Callie Rose (talk | contribs) No edit summary |
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|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
core to ryus meterless routes because of its ability to combo into hk tatsu otherwise its a kinda meh anti air | |||
}} | }} | ||
}} | }} | ||
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|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
THE shoto c.mk now with sillier range easily your best poke but impossible to get anything substantial off unless point blank | |||
}} | }} | ||
}} | }} | ||
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|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
great air to air which nearly always leads to a combo if both hits connect | |||
}} | }} | ||
}} | }} | ||
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|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
lower damage jump in then j.hk but it crosses up | |||
}} | }} | ||
}} | }} | ||
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|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
big ass jump in button that does 100 damage not much more to say | |||
}} | }} | ||
}} | }} | ||
== Command Normals == | == Command Normals == | ||
=== <span class="invisible-header"> | === <span class="invisible-header">4HP</span> === | ||
{{MoveData | {{MoveData | ||
|name = | |name = Back Heavy Punch | ||
|input = 6MP | |input = 6MP | ||
|image = | |image = SFIVR_Ryu_4HP | ||
|caption = | |caption = | ||
|data = | |data = | ||
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|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
launches really high on air hit leading to a lot of ryus extensions and damage | |||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header"> | === <span class="invisible-header">4HK/span> === | ||
{{MoveData | {{MoveData | ||
|name = | |name = Overhead | ||
|input = | |input = 4HK | ||
|image = | |image = SFIVR_Ryu_4HK | ||
|caption = | |caption = | ||
|data = | |data = | ||
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|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
Ryus overhead while somewhat slow it is his only overhead and one of his mixup options | |||
}} | }} | ||
}} | }} | ||
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|name = Hadouken | |name = Hadouken | ||
|input = 236P | |input = 236P | ||
|image = | |image = SFIVR_Ryu_236P | ||
|caption = | |caption = | ||
|data = | |data = | ||
Line 540: | Line 457: | ||
|onHit = +80 | |onHit = +80 | ||
|onBlock = -80 | |onBlock = -80 | ||
|description = | |||
Hadouken is suprisingly not very different in remix | |||
}} | }} | ||
}} | }} | ||
Line 547: | Line 466: | ||
|name = Shoryuken | |name = Shoryuken | ||
|input = 623P | |input = 623P | ||
|image = | |image = SFIVR_Ryu_623P | ||
|caption = | |caption = | ||
|data = | |data = | ||
Line 585: | Line 504: | ||
|onHit = +80 | |onHit = +80 | ||
|onBlock = -80 | |onBlock = -80 | ||
|description = | |||
Ryus dp while the non ex versions are very similar the ability to rc them for combo extensions safety or mixups is incredibly valuable on top of this ex shoryuken gives ryus best knockdown which lets him gain large amounts of charge gauge or setup okizeme | |||
}} | }} | ||
}} | }} | ||
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|name = Tatsumaki Senpukyaku | |name = Tatsumaki Senpukyaku | ||
|input = 214K | |input = 214K | ||
|image = | |image = SFIVR_Ryu_214K | ||
|caption = | |caption = | ||
|data = | |data = | ||
Line 630: | Line 551: | ||
|onHit = +80 | |onHit = +80 | ||
|onBlock = -80 | |onBlock = -80 | ||
|description = | |||
tatsu is a rekka in usf4r which sounds good but the base versions are honestly more useful with LK being a quick way to cancel into air versions of supers and HK being one of your best combo tools | |||
}} | }} | ||
}} | }} | ||
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=== <span class="invisible-header">236K</span> === | === <span class="invisible-header">236K</span> === | ||
{{MoveData | {{MoveData | ||
|name = | |name = Arced fireball | ||
|input = 236P | |input = 236P | ||
|image = SFIVR_ERyu_236P | |image = SFIVR_ERyu_236P | ||
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|onHit = +80 | |onHit = +80 | ||
|onBlock = -80 | |onBlock = -80 | ||
|description = | |||
Fireball that goes upwards at an angle with heavier versions going farther really strong for catching jumps because of the range and activeness that comes with being a projectile | |||
}} | }} | ||
}} | }} | ||
=== <span class="invisible-header"> | === <span class="invisible-header">214P</span> === | ||
{{MoveData | {{MoveData | ||
|name = | |name = Close Range Fireball | ||
|input = | |input = 214P | ||
|image = | |image = SFIVR_Ryu_214P | ||
|caption = | |caption = | ||
|data = | |data = | ||
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|onHit = +80 | |onHit = +80 | ||
|onBlock = -80 | |onBlock = -80 | ||
|description = | |||
Ryu does the fireball animation but with a small explosion its sligtly minus (or for heavy plus) and works as a solid blockstring ender or for the heavy one a pressure reset with a hit of armor that also extends combos | |||
}} | }} | ||
}} | }} | ||
== Supers == | == Supers == | ||
=== <span class="invisible-header"> | === <span class="invisible-header">236PPP</span> === | ||
{{MoveData | {{MoveData | ||
|name = | |name = Shinku Hadouken | ||
|input = | |input = 236PPP | ||
|image = | |image = SFIVR_Ryu_236PPP | ||
|caption = | |caption = | ||
|data = | |data = | ||
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|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
Standard fireball super with a lot of blockstun unless its done in the air which when tked or cancelled from tatsu means it has very low recovery giving ryu a fast insanely plus on block and hit high damage move he can cancel into whenever for 2 bars | |||
}} | }} | ||
}} | }} | ||
Line 736: | Line 663: | ||
=== <span class="invisible-header">623PPP</span> === | === <span class="invisible-header">623PPP</span> === | ||
{{MoveData | {{MoveData | ||
|name = Mets | |name = Mets Dragon Punch | ||
|input = 623PPP | |input = 623PPP | ||
|image = | |image = SFIVR_Ryu_623PPP | ||
|caption = | |caption = | ||
|data = | |data = | ||
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|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
outclassed in literally every way by ryus other moves and it cant even full connect where you would actually use it | |||
}} | }} | ||
}} | }} | ||
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|name = Mets Hadouken | |name = Mets Hadouken | ||
|input = 214PPP | |input = 214PPP | ||
|image = | |image = SFIVR_Ryu_214PPP | ||
|caption = | |caption = | ||
|data = | |data = | ||
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|onBlock = -80 | |onBlock = -80 | ||
|description = | |description = | ||
While generally worse then shinku metsus many fireballs and super high damage combos midscreen make up for it and make it a terrifying super to see him cancel into | |||
}} | }} | ||
}} | }} |
Revision as of 05:19, 2 October 2023
Introduction
Ryu has mastered the art of the hadou, but not the art of using a computer. His iMac is filled to the brim with viruses, so now he's out to find someone who can do PC support for free.
Ryu in usf4r is very much still the same ryu everyone knows but with a lot o new incredibly strong tools to help him keep up in this wilder game leading to one of the most versatile characters in all of remix
Strengths | Weaknesses |
---|---|
|
|
Name | |
---|---|
[[File:|center|300px]] | |
Character Data | |
Health | 1000 |
Chains | L>M>H |
Walkspeed | {{{walkspeed}}} |
Forward Dash Duration | X frames |
Forward Dash Distance | {{{dashdistance}}} |
Backdash Duration | X frames |
Backdash Invuln | {{{backdashinvuln}}} frames |
Unique Movement | No Unique Movement |
Normals
Standing Normals
5LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | Mid | CMD, SP | 0 | 60 | 0 | +80 | -80 |
fuckin terrible man |
5MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
fuckin terrible man |
5HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
fuckin terrible man |
5LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
fuckin terrible man |
5MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
fuckin terrible man |
5HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
fuckin terrible man |
Crouching Normals
2LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
fuckin terrible man |
2MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
fuckin terrible man |
2HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
core to ryus meterless routes because of its ability to combo into hk tatsu otherwise its a kinda meh anti air |
2LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
fuckin terrible man |
2MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
THE shoto c.mk now with sillier range easily your best poke but impossible to get anything substantial off unless point blank |
2HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
fuckin terrible man |
Jumping Normals
j.LP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
fuckin terrible man |
j.MP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
great air to air which nearly always leads to a combo if both hits connect |
j.HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
fuckin terrible man |
j.LK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
fuckin terrible man |
j.MK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
lower damage jump in then j.hk but it crosses up |
j.HK
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
big ass jump in button that does 100 damage not much more to say |
Command Normals
4HP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
launches really high on air hit leading to a lot of ryus extensions and damage |
4HK/span>
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
Ryus overhead while somewhat slow it is his only overhead and one of his mixup options |
Special Moves
236P
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
Hadouken is suprisingly not very different in remix |
623P
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
Ryus dp while the non ex versions are very similar the ability to rc them for combo extensions safety or mixups is incredibly valuable on top of this ex shoryuken gives ryus best knockdown which lets him gain large amounts of charge gauge or setup okizeme |
214K
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
tatsu is a rekka in usf4r which sounds good but the base versions are honestly more useful with LK being a quick way to cancel into air versions of supers and HK being one of your best combo tools |
236K
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
Fireball that goes upwards at an angle with heavier versions going farther really strong for catching jumps because of the range and activeness that comes with being a projectile |
214P
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30 | - | - | 0 | 60 | 0 | +80 | -80 | |
Ryu does the fireball animation but with a small explosion its sligtly minus (or for heavy plus) and works as a solid blockstring ender or for the heavy one a pressure reset with a hit of armor that also extends combos |
Supers
236PPP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
Standard fireball super with a lot of blockstun unless its done in the air which when tked or cancelled from tatsu means it has very low recovery giving ryu a fast insanely plus on block and hit high damage move he can cancel into whenever for 2 bars |
623PPP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
outclassed in literally every way by ryus other moves and it cant even full connect where you would actually use it |
214PPP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
30 | - | - | 0 | 60 | 0 | +80 | -80 |
While generally worse then shinku metsus many fireballs and super high damage combos midscreen make up for it and make it a terrifying super to see him cancel into |
Street Fighter IV Remix is a mod of Street Fighter IV developed by MiriamBurgers and Anotak.