'''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.
{{Clr|6|'''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 ===
=== Normals ===
Revision as of 12:55, 15 September 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!
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
5
3
7
+1
+3
Can chain into itself and 2LP.
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 5LP.
Crouching Heavy Punch
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
Mid
10
5
21
+24
-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
-
-
-
Jumping Heavy Punch j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
High
9
5
17
-
-
-
Jumping Light Kick j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
High
7
7
17
-
-
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
-
-
Ground Bounce & Hard Knockdown (vs. airborne only)
Can cross up.
Command Normals
Seiken Tsuki >
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
Mid
5
1(5)6
16
-4
-6
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
5
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.
Collarbone Breaker
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
2x300 (600)
High
24
4(0)4
20
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).
Aerial Hiza Geri j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
High
8
11
7
-
-
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
10
8
11
-
-
-
Aerial Mawashi Geri j.
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
700
High
8
6
17
-
-
-
Misc
Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000
Throw
3
1
-
-
-
Additional damage scales by 50%.
Air Throw or
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
1000
Throw
3
1
-
-
-
Additional damage scales by 50%.
Tag
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
500
Mid
6
8
44
+33
+28
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
7
-
42
-14
-18
Projectile
1000
Mid
11
-
43
-15
-19
Projectile
Ryu throws a blue fireball. Light hadoken travels slowly, Heavy hadoken travels quickly. 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. Like all fireballs, it is not subject to the same damage falloff phenomenon that Sen Hadouken and Shinku Hadouken suffer from; regular ol' Hadouken does full damage no matter how long it's traveled for.
Sen Hadoken hold
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
5x125(599) to 9x250(1975)
Mid
30-ish to 93
21
24
+8
-7
Projectile
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 in either directions after the input has been held 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
1200
Mid
4
14
34
+2
-28
Invuln frames 1-13
1500
Mid
5
22
57
-14
-55
Invuln frames 1-14
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
17
12
22
+35
-14
Wall Bounce, Soft Knockdown
1000
Mid
20
12
34
+69
-26
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
13
66/67 (ground/air)
47/67 (ground/air)
, 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
12
109
31
+54
-23
Invuln frames 1-12, 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.
Shin Shoryuken
Damage
Guard
Startup
Active
Recovery
On Hit
On Block
Properties
4 hits (5440, 6490 when Dark Hadou unleashed)
Mid
16
41
41
+49/43 (regular/Dark Hadou)
-39
Invuln frames 1-24, Hard Knockdown
A highly invincible, highly damaging level 3 hyper. When your HP reaches the Danger! threshold, the cutscene will change, granting additional damage and a slightly reduced advantage after the knockdown.