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|hit=+1 | |hit=+1 | ||
|block=+3 | |block=+3 | ||
|notes= | |notes= Can chain into itself and crouching light punch repeatedly. | ||
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|hit=0 | |hit=0 | ||
|block=-4 | |block=-4 | ||
|notes= | |notes= Can only be cancelled into Tag, Hypers, and Infinity Stone Storm. Without any of these follow-ups, it leads to nothing, not even further offensive momentum; not only are you 0 on hit, but it also pushes back far enough away if the animation completes without interruption that you aren't even in range for your light attacks to connect (or throws either, by extension). | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=A straight-punching command normal that can only be used after connecting a standing light punch. Does not have enough hitstun to combo into Jodan. | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=Ryu's classic close standing medium kick from Street Fighter 4 and earlier that can only be used after his standing light attacks. Has enough hitstun to combo into Jodan. | ||
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|hit=-5 | |hit=-5 | ||
|block=-3 | |block=-3 | ||
|notes= | |notes=Can chain into itself and standing light punch repeatedly. | ||
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|hblock= | |hblock= | ||
|hproperties=Invincible reversal | |hproperties=Invincible reversal | ||
|notes=Ryu does a rising uppercut that acts as an invulnerable reversal. Risky. You can follow up with air | |notes=Ryu does a rising uppercut coated in blue Hadou energy that acts as an invulnerable reversal. Risky. You can follow up with a down-angled air Shinku Hadoken to make you safe vs. grounded blocking opponents, plus a tag out opportunity for one meter. | ||
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|hblock= | |hblock= | ||
|hproperties= Wall Bounce, Hard Knockdown | |hproperties= Wall Bounce, Hard Knockdown | ||
|notes=The L version blows them away at a low height, the H version at a tall height. This will result in them going over your head and behind you when you use the H version vs. a cornered opponent. | |notes=The L version blows them away at a low height, the H version at a tall height. This will result in them going over your head and behind you when you use the H version vs. a cornered opponent. Generally, if you are in or near the corner, the L version is the best to use, else further away you should use H. | ||
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{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 |
Revision as of 19:35, 17 August 2024
Ryu
In a nutshell
The protagonist of the Street Fighter series, the series that would itself eventually lead to the creation of the Marvel-based Capcom fighting games, returns in his latest crossover game appearance. He has a few new tricks up his sleeve this time, too.
In Marvel vs. Capcom Infinite, Ryu is a well-rounded character with the staple fundamental fighting game tools that form the basis of the genre, as ever. He has the ability to zone with his classic Hadouken and new Sen Hadouken beam, he can approach and extend combos with his Tatsumaki Senpukyaku (now sporting two separate modes in the air), he can make just about any combo lead to the corner with his Jodan Sokuto Geri (aka "Donkey Kick"), and for characters with vertically-oriented combo options, with this game's new tagging mechanics, his invincible Shoryuken can even lead to combos on a tag!
Introduction
Players to Watch
Character Vitals
Move List
Unique Trait
Dark Hadou: Suppressing the Dark Hadou only lasts so long; once Ryu reaches below 30% health, it's unleashed, granting his level 3 increased damage and a slightly altered animation.
Normals
Standing Light Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5f | 3f | 7f | +1 | +3 | ||
Can chain into itself and crouching light punch repeatedly. |
Standing Heavy Punch![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 11f | 3f | 21f | 0 | -4 | ||
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 8f | 2f | 21f | -5 | -7 | ||
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 12f | 6f | 17f | +1 | -3 | ||
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5f | 2f | 14f | -5 | -3 | ||
Can chain into itself and standing light punch repeatedly. |
Crouching Heavy Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 10f | 5f | 21f | +24f | -6 | Launch | |
Do NOT end a blockstring with this. |
Crouching Light Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Low | 8f | 4f | 15f | -1 | -4 | ||
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Low | 10f | 4f | 33f | +41 | -18 | Knockdown | |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | High | 5f | 10f | 5f | n/a | n/a | ||
Jumping Heavy Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 9f | 5f | 17f | n/a | n/a | ||
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 7f | 7f | 17f | n/a | n/a | ||
Jumping Heavy Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 8f | 6f | 17f | n/a | n/a | Ground Bounce & Hard Knockdown (vs. airborne only) | |
Air Hiza Geri j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 8f | 11f | 7f | n/a | n/a | ||
Sukui Tsuki j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
2x250 (475) | High | 10f | 8f | 11f | n/a | n/a | ||
Mawashi Geri j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 8f | 6f | 17f | n/a | n/a | ||
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3f | 1f | n/a | n/a | n/a | ||
Additional damage scales by 50% |
Air Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3f | 1f | n/a | n/a | n/a | ||
Additional damage scales by 50% |
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | 6f | 8f | 44f | +33f | +28f | |||
Hit/Block adv is dependent on when you ![]() |
Specials
Tatsumaki Senpukyaku![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
200, 800 | Mid | Hard Knockdown | ||||||
![]() |
1,160 (3 hits of 400 damage each) | Mid | Soft Knockdown | ||||||
Aerial Tatsumaki Senpukyaku (Forward) j. ![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
Mid | ||||||||
![]() |
Mid | ||||||||
Aerial Tatsumaki Senpukyaku (Down) j. ![]() ![]() ![]() |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
![]() |
1100 | Mid | |||||||
![]() |
400 x 3 hits | Mid | |||||||
Hypers
Shin Shoryuken![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
4 hits (5440, 6490 when Dark Hadou unleashed) | Mid | Invulnerable reversal, Hard Knockdown | ||||||
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind