Street Fighter IV Remix/Ryu: Difference between revisions

From SuperCombo Wiki
Line 458: Line 458:
|onBlock    = -80
|onBlock    = -80
|description =
|description =
LP: Travels slowly, letting you follow behind it for pressure.
LP: Travels slowly, letting you follow behind it for pressure. <br>
MP: Regular travel speed.
MP: Regular travel speed. <br>
HP: Fastest travel time.
HP: Fastest travel time. <br>
EX: Shoots across the screen very quickly.
EX: Shoots across the screen very quickly.



Revision as of 06:06, 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
  • Jack of all trades ryu very well rounded characters with full chains projectiles amazing meter use and solid offensive tools
  • Zoning 3 different projectiles for zoning all of which cover different angles can create a gameplan that can shutdown some characters entirely
  • Meter ryu has great meterbuild 2 amazing supers solid ex moves and is full of chances to charge with plenty of ways to abuse it allowing him some of the most versatile and consistently good meter build and use in the game
  • inconsistent conversions ryus need to go into 2hp to get any serious damage off a grounded hit meterlessly can be quite limiting
  • mediocre offense ryus offensive options are generally subpar and while still usable he needs resources to get anything particularly notable by this games standards
  • honest despite all the crazy combos and metered options ryu is just ryu and it means he can struggle to keep up with a lot of the best characters especially without bar
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

Standing Light Punch
5LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 Mid CMD, SP 0 60 0 +3 -1

fuckin terrible man

5MP

Standing Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
60 - - 0 60 0 0 -4

fuckin terrible man

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
80 - - 0 60 0 +6 +3

fuckin terrible man

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 -4 -7

fuckin terrible man

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
70 - - 0 60 0 +1 -3

fuckin terrible man

5HK

Standing Heavy Kick
5HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
90 - - 0 60 0 -6 -9

fuckin terrible man


Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 0 -3

fuckin terrible man

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
60 - - 0 60 0 +3 -1

fuckin terrible man

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
90 - - 0 60 0 -5 -8

core to ryus meterless routes because of its ability to combo into hk tatsu otherwise its a kinda meh anti air

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
40 - - 0 60 0 -2 -5

fuckin terrible man

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
70 - - 0 60 0 -4 -8

THE shoto c.mk now with sillier range easily your best poke but impossible to get anything substantial off unless point blank

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
100 - - 0 60 0 KD -12

fuckin terrible man

Jumping Normals

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

j.MP

Jumping Medium Punch
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

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

fuckin terrible man

j.MK

Jumping Medium Kick
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

Jumping Heavy Kick
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

Back Heavy Punch
6MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
80 - - 0 60 0 -3 -6

launches really high on air hit leading to a lot of ryus extensions and damage

4HK/span>

Overhead
4HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 KD +2

Ryus overhead while somewhat slow it is his only grounded overhead and plus on block

Special Moves

236P

Hadouken
236P
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
60 - - 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
60 - - 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
60 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
60x2 (120) - - 0 60 0 +80 -80

LP: Travels slowly, letting you follow behind it for pressure.
MP: Regular travel speed.
HP: Fastest travel time.
EX: Shoots across the screen very quickly.

623P

Shoryuken
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

Tatsumaki Senpukyaku
214K
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 KD -5
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 KD 0
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 KD +5
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 KD 0

While a rekka tatsus starters are really the star of the show with LK letting you cancel into low height air supers MK being faster then HK and 0 on block and HK being your main extender and +5 on block

236K

Arced fireball
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

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 its also quite good when tked the air version fires downwards and can be +13 when tked

214P

Close Range Fireball
214P
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 KD -9
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 KD -4
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 KD +1

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

Shinku Hadouken
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

Mets Dragon Punch
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

Mets Hadouken
214PPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 KD -80

While generally worse then shinku hadouken metsus wall of fireballs and super high damage combos midscreen make up for it and make it a terrifying super to see him cancel into

Game Navigation

General
FAQ
Controls & Notation
Game Systems
Koryu Edition
Characters​
Decapre
Ryu
Ken
E. Honda
Ibuki
Makoto
Dudley
Seth
Gouken
Akuma
Gen
Dan
Sakura
Oni
Elena
Yun
Juri
Chun-Li
Dhalsim
Abel
C. Viper
M. Bison
Sagat
Cammy
Deejay
Cody
Guy
Hakan
Rolento
Poison
Evil Ryu
Guile
Blanka
Zangief
Rufus
El Fuerte
Vega
Balrog
Fei Long
T. Hawk
Adon
Rose
Yang
Hugo

Street Fighter IV Remix is a mod of Street Fighter IV developed by MiriamBurgers and Anotak.