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== Command Normals == | |||
=== <span class="invisible-header">Sakatsu Wari</span> === | |||
{{MoveData | |||
| name = Sakatsu Wari | |||
| input = 6MP | |||
| subtitle = Overhead | |||
| image = CVS2_Ryu_6MP.PNG | |||
| caption = | |||
| linkname = 6MP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|f}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 300+600 | |||
| stun = 3+6 | |||
| cancel = None | |||
| guard = -3 | |||
| parry = -3 | |||
| startup = 26 | |||
| active = 5 | |||
| recovery = 20 | |||
| total = 51 | |||
| advHit = -3 | |||
| advBlock = -3 | |||
| invul = None | |||
| description = Ryu's two hit overhead move. Reactable on paper, but it will definitely hit opponents here and there. Usually you'll do this meaty to avoid them mashing out, but be wary of opponents with good reactions and reversal timings. Fairly low reward, and in hop Grooves you would rather do a hop HK, but important to represent as it allows them to be opened up in other ways. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Kyuubu Kudaki</span> === | |||
{{MoveData | |||
| name = Kyuubu Kudaki | |||
| input = 6HP | |||
| subtitle = Rush Punch, Lunge Punch | |||
| image = CVS2_Ryu_6HP.PNG | |||
| caption = | |||
| linkname = 6HP | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|f}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 500+900 | |||
| stun = 5+9 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 15 | |||
| active = 4,12 | |||
| recovery = 16 | |||
| total = 47 | |||
| advHit = -4 | |||
| advBlock = -4 | |||
| invul = None | |||
| description = Ryu slides forward with his fist out. In other SF games, you can link out of this for big damage. In this game, not so much. Outside of the obvious benefit of being a forward moving hitbox, this leaves Ryu -4 on hit and block, meaning it can be punished at some ranges. This heavily limits its use, meaning you should only use it rarely when the opponent won't be ready to punish. It's also very useful for A-Ryu as an easy CC, but even then he has better options. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Senpu Kyaku</span> === | |||
{{MoveData | |||
| name = Senpu Kyaku | |||
| input = 6MK | |||
| subtitle = Hop Kick | |||
| image = CVS2_Ryu_6MK.PNG | |||
| caption = | |||
| linkname = 6MK | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|f}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 700 | |||
| stun = 7 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 19 | |||
| active = 4 | |||
| recovery = 15 | |||
| total = 28 | |||
| advHit = -4 | |||
| advBlock = +1 | |||
| invul = Lower Body/Throw (Airborne) | |||
| description = Ryu hops into the air and kicks out in front of him with a nj.HK. Similar usage to 6HP, but has a few benefits over it. The biggest one being that it's airborne. This allows it to jump over lows, evade throws, and even hop over some fireballs like Iori's. One of the few moves in CvS2 to have different frame data on hit and on block. On hit, this is -4, meaning you should always space it out so they can't punish with a throw. On block however it's +1, making it a useful way for Ryu to reset pressure against opponents who are blocking a lot. | |||
}} | |||
}} | |||
== Throws == | |||
=== <span class="invisible-header">Seoi Nage</span> === | |||
{{MoveData | |||
| name = Seoi Nage | |||
| input = Near Opponent, 4/6HP | |||
| subtitle = Punch Throw | |||
| image = CVS2_Ryu_PThrow.PNG | |||
| caption = | |||
| linkname = Seoi Nage | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1800 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 3 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 17 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = Ryu has a fairly standard punch throw, predictably. For most CvS2 characters, punch throws are the faster and lower damage of your two throws. This makes them mostly used for punishes and tick throws. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Tomoe Nage</span> === | |||
{{MoveData | |||
| name = Tomoe Nage | |||
| input = Near Opponent, 4/6HK | |||
| subtitle = Kick Throw | |||
| image = CVS2_Ryu_KThrow.PNG | |||
| caption = | |||
| linkname = Tomoe Nage | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = Close {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 2100 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Grab | |||
| parry = Grab | |||
| startup = 5 | |||
| active = 1 | |||
| recovery = 13 | |||
| total = 19 | |||
| advHit = -DWN | |||
| advBlock = Grab | |||
| invul = None | |||
| description = The higher damage throw at the expense of 2 frames of startup. More useful for throw mixups, and it actually does 100 damage more than the average kick throw. Not as useful for punishes, and leaves a wider gap in tick throws. | |||
}} | |||
}} | |||
== Special Moves == | == Special Moves == | ||
=== <span class="invisible-header">Hadouken</span> === | |||
{{MoveData | |||
| name = Hadouken | |||
| input = 236P | |||
| subtitle = Fireball | |||
| image = CVS2_Ryu_236P.PNG | |||
| caption = | |||
| linkname = Hadouken | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 12 | |||
| active = Traveling | |||
| recovery = 42 | |||
| total = 54 | |||
| advHit = -9 | |||
| advBlock = -9 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 900 | |||
| stun = 9 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 12 | |||
| active = Traveling | |||
| recovery = 43 | |||
| total = 55 | |||
| advHit = -10 | |||
| advBlock = -10 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 12 | |||
| active = Traveling | |||
| recovery = 44 | |||
| total = 56 | |||
| advHit = -11 | |||
| advBlock = -11 | |||
| invul = None | |||
| description = Ryu's classic fireball series. Useful zoning tools, especially the slower LP version. The HP version is great for cancels, as it travels fastest. Fireballs carry a lot of risk however, especially in CvS2. A well timed roll cancelled special move will often go right through your fireball, and some A-Groove characters can even punish with a CC activation. Rolls also exist, and while they can't be done on reaction, they don't need to react if you use this in the same spots all the time. Vary when you use these, how you use them, and which version you use to get the most out of your zoning, neutral, and pressure. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Shakunetsu Hadouken</span> === | |||
{{MoveData | |||
| name = Shakunetsu Hadouken | |||
| input = 41236P | |||
| subtitle = Red Fireball | |||
| image = CVS2_Ryu_41236P.PNG | |||
| caption = | |||
| linkname = 41236P | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|41236}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 900/1000 | |||
| stun = 9/10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 14 | |||
| active = Traveling | |||
| recovery = 47 | |||
| total = 61 | |||
| advHit = -DWN | |||
| advBlock = -14 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|41236}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1000 | |||
| stun = 10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 14 | |||
| active = Traveling | |||
| recovery = 48 | |||
| total = 62 | |||
| advHit = -DWN | |||
| advBlock = -15 | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|41236}}+{{Icon-Capcom|LP}} | |||
| subtitle = | |||
| damage = 1100/1000 | |||
| stun = 11/10 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 14 | |||
| active = Traveling | |||
| recovery = 49 | |||
| total = 63 | |||
| advHit = -DWN | |||
| advBlock = -16 | |||
| invul = None | |||
| description = A fireball very similar to his 236P Hadoukens, but they can knock down up close. Generally a bit worse for zoning, since they have some extra endlag. This also makes them worse for cancels on block. However, any combo where you can end in Hadouken, you can end in this instead for a knockdown and more damage. The 2nd damage value is after they travel out of range for the knockdown, meaning you always want the HP version in combos for max damage. | |||
}} | |||
}} | |||
{| | === <span class="invisible-header">Shoryuken</span> === | ||
{{MoveData | |||
| name = Shoryuken | |||
|- | | input = 623P | ||
| | | subtitle = DP, Uppercut, Shoryu | ||
| | | image = CVS2_Ryu_623P.PNG | ||
| | | caption = | ||
|- | | linkname = Shoryuken | ||
| data = | |||
{{AttackData-CvS2 | |||
|- | | version = {{Motion|623}}+{{Icon-Capcom|LP}} | ||
| | | subtitle = | ||
| | | damage = 1600/800 | ||
| | | stun = 16/8 | ||
|- | | cancel = None | ||
| guard = Mid | |||
| parry = High | |||
|- | | startup = 4 | ||
| | | active = 14 | ||
| | | recovery = 29 | ||
| | | total = 47 | ||
|- | | advHit = -DWN | ||
| advBlock = -19 | |||
| invul = 4 (Full), 14 (Lower) | |||
|- | }} | ||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 1700/800 | |||
| stun = 17/8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 16 | |||
| recovery = 39 | |||
| total = 59 | |||
| advHit = -DWN | |||
| advBlock = -30 | |||
| invul = 8 (Full), 12 (Lower) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|623}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 1900/800 | |||
| stun = 19/8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4 | |||
| active = 19 | |||
| recovery = 47 | |||
| total = 70 | |||
| advHit = -DWN | |||
| advBlock = -41 | |||
| invul = 8 (Full), 14 (Lower) | |||
| description = The classic Shoryuken DP series. LP is your favorite anti-air, MP is your preferred reversal, and HP is the combo ender and damage dealer, and also a reversal too. These carry massive risk, especially if blocked, so use them like you use fireballs: with caution. Careless wakeup DPs or poorly timed anti-air DPs will get you killed faster than any other mistake you can make. In combos, these can be used if the opponent is very close to you and are very high damage too. However you usually won't be close enough to cancel into these, and will whiff into eating a full combo. | |||
}} | |||
}} | |||
=== | === <span class="invisible-header">Tatsumaki Senpukyaku</span> === | ||
{{MoveData | |||
| name = Tatsumaki Senpukyaku | |||
| input = 214K | |||
| subtitle = Tatsu | |||
| image = CVS2_Ryu_214K.PNG | |||
| caption = | |||
| linkname = Tatsumaki Senpukyaku | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|214}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 1200 | |||
| stun = 12 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 13 | |||
| active = 2(4)2 | |||
| recovery = 17 | |||
| total = 38 | |||
| advHit = -DWN | |||
| advBlock = Varies | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 1300 | |||
| stun = 13 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 13 | |||
| active = 2(4)2(4)2(4)2(4)2(4)2 | |||
| recovery = 17 | |||
| total = 42 | |||
| advHit = -DWN | |||
| advBlock = Varies | |||
| invul = None | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 1400 | |||
| stun = 14 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 13 | |||
| active = 2(4)2(4)2(4)2(4)2(4)2(4)2(4)2 | |||
| recovery = 17 | |||
| total = 44 | |||
| advHit = -DWN | |||
| advBlock = Varies | |||
| invul = None | |||
| description = Ryu's tatsu specials. These are your preferred combo enders for knockdown, damage, and reliability. Sadly, they aren't entirely reliable, as they can be crouched under. This means that Ryu has to confirm an opponent standing or not before cancelling into this, since if you miss and the opponent crouches under it, you're open for a punish. It should be noted however that punishing tatsus that go over your head isn't the easiest, and does require a bit of practice. If you notice your opponent doesn't punish you if they crouch under these, there's no reason to not use them all the time. In neutral, these can be useful to approach with a hitbox out, though it's massively risky and you should almost always roll cancel them for this. | |||
}} | |||
}} | |||
{| | === <span class="invisible-header">Air Tatsumaki Senpukyaku</span> === | ||
{{MoveData | |||
| name = Air Tatsumaki Senpukyaku | |||
| input = j.214K | |||
| subtitle = Air Tatsu | |||
| image = CVS2_Ryu_j214K.PNG | |||
| caption = | |||
| linkname = j.214K | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = In Air, {{Motion|214}}+{{Icon-Capcom|K}} | |||
| subtitle = | |||
| damage = 800 | |||
| stun = 8 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5 | |||
| active = 2(4)2(4)2(4)2 | |||
| recovery = Till Landing +6 | |||
| total = 31+ | |||
| advHit = -DWN | |||
| advBlock = +18 | |||
| invul = None | |||
| description = A tatsu done midair. Useful for altering your air momentum, or cancelling certain jump normals to get frame advantage on a blocking opponent. Unlike Ken or Akuma, you can't combo from these, which limits their reward a lot, but these still make for good tools to evade anti-airs or crossup ambiguously. | |||
}} | |||
}} | |||
== Super Moves == | |||
=== <span class="invisible-header">Shinku Hadouken</span> === | |||
|- | {{MoveData | ||
| | | name = Shinku Hadouken | ||
| | | input = 236236P | ||
| | | subtitle = Fireball Super | ||
|- | | image = CVS2_Ryu_236236P.PNG | ||
| caption = | |||
| linkname = Shinku Hadouken | |||
|- | | data = | ||
| | {{AttackData-CvS2 | ||
| | | version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|LP}} | ||
| | | subtitle = | ||
|- | | damage = 2000 | ||
| stun = 0 | |||
| cancel = None | |||
|- | | guard = Mid | ||
| | | parry = High | ||
|- | | startup = 4:5 | ||
| | | active = Traveling | ||
|- | | recovery = 45 | ||
| total = 54 | |||
| advHit = -DWN | |||
| advBlock = -6 | |||
| invul = 7 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|MP}} | |||
| subtitle = | |||
| damage = 3000 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:5 | |||
| active = Traveling | |||
| recovery = 45 | |||
| total = 54 | |||
| advHit = -DWN | |||
| advBlock = -3 | |||
| invul = 12 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|236}}{{Motion|236}}+{{Icon-Capcom|HP}} | |||
| subtitle = | |||
| damage = 4500 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:5 | |||
| active = Traveling | |||
| recovery = 45 | |||
| total = 54 | |||
| advHit = -DWN | |||
| advBlock = 0 | |||
| invul = 19 (Full) | |||
| description = Ryu's main super. Just like Ryu himself, this is a versatile and simple super. In neutral, this will blow through other projectiles and punish the opponent for using them. As a reversal, it's fairly safe although only the MP and HP versions will be true reversals. It really shines as a combo ender, where it adds big damage easily. The level 2 version of Shinku is a big reason Ryu is best in C-Groove, as he can easily combo into it and then cancel into a 214HK or LP Shinku. The level 3 version is a massive damage combo ender as well. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Shinku Tatsumaki Senpukyaku</span> === | |||
{{MoveData | |||
| name = Shinku Tatsumaki Senpukyaku | |||
| input = 214214K | |||
| subtitle = Tatsu Super | |||
| image = CVS2_Ryu_214214K.PNG | |||
| caption = Not this Shinku, the other one | |||
| linkname = Shinku Tatsumaki Senpukyaku | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|214}}{{Motion|214}}+{{Icon-Capcom|LK}} | |||
| subtitle = | |||
| damage = 2600 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:4 | |||
| active = 2(4)2(4)2(4)2(4)2(3)2 | |||
| recovery = 24 | |||
| total = 64 | |||
| advHit = -DWN | |||
| advBlock = -2 | |||
| invul = 9 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}}{{Motion|214}}+{{Icon-Capcom|MK}} | |||
| subtitle = | |||
| damage = 3800 | |||
| stun = 0 | |||
| cancel = SP/SU | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:4 | |||
| active = 2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(3)2 | |||
| recovery = 25 | |||
| total = 89 | |||
| advHit = -DWN | |||
| advBlock = -3 | |||
| invul = 15 (Full) | |||
}} | |||
{{AttackData-CvS2 | |||
| header = no | |||
| version = {{Motion|214}}{{Motion|214}}+{{Icon-Capcom|HK}} | |||
| subtitle = | |||
| damage = 5500 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 5:4 | |||
| active = 2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(3)2 | |||
| recovery = 26 | |||
| total = 114 | |||
| advHit = -DWN | |||
| advBlock = -4 | |||
| invul = 23 (Full) | |||
| description = A less useful but higher damage super. Harder to properly combo into than Shinku Hadouken, meaning you'll rarely combo into it. As a reversal it does more damage but it isn't safe. Generally you'll always either spend meter on Shinku Hadouken, or would prefer to save the meter for a cancel into Shinku Hadouken. | |||
}} | |||
}} | |||
=== <span class="invisible-header">Shin Shoryuken</span> === | |||
{{MoveData | |||
| name = Shin Shoryuken | |||
| input = 23623K | |||
| subtitle = Shoryuken Super | |||
| image = CVS2_Ryu_23623K.PNG | |||
| caption = You used to have a healthbar | |||
| linkname = Shin Shoryuken | |||
| data = | |||
{{AttackData-CvS2 | |||
| version = {{Motion|236}}{{Motion|d}}{{Motion|df}}+{{Icon-Capcom|K}} | |||
| subtitle = | |||
| damage = 6400 | |||
| stun = 0 | |||
| cancel = None | |||
| guard = Mid | |||
| parry = High | |||
| startup = 4:0 | |||
| active = 4,4~14 | |||
| recovery = 51 | |||
| total = 73 | |||
| advHit = -DWN | |||
| advBlock = -41 | |||
| invul = 22 (Full) | |||
| description = A massive damage, massive risk uppercut. One of the most satisfying moves to land, both because of the huge damage and the beefy animation of Ryu uppercutting them three times. If this whiffs or gets blocked, you will not only lose 3 full bars, but will also get hit by the opponents favorite combo, making it a huge risk. However, if you have a punish or recognize a meaty while you have a level 3 ready, letting this rock will either kill or solidly get you the life lead. Combos into this are rare, for the same reason combos into Shinku Tatsu are rare, as the first hit has very short range. | |||
}} | |||
}} | |||
== The Basics == | == The Basics == |
Revision as of 06:36, 12 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
Often you'll hear certain types of characters referred to as "shotos". These tend to be the simple, fundamental, and easy characters that can excel at any level. Ryu is the original shoto, and likely the purest one you can ever play. His control of neutral is stellar, with multiple great pokes, two fireballs, and a powerful anti-air. His main super, Shinkuu Hadouken, is a powerful utility super that allows him to punish fireballs or end combos with great damage. He can alter his air momentum with his Air Tatsu specials to keep his approach a bit ambiguous. His defense with his invincible Shoryuken is powerful, since he can deny pressure that isn't gapless. Even his rushdown is solid, though it is likely his weakest point. He has an overhead, a crossup, good hop normals, a solid low confirm, and of course two grabs.
While Ryu doesn't truly have many weaknesses, his main weakness is that his strengths aren't excelling in their categories. He does everything well, but nothing perfectly, and requires you to make intelligent decisions and make solid gameplans. Ryu rewards consistency, and without it his strengths will falter. He does still have weaknesses, mainly that his preferred ender for knockdowns and damage requires a standing opponent meaning his knockdowns are a bit harder to find. Otherwise, Ryu is a simple and solid character that rewards you for being a good player.
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 |
---|---|
|
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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
Command Normals
Sakatsu Wari
Kyuubu Kudaki
Senpu Kyaku
Throws
Seoi Nage
Tomoe Nage
Special Moves
Hadouken
Shakunetsu Hadouken
Shoryuken
Tatsumaki Senpukyaku
Air Tatsumaki Senpukyaku
Super Moves
Shinku Hadouken
Shinku Tatsumaki Senpukyaku
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 ] |