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Line 46: | Line 46: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=11 | ||
|active= | |active=3 | ||
|recovery= | |recovery=21 | ||
|hit=0 | |hit=0 | ||
|block=-4 | |block=-4 | ||
Line 60: | Line 60: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=8 | ||
|active= | |active=2 | ||
|recovery= | |recovery=21 | ||
|hit=-5 | |hit=-5 | ||
|block=-7 | |block=-7 | ||
Line 74: | Line 74: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=12 | ||
|active= | |active=6 | ||
|recovery= | |recovery=17 | ||
|hit=+1 | |hit=+1 | ||
|block=-3 | |block=-3 | ||
Line 88: | Line 88: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=5 | ||
|active= | |active=2 | ||
|recovery= | |recovery=14 | ||
|hit=-5 | |hit=-5 | ||
|block=-3 | |block=-3 | ||
Line 102: | Line 102: | ||
|guard=Mid | |guard=Mid | ||
|properties=Launch | |properties=Launch | ||
|startup= | |startup=10 | ||
|active= | |active=5 | ||
|recovery= | |recovery=21 | ||
|hit=+24f | |hit=+24f | ||
|block=-6 | |block=-6 | ||
Line 116: | Line 116: | ||
|guard=Low | |guard=Low | ||
|properties= | |properties= | ||
|startup= | |startup=8 | ||
|active= | |active=4 | ||
|recovery= | |recovery=15 | ||
|hit=-1 | |hit=-1 | ||
|block=-4 | |block=-4 | ||
Line 130: | Line 130: | ||
|guard=Low | |guard=Low | ||
|properties=Knockdown | |properties=Knockdown | ||
|startup= | |startup=10 | ||
|active= | |active=4 | ||
|recovery= | |recovery=33 | ||
|hit=+41 | |hit=+41 | ||
|block=-18 | |block=-18 | ||
Line 144: | Line 144: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=5 | ||
|active= | |active=10 | ||
|recovery= | |recovery=5 | ||
|hit=n/a | |hit=n/a | ||
|block=n/a | |block=n/a | ||
Line 158: | Line 158: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=9 | ||
|active= | |active=5 | ||
|recovery= | |recovery=17 | ||
|hit=n/a | |hit=n/a | ||
|block=n/a | |block=n/a | ||
Line 172: | Line 172: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=7 | ||
|active= | |active=7 | ||
|recovery= | |recovery=17 | ||
|hit=n/a | |hit=n/a | ||
|block=n/a | |block=n/a | ||
Line 186: | Line 186: | ||
|guard=High | |guard=High | ||
|properties=Ground Bounce & Hard Knockdown (vs. airborne only) | |properties=Ground Bounce & Hard Knockdown (vs. airborne only) | ||
|startup= | |startup=8 | ||
|active= | |active=6 | ||
|recovery= | |recovery=17 | ||
|hit=n/a | |hit=n/a | ||
|block=n/a | |block=n/a | ||
Line 200: | Line 200: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=5 | ||
|active= | |active=1(5)6 | ||
|recovery= | |recovery=16 | ||
|hit= | |hit=-4 | ||
|block= | |block=-6 | ||
|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=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. | ||
}} | }} | ||
Line 214: | Line 214: | ||
|guard=Mid | |guard=Mid | ||
|properties= | |properties= | ||
|startup= | |startup=5 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
Line 228: | Line 228: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=24 | ||
|active= | |active=4(0)4 | ||
|recovery= | |recovery=20 | ||
|hit=0 | |hit=0 | ||
|block=-4 | |block=-4 | ||
Line 242: | Line 242: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=8 | ||
|active= | |active=11 | ||
|recovery= | |recovery=7 | ||
|hit=n/a | |hit=n/a | ||
|block=n/a | |block=n/a | ||
Line 256: | Line 256: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=10 | ||
|active= | |active=8 | ||
|recovery= | |recovery=11 | ||
|hit=n/a | |hit=n/a | ||
|block=n/a | |block=n/a | ||
Line 270: | Line 270: | ||
|guard=High | |guard=High | ||
|properties= | |properties= | ||
|startup= | |startup=8 | ||
|active= | |active=6 | ||
|recovery= | |recovery=17 | ||
|hit=n/a | |hit=n/a | ||
|block=n/a | |block=n/a | ||
Line 286: | Line 286: | ||
|guard=Throw | |guard=Throw | ||
|properties= | |properties= | ||
|startup= | |startup=3 | ||
|active= | |active=1 | ||
|recovery=n/a | |recovery=n/a | ||
|hit=n/a | |hit=n/a | ||
Line 300: | Line 300: | ||
|guard=Throw | |guard=Throw | ||
|properties= | |properties= | ||
|startup= | |startup=3 | ||
|active= | |active=1 | ||
|recovery=n/a | |recovery=n/a | ||
|hit=n/a | |hit=n/a | ||
Line 314: | Line 314: | ||
|guard= | |guard= | ||
|properties= | |properties= | ||
|startup= | |startup=6 | ||
|active= | |active=8 | ||
|recovery= | |recovery=44 | ||
|hit=+ | |hit=+33 | ||
|block=+ | |block=+28 | ||
|notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in | |notes=Hit/Block adv is dependent on when you {{cancel}} your tag-in | ||
}} | }} | ||
Line 329: | Line 329: | ||
|ldamage=1000 | |ldamage=1000 | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=7 | ||
|lactive=Projectile | |lactive=Projectile | ||
|lrecovery= | |lrecovery=42 | ||
|lhit=-14 point blank | |lhit=-14 point blank | ||
|lblock=-18 point blank | |lblock=-18 point blank | ||
Line 337: | Line 337: | ||
|hdamage=1000 | |hdamage=1000 | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=11 | ||
|hactive=Projectile | |hactive=Projectile | ||
|hrecovery= | |hrecovery=43 | ||
|hhit=-15 point blank | |hhit=-15 point blank | ||
|hblock=-19 point blank | |hblock=-19 point blank | ||
Line 352: | Line 352: | ||
|guard=Mid | |guard=Mid | ||
|properties={{airok}} | |properties={{airok}} | ||
|startup= | |startup=30-ish to 93 | ||
|active= | |active=21 | ||
|recovery= | |recovery=24 | ||
|hit=+8 | |hit=+8 | ||
|block=-7 | |block=-7 | ||
Line 365: | Line 365: | ||
|ldamage=1000 | |ldamage=1000 | ||
|lguard=Mid | |lguard=Mid | ||
|lstartup= | |lstartup=4 | ||
|lactive= | |lactive=14 | ||
|lrecovery= | |lrecovery=34 | ||
|lhit= | |lhit=2 | ||
|lblock= | |lblock=-28 | ||
|lproperties=Invincible reversal | |lproperties=Invincible reversal | ||
|hdamage=1500 | |hdamage=1500 | ||
|hguard=Mid | |hguard=Mid | ||
|hstartup= | |hstartup=5 | ||
|hactive= | |hactive=22 | ||
|hrecovery= | |hrecovery=57 | ||
|hhit= | |hhit=-14 | ||
|hblock= | |hblock=-55 | ||
|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. | ||
Line 388: | Line 388: | ||
|ldamage= 1000 | |ldamage= 1000 | ||
|lguard= Mid | |lguard= Mid | ||
|lstartup= | |lstartup=17 | ||
|lactive= | |lactive=12 | ||
|lrecovery= | |lrecovery=22 | ||
|lhit= | |lhit=35 | ||
|lblock= | |lblock=-14 | ||
|lproperties= Wall Bounce, Soft Knockdown | |lproperties= Wall Bounce, Soft Knockdown | ||
|hdamage= 1000 | |hdamage= 1000 | ||
|hguard= Mid | |hguard= Mid | ||
|hstartup= | |hstartup=20 | ||
|hactive= | |hactive=12 | ||
|hrecovery= | |hrecovery=34 | ||
|hhit= | |hhit=69 | ||
|hblock= | |hblock=-26 | ||
|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. Generally, if you are in or near the corner, the L version is the best to use, else further away you should use H. | |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. | ||
Line 479: | Line 479: | ||
|guard= Mid | |guard= Mid | ||
|properties= {{airok}}, Hard Knockdown | |properties= {{airok}}, Hard Knockdown | ||
|startup= | |startup=13 | ||
|active= | |active=66/67 (ground/air) | ||
|recovery= | |recovery=47/67 (ground/air) | ||
|hit= | |hit= | ||
|block= | |block= | ||
Line 492: | Line 492: | ||
|damage= 18 hits (3644 damage) | |damage= 18 hits (3644 damage) | ||
|guard= Mid | |guard= Mid | ||
|properties= | |properties= Invuln frames 1-12, Hard Knockdown | ||
|startup= | |startup=12 | ||
|active= | |active=109 | ||
|recovery= | |recovery=31 | ||
|hit= | |hit=54 | ||
|block= | |block=-23 | ||
|notes= 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. | |notes= 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. | ||
}} | }} | ||
Line 507: | Line 507: | ||
|damage= 4 hits (5440, 6490 when Dark Hadou unleashed) | |damage= 4 hits (5440, 6490 when Dark Hadou unleashed) | ||
|guard= Mid | |guard= Mid | ||
|properties= | |properties= Invuln frames 1-24, Hard Knockdown | ||
|startup= | |startup=16 | ||
|active= | |active=41 | ||
|recovery= | |recovery=41 | ||
|hit= | |hit=49/43 (regular vs. Dark Hadou) | ||
|block= | |block=-39 | ||
|notes=- | |notes=- | ||
}} | }} |
Revision as of 10:18, 18 August 2024
Ryu
The protagonist and iconic Shotokan karateka 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. His diligent training and never-ending journey for strength have granted him a few new tricks up his sleeve this time, too. With no other 'shotos' around to step on his toes, perhaps this will be his chance to truly shine?
In a nutshell
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 | 11 | 3 | 21 | 0 | -4 | ||
- |
Standing Light Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 8 | 2 | 21 | -5 | -7 | ||
- |
Standing Heavy Kick![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 12 | 6 | 17 | +1 | -3 | ||
- |
Crouching Light Punch![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | 2 | 14 | -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 | 10 | 5 | 21 | +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 | 8 | 4 | 15 | -1 | -4 | ||
- |
Crouching Heavy Kick![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Low | 10 | 4 | 33 | +41 | -18 | Knockdown | |
- |
Jumping Light Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | High | 5 | 10 | 5 | n/a | n/a | ||
- |
Jumping Heavy Punch j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 9 | 5 | 17 | n/a | n/a | ||
- |
Jumping Light Kick j. ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 7 | 7 | 17 | 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 | 8 | 6 | 17 | 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 | 10 | 8 | 11 | n/a | n/a | ||
- |
Aerial Mawashi Geri j. ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 8 | 6 | 17 | n/a | n/a | ||
- |
Misc
Throw![]() ![]() ![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | 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 | 3 | 1 | n/a | n/a | n/a | ||
Additional damage scales by 50% |
Tag![]() |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | 6 | 8 | 44 | +33 | +28 | |||
Hit/Block adv is dependent on when you ![]() |
Specials
Hypers
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind