinite level 1 supers is useful though, as Ryu can end every combo in Shinkuu, making all of his punishes and pokes much higher damage. P-Ryu is inconsistent at best. Parries are a useful tool, but Ryu can't always benefit from them unless he has a super, and P-Ryu won't have supers very often. However, when he does have a super, a parry from P-Ryu will do great damage with either a cancel into level 3 Shinkuu or a close parry into Shin Shoryuken.
Strengths | Weaknesses |
---|---|
|
|
Normal Moves
5LP
5MP
5HP
5LK
5MK
5HK
Close Normals
clLP
clMP
clHP
clLK
clMK
clHK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
jLP
jMP
jHP
jLK
jMK
jHK
Special Moves
Fireball | (Hadouken) |
---|---|
![]() ![]() | |
Red Fireball | (Shakunetsu Hadouken) |
![]() ![]() | |
Hurricane Kick | (Tatsumaki Senpukyaku) |
![]() ![]() | |
Dragon Punch | (Shoryuken) |
![]() ![]() | |
Super Moves
Vacuum Wave Fist | (Shinku Hadouken) |
---|---|
![]() ![]() ![]() | |
Vacuum Tornado Whirlwind Kick | (Shinkuu Tatsumaki Senpuu Kyaku) |
![]() ![]() ![]() | |
True Rising Dragon Punch | (Shin Shoryuken) |
![]() ![]() ![]() ![]() | |
The Basics
At mid-screen, Ryu can control space with st.MP, cr.MP, cr.MK, and st.HP. These moves have decent to long range, and are good for whiff punishing or poking.
st.MP and st.HP are super cancelable, while cr.MP and cr.MK are both special and super cancelable.
At close range, Ryu's best normals to use are cl.LP, cr.LP, cl.LK, cr.LK, and st.MK due to their fast startup speed and frame advantage. cr.LK makes for a useful tool for hit-confirming, and can be special canceled into Tatsu for a simple combo, or buffered into a Shinku Hadoken.
For building meter, Ryu can safely build meter from a long range via whiffing:
- cr.MP
- dp + LP
- j.qcb + HK
- qcb + LK
These are all ideally done from a full-screen distance away in order to minimize the risk of being punished.
Ryu's go-to anti-airs are:
- st.LK or st.MK
- cl.HP
- cr.HP
- st.HK
- dp + P
Combos
Note that all damage values were recorded on a Ratio 2 vs Ratio 2 matchup in C-Groove, and with no damage reduction from lower health. Damage may vary slightly depending on Groove selection and health left.
Most of these combos will work with a jumping normal (preferably j.HK) before the first hit. A crossup j.MK will work too.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
cr.LK x 1-3 xx qcb + HK | Any | 1470 (cr.LK x1), 1890 (cr.LK x2), 2100 (cr.LK x3) | 16 (cr.LK x1), 18 (cr.LK x2), 20 (cr.LK x3) | Very Easy | Basic confirm off of cr.LK. Allows for a bit of corner carry as well. Adjust the number of cr.LKs based on distance. |
cr.LK xx cr.LP, cr.MK xx qcb + HK | Any | 2835 | 27 | Easy | Link from cr.LP into cr.MK. Do not delay the cancel from cr.LK into cr.LP, or else the qcb + HK will not connect in time after cr.MK. |
cr.LP, cl.HP xx qcb + HK | Any | 3045 | 29 | Easy | Link from cr.LP into cl.HP. Can also be done from cr.LK. |
cr.MK xx qcf + HP | Any | 1890 | 18 | Very Easy | The most famous combo in fighting games, probably. Useful for complimenting your cr.MK pokes, though the Hadoken will not combo afterward if done from longer ranges. If you can, try a Shakunetsu Hadoken (hcf + P) for a hard knockdown and more damage. |
cr.MP, cr.MP xx qcb + HK | Any | 3360 | 32 | Easy | The link from cr.MP into another cr.MP is a bit tight, but can be made easy with practice, and is quite rewarding with decent damage. |
j.HK xx cl. HP xx hcf + HP | Any | 3675 | 35 | Easy | If done in the corner, the Shakunetsu Hadoken will knock the opponent down while keeping Ryu at mid-range, meaning you can react to attempts to get out of the corner like rolls or jumping. |
Unless otherwise specified, the following combos are done with level 1 supers due to differences in Grooves. Cost will be measured in "bars" if done in C-Groove or any groove, this can refer to stocks as well. Even though it says "1 Stock in Max Mode", keep in mind it costs 1 stock to enter Max Mode in the first place (N-Groove only).
Combo | Groove | Cost | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|---|---|
cr.LK xx cr.LP xx cr.LK xx qcfqcf + P (level 1) | Any | 1 Bar | Any | ~2835 | 7 | Intermediate | Crouching light confirm. |
cr.LK xx cr.LP xx cr.LK xx qcfqcf + MP xx qcb + HK | C-Groove | 2 Bars | Any | 5171 | 21 | Intermediate | Crouching light confirm, but with C-Groove's level 2 super canceling. |
cr.LK xx cr.LP xx cr.LK xx qcfqcf + MP xx qcfqcf + LP | C-Groove | 3 Bars | Any | 5985 | 7 | Intermediate | If you want to spend the additional bar. |
cr.LK xx cr.LP, cr.MK xx qcfqcf + MP xx qcb + HK | C-Groove | 2 Bars | Any | 5801 | 27 | Intermediate | Link from cr.LP into cr.MK, canceled into a level 2 super which is canceled into a Hard Tatsu. |
cr.LK xx cr.LP, cr.MK xx qcfqcf + MP xx qcfqcf + LP | C-Groove | 3 Bars | Corner | 6615 | 13 | Intermediate | |
cr.LP, cl.HP xx qcfqcf + P (level 1) | Any | 1 Bar | Any | 2675 | 15 | Easy | The cancel window on cl.HP is fairly lenient for a CVS2 cancel window. |
j.HK xx cl.HP xx qcfqcf + P (level 3) | C, P, S, N, K-Groove | 3 Bars (C)/Full Bar (P)/Low Health MAX (S)/ 1 Stock MAX Mode (N)/Full Bar (K) | Any | ~7245 | 24 | Easy | T H A T ' S W H A T W E L I K E T O C A L L [ B I G D A M A G E ] |