|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).
|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.
|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.
|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).
|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.
|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.
}}
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Revision as of 23:41, 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!
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.
Collarbone Breaker
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
2x300 (600)
High
24f
4f(0f)4f
20f
0
-4
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).
Shoken Tsuki ->
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
Mid
5f
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.
Hiza Geri or->
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
Mid
5f
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.
Air Hiza Geri j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
High
8f
11f
7f
n/a
n/a
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.
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 or
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 or
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 your tag-in
Specials
Hadoken or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000
Mid
7f
Projectile
42f
-14 point blank
-18 point blank
1000
Mid
11f
Projectile
43f
-15 point blank
-19 point blank
Ryu throws a blue fireball. Light hadoken is slow, Heavy hadoken is fast. Can be reflected by perfect advancing guard. Gains significantly more hitstun on a counter hit vs. an airborne opponent, and if they touch the ground during that hitstun, they enter a brief soft knockdown state.
Sen Hadoken hold
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
5x125(599) to 9x250(1975)
Mid
30f-ish to 93f
21f
24f
+8
-7
Ryu throws out a normal version of his beam super that can't be reflected. Charge can be held much longer than is necessary, but doing so doesn't increase the damage. Damage falls off at distance. Can be dash cancelled with a forward, forward input after holding it for a while. As a counter hit, from long range, it causes a brief hard knockdown vs. a grounded opponent that gives you just enough time to hit confirm into Shinku Hadouken.
Shoryuken or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000
Mid
4f
Invincible reversal
1500
Mid
5f
Invincible reversal
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.
Jodan Sokuto Geri or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000
Mid
Wall Bounce, Soft Knockdown
1000
Mid
Wall Bounce, Hard Knockdown
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.
Tatsumaki Senpukyaku or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
200, 800 (1000 total)
Mid
Hard Knockdown
1,160 (3 hits of 400 damage each)
Mid
Soft Knockdown
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.
Aerial Tatsumaki Senpukyaku (Forward) j. or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
Mid
Hard Knockdown
Mid
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.
Aerial Tatsumaki Senpukyaku (Down) j. or
Version
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1100
Mid
Hard Knockdown
400 x 3 hits
Mid
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.
Hypers
Shinku Hadoken
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
28 ~ 32 hits (1547 ~ 3400)
Mid
, Hard Knockdown
Damage falls off over distance, just like Sen Hadouken. Can hold up while on the ground to aim it upwards, can hold down while in the air to aim it downwards. The downwards version in the air propels Ryu higher in the air over the course of the animation. 3400 damage is only possible against a cornered opponent, as mid-screen (or utilizing the up/down versions), the opponent is pushed further away from you, inducing damage fall-off.
Shinku Tatsumaki Senpukyaku
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
18 hits (3644 damage)
Mid
Invulnerable reversal, Hard Knockdown
Invulnerability only lasts until the flash. Extremely unsafe on block. The knockdown is fairly lengthy, allowing easy tagging for OTG pick ups from your partner.