No edit summary |
No edit summary |
||
Line 52: | Line 52: | ||
|hit=0 | |hit=0 | ||
|block=-4 | |block=-4 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 66: | Line 66: | ||
|hit=-5 | |hit=-5 | ||
|block=-7 | |block=-7 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 80: | Line 80: | ||
|hit=+1 | |hit=+1 | ||
|block=-3 | |block=-3 | ||
|notes= | |notes=- | ||
}}{{UMvC3MoveListRow2.0 | }}{{UMvC3MoveListRow2.0 | ||
|photo= | |photo= | ||
Line 107: | Line 107: | ||
|hit= | |hit= | ||
|block= | |block= | ||
|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. | |notes=A straight-punching command normal that can only be used after connecting a standing or crouching light punch. Does not have enough hitstun to combo into Jodan. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 121: | Line 121: | ||
|hit= | |hit= | ||
|block= | |block= | ||
|notes=Ryu's classic close standing medium kick from Street Fighter 4 and earlier that can only be used after his standing light | |notes=Ryu's classic close standing medium kick from Street Fighter 4 and earlier that can only be used after his standing light punch, crouching light punch, or standing light kick. Has enough hitstun to combo into Jodan. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 163: | Line 163: | ||
|hit=-1 | |hit=-1 | ||
|block=-4 | |block=-4 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 177: | Line 177: | ||
|hit=+41 | |hit=+41 | ||
|block=-18 | |block=-18 | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 191: | Line 191: | ||
|hit=n/a | |hit=n/a | ||
|block=n/a | |block=n/a | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 205: | Line 205: | ||
|hit=n/a | |hit=n/a | ||
|block=n/a | |block=n/a | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 219: | Line 219: | ||
|hit=n/a | |hit=n/a | ||
|block=n/a | |block=n/a | ||
|notes= | |notes=Can cross up, though jumping heavy kick is better-suited for this purpose. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 233: | Line 233: | ||
|hit=n/a | |hit=n/a | ||
|block=n/a | |block=n/a | ||
|notes= | |notes=Can cross up. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 247: | Line 247: | ||
|hit=n/a | |hit=n/a | ||
|block=n/a | |block=n/a | ||
|notes= | |notes=Can cross up, though jumping heavy kick is better-suited for this purpose. The low blockstun can be used for tick throw (either normal throw or Mind Stone surge) set-ups, though. | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 261: | Line 261: | ||
|hit=n/a | |hit=n/a | ||
|block=n/a | |block=n/a | ||
|notes= | |notes=- | ||
}} | }} | ||
{{UMvC3MoveListRow2.0 | {{UMvC3MoveListRow2.0 | ||
Line 275: | Line 275: | ||
|hit=n/a | |hit=n/a | ||
|block=n/a | |block=n/a | ||
|notes= | |notes=- | ||
}} | }} | ||
Revision as of 19:41, 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 | ||
Can cross up, though jumping heavy kick is better-suited for this purpose. |
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) | |
Can cross up. |
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