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|hproperties=Invincible reversal | |hproperties=Invincible reversal | ||
|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. | |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. | ||
You can also tag out on hit in order to combo off of it. You can superjump forward to combo off the L shoryu from anywhere, but H shoryu will require specialized high-reaching options (such as X's Rising Fire), and even then only in the corner, as it sends opponents both very high up vertically as well as very far horizontally. Though this latter trait is a boon for it as a defensive tool, as it allows you to reset the situation. | |||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
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|name=Tatsumaki Senpukyaku | |name=Tatsumaki Senpukyaku | ||
|command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | |command=[[File:Mvci_qcb.png]][[File:Mvci_lk.png]] or [[File:Mvci_hk.png]] | ||
|ldamage= 200, 800 | |ldamage= 200, 800 (1000 total) | ||
|lguard= Mid | |lguard= Mid | ||
|lstartup= | |lstartup= | ||
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|hblock= | |hblock= | ||
|hproperties= Soft Knockdown | |hproperties= Soft Knockdown | ||
|notes= | |notes=The first hit of the L version only occurs at extreme close range. Early in a combo, it's possible to dash up and OTG to continue a combo after the knockdown from the L version. The H version can be used vs. a blocking opponent combined with a tag out to induce a small lockdown situation. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
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|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
|lproperties= | |lproperties= Hard Knockdown | ||
|hdamage= | |hdamage= | ||
|hguard= Mid | |hguard= Mid | ||
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|hblock= | |hblock= | ||
|hproperties= | |hproperties= | ||
|notes= | |notes=Unlike in Marvel vs. Capcom 3, Ryu can now perform air actions after recovering. Though, by the time you recover, you would have to have started it from the apex of a super jump, and you won't have long to act. | ||
}} | }} | ||
{{MvCIMoveListRow2.2 | {{MvCIMoveListRow2.2 | ||
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|lhit= | |lhit= | ||
|lblock= | |lblock= | ||
|lproperties= | |lproperties=Hard Knockdown | ||
|hdamage= 400 x 3 hits | |hdamage= 400 x 3 hits | ||
|hguard= Mid | |hguard= Mid | ||
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|hblock= | |hblock= | ||
|hproperties= | |hproperties= | ||
|notes= | |notes=The L version is capable of crossing up grounded opponents, though it's very narrow and difficult to do, and generally not worth going for. It can also be tough to hit grounded small characters with this even standing, but big characters can be hit by it easily. The H version pops grounded opponents up into the air a small distance. | ||
}} | }} | ||
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|hit= | |hit= | ||
|block= | |block= | ||
|notes= | |notes=- | ||
}} | }} | ||
=== Hitboxes === | === Hitboxes === |
Revision as of 20:01, 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
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