ReckyDaGuy (talk | contribs) (→Special Moves: Added to the tooltip clarifying that Ryu's projectiles recover faster if they hit.) |
ReckyDaGuy (talk | contribs) (merged close/far normals and neutral/diagonal aerials into the same infoboxes, cleaned up the special moves to make the stats more readable.) |
||
Line 23: | Line 23: | ||
<b>Disclaimer</b>: To better understand the diagrams, read [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/FAQ#SSF2T.27s_Wiki_Diagram_Conventions this]. | <b>Disclaimer</b>: To better understand the diagrams, read [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/FAQ#SSF2T.27s_Wiki_Diagram_Conventions this]. | ||
=== | ===Standing Normals=== | ||
==== <span class="invisible-header"> | ===== <span class="invisible-header">stLP</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Standing Jab | ||
| input = 5LP | | input = 5LP | ||
| subtitle = | | subtitle = {{Icon-Capcom|lp}} | ||
| image = Ryu_stfarjab2.png | | image = Ryu_stcljab2.png | ||
| | | imageSize = 82x99px | ||
| | | caption = Close ver. | ||
| image2 = Ryu_stfarjab2.png | |||
| imageSize2 = 93x92px | |||
| caption2 = Far ver. | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = Close {{lp}} | |||
|damage = 4[0] | |||
|dizzy= 0~5 | |||
|dizzytime= 40 | |||
|cancel = Special, Super | |||
|guard = Mid | |||
|actrange = 0-25 | |||
|startup= 3 | |||
|active= 4 | |||
|recovery= 5 | |||
|total = 12 | |||
|frameAdv = +4 | |||
|invul = N/A | |||
|meter =2/1 | |||
|description= A quick elbow smash in front and above Ryu's head. | |||
*Works as an anti-air if you're close enough. | |||
*OK priority. | |||
}} | |||
{{AttackData-SSF2T | |||
|version = Far {{lp}} | |||
|damage = 4[0] | |damage = 4[0] | ||
|dizzy= 0~5 | |dizzy= 0~5 | ||
Line 49: | Line 72: | ||
|description= A simple jab. | |description= A simple jab. | ||
*Chainable, ok reach, good priority. | *Chainable, ok reach, good priority. | ||
*Fast start-up. | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-stlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-stlp"> | ||
'''Close Version''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab2.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} | ||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} | |||
|} | |||
{{STDiagramHeader}} | |||
<br><br> | |||
'''Far Version''' | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stfarjab1&3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab2.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab1&3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | |||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}} | {{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}} | ||
|} | |} | ||
</div> | </div> | ||
==== <span class="invisible-header"> | ==== <span class="invisible-header">stMP</span> ==== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Standing Strong | ||
| input = 5MP | | input = 5MP | ||
| subtitle = | | subtitle = {{Icon-Capcom|mp}} | ||
| image = Ryu_stfarstrng3.png | | image = Ryu_stclstrng3.png | ||
| | | imageSize = 97x98px | ||
| | | caption = Close ver. | ||
| image2 = Ryu_stfarstrng3.png | |||
| imageSize2 = 114x98px | |||
| caption2 = Far ver. | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = Close {{mp}} | |||
|damage =22[0] | |||
|dizzy= 5~11 | |||
|dizzytime= 60 | |||
|cancel = Special, Super | |||
|guard = Mid | |||
|actrange = 0-31 | |||
|startup= 4 | |||
|active= 2 | |||
|recovery= 17 | |||
|total = 23 | |||
|frameAdv = -1 | |||
|meter =4/3 | |||
|description= Ryu performs a hook, then another one that doesn't hit for some reason. | |||
*Terrible recovery, so try canceling this into a special like a Hadoken. | |||
}} | |||
{{AttackData-SSF2T | |||
|version = Far {{mp}} | |||
|damage =22[0] | |damage =22[0] | ||
|dizzy= 5~11 | |dizzy= 5~11 | ||
Line 92: | Line 150: | ||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-stmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-stmp"> | ||
'''Close Version''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng2&6.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng4.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng5.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng2&6.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 4 | 17}} | |||
|} | |||
<br><br> | |||
'''Far Version''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng5_stfarfrc5.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}} | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng5_stfarfrc5.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}} | ||
Line 105: | Line 172: | ||
</div> | </div> | ||
==== <span class="invisible-header"> | ==== <span class="invisible-header">stHP</span> ==== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Standing Fierce | ||
| input = 5HP | | input = 5HP | ||
| subtitle = fr.{{Icon-Capcom|hp}} | | subtitle = fr.{{Icon-Capcom|hp}} | ||
| image = | | image = Ryu_stclfrc2.png | ||
| imageSize = | | imageSize = 104x98px | ||
| caption = | | caption = | ||
| image2 = Ryu_stclfrc3.png | |||
| imageSize2 = 110x114px | |||
| caption2 = Close ver. | |||
| image3 = Ryu_stfarfrc3.png | |||
| imageSize3 = 122x98px | |||
| caption3 = Far ver. | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = Close {{hp}} | |||
|damage =28[1] | |damage =28[1] | ||
|dizzy= 10~16 | |dizzy= 3~9/10~16 | ||
|dizzytime= 80 | |dizzytime= 40/80 | ||
|cancel = Super | |cancel = Special, Super/None | ||
|guard = Mid | |guard = Mid | ||
|actrange = | |actrange = 0-41 | ||
|startup= | |startup= 4 | ||
|active= 6 | |active= 8 (2/6) | ||
|recovery= 23 | |recovery= 23 | ||
|total = 35 | |total = 34 | ||
|frameAdv = -7 | |frameAdv = -9 | ||
|meter= 5/4 | |||
|description= A close uppercut. | |||
*Only the first hitbox can be canceled. | |||
*Hitbox gets much bigger after 2 frames. | |||
*If you're close to your enemy, it can be canceled into any special attack for a basic but damaging combo. Bad recovery. | |||
*Good priority anti-air if you're up close. | |||
}} | |||
{{AttackData-SSF2T | |||
|version = Far {{hp}} | |||
|damage =28[1] | |||
|dizzy= 10~16 | |||
|dizzytime= 80 | |||
|cancel = Super | |||
|guard = Mid | |||
|actrange = 42+ | |||
|startup= 6 | |||
|active= 6 | |||
|recovery= 23 | |||
|total = 35 | |||
|frameAdv = -7 | |||
|meter =5/4 | |meter =5/4 | ||
|description= Similar to Far Strong. | |description= Similar to Far Strong. | ||
Line 131: | Line 225: | ||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-sthp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-sthp"> | ||
'''Close Version''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stclfrc1.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrc2.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrc5.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1+3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 13}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCellColSpan | 2 | 23}} | |||
|} | |||
<br><br> | |||
'''Far Version''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng5_stfarfrc5.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}} | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng5_stfarfrc5.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}} | ||
Line 147: | Line 250: | ||
==== <span class="invisible-header"> | ==== <span class="invisible-header">stLK</span> ==== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Standing Short | ||
| input = 5LK | | input = 5LK | ||
| subtitle = | | subtitle = {{Icon-Capcom|lk}} | ||
| image = Ryu_stfarshrt3_stfarfrwrd3.png | | image = Ryu_stclshrt3.png | ||
| | | imageSize = 115x98px | ||
| | | caption = Close ver. Yes, it hits low. | ||
| image2 = Ryu_stfarshrt3_stfarfrwrd3.png | |||
| imageSize2 = 118x102px | |||
| caption2 = Far ver. | |||
| data = | | data = | ||
{{AttackData-SSF2T | |||
|damage = 12[0] | |||
|dizzy= 0~5 | |||
|dizzytime= 40 | |||
|cancel = Chain, Super | |||
|guard =<ref></ref> Low | |||
|actrange = 0 | |||
|startup= 6 | |||
|active= 2 | |||
|recovery= 8 | |||
|total = 16 | |||
|frameAdv = +3 | |||
|meter = 2/1 | |||
|description= A low-hitting kick. | |||
*Can be canceled into another far Short or crouching Short. | |||
*This move must be blocked low, which can be used as a simple knowledge check. Unfortunately somewhat hard to use due to the strict activation range. | |||
}} | |||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = 14[0] | |damage = 14[0] | ||
Line 176: | Line 299: | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-stlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-stlk"> | ||
'''Close Version''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt2&5_stclrh5.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt3.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt4.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt2&5_stclrh5.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 6}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 3 | 8}} | |||
|} | |||
<br><br> | |||
'''Far Version''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt3_stfarfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt3_stfarfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} | ||
Line 191: | Line 323: | ||
==== <span class="invisible-header"> | ==== <span class="invisible-header">stMK</span> ==== | ||
{{MoveData | {{MoveData | ||
| name = Far Forward | | name = Far Forward | ||
| input = 5MK | | input = 5MK | ||
| subtitle = fr.{{Icon-Capcom|mk}} | | subtitle = fr.{{Icon-Capcom|mk}} | ||
| image = Ryu_stfarshrt3_stfarfrwrd3.png | | image = Ryu_stclfrwrd3.png | ||
| | | imageSize = 103x103px | ||
| | | caption = Close ver. | ||
| image2 = Ryu_stfarshrt3_stfarfrwrd3.png | |||
| imageSize2 = 118x102px | |||
| caption2 = Far ver. | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
Line 204: | Line 339: | ||
|dizzy= 5~11 | |dizzy= 5~11 | ||
|dizzytime= 60 | |dizzytime= 60 | ||
|cancel = None | |cancel = Special, Super | ||
|guard = Mid | |||
|actrange = 0 | |||
|startup= 4 | |||
|active= 6 | |||
|recovery= 9 | |||
|total = 19 | |||
|frameAdv = +3 | |||
|meter = 4/3 | |||
|description= A hearty knee bash. | |||
*Good recovery. Surprisingly good overall, even if you need to be REALLY close to use it. | |||
}} | |||
{{AttackData-SSF2T | |||
|damage = 24[0] | |||
|dizzy= 5~11 | |||
|dizzytime= 60 | |||
|cancel = None | |||
|guard = Mid | |guard = Mid | ||
|actrange = 1+ | |actrange = 1+ | ||
Line 219: | Line 370: | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-stmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-stmk"> | ||
'''Close Version''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 9}} | |||
|} | |||
<br><br> | |||
'''Far Version''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt3_stfarfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarfrwrd5.png}} | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt3_stfarfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarfrwrd5.png}} | ||
Line 232: | Line 392: | ||
</div> | </div> | ||
==== <span class="invisible-header"> | ==== <span class="invisible-header">stHK</span> ==== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Standing Roundhouse | ||
| input = 5HK | | input = 5HK | ||
| subtitle = | | subtitle = {{Icon-Capcom|hk}} | ||
| image = | | image = Ryu_stclrh3.png | ||
| imageSize = | | imageSize = 95x125px | ||
| caption = | | caption = | ||
| | | image2 = Ryu_stclrh4.png | ||
| | | imageSize2 = 127x112px | ||
| | | caption2 = Far ver. | ||
| data = | | image3 = Ryu_stfarrh2.png | ||
{{AttackData-SSF2T | | imageSize3 = 99x103px | ||
| caption3 = | |||
| image4 = Ryu_stfarrh3.png | |||
| imageSize4 = 125x101px | |||
| caption4 = Close ver. Only the first hitbox can be canceled. | |||
| data = | |||
{{AttackData-SSF2T | |||
|version = Close {{hk}} | |||
|damage = 30[1] > 4[1] | |||
|dizzy= 10~16 > 1~7 | |||
|dizzytime= 80 > 70 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = 0-56 | |||
|startup = 8 | |||
|active = 12 (8~4) | |||
|recovery= 11 | |||
|total = 31 | |||
|frameAdv = -1 > +7(+6) | |||
|meter = 5/4 x 2 | |||
|description= Ryu's axe kick. | |||
*Hits twice if the enemy is close enough. The second hit deals much less damage and dizzy, while only dealing a little less dizzy time. | |||
*Not very useful, but it is safe on block from point-blank range and often trades with aerial attacks. | |||
*If you use it as a meaty, you can combo into a crouching kick for two or three hits. You often have better options, though. | |||
}} | |||
{{AttackData-SSF2T | |||
|version = Far {{hk}} | |||
|damage = 30[1] | |damage = 30[1] | ||
|dizzy= 10~16 | |dizzy= 10~16 | ||
Line 257: | Line 443: | ||
|frameAdv = -7 | |frameAdv = -7 | ||
|meter3 =5/4 | |meter3 =5/4 | ||
| | |description= Ryu's staple Roundhouse kick. | ||
* | *Mediocre anti-air that can be canceled in the odd event that it hits during the first active part. | ||
*Hitbox and hurtbox get wider after 4 frames. | *Hitbox and hurtbox get wider after 4 frames. | ||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-sthk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-sthk"> | ||
'''Close Version''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stclrh2.png}} |{{STDiagramImageCell| 1 | Ryu_stclrh3.png}} |{{STDiagramImageCell| 1 | Ryu_stclrh4.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt2&5_stclrh5.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 10}} |{{STDiagramCell| 1}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 11}} | |||
|} | |||
<br><br> | |||
'''Far Version''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stfarrh1.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh2.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh5.png}} | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stfarrh1.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh2.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh5.png}} | ||
Line 276: | Line 471: | ||
</div> | </div> | ||
===Crouching Normals=== | |||
==== <span class="invisible-header">crlp</span> ==== | |||
{{MoveData | {{MoveData | ||
| name = | | name = Crouching Jab | ||
| input = | | input = 2LP | ||
| subtitle = | | subtitle = cr.{{Icon-Capcom|lp}} | ||
| image = | | image = Ryu_crjab2.png | ||
| imageSize = | | imageSize = 100x65px | ||
| caption = | | caption = | ||
| data = | | data = | ||
Line 293: | Line 489: | ||
|dizzy= 0~5 | |dizzy= 0~5 | ||
|dizzytime= 40 | |dizzytime= 40 | ||
|cancel = Special, Super | |cancel = Chain, Special, Super | ||
|guard = Mid | |guard = Mid | ||
|actrange = | |actrange = N/A | ||
|startup= 3 | |startup= 3 | ||
|active= 4 | |active= 4 | ||
Line 301: | Line 497: | ||
|total = 12 | |total = 12 | ||
|frameAdv = +4 | |frameAdv = +4 | ||
|meter = 2/1 | |||
|meter =2/1 | |description= Another jab. | ||
|description= | *Average reach and very good priority. | ||
* | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-crlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crlp"> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crjab1&3.png}} |{{STDiagramImageCell| 1 | Ryu_crjab2.png}} |{{STDiagramImageCell| 1 | Ryu_crjab1&3.png}} |{{STDiagramImageCell| 1 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{ | {{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}} | ||
|} | |} | ||
Line 325: | Line 518: | ||
==== <span class="invisible-header"> | ==== <span class="invisible-header">crmp</span> ==== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Crouching Strong | ||
| input = | | input = 2MP | ||
| subtitle = | | subtitle = cr.{{Icon-Capcom|mp}} | ||
| image = | | image = Ryu_crstrng3.png | ||
| imageSize = | | imageSize = 110x65px | ||
| caption = | | caption = And you thought Alpha 2 Rose's Cr.MP had good priority. | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
Line 340: | Line 533: | ||
|cancel = Special, Super | |cancel = Special, Super | ||
|guard = Mid | |guard = Mid | ||
|actrange = | |actrange = N/A | ||
|startup= 4 | |startup= 4 | ||
|active= | |active= 4 | ||
|recovery= | |recovery= 7 | ||
|total = | |total = 15 | ||
|frameAdv = | |frameAdv = +7 | ||
|meter =4/3 | |meter = 4/3 | ||
|description= Ryu | |description=*Ryu does a crouching straight. | ||
* | *Good damage, stun, recovery and priority. | ||
*This move can be used as a safe meaty against several invulnerable special attacks from the correct distance. However, this can be countered by standing still (which shrinks the hurtbox horizontally) and then either attacking or walking up and throwing. It's also unsafe against most supers. | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-crmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crmp"> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crstrng1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crstrng2&4.png}} |{{STDiagramImageCell| 1 | Ryu_crstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_crstrng2&4.png}} |{{STDiagramImageCell| 1 | Ryu_crstrng1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 7}} | ||
|} | |} | ||
Line 367: | Line 561: | ||
==== <span class="invisible-header"> | ==== <span class="invisible-header">crhp</span> ==== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Crouching Fierce | ||
| input = | | input = 2HP | ||
| subtitle = | | subtitle = cr.{{Icon-Capcom|hp}} | ||
| image = | | image = Ryu_crfrc2.png | ||
| imageSize = | | imageSize = 95x98px | ||
| caption = First Hitbox | | caption = First Hitbox | ||
| image2 = | | image2 = Ryu_crfrc3.png | ||
| imageSize2 = | | imageSize2 = 85x127px | ||
| caption2 = Second Hitbox | | caption2 = Second Hitbox. <br> Diet Close Fierce. | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage =28[1] | |damage =28[1]/22[1] | ||
|dizzy= 3~9/10~16 | |dizzy= 3~9/10~16 | ||
|dizzytime= 40/80 | |dizzytime= 40/80 | ||
|cancel = Special, Super/None | |cancel = Special, Super/None | ||
|guard = Mid | |guard = Mid | ||
|actrange = | |actrange = N/A | ||
|startup= 4 | |startup= 4 | ||
|active= | |active= 11 (3/8) | ||
|recovery= 23 | |recovery= 23 | ||
|total = | |total = 37 | ||
|frameAdv = - | |frameAdv = -12 | ||
|meter= 5/4 | |meter = 5/4 | ||
|description= | |description= Ryu brings an uppercut from crouching position. | ||
* | *Good damage and has a deceptively long horizontal reach. | ||
* | *Average to low priority and quite long recovery. | ||
* | *Mainly used in combos. | ||
*Works as an anti-air, but favor close Fierce if you can. | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-crhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crhp"> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crfrc1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc2.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc6.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1+3}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | | {{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 11}} |{{STDiagramCellColSpan | 3 | 23}} | ||
|} | |} | ||
Line 414: | Line 609: | ||
==== <span class="invisible-header"> | ===== <span class="invisible-header">crlk</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Crouching Short | ||
| input = | | input = 2LK | ||
| subtitle = | | subtitle = cr.{{Icon-Capcom|lk}} | ||
| image = | | image = Ryu_crshrt2.png | ||
| imageSize = | | imageSize = 119x65px | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 4[0] | ||
|dizzy= 0~5 | |dizzy= 0~5 | ||
|dizzytime= 40 | |dizzytime= 40 | ||
|cancel = Chain, Super | |cancel = Chain, Special, Super | ||
|guard = | |guard = Low | ||
|actrange = | |actrange = N/A | ||
|startup= | |startup= 3 | ||
|active= | |active= 4 | ||
|recovery= | |recovery= 5 | ||
|total = | |total = 12 | ||
|frameAdv = + | |frameAdv = +4 | ||
|meter = 2/1 | |meter = 2/1 | ||
|description= | |description= Crouching low kick. | ||
* | *Mediocre priority but good reach. | ||
* | *Great for simple combos. | ||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-crlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crlk"> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crshrt2.png}} |{{STDiagramImageCell| 1 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{ | {{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}} | ||
|} | |} | ||
Line 457: | Line 652: | ||
==== <span class="invisible-header"> | ===== <span class="invisible-header">frmk</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Crouching Forward | ||
| input = | | input = 2MK | ||
| subtitle = | | subtitle = cr.{{Icon-Capcom|mk}} | ||
| image = | | image = Ryu_crfrwrd3.png | ||
| imageSize = | | imageSize = 146x65px | ||
| caption = | | caption = Why not cancel this into a Hadouken? You earned it. | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 22[0] | ||
|dizzy= 5~11 | |dizzy= 5~11 | ||
|dizzytime= 60 | |dizzytime= 60 | ||
|cancel = Special, Super | |cancel = Special, Super | ||
|guard = | |guard = Low | ||
|actrange = | |actrange = N/A | ||
|startup= 4 | |startup= 4 | ||
|active= 6 | |active= 6 | ||
Line 479: | Line 674: | ||
|frameAdv = +3 | |frameAdv = +3 | ||
|meter = 4/3 | |meter = 4/3 | ||
|description= | |description= *Crouching side kick. | ||
*Good recovery. | *Good reach and recovery, but has projected vulnerable hitboxes before and after it becomes active. | ||
*An important tool when closing the gap on the enemy as it can be canceled into Hadokens. | |||
*Also used in bread and butter combos. | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-crmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crmk"> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_crfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_crfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 9}} | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 9}} | ||
Line 499: | Line 696: | ||
==== <span class="invisible-header"> | ===== <span class="invisible-header">crhk</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Crouching Roundhouse | ||
| input = | | input = 2HK | ||
| subtitle = | | subtitle = cr.{{Icon-Capcom|hk}} | ||
| image = | | image = Ryu_crrh2.png | ||
| imageSize = | | imageSize = 134x65px | ||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 26[1] | ||
|dizzy= | |dizzy= 5~11 | ||
|dizzytime= | |dizzytime= 130 | ||
|cancel = | |cancel = Special, Super | ||
|guard = | |guard = Low | ||
|actrange = | |actrange = N/A | ||
|startup = | |startup = 4 | ||
|active = | |active = 6 | ||
|recovery= | |recovery = 25 | ||
|total = | |total = 35 | ||
|frameAdv = - | |frameAdv = -7/Down | ||
|meter = 5/4 | |meter = 5/4 | ||
|description= Ryu's | |description= Ryu's sweep kick. | ||
* | *Soft knockdown on hit. | ||
* | *Good range and the priority is such that it beats or trades with a number of moves. | ||
* | *Very long recovery however, so good players will often bait and punish this move. | ||
*Top shoto players will often cancel this move into either a LP Shoryuken (harder to punish and generates meter) or a Hadoken (the pushback makes the move practically unpunishable). | |||
*Walking up cr.Roundhouse xx Hadouken is an important skill for shoto players to master, due to the spacing it generates. | |||
*Tied with Ken for the fastest sweep startup in the game (3 frames), which makes it really good in pressure situations. | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-crhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-crhk"> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crrh1.png}} |{{STDiagramImageCell| 1 | Ryu_crrh2.png}} |{{STDiagramImageCell| 1 | Ryu_crrh3.png}} |{{STDiagramImageCell| 1 | Ryu_crrh4.png}} |{{STDiagramImageCell| 1 | Ryu_crrh5.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 33}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}} | ||
|- | |- | ||
{{STDiagramCell| Simplified | {{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 25}} | ||
|} | |} | ||
</div> | </div> | ||
===Jumping Normals=== | |||
===== <span class="invisible-header">jLP</span> ===== | |||
{{MoveData | |||
| name = Jumping Jab | |||
| input = 7/8/9LP | |||
| subtitle = {{ub}} or {{u}} or {{uf}} + {{lp}} | |||
==== <span class="invisible-header"> | | image = Ryu_njjab2.png | ||
{{MoveData | | imageSize = 82x110px | ||
| name = | |||
| input = | |||
| subtitle = | |||
| image = | |||
| imageSize = | |||
| caption = | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 12[0] | ||
|dizzy= | |dizzy= 1~7(-2) | ||
|dizzytime= 40 | |dizzytime= 40 | ||
|cancel = | |cancel = Special | ||
|guard = | |guard = High | ||
|actrange = N/A | |actrange = N/A | ||
|startup= | |startup = 2 | ||
|active= | |active = ∞ | ||
|recovery= | |recovery = N/A | ||
|total = | |total = 2+∞ | ||
|frameAdv = | |frameAdv = Dependent | ||
|meter = 2/1 | |meter = 2/1 | ||
|description= | |description= Ryu performs a jumping jab that is active throughout the whole jump. | ||
* | *Ryu's hand has a relatively large active hitbox around it, making this a good air-to-air move. | ||
*It can be used for jumping on your opponent after a knockdown. The small amount of pushback allows for mixups such as throw, cr.forward xx Hadoken/Super, or delayed Jab Shoryuken (to beat reversal throws). | |||
*Beats Zangief's Lariats from the right distance and still hits him if he crouches. | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-jlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-jlp"> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_njjab2.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}} | ||
|} | |} | ||
Line 591: | Line 784: | ||
===== <span class="invisible-header">jMP</span> ===== | |||
==== <span class="invisible-header"> | |||
{{MoveData | {{MoveData | ||
| name = | | name = Jumping Strong | ||
| input = | | input = 7/8/9MP | ||
| subtitle = | | subtitle = {{ub}} or {{u}} or {{uf}} + {{mp}} | ||
| image = | | image = Ryu_njstrng3.png | ||
| imageSize = | | imageSize = 96x110px | ||
| caption = | | caption = Neutral Jump ver. | ||
| image2 = Ryu_djstrng4.png | |||
| imageSize2 =108x110px | |||
| caption2 = | |||
| image3 = Ryu_djstrng5.png | |||
| imageSize3 =74x119px | |||
| caption3 = Diagonal Jump ver. | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage =22[0] | |version = {{u}} + {{mp}} | ||
|damage = 22[0] | |||
|dizzy= 5~11 | |dizzy= 5~11 | ||
|dizzytime= | |dizzytime= 50 | ||
|cancel = Special | |cancel = Special | ||
|guard = | |guard = High | ||
|actrange = N/A | |actrange = N/A | ||
|startup= 4 | |startup = 4 | ||
|active= | |active = 20 | ||
|recovery= | |recovery = ∞ | ||
|total = | |total = 24+∞ | ||
|frameAdv = | |frameAdv = Dependent | ||
|meter = 4/3 | |meter = 4/3 | ||
|description=* | |description= An aerial punch that stays active for a while. | ||
*Very good horizontal reach and priority. | |||
* | *A move to be considered when afraid of wall dives crossing you or aerial attacks in general. | ||
*This attack does not hit crouching opponents. | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{ub}} or {{uf}} + {{mp}} | |||
|damage = 24[1] > 4[1] | |||
|dizzy= 3~9 > 0~5 | |||
|dizzytime= 40 > 20 | |||
|cancel = Special/None | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 4 | |||
|active = 9 (5 > 4) | |||
|recovery = ∞ | |||
|total = 13+∞ | |||
|frameAdv = Dependent | |||
|meter = 4/3 x 2 | |||
|description= Ryu jumps with an upper punch that hits twice and juggles in the air. | |||
*The first active part has good horizontal reach and priority. | |||
*Creates a three hit juggle state if it hits. | |||
*Can be considered as anti-air, specially if you react early and you expect the opponent to try a late aerial attack. | |||
*A Super can also be comboed after this move, for a total of 5 hits. | |||
*From the right distance, this move beats Lariats and Blanka's rolling attacks. | |||
*Any grounded enemy can avoid the attack by crouching, which is specially dangerous against Zangief, E. Honda and Hawk, as they can throw while crouching (stomach press, Oicho and typhoon, in this order). | |||
}} | |||
}} | }} | ||
<span class="mw-customtoggle-jmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-jmp"> | |||
'''Neutral Jump Version''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng2.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng3.png}} |{{STDiagramImageCell| 1 |Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |||
<br><br> | |||
'''Diagonal Jump Version''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_djstrng1.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng2.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng4.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng5.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 5 | ∞}} | |||
|} | |} | ||
</div> | </div> | ||
==== <span class="invisible-header"> | ===== <span class="invisible-header">jHP</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Jumping Fierce | ||
| input = | | input = 7/8/9HP | ||
| subtitle = | | subtitle = {{ub}} or {{u}} or {{uf}} + {{hp}} | ||
| image = | | image = Ryu_njfrc3_djfrc3.png | ||
| imageSize = | | imageSize = 99x110px | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |version = {{u}} + {{hp}} | ||
|dizzy= | |damage = 26[1] | ||
|dizzytime= | |dizzy= 11~17(-1) | ||
|cancel = Special | |dizzytime= 60(+20) | ||
|guard = | |cancel = Special | ||
|guard = High | |||
|actrange = N/A | |actrange = N/A | ||
|startup= 4 | |startup = 4 | ||
|active= | |active = 8 | ||
|recovery= | |recovery = ∞ | ||
|total = | |total = 12+∞ | ||
|frameAdv = | |frameAdv = Dependent | ||
|meter = 5/4 | |meter = 5/4 | ||
|description= | |description= <br> | ||
}} | }} | ||
}} | {{AttackData-SSF2T | ||
|version = {{ub}} or {{uf}} + {{hp}} | |||
<span class="mw-customtoggle- | |damage = 26[1] | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | |dizzy= 3~9 | ||
|dizzytime= 40 | |||
{{STDiagramHeader}} | |cancel = Special | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | |guard = High | ||
|actrange = N/A | |||
|startup = 4 | |||
|active = 8 | |||
|recovery = ∞ | |||
|total = 12+∞ | |||
|frameAdv = Dependent | |||
|meter = 5/4 | |||
|description= Ryu's strongest jumping punch. | |||
*Very good air to ground priority. | |||
*Can be used as anti-air from certain distances, and also beats or trades most other aerial attacks. | |||
*The Neutral Jump version has more stun. | |||
}} | |||
}} | |||
<span class="mw-customtoggle-jhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-jhp"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njfrc1_djfrc1.png}} |{{STDiagramImageCell| 1 | Ryu_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 1 | Ryu_njfrc3_djfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}} | |||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |} | ||
</div> | </div> | ||
===== <span class="invisible-header">njlk</span> ===== | |||
===== <span class="invisible-header"> | |||
{{MoveData | {{MoveData | ||
| name = | | name = Jumping Short | ||
| input = | | input = 7/8/9LK | ||
| subtitle = | | subtitle = {{ub}} or {{u}} or {{uf}} + {{Icon-Capcom|lk}} | ||
| image = | | image = Ryu_njshrt2.png | ||
| imageSize = | | imageSize = 79x110px | ||
| caption = | | caption = Neutral Jump ver. | ||
| data = | | image2 = Ryu_djshrt3.png | ||
| imageSize2 = 77x110px | |||
| caption2 = Diagonal Jump ver. His hurtbox gets a bit bigger after 10 frames. | |||
| data = | |||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |version = {{u}} + {{lk}} | ||
|dizzy= | |damage = 14[0] | ||
|dizzy= 1~7(-2) | |||
|dizzytime= 40 | |dizzytime= 40 | ||
|cancel = | |cancel = Special | ||
|guard = | |guard = High | ||
|actrange = N/A | |actrange = N/A | ||
|startup= 3 | |startup = 3 | ||
|active= | |active = 40 | ||
|recovery= | |recovery = ∞ | ||
|total = | |total = 43+∞ | ||
|frameAdv = | |frameAdv = Dependent | ||
|meter = 2/1 | |meter = 2/1 | ||
|description= | |description= A jumping split kick. | ||
* | *Stays active for a while, but has a pitiful reach. | ||
* | *Mostly useless. | ||
}} | |||
{{AttackData-SSF2T | |||
|version = {{ub}} or {{uf}} + {{lk}} | |||
|damage = 12[0] | |||
|dizzy= 1~7(-2) | |||
|dizzytime= 40 | |||
|cancel = None | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 5 | |||
|active = ∞ | |||
|recovery = N/A | |||
|total = 5+∞ | |||
|frameAdv = Dependent | |||
|meter = 2/1 | |||
|description= Ryu's jumping knee. | |||
*Stays out for quite some time, but safe jumps aside, this does not have many uses. | |||
*Its main downside is the short reach. | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-jlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-jlk"> | ||
'''Neutral Jump Version''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 1 | Ryu_njshrt2.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 40}} |{{STDiagramCell| ∞}} | ||
|- | |} | ||
{{STDiagramCell| | <br><br> | ||
'''Diagonal Jump Version''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_djshrt1.png}} |{{STDiagramImageCell| 1 | Ryu_djshrt2.png}} |{{STDiagramImageCell| 1 | Ryu_djshrt3.png}} |{{STDiagramImageCell| 1 | Ryu_djshrt4.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| ∞}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCellColSpan| 2 | ∞}} | |||
|} | |} | ||
</div> | </div> | ||
===== <span class="invisible-header">jMK</span> ===== | |||
===== <span class="invisible-header"> | |||
{{MoveData | {{MoveData | ||
| name = | | name = Jumping Forward | ||
| input = | | input = 7/8/9MK | ||
| subtitle = | | subtitle = {{ub}} or {{u}} or {{uf}} + {{mk}} | ||
| image = | | image = Ryu_njfrwrd2.png | ||
| imageSize = | | imageSize = 90x110px | ||
| caption = | | caption = Neutral Jump ver. | ||
| image2 = Ryu_djfrwrd3.png | |||
| imageSize2 = 110x112px | |||
| caption2 = Diagonal Jump ver. <br>Zero Calorie dj.hk | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|version = {{u}} + {{mk}} | |||
|damage = 22[0] | |damage = 22[0] | ||
|dizzy= 5~11 | |dizzy= 5~11 | ||
|dizzytime= | |dizzytime= 50 | ||
|cancel = | |cancel = None | ||
|guard = | |guard = High | ||
|actrange = N/A | |actrange = N/A | ||
|startup= | |startup = 5 | ||
|active= | |active = 13 | ||
|recovery= | |recovery = ∞ | ||
|total = | |total = 18+∞ | ||
|frameAdv = | |frameAdv = Dependent | ||
|meter = 4/3 | |meter = 4/3 | ||
|description= * | |description= A slightly better jumping split kick. | ||
* | *Stays active for some time. | ||
* | *Can be used in certain crossup situations, but neutral Strong/Fierce has a lower hitbox and neutral Roundhouse has better reach and damage. | ||
* | }} | ||
{{AttackData-SSF2T | |||
|version = {{ub}} or {{uf}} + {{mk}} | |||
|damage = 22[0] | |||
|dizzy= 5~11 | |||
|dizzytime= 50(+10) | |||
|cancel = None | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 5 | |||
|active = 13 | |||
|recovery = ∞ | |||
|total = 18+∞ | |||
|frameAdv = Dependent | |||
|meter = 4/3 | |||
|description= Rather long aerial kick with poor priority. | |||
*Can be used as a cross-up aerial attack, but diagonal Roundhouse is better for that. | |||
*Can be used in safe jumps to get less push-back if it gets blocked. | |||
*Does the most stun out of all of Ryu's diagonal jumping normals. | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-jmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-jmk"> | ||
'''Neutral Jump Version''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 1 | Ryu_njfrwrd2.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCellColSpan| 3 | ∞}} | |||
|} | |||
<br><br> | |||
'''Diagonal Jump Version''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd1_djrh1.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd2%264_djrh2%264.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd2%264_djrh2%264.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 |Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 |Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 13}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 13}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |} | ||
Line 769: | Line 1,067: | ||
===== <span class="invisible-header">jHK</span> ===== | |||
===== <span class="invisible-header"> | |||
{{MoveData | {{MoveData | ||
| name = | | name = Jumping Roundhouse | ||
| input = | | input = 7/8/9HK | ||
| subtitle = | | subtitle = {{ub}} or {{u}} or {{uf}} + {{hk}} | ||
| image = | | image = Ryu_njrh2.png | ||
| imageSize = | | imageSize = 73x115px | ||
| caption = | | caption = | ||
| image2 = Ryu_njrh3.png | |||
| imageSize2 = 102x111px | |||
| caption2 = Neutral Jump ver. | |||
| image3 = Ryu_djrh3.png | |||
| imageSize3 = 123x112px | |||
| caption3 = Diagonal Jump ver. | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = 26[ | |version = {{u}} + {{hk}} | ||
|dizzy= | |damage = 28[0]/26[0] | ||
|dizzytime= | |dizzy= 11~17(-1) | ||
|cancel = Special | |dizzytime= 60(+20) | ||
|guard = | |cancel = Special/None | ||
|guard = High | |||
|actrange = N/A | |actrange = N/A | ||
|startup = | |startup = 2 | ||
|active = | |active = 8 (4/4) | ||
|recovery = | |recovery = ∞ | ||
|total = | |total = 10+∞ | ||
|frameAdv = | |frameAdv = Dependent | ||
|meter = 5/4 | |meter = 5/4 | ||
|description= | |description= Neutral spin kick. | ||
* | *The first active part becomes active very fast, saving you from some troublesome situations. | ||
* | *The second part has good reach, making it an effective normal to keep your opponent away. | ||
}} | |||
{{AttackData-SSF2T | |||
* | |version = {{ub}} or {{uf}} + {{hk}} | ||
* | |damage = 26[1] | ||
|dizzy= 3~9 | |||
|dizzytime= 40 | |||
|cancel = None | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 5 | |||
|active = 7 | |||
|recovery = ∞ | |||
|total = 12+∞ | |||
|frameAdv = Dependent | |||
|meter = 5/4 | |||
|description= A full power kick. | |||
*Ryu's best cross-up attack. | |||
*Has good reach, but can be countered if you whiff due to projected hurtboxes. | |||
*Can be used as an anti air from certain distances, in the same fashion as diagonal jumping Fierce, hitting your enemy from above his attack or around the head. | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-jhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-jhk"> | ||
'''Neutral Jump Version'' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njrh1.png}} |{{STDiagramImageCell| 1 | Ryu_njrh2.png}} |{{STDiagramImageCell| 1 | Ryu_njrh3.png}} |{{STDiagramImageCell| 1 | Ryu_njrh4.png}} |{{STDiagramImageCell| 1 | Ryu_njrh5.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |||
<br><br> | |||
'''Diagonal Jump Version''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd1_djrh1.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd2%264_djrh2%264.png}} |{{STDiagramImageCell| 1 | Ryu_djrh3.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd2%264_djrh2%264.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 |Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 |Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 7}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 7}} |{{STDiagramCellColSpan| 4 | ∞}} | |||
|} | |} | ||
</div> | </div> | ||
=== | ===Command Normals=== | ||
===== <span class="invisible-header"> | ===== <span class="invisible-header">swingp</span> ===== | ||
{{MoveData | {{MoveData | ||
| name = | | name = Collarbone Breaker | ||
| input = | | input = 6MP | ||
| subtitle = | | subtitle = Forward {{Icon-Capcom|MP}}/Swing Punch | ||
| image = | | image = Ryu_swing3.png | ||
| imageSize = | | imageSize = 97x91px | ||
| caption = | | caption = First Hit | ||
| image2 = Ryu_swing4.png | |||
| imageSize2 = 108x93px | |||
| caption2 = Second Hit | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 4[0] ~ 28[1] | ||
|dizzy= 1~7 | |dizzy= 1~7 x 2 | ||
|dizzytime= | |dizzytime= 70 x 2 | ||
|cancel = | |cancel = None | ||
|guard = High | |guard = High | ||
|actrange = N/A | |actrange = N/A | ||
|startup = | |startup = 17 | ||
|active = | |active = 5 (2 ~ 3) | ||
|recovery = | |recovery = 10 | ||
|total = | |total = 31 | ||
|frameAdv = | |frameAdv = Hit standing: -2 ~ 0(-1). Else: +7 ~ +9(+8) | ||
|meter = 2 | |meter = 5/4 x 2 | ||
|description= Ryu | |description= Ryu's overhead. | ||
* | *Fastest ground overhead in the game. | ||
*It can be | *The 1st active part will miss agaisnt a crouching Blanka and Cammy. | ||
*It has properties similar to those of aerial heavy attacks, which can be checked on the different recovery times depending on hitting standing or crouching opponents. | |||
*Ryu is still, however, considered on the ground and can be thrown out of the move if the enemy reacts to its slow start-up or attempts a reversal counter throw. | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle-swingp" style="color: cyan">Click to toggle detailed hitbox data.</span> | |||
<span class="mw-customtoggle- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-swingp"> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_swing1anm.gif}} |{{STDiagramImageCell| 1 | Ryu_swing2.png}} |{{STDiagramImageCell| 1 | Ryu_swing3.png}} |{{STDiagramImageCell| 1 | Ryu_swing4.png}} |{{STDiagramImageCell| 1 | Ryu_swing5.png}} |{{STDiagramImageCell| 1 |Ryu_swing6anm.gif}} |{{STDiagramImageCell| 1 |Ryu_swing7.png}} | ||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 14}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} | |||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 17}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 3 | 10}} | ||
|} | |} | ||
</div> | </div> | ||
===== <span class="invisible-header">rushp</span> ===== | |||
===== <span class="invisible-header"> | |||
{{MoveData | {{MoveData | ||
| name = | | name = Solar Plexus Strike | ||
| input = | | input = 6HP | ||
| subtitle = | | subtitle = Forward {{Icon-Capcom|HP}}/Rush Punch/Dash Punch | ||
| image = | | image = Ryu_dash3.png | ||
| imageSize = | | imageSize = 92x94px | ||
| caption = First Hit | |||
| image2 = Ryu_dash4.png | |||
| imageSize2 = 112x93px | |||
| caption2 = Second Hit. The closest thing ST Ryu has to a dash. | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 4[0] ~ 28[1] | ||
|dizzy= | |dizzy= 1~7 x 2 | ||
|dizzytime= | |dizzytime= 70 x 2 | ||
|cancel = | |cancel = None | ||
|guard = | |guard = Mid | ||
|actrange = N/A | |actrange = N/A | ||
|startup = | |startup = 11 | ||
|active = | |active = 3 (1 ~ 2) | ||
|recovery = | |recovery = 12 | ||
|total = | |total = 26 | ||
|frameAdv = | |frameAdv = +9(+8) | ||
|meter = 4 | |meter = 5/4 x 2 | ||
|description= | |description= Ryu rushes forward with a punch to the solar plexus. | ||
* | *A good move to push you forward so as to close the gap between you and the enemy. | ||
* | *Works as an impromptu dash if you want to get in position for an anti-air Shoryuken or simply get face-to-face to the enemy and throw before they react. | ||
* | *You can use a Hadoken as soon as you recover, whereas doing the same while simply walking will likely get you a Shoryuken due to command overlapping. | ||
*Can also be used to punish enemies from close range, as it gives you enough time to link most of your normals after it. For example, standing Fierce or crouching Forward into Red Hadoken. | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle-rushp" style="color: cyan">Click to toggle detailed hitbox data.</span> | |||
<span class="mw-customtoggle- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-rushp"> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_dash1.png}} |{{STDiagramImageCell| 1 | Ryu_dash2.png}} |{{STDiagramImageCell| 1 | Ryu_dash3.png}} |{{STDiagramImageCell| 1 | Ryu_dash4.png}} |{{STDiagramImageCell| 1 | Ryu_dash5anm.gif}} |{{STDiagramImageCell| 1 |Ryu_dash6.png}} |{{STDiagramImageCell| 1 |Ryu_dash7.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 8}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 11}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 3 | 12}} | ||
|} | |} | ||
</div> | </div> | ||
==Throws== | |||
Ryu can throw with {{Icon-Capcom|mp}}, {{Icon-Capcom|hp}}, {{Icon-Capcom|mk}}, and {{Icon-Capcom|hk}}. | |||
{{MoveData | {{MoveData | ||
| name = | | name = Seoi Nage | ||
| input = | | input = cl.6MP or 4MP/ cl.6HP or 4HP | ||
| subtitle = | | subtitle = Shoulder Throw | ||
| image = | | image = ssf2t_ryu_pthrow.png | ||
| | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = {{Tooltip | text=32* | hovertext = 34 if behind in rounds.}} | ||
|dizzy= | |dizzy= 7~13 | ||
|dizzytime= | |dizzytime= 100 | ||
|cancel = | |cancel = None | ||
|guard = | |guard = Grab | ||
|actrange = | |actrange = 48 (from axis) 19 (from throwable box) | ||
|startup = | |startup = 1 | ||
|active = | |active = 1 | ||
|recovery = | |recovery = Dependent | ||
|total = | |total = 2 | ||
|frameAdv = | |frameAdv = N/A | ||
|description= Ryu's | |description= Ryu's Punch throw, where he throws his enemy above his head. | ||
*Can be activated with either Strong or Fierce. | |||
*Can be | *The direction you're holding determines the direction you'll throw in. | ||
*The | *Functionally identical to his kick throw, though using 6HP is usually the best option since Solar Plexus Strike gives you the least amount of recovery to deal with. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
| name = | | name = Tomoe Nage | ||
| input = | | input = cl.6MK or 4MK/ cl.6HK or 4HK | ||
| subtitle = | | subtitle = Circle Throw | ||
| image = | | image = ssf2t_ryu_kthrow.png | ||
| | | caption = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = {{Tooltip | text=32* | hovertext = 34 if behind in rounds.}} | ||
|dizzy= | |dizzy= 7~13 | ||
|dizzytime= | |dizzytime= 100 | ||
|cancel = | |cancel = None | ||
|guard = | |guard = Grab | ||
|actrange = | |actrange = 48 (from axis) 19 (from throwable box) | ||
|startup = | |startup = 1 | ||
|active = | |active = 1 | ||
|recovery = | |recovery = Dependent | ||
|total = | |total = 2 | ||
|frameAdv = | |frameAdv = N/A | ||
|description= | |description= Ryu's Kick throw, where he throws his enemy with his leg. | ||
* | *Can be activated with either Forward or Roundhouse. | ||
* | *The direction you're holding determines the direction you'll throw in. | ||
*Functionally identical to his punch throw, though using 6HP is usually the best option since Solar Plexus Strike gives you the least amount of recovery to deal with. | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-throw" style="color: cyan">Click to toggle throwbox data.</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-throw"> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_throwb.png}} |{{STDiagramImageCell| 1 | Ryu_throw.png}} |{{STDiagramImageCell| 1 | Ryu_throwf.png}} | ||
|} | |} | ||
</div> | </div> | ||
===== <span class="invisible-header"> | |||
==Special Moves== | |||
=== <span class="invisible-header">Hadoken</span> === | |||
{{MoveData | {{MoveData | ||
| name = | | name = Hadoken | ||
| input = | | input = 236P | ||
| subtitle = | | subtitle = {{motion|qcf}}+{{Icon-Capcom|p}} | ||
| image = | | image = Ryu_fb10bjab.png | ||
| imageSize = | | imageSize = 166x85px | ||
| caption = Get ready to hear this a lot. | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |version = {{qcf}} + {{lp}} | ||
|dizzy= | |damage = 18[0] | ||
|dizzytime= | |dizzy= 7~13 | ||
|dizzytime= 110 | |||
|cancel = None | |cancel = None | ||
|guard = | |guard = Mid | ||
|actrange = N/A | |actrange = N/A | ||
|startup = | |startup = 11 | ||
|active = | |active = Traveling | ||
|recovery = | |recovery = {{Tooltip | text=41* | hovertext = Affected by the Fireball Recovery Glitch. Will recover as soon as Frame 26 if the fireball hits.}} | ||
|total = | |total = 52 | ||
|frameAdv = | |frameAdv = -5 (Point Blank) | ||
|meter = | |meter = 2 | ||
|description= | |description= <br> | ||
}} | }} | ||
{{AttackData-SSF2T | |||
|version = {{qcf}} + {{mp}} | |||
|damage = 20[0] | |||
|dizzy= 7~13 | |||
|dizzytime= 110 | |||
{{ | |cancel = None | ||
|guard = Mid | |||
| | |||
{{ | |||
|damage = | |||
|dizzy= | |||
|dizzytime= | |||
|cancel = | |||
|guard = | |||
|actrange = N/A | |actrange = N/A | ||
|startup = | |startup = 11 | ||
|active = | |active = Traveling | ||
|recovery = | |recovery = {{Tooltip | text=42* | hovertext = Affected by the Fireball Recovery Glitch. Will recover as soon as Frame 27 if the fireball hits.}} | ||
|total = | |total = 53 | ||
|frameAdv = | |frameAdv = -6 (Point Blank) | ||
|meter = | |meter = 2 | ||
|description= | |description= <br> | ||
* | }} | ||
*The | {{AttackData-SSF2T | ||
|version = {{qcf}} + {{hp}} | |||
|damage = 22[0] | |||
|dizzy= 7~13 | |||
|dizzytime= 110 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 11 | |||
|active = Traveling | |||
|recovery = {{Tooltip | text=43* | hovertext = Affected by the Fireball Recovery Glitch. Will recover as soon as Frame 28 if the fireball hits.}} | |||
|total = 54 | |||
|frameAdv = -7 (Point Blank) | |||
|meter = 2 | |||
|description= Ryu's iconic fireball. | |||
*Each version does increasing amounts of damage, speed, and recovery frames. | |||
*Deals high amounts of stun damage. Three hits in a row and pretty much any enemy falls dizzy. | |||
*Some characters such as Claw can punish Hadokens on block or hit from close distance, so watch out for that. | |||
*This move can miss completely when used from point-blank range, as some characters' attacks move their hitboxes towards a bit. | |||
*Ryu's fireballs (blue or red) downgrade in strength after some time, and on the last downgrade they disappear, similar to Chun's Kikokens. When a downgrade happens, the projectile will inherit the damage and sprite of the lower strength, keeping the speed used for the button press. The time required for them to actually disappear is rather long such that only Jab projectiles may ever disappear before leaving the screen, and that is if both players walk or jump in the same direction the projectile is going for some distance. Special setups are usually required for a Strong or Fierce projectile to ever disappear. The data for that is in the detailed hitbox data below. | |||
*Due to a glitch, it's possible to change the recovery of any Hadoken to that of a Jab by either whiffing or kara-canceling a Jab or Short normal. You can read more about it [[Super Street Fighter 2 Turbo/System#Projectile special moves recovery shortening | here]]. | |||
*Detailed Input: (↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce) | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | <span class="mw-customtoggle-hadoken" style="color: cyan">Click to toggle detailed hitbox data.</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-hadoken"> | ||
*<b>Startup:</b> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb1.png}} |{{STDiagramImageCell| 1 | Ryu_fb2.png}} |{{STDiagramImageCell| 1 | Ryu_fb3.png}} |{{STDiagramImageCell| 1 | Ryu_fb4.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| Simplified | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 11}} | ||
|} | |} | ||
</ | *<b>Active:</b> | ||
*<b>Jab Version:</b> | |||
{{STDiagramHeader}} | |||
{{ | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7bjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb10bjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb13bjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb14bjab.png}} | ||
| | |- | ||
| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}} | ||
| | |- | ||
| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 41}} | ||
| | |} | ||
| | |||
| | *<b>Strong Version:</b> | ||
< | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7bstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb10bstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb13bstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb14bstrng.png}} | ||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}} | |||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 42}} | ||
|} | |} | ||
</ | *<b>Fierce Version:</b> | ||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7bfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb10bfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb13bfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb14bfrc.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 43}} | |||
|} | |||
NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them. | |||
*<b>Dissipation Data:</b> | |||
{{STDiagramHeader}} | |||
{{STDiagramCellNull| 1}} |{{STDiagramCell| 1st downgrade}} |{{STDiagramCell| 2nd downgrade}} |{{STDiagramCell| 3rd downgrade}} |{{STDiagramCell| Total duration}} | |||
|- | |||
{{STDiagramCell| Jab}} |{{STDiagramCell| 129f/384px (disappears)}} |{{STDiagramCellNull| 1}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 129f/384px}} | |||
|- | |||
{{STDiagramCell| Strong}} |{{STDiagramCell| 48f/192px (downgrades to Jab)}} |{{STDiagramCell| 49f/192px (disappears)}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 97f/384px}} | |||
|- | |||
{{STDiagramCell| Fierce}} |{{STDiagramCell| 26f/128px (downgrades to Strong)}} |{{STDiagramCell| 26f/128px (downgrades to Jab)}} |{{STDiagramCell| 24f/128px (disappears)}} |{{STDiagramCell| 76f/384px}} | |||
|} | |||
</div> | |||
=== <span class="invisible-header">Shakunetsu Hadoken</span> === | |||
{{MoveData | {{MoveData | ||
| name = | | name = Shakunetsu Hadoken | ||
| input = | | input = 41236P | ||
| subtitle = | | subtitle = {{motion|hcf}}+{{Icon-Capcom|p}} | ||
| image = | | image = Ryu_fb10rjab.png | ||
| imageSize = | | imageSize = 166x85px | ||
| caption = | | caption = Trades stun damage for knockdown, and looks cooler too. | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |version = {{hcf}} + {{lp}} | ||
|dizzy= | |damage = 18[0] | ||
|dizzytime= | |dizzy= 5~11 | ||
|cancel = | |dizzytime= 100 | ||
|guard = | |cancel = None | ||
|guard = Mid | |||
|actrange = N/A | |actrange = N/A | ||
|startup = | |startup = 11 | ||
|active = | |active = Traveling | ||
|recovery = | |recovery = {{Tooltip | text=41* | hovertext = Affected by the Fireball Recovery Glitch. Will recover as soon as Frame 26 if the fireball hits.}} | ||
|total = | |total = 52 | ||
|frameAdv = | |frameAdv = -5 (Point Blank)/Hard Down (Close) | ||
|meter = | |meter = 2 | ||
|description= | |description= <br> | ||
}} | }} | ||
{{AttackData-SSF2T | |||
|version = {{hcf}} + {{mp}} | |||
|damage = 20[0] | |||
|dizzy= 5~11 | |||
|dizzytime= 100 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 11 | |||
|active = Traveling | |||
|recovery = {{Tooltip | text=42* | hovertext = Affected by the Fireball Recovery Glitch. Will recover as soon as Frame 27 if the fireball hits.}} | |||
|total = 53 | |||
|frameAdv = -6 (Point Blank)/Hard Down (Close) | |||
|meter = 2 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |version = {{hcf}} + {{hp}} | ||
|dizzy= | |damage = 22[0] | ||
|dizzytime= | |dizzy= 5~11 | ||
|cancel = | |dizzytime= 100 | ||
|guard = | |cancel = None | ||
|guard = Mid | |||
|actrange = N/A | |actrange = N/A | ||
|startup = | |startup = 11 | ||
|active = | |active = Traveling | ||
|recovery = | |recovery = {{Tooltip | text=43* | hovertext = Affected by the Fireball Recovery Glitch. Will recover as soon as Frame 28 if the fireball hits.}} | ||
|total = | |total = 54 | ||
|frameAdv = | |frameAdv = -7 (Point Blank)/Hard Down (Close) | ||
|meter = | |meter = 2 | ||
|description= | |description= An alternate fireball that does less stun, but knocks down when hit during the first 9 active frames. | ||
* | *Damage, speed, and recovery increases with strength. | ||
* | *Due to the lesser stun, you'll likely be using regular fireballs more often, but these still have plenty of uses in close range setups. | ||
* | *As for a curiosity, this is one of the few special attacks that do not force a standing state on the enemy if it hits. Ryu doesn't gain any advantage or disadvantage from this. | ||
*Landing a knockdown with one of these is a good opportunity to use a short Tatsumaki to build meter, or throw another meaty Hadoken. | |||
*Detailed Input: (← [7~14f] ↙ [7~14f] ↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce) | |||
}} | }} | ||
}} | }} | ||
<span class="mw-customtoggle- | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible- | <span class="mw-customtoggle-shhadoken" style="color: cyan">Click to toggle detailed hitbox data.</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-shhadoken"> | |||
*<b>Startup:</b> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb1.png}} |{{STDiagramImageCell| 1 | Ryu_fb2.png}} |{{STDiagramImageCell| 1 | Ryu_fb3.png}} |{{STDiagramImageCell| 1 | Ryu_fb4.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| Simplified | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 11}} | ||
|} | |} | ||
</ | *<b>Active:</b> | ||
*<b>Jab Version:</b> | |||
{{STDiagramHeader}} | |||
{{ | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7rjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb10rjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb13rjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb14rjab.png}} | ||
| | |- | ||
| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}} | ||
| | |- | ||
| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 41}} | ||
| | |} | ||
| | |||
| | *<b>Strong Version:</b> | ||
< | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7rstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb10rstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb13rstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb14rstrng.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 42}} | ||
|} | |} | ||
</ | *<b>Fierce Version:</b> | ||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7rfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb10rfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb13rfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb14rfrc.png}} | |||
{{ | |- | ||
| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}} | ||
| | |- | ||
| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 43}} | ||
| | |} | ||
| | NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them. | ||
| | |||
| | *<b>Dissipation Data:</b> | ||
< | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{ | {{STDiagramCellNull| 1}} |{{STDiagramCell| 1st downgrade}} |{{STDiagramCell| 2nd downgrade}} |{{STDiagramCell| 3rd downgrade}} |{{STDiagramCell| Total duration}} | ||
|- | |||
{{STDiagramCell| Jab}} |{{STDiagramCell| 129f/384px (disappears)}} |{{STDiagramCellNull| 1}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 129f/384px}} | |||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Strong}} |{{STDiagramCell| 48f/192px (downgrades to Jab)}} |{{STDiagramCell| 49f/192px (disappears)}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 97f/384px}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Fierce}} |{{STDiagramCell| 26f/128px (downgrades to Strong)}} |{{STDiagramCell| 26f/128px (downgrades to Jab)}} |{{STDiagramCell| 24f/128px (disappears)}} |{{STDiagramCell| 76f/384px}} | ||
|} | |} | ||
</div> | </div> | ||
=== <span class="invisible-header">Shoryuken</span> === | |||
{{MoveData | {{MoveData | ||
| name = | | name = Shoryuken | ||
| input = | | input = 623P | ||
| subtitle = | | subtitle = {{motion|dp}}+{{Icon-Capcom|p}} | ||
| image = | | image = Ryu_srk2.png | ||
| imageSize = | | imageSize = 81x89px | ||
| caption = | | caption = Grounded hitbox | ||
| image2 = Ryu_srk3.png | |||
| imageSize2 = 81x128px | |||
| caption2 = Rising hitbox. Jab version depicted. | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |version = {{dp}} + {{lp}} | ||
|dizzy= | |damage = 32[2]/22[2] | ||
|dizzytime= | |dizzy= 9~15/2~8 | ||
|dizzytime= 100/90 | |||
|cancel = None | |cancel = None | ||
|guard = | |guard = Mid | ||
|actrange = N/A | |actrange = N/A | ||
|startup = | |startup = 4 | ||
|active = | |active = 14 (4+10) | ||
|recovery = | |recovery = 26 | ||
|total = | |total = 44 | ||
|frameAdv = | |frameAdv = -15/Hard Down | ||
|meter = | |meter = 7 | ||
|description= A | |description= <br> | ||
*Ryu's | }} | ||
* | {{AttackData-SSF2T | ||
* | |version = {{dp}} + {{mp}} | ||
|damage = 34[2]/22[2] | |||
|dizzy= 9~15/2~8 | |||
|dizzytime= 100/90 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 4 | |||
|active = 18 (4/14) | |||
|recovery = 33 | |||
|total = 55 | |||
|frameAdv = -26/Hard Down | |||
|meter = 7 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | |||
|version = {{dp}} + {{hp}} | |||
|damage = 38[2]/22[2] | |||
|dizzy= 9~15/2~8 | |||
|dizzytime= 100/90 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 4 | |||
|active = 22 (4/18) | |||
|recovery = 40 | |||
|total = 66 | |||
|frameAdv = -37/Hard Down | |||
|meter = 7 | |||
|description= *Ryu's undefeatable Sheng Lo-er, Shoryuken. A jumping uppercut that's invincible from frames 1-8. | |||
*Damage and distance risen increase with strength. | |||
*Properly time the Jab version and you'll beat any normal your opponent might throw out. Miss and you'll definitely get punished. Some high level players like to do two in a row, reasoning that the second might connect with an opponent's counterattack if they time it a bit too late. | |||
*Also can be used to avoid projectiles due to the invincibility frames, but this is very difficult. | |||
*All of Ryu's Shoryukens make for incredible anti airs, due to the wide hitbox and the rising invincibility. | |||
*As a reversal, this is an incredibly risky move, as there are plenty of safe jump setups out there that can land just as you're about to uppercut. Since Ryu's Shoryuken is only invincible for 8 frames, that means your opponent has all that extra time to punish you. You're also vulnerable to throws during the first 2 frames of the second hitbox, since you're now vulnerable and technically not airborne yet. | |||
*As an aside, only the first, grounded hitbox on each Shoryuken does more damage, so when performing an anti air keep in mind that a Jab will be just as effective at close range as a Fierce. | |||
*Detailed Input: (→ [7~14f] ↓ [7~14f] ↘ [10/9/7f] Jab/Strong/Fierce) | |||
}} | }} | ||
}} | }} | ||
</div> | <span class="mw-customtoggle-shoryuken" style="color: cyan">Click to toggle detailed hitbox data.</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-shoryuken"> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 6 | Ryu_srk1.png}} |{{STDiagramImageCell| 6 | Ryu_srk2.png}} |{{STDiagramCell| Jab}} |{{STDiagramCell| Strong & Fierce}} |{{STDiagramCell| Jab}} |{{STDiagramCell| Strong & Fierce}} |{{STDiagramImageCell| 6 | Ryu_srk5.png}} |{{STDiagramImageCell| 6 | Ryu_srk6.png}} |{{STDiagramImageCell| 6 | Ryu_srk7.png}} | |||
|- | |||
{{STDiagramCell|}} |{{STDiagramImageCellBorderLeft| 5 | Ryu_srk3jab.png}} |{{STDiagramImageCellBorderRight| 5 | Ryu_srk3.png}} |{{STDiagramImageCellBorderLeft| 5 | Ryu_srk4jab.png}} |{{STDiagramImageCellBorderRight| 5 | Ryu_srk4.png}} | |||
|- | |||
{{STDiagramCellNull| 1}} | |||
|- | |||
{{STDiagramCellNull| 1}} | |||
|- | |||
{{STDiagramCellNull| 1}} | |||
|- | |||
{{STDiagramCellNull| 1}} | |||
|- | |||
{{STDiagramCell| Frame Count (Jab)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 11}} |{{STDiagramCell| 5}} | |||
|- | |||
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 10}} |{{STDiagramCellColSpan| 3 | 26}} | |||
|- | |||
{{STDiagramCell| Frame Count (Strong)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCellColSpan| 2 | 12}} |{{STDiagramCell| 14}} |{{STDiagramCell| 14}} |{{STDiagramCell| 5}} | |||
|- | |||
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 14}} |{{STDiagramCellColSpan| 3 | 33}} | |||
|- | |||
{{STDiagramCell| Frame Count (Fierce)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCellColSpan| 2 | 16}} |{{STDiagramCell| 14}} |{{STDiagramCell| 21}} |{{STDiagramCell| 5}} | |||
|- | |||
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 18}} |{{STDiagramCellColSpan| 3 | 40}} | |||
|} | |||
</div> | |||
=== <span class="invisible-header">Tatsumaki Senpukyaku</span> === | |||
{{MoveData | {{MoveData | ||
| name = | | name = Tatsumaki Senpukyaku | ||
| input = | | input = 214K | ||
| subtitle = | | subtitle = {{motion|qcb}}+{{Icon-Capcom|}} | ||
| image = | | image = Ryu_tatsu4shrt_4%268%2612%2616frwrd_4%268%2612%2616%2620rh.png | ||
| imageSize = | | imageSize = 99x114px | ||
| caption = | | caption = | ||
| image2 = | | image2 = Ryu_tatsu6shrt_6%2610%2614%2618frwrd_6%2610%2614%2618%2622rh.png | ||
| imageSize2 = | | imageSize2 = 100x114px | ||
| caption2 = | | caption2 = | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |version = {{qcb}} + {{lk}} | ||
|dizzy= | |damage = 24[1] | ||
|dizzytime= | |dizzy= 3~9 | ||
|dizzytime= 90 | |||
|cancel = None | |cancel = None | ||
|guard = | |guard = Mid | ||
|actrange = N/A | |actrange = N/A | ||
|startup = | |startup = 11 | ||
|active = | |active = 3(3)3(3) | ||
|recovery = | |recovery = {{Tooltip | text=18* | hovertext = Last six frames can be canceled into blocking or jump, and last five can be canceled into an attack.}} | ||
|total = | |total = 44 | ||
|frameAdv = | |frameAdv = -2/Hard Down | ||
|meter = | |meter = 6 | ||
|description= | |description= <br> | ||
}} | }} | ||
{{AttackData-SSF2T | |||
|version = {{qcb}} + {{mk}} | |||
|damage = 26[1] | |||
|dizzy= 3~9 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 11 | |||
|active = 3(3)3(3) x4 | |||
|recovery = {{Tooltip | text=18* | hovertext = Last six frames can be canceled into blocking or jump, and last five can be canceled into an attack.}} | |||
|total = 77 | |||
|frameAdv = -2/Hard Down | |||
|meter = 6 | |||
|description= <br> | |||
}} | }} | ||
{{AttackData-SSF2T | |||
|version = {{qcb}} + {{hk}} | |||
|damage = 28[1] | |||
|dizzy= 3~9 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 11 | |||
|active = 3(3)3(3) x5 | |||
|recovery = {{Tooltip | text=18* | hovertext = Last six frames can be canceled into blocking or jump, and last five can be canceled into an attack.}} | |||
|total = 89 | |||
|frameAdv = -2/Hard Down | |||
|meter = 6 | |||
|description= Ryu's iconic spinning kick. Propels you forward with hitboxes ahead and behind you. | |||
*Invincible from frames 1-4. | |||
*Hard knockdown on hit. | |||
*Speed, number of hits, and damage increase with strength. Short spins once, Forward 4 times, and Roundhouse 5. | |||
*The landing recovery can be canceled into a block or a jump on the first frame, and then into an attack, special move, or throw on the second frame onwards. This goes for all versions. | |||
*Heavier versions of this attack will likely be VERY unsafe on block, as pushback almost guarantees not all of the hits will connect. | |||
*Since your hurtbox shrinks while using this move, you can use Tatsus to travel straight over Guile's Sonic Booms and Dhalsim's Yoga Flames. You may be able to do this with Dee Jay's Air Slashers/Max Outs, but only the Strong/Fierce versions. | |||
*This move can't be used as a reversal after an air reset (Getting hit with an attack while in the air) since you can't activate the move during the 1st frame after waking up from one. The Shoryuken will work for these situations, however. | |||
*Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse) | |||
'''General Strategies''' | |||
|- | *Since Ryu is invulnerable for the first 4 frames of this move and airborne by the time the invincibility ends, this makes for a decent reversal for safe jumps, meaty cross-ups, and tick throws like Zangief's Spinning Pile Driver or T. Hawk's Mexican Typhoon. | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | *You can use this move to set up throws (Usually the Short version). Using a well spaced Tatsu, if you stop just outside of your opponent's hurtbox, you might be able to catch them trying to block an attack that will never hit, and then go for the throw. | ||
|- | *The Tatsumaki can be used to counter some safe jump setups that would work on a Shoryuken. Since the invincibility period for the Tatsumaki is the same as the Shoryuken's startup, Ryu can use a Tatsu Reversal to deny an opponent's aerial attack. This can be countered itself by installed attacks however, since the Tatsumaki's invincibility period is short. | ||
{{STDiagramCell| Simplified | }} | ||
|} | }} | ||
<span class="mw-customtoggle-tatsu" style="color: cyan">Click to toggle detailed hitbox data.</span> | |||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-tatsu"> | |||
*<b>Startup:</b> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu1.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu2.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu3.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 11}} | |||
|} | |||
*<b>Active:</b> | |||
**<b>Short Version:</b> This happens only once. | |||
**<b>Forward Version:</b> This happens 4 times. | |||
**<b>Roundhouse Version:</b> This happens 5 times. | |||
* | |||
* | |||
< | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu4shrt_4%268%2612%2616frwrd_4%268%2612%2616%2620rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu5shrt_5%269%2613%2617frwrd_5%269%2613%2617%2621rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu6shrt_6%2610%2614%2618frwrd_6%2610%2614%2618%2622rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu7shrt_7%2611%2615%2619frwrd_7%2611%2615%2619%2623rh.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} | ||
|} | |||
*<b>Recovery:</b> | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu8shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu9shrt_21frwrd_25rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu10shrt_22frwrd_26rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu11shrt_23frwrd_27rh.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6*}} | |||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 12}} |{{STDiagramCell| 6*}} | ||
|} | |} | ||
</div> | </div> | ||
== | === <span class="invisible-header">Kuuchuu Tatsumaki Senpukyaku</span> === | ||
{{MoveData | {{MoveData | ||
| name = | | name = Kuuchuu Tatsumaki Senpukyaku | ||
| input = | | input = AIR 214K | ||
| subtitle = | | subtitle = Air {{motion|qcb}}+{{Icon-Capcom|}} | ||
| image = | | image = Ryu_atatsu1shrt_1&5frwrd_1&5&9rh.png | ||
| caption = | | imageSize = 99x114px | ||
| caption = | |||
| image2 = Ryu_atatsu3shrt_3&7frwrd_3&7&11rh.png | |||
| imageSize2 = 100x114px | |||
| caption2 = | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
| | |version = AIR {{qcb}} + {{lk}} | ||
|dizzy= | |damage = 18[1] | ||
|dizzytime= | |dizzy= 3~9 | ||
|dizzytime= 90 | |||
|cancel = None | |cancel = None | ||
|guard = | |guard = High | ||
|actrange = | |actrange = N/A | ||
|startup = | |startup = 0 | ||
|active = | |active = 3(3)3(3) | ||
|recovery = | |recovery = ∞+5 | ||
|total = | |total = 12+∞+5 | ||
|frameAdv = | |frameAdv = Dependent/Hard Down | ||
|meter = 6 | |||
|description= | |description= <br> | ||
}} | }} | ||
{{AttackData-SSF2T | |||
|version = AIR {{qcb}} + {{mk}} | |||
|damage = 20[1] | |||
|dizzy= 3~9 | |||
|dizzytime= 90 | |||
|cancel = None | |||
|guard = High | |||
|actrange = N/A | |||
|startup = 0 | |||
|active = 3(3)3(3) x2 | |||
|recovery = ∞+5 | |||
|total = 24+∞+5 | |||
|frameAdv = Dependent/Hard Down | |||
|meter = 6 | |||
|description= <br> | |||
}} | |||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
| | |version = AIR {{qcb}} + {{hk}} | ||
|dizzy= | |damage = 22[1] | ||
|dizzytime= | |dizzy= 3~9 | ||
|dizzytime= 90 | |||
|cancel = None | |cancel = None | ||
|guard = Mid | |||
|actrange = N/A | |||
|startup = 0 | |||
|active = 3(3)3(3) x3 | |||
|recovery = ∞+5 | |||
|total = 36+∞+5 | |||
|frameAdv = Dependent/Hard Down | |||
|meter = 6 | |||
|description= The Tatsumaki Senpukyaku except airborne. | |||
*Instead of propelling you forward like a normal Tatsu, each kick temporarily decreases your gravity value (How fast you fall from a jump) as well as slightly boosting your horizontal velocity. This means you'll fall slower if performed on the way down, and gain more height on the way up. Your gravity returns to normal once the kick ends. | |||
*Damage and number of spins increase with strength. Short spins once, Forward twice, and Roundhouse thrice. | |||
*You'll likely be using the HK version most often, as the recovery frames won't matter as much since you'll be landing soon. | |||
*Keep in mind that the priority on air Tatsus isn't as good as the grounded version. | |||
*Also keep in mind that once you land, you have 5 frames of landing animation you can't cancel out of whatsoever. | |||
*Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse) | |||
|guard = Mid | |||
|actrange = N/A | |||
|startup = | |||
|active = | |||
|recovery = | |||
|total = | |||
|frameAdv = | |||
|meter = | |||
|description= | |||
* | |||
* | |||
* | |||
* | |||
* | |||
*Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse) | |||
'''General Strategies''' | |||
*This move has a variety of uses. You can use it as an alternative aerial since the hitbox is pretty far out (but so is the hurtbox). | *This move has a variety of uses. You can use it as an alternative aerial since the hitbox is pretty far out (but so is the hurtbox). | ||
*You can also surprise the enemy with a sudden movement change, or you can simply use it to build meter on the way down from a jump. | *You can also surprise the enemy with a sudden movement change, or you can simply use it to build meter on the way down from a jump. | ||
*Skillful use allows you to cross-up enemy air counters like the Flash Kick to hit the opponent from behind, too! | *Skillful use allows you to cross-up enemy air counters like the Flash Kick to hit the opponent from behind, too! | ||
}} | }} |
Revision as of 02:39, 7 February 2023
Story
Date of Birth: 7/21/1964
Height: 5'10"
Weight: 150lbs
Measurements: B44", W 31", H 33"
Blood Type: O
Likes: Martial arts, Mizuyokan (Japanese sweet bean jelly)
Dislikes: Spiders
Found as a baby by the legendary Anatsuken martial artist Gouken, Ryu trained in the art from childhood and quickly discovered his love for fighting. During this time he would find a surrogate brother in Ken, his fellow trainee and rival. At the age of 23, his fighting career truly began when he defeated the world champion Sagat in the last World Martial Arts tournament. He began to show his solitary lifestyle after the tournament's end, preferring to travel alone and focus on improving himself. He joins the World Warrior tournament to not only defend his title, but to exceed his own limits by challenging new fighters.
Overview
Ryu is the protagonist of the Street Fighter series, and in Super Turbo he's considered a good all around character. Even though he is not the strongest in any aspect, he does have very good moves overall. Say, his projectile, the Hadoken, is the second best in the game, only after Old Sagat's Tiger Shot. His special anti-air, the Shoryuken, has the second best priority among those that don't require a charge to execute. Finally, he has a great Super move, which helps him in tight situations.
Ryu's strategy in the SF2 series is mostly to employ his Hadoukens wisely so as to pressure enemies and either force them to take risks or get pushed into the corner. Would the enemy jump forward, Ryu has several moves to deal with that, being the Shoryuken the most damaging one. However, unlike Ken, his projectile has a relatively fast start-up, which allows him to use it as a poke tool. This is the main reason why he has less trouble against a number of characters which have the advantage or fair match-ups against Ken.
ST Ryu does not have a completely invulnerable Shoryuken nor a Hurricane Kick that is invulnerable up until it hits like he did in Champion Edition and Hyper Fighting. In this game, he rather gains better mobility with a short Tatsu that recovers much faster, and two new command normals; one that's a useful advancing attack, and another that's a standing overhead.
Among all characters (old versions included), Ryu is considered the fifth or sixth best character on the game, only behind the so called "big four" or "big five", which consists of Dhalsim, Vega (Claw), Old Sagat and Balrog (Boxer), plus Chun Li if she is included. However, he actually has a small advantage against Chun Li in head-to-head combat. If mastered, Ryu can deal with pretty much any situation.
If you want to check YouTube and Nico Nico Douga for high level footage, check players such as ShootingD, Daigo, Futachan, Sasori, Sashishi, Kawamata, Gotoh, Kurahashi, DGV (Dark Gaiden), Mike Watson, John Choi and Alex Valle, among others.
Strengths | Weaknesses |
---|---|
|
|
New & Old Versions Comparison
To select O.Ryu, choose Ryu and then press → → → ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Here is the list of differences:
- Obvious stuff: Old Ryu can't tech throws, does not have the new punches (dash, overhead, and air juggle) and Super;
- Old Ryu has a faster pre-jump animation by 1 frame;
- Old Ryu has some differences in some of his normals:
- Far Standing Jab has a fatter hitbox;
- Far Standing Short has a slower startup and is chain cancellable;
- Crouching Short has much better priority;
- Far Standing Forward has a slower startup;
- Crouching Forward has much better priority;
- Close Standing Roundhouse activates from a closer distance;
- Crouching Roundhouse has much better priority and does more damage;
- Diagonal Jumping Strong behaves exactly like the Neutral Jumping one, while for New Ryu its a new Juggling Punch;
- Both Jumping Fierces do more damage;
- Diagonal Jumping Short has worse priority during the first 10 active frames;
- Diagonal Jumping Forward has better air-to-air priority but has somewhat worse air-to-ground priority;
- Neutral Jumping Roundhouse has better air-to-air priority but worse air-to-ground priority and does more damage;
- Diagonal Jumping Roundhouse has better air-to-air priority but has somewhat worse air-to-ground priority. It also does more damage;
- Old Ryu's ordinary (blue) Hadoukens have one less start-up and one less recovery frame, making the overall recovery 2 frames faster. Thus, they are better for zoning;
- Old Ryu's Shoryukens are completely invincible until the recovery frames, while for New Ryu he is vulnerable during the rising/hitting part;
- Old Ryu's Shoryukens have many more active frames, but the same overall recovery;
- Old Ryu's Forward and Roundhouse Tatsumakis spin two less times than New Ryu's;
- Old Ryu's air Tatsumakis have a bigger hitbox, do more damage and have a 50% chance of being unblockable if they connect on the first frame;
Picking between Old Ryu and New Ryu can be seen as a matter of taste. While New Ryu benefits from ST's system changes, his new command normals, and his incredible Super Combo, Old Ryu has better Shoryukens, better fireballs, and a knowledge check of an Air tatsu.
Color Options
Jab | Strong | Fierce | Start | Old |
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Short | Forward | Roundhouse | Hold | Old Alternative |
--Born2SPD
Video Overview
Normal Moves
Disclaimer: To better understand the diagrams, read this.
Standing Normals
stLP
Close ![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
4[0] | 0~5 | 40 | Special, Super | Mid | 0-25 | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
3 | 4 | 5 | 12 | +4 | 2/1 | |
A quick elbow smash in front and above Ryu's head.
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Far ![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
4[0] | 0~5 | 40 | Chain, Special, Super | Mid | 26+ | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
3 | 4 | 5 | 12 | +4 | 2/1 | |
A simple jab.
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Click to toggle detailed hitbox data.
Close Version
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Frame Count | 1 + 2 | 4 | 5 |
Simplified | 3 | 4 | 5 |
Far Version
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Frame Count | 1 + 2 | 4 | 4 | 1 |
Simplified | 3 | 4 | 5 |
stMP
Close ![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Mid | 0-31 | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 2 | 17 | 23 | -1 | 4/3 | |
Ryu performs a hook, then another one that doesn't hit for some reason.
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Far ![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
22[0] | 5~11 | 60 | Special, Super | Mid | 32+ | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 4 | 7 | 15 | +7 | 4/3 | |
Ryu performs a straight punch.
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Click to toggle detailed hitbox data.
Close Version
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Frame Count | 1 + 1 | 2 | 2 | 6 | 4 | 3 | 4 |
Simplified | 4 | 2 | 17 |
Far Version
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Frame Count | 1 + 1 | 2 | 4 | 3 | 3 | 1 |
Simplified | 4 | 4 | 7 |
stHP
Close ![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
28[1] | 3~9/10~16 | 40/80 | Special, Super/None | Mid | 0-41 | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 8 (2/6) | 23 | 34 | -9 | 5/4 | |
A close uppercut.
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Far ![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
28[1] | 10~16 | 80 | Super | Mid | 42+ | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
6 | 6 | 23 | 35 | -7 | 5/4 | |
Similar to Far Strong.
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Close Version
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Frame Count | 1+3 | 2 | 6 | 10 | 13 |
Simplified | 4 | 8 | 23 |
Far Version
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Frame Count | 1+2 | 3 | 6 | 10 | 12 | 1 |
Simplified | 6 | 6 | 23 |
stLK
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 0~5 | 40 | Chain, Super | <ref></ref> Low | 0 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 2 | 8 | 16 | +3 | 2/1 |
A low-hitting kick.
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
14[0] | 0~5 | 40 | Special, Super | Mid | 1+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 8 | 5 | 18 | 0 | 2/1 |
High side kick.
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Close Version
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Frame Count | 1 + 2 | 3 | 2 | 4 | 3 | 1 |
Simplified | 6 | 2 | 8 |
Far Version
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Frame Count | 1 + 2 | 2 | 8 | 4 | 1 |
Simplified | 5 | 8 | 5 |
stMK
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[0] | 5~11 | 60 | Special, Super | Mid | 0 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 6 | 9 | 19 | +3 | 4/3 |
A hearty knee bash.
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
24[0] | 5~11 | 60 | None | Mid | 1+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 8 | 7 | 23 | +3 | 4/3 |
Another high side kick.
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Click to toggle detailed hitbox data.
Close Version
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Frame Count | 1 + 1 | 2 | 6 | 4 | 4 | 1 |
Simplified | 4 | 6 | 9 |
Far Version
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Frame Count | 1+1 | 6 | 8 | 6 | 1 |
Simplified | 8 | 8 | 7 |
stHK
Close ![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
30[1] > 4[1] | 10~16 > 1~7 | 80 > 70 | None | Mid | 0-56 | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
8 | 12 (8~4) | 11 | 31 | -1 > +7(+6) | 5/4 x 2 | |
Ryu's axe kick.
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Far ![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
30[1] | 10~16 | 80 | Special, Super/None | Mid | 57+ | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
3 | 12 (4/8) | 17 | 32 | -7 | - | |
Ryu's staple Roundhouse kick.
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Click to toggle detailed hitbox data.
Close Version
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Frame Count | 1 + 3 | 4 | 8 | 4 | 10 | 1 | |
Simplified | 8 | 8 | 4 | 11 |
Far Version
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Frame Count | 1+2 | 4 | 8 | 10 | 7 |
Simplified | 3 | 12 | 17 |
Crouching Normals
crlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] | 0~5 | 40 | Chain, Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 5 | 12 | +4 | 2/1 |
Another jab.
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Click to toggle detailed hitbox data.
crmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 4 | 7 | 15 | +7 | 4/3 |
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Click to toggle detailed hitbox data.
crhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[1]/22[1] | 3~9/10~16 | 40/80 | Special, Super/None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 11 (3/8) | 23 | 37 | -12 | 5/4 |
Ryu brings an uppercut from crouching position.
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Click to toggle detailed hitbox data.
crlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] | 0~5 | 40 | Chain, Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 5 | 12 | +4 | 2/1 |
Crouching low kick.
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Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 6 | 9 | 19 | +3 | 4/3 |
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Click to toggle detailed hitbox data.
crhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[1] | 5~11 | 130 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 6 | 25 | 35 | -7/Down | 5/4 |
Ryu's sweep kick.
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Click to toggle detailed hitbox data.
Jumping Normals
jLP
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 1~7(-2) | 40 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | ∞ | N/A | 2+∞ | Dependent | 2/1 |
Ryu performs a jumping jab that is active throughout the whole jump.
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Click to toggle detailed hitbox data.
jMP
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
22[0] | 5~11 | 50 | Special | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 20 | ∞ | 24+∞ | Dependent | 4/3 | |
An aerial punch that stays active for a while.
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
24[1] > 4[1] | 3~9 > 0~5 | 40 > 20 | Special/None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 9 (5 > 4) | ∞ | 13+∞ | Dependent | 4/3 x 2 | |
Ryu jumps with an upper punch that hits twice and juggles in the air.
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Click to toggle detailed hitbox data.
Neutral Jump Version
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Frame Count | 2 | 2 | 20 | 4 | 4 | 4 | ∞ |
Simplified | 4 | 20 | ∞ |
Diagonal Jump Version
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Frame Count | 1 | 2 | 1 | 5 | 4 | 4 | 4 | 4 | ∞ | |
Simplified | 4 | 5 | 4 | ∞ |
jHP
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
26[1] | 11~17(-1) | 60(+20) | Special | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 8 | ∞ | 12+∞ | Dependent | 5/4 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
26[1] | 3~9 | 40 | Special | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 8 | ∞ | 12+∞ | Dependent | 5/4 | |
Ryu's strongest jumping punch.
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Click to toggle detailed hitbox data.
njlk
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
14[0] | 1~7(-2) | 40 | Special | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
3 | 40 | ∞ | 43+∞ | Dependent | 2/1 | |
A jumping split kick.
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
12[0] | 1~7(-2) | 40 | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
5 | ∞ | N/A | 5+∞ | Dependent | 2/1 | |
Ryu's jumping knee.
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Click to toggle detailed hitbox data.
jMK
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
22[0] | 5~11 | 50 | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
5 | 13 | ∞ | 18+∞ | Dependent | 4/3 | |
A slightly better jumping split kick.
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
22[0] | 5~11 | 50(+10) | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
5 | 13 | ∞ | 18+∞ | Dependent | 4/3 | |
Rather long aerial kick with poor priority.
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Click to toggle detailed hitbox data.
Neutral Jump Version
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Frame Count | 5 | 13 | 6 | 6 | ∞ |
Simplified | 5 | 13 | ∞ |
Diagonal Jump Version
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Frame Count | 2 | 3 | 13 | 3 | 3 | 3 | ∞ |
Simplified | 5 | 13 | ∞ |
jHK
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
28[0]/26[0] | 11~17(-1) | 60(+20) | Special/None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
2 | 8 (4/4) | ∞ | 10+∞ | Dependent | 5/4 | |
Neutral spin kick.
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
26[1] | 3~9 | 40 | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
5 | 7 | ∞ | 12+∞ | Dependent | 5/4 | |
A full power kick.
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Click to toggle detailed hitbox data.
'Neutral Jump Version
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Frame Count | 2 | 4 | 4 | 4 | 3 | 3 | ∞ |
Simplified | 2 | 8 | ∞ |
Diagonal Jump Version
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Frame Count | 2 | 3 | 7 | 3 | 3 | 3 | ∞ |
Simplified | 5 | 7 | ∞ |
Command Normals
swingp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] ~ 28[1] | 1~7 x 2 | 70 x 2 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
17 | 5 (2 ~ 3) | 10 | 31 | Hit standing: -2 ~ 0(-1). Else: +7 ~ +9(+8) | 5/4 x 2 |
Ryu's overhead.
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Click to toggle detailed hitbox data.
rushp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] ~ 28[1] | 1~7 x 2 | 70 x 2 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
11 | 3 (1 ~ 2) | 12 | 26 | +9(+8) | 5/4 x 2 |
Ryu rushes forward with a punch to the solar plexus.
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Click to toggle detailed hitbox data.
Throws
Ryu can throw with ,
,
, and
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32* | 7~13 | 100 | None | Grab | 48 (from axis) 19 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Ryu's Punch throw, where he throws his enemy above his head.
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32* | 7~13 | 100 | None | Grab | 48 (from axis) 19 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Ryu's Kick throw, where he throws his enemy with his leg.
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Click to toggle throwbox data.
Special Moves
Hadoken
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
18[0] | 7~13 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | Traveling | 41* | 52 | -5 (Point Blank) | 2 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
20[0] | 7~13 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | Traveling | 42* | 53 | -6 (Point Blank) | 2 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
22[0] | 7~13 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | Traveling | 43* | 54 | -7 (Point Blank) | 2 | |
Ryu's iconic fireball.
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Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 2 | 6 | 2 | 1 |
Simplified | 11 |
- Active:
- Jab Version:
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Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 41 |
- Strong Version:
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Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 42 |
- Fierce Version:
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Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 43 |
NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.
- Dissipation Data:
1st downgrade | 2nd downgrade | 3rd downgrade | Total duration | |
Jab | 129f/384px (disappears) | 129f/384px | ||
Strong | 48f/192px (downgrades to Jab) | 49f/192px (disappears) | 97f/384px | |
Fierce | 26f/128px (downgrades to Strong) | 26f/128px (downgrades to Jab) | 24f/128px (disappears) | 76f/384px |
Shakunetsu Hadoken
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
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18[0] | 5~11 | 100 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | Traveling | 41* | 52 | -5 (Point Blank)/Hard Down (Close) | 2 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
20[0] | 5~11 | 100 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | Traveling | 42* | 53 | -6 (Point Blank)/Hard Down (Close) | 2 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
22[0] | 5~11 | 100 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | Traveling | 43* | 54 | -7 (Point Blank)/Hard Down (Close) | 2 | |
An alternate fireball that does less stun, but knocks down when hit during the first 9 active frames.
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Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 2 | 6 | 2 | 1 |
Simplified | 11 |
- Active:
- Jab Version:
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Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 41 |
- Strong Version:
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Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 42 |
- Fierce Version:
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Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 43 |
NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.
- Dissipation Data:
1st downgrade | 2nd downgrade | 3rd downgrade | Total duration | |
Jab | 129f/384px (disappears) | 129f/384px | ||
Strong | 48f/192px (downgrades to Jab) | 49f/192px (disappears) | 97f/384px | |
Fierce | 26f/128px (downgrades to Strong) | 26f/128px (downgrades to Jab) | 24f/128px (disappears) | 76f/384px |
Shoryuken
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
32[2]/22[2] | 9~15/2~8 | 100/90 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 14 (4+10) | 26 | 44 | -15/Hard Down | 7 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
34[2]/22[2] | 9~15/2~8 | 100/90 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 18 (4/14) | 33 | 55 | -26/Hard Down | 7 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
38[2]/22[2] | 9~15/2~8 | 100/90 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 22 (4/18) | 40 | 66 | -37/Hard Down | 7 | |
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Click to toggle detailed hitbox data.
Tatsumaki Senpukyaku
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
24[1] | 3~9 | 90 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | 3(3)3(3) | 18* | 44 | -2/Hard Down | 6 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
26[1] | 3~9 | 90 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | 3(3)3(3) x4 | 18* | 77 | -2/Hard Down | 6 | |
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
28[1] | 3~9 | 90 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | 3(3)3(3) x5 | 18* | 89 | -2/Hard Down | 6 | |
Ryu's iconic spinning kick. Propels you forward with hitboxes ahead and behind you.
General Strategies
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Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 4 | 4 | 3 |
Simplified | 11 |
- Active:
- Short Version: This happens only once.
- Forward Version: This happens 4 times.
- Roundhouse Version: This happens 5 times.
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Frame Count | 3 | 3 | 3 | 3 |
- Recovery:
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Frame Count | 4 | 4 | 4 | 6* |
Simplified | 12 | 6* |
Kuuchuu Tatsumaki Senpukyaku
AIR ![]() ![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
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18[1] | 3~9 | 90 | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
0 | 3(3)3(3) | ∞+5 | 12+∞+5 | Dependent/Hard Down | 6 | |
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AIR ![]() ![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
20[1] | 3~9 | 90 | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
0 | 3(3)3(3) x2 | ∞+5 | 24+∞+5 | Dependent/Hard Down | 6 | |
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AIR ![]() ![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
22[1] | 3~9 | 90 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
0 | 3(3)3(3) x3 | ∞+5 | 36+∞+5 | Dependent/Hard Down | 6 | |
The Tatsumaki Senpukyaku except airborne.
General Strategies
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Click to toggle detailed hitbox data.
- Active:
- Short Version: This happens only once.
- Forward Version: This happens twice.
- Roundhouse Version: This happens 3 times.
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Frame Count | 3 | 3 | 3 | 3 |
- Recovery:
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Frame Count | 4 | 4 | 4 | 4 | ∞ | 5 |
Simplified | ∞ | 5 |
--Original Edit by Raisin (March 29, 2007)
--Special thanks to felineki for the info on the Air Hurricane Kick.
Super Combo
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
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16[1] x 5 | 0~4 x 5 | 20 x 5 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | Traveling | 41 | 51 | +35 (All Hits Blocked)/Hard Knockdown | - |
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Click to toggle detailed hitbox data.
Misc Animations
Jump Animations
- Neutral Jump:
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Frame Count | 3 | 1 | 8 | 8 | 8 | 8 | 8 | 4 | 1 | 7* |
Simplified | 3 | 1 | 44 | 1 | 7* |
- Back Jump:
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Frame Count | 3 | 1 | 15 | 3 | 3 | 3 | 3 | 18 | 1 | 7* |
Simplified | 3 | 1 | 43 | 1 | 7* |
- Forward Jump:
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Frame Count | 3 | 1 | 13 | 5 | 3 | 3 | 3 | 5 | 11 | 1 | 7* |
Simplified | 3 | 1 | 43 | 1 | 7* |
New Ryu's prejump animation was nerfed on ST by 1 frame, so unlike Old Ryu, who has a considerably fast prejump animation, New Ryu's prejump is of average speed. This for the most part is a disadvantage.
There's a small gap between the leg hurtbox and chest hurtbox on Ryu's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.
The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.