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JtheSaltyy (talk | contribs) No edit summary |
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| advBlock = +7 | | advBlock = +7 | ||
| invul = None | | invul = None | ||
| description = | | description = Above average jab. 2 frame startup makes it great in walk jab pressure a la Sakura, but if they can duck under it then this jab is mostly used for last minute anti airs. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = -1 | | advBlock = -1 | ||
| invul = None | | invul = None | ||
| description = | | description = Redundant button. A faster 5HP that really does not offer anything on its own. There are better buttons available but if you were to use this button it would be as a midrange poke. | ||
}} | }} | ||
}} | }} | ||
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| input = 5HP / Far HP | | input = 5HP / Far HP | ||
| subtitle = Far Heavy Punch | | subtitle = Far Heavy Punch | ||
| image = | | image = CVS2_Ryu_5HP.PNG | ||
| caption = | | caption = | ||
| linkname = 5HP | | linkname = 5HP | ||
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| advBlock = 0 | | advBlock = 0 | ||
| invul = None | | invul = None | ||
| description = | | description = Great long range counterpoke and blockstring ender. The super cancel is not used much but because it is 0 on block, this move is great to use in scenarios where you are hunting for stray hits or you want to end a blockstring. It is actually better to end your blockstrings with this move than cr.MK xx Hadouken in some cases (mainly when an opponent has an advancing lvl.3) | ||
}} | }} | ||
}} | }} | ||
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| advBlock = +3 | | advBlock = +3 | ||
| invul = None | | invul = None | ||
| description = A quick | | description = A quick anti air, but not used much. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = +2 | | advBlock = +2 | ||
| invul = None | | invul = None | ||
| description = | | description = Same as st.LK but slower. Same hitbox too. Also not used much. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = -6 | | advBlock = -6 | ||
| invul = None | | invul = None | ||
| description = | | description = Your main single button anti air from farther out, at around a 45 degree angle jump. You get extra damage if you connect on the 2nd hit which is the one that typically connects as an anti-air but there are cases where the 1st connects and you lose 100 dmg (not really a big deal but worth noting). | ||
It is also very active for an anti air, which is another reason why it is quite powerful, as you don't need to have as strict of a timing compared to other anti airs. | |||
}} | }} | ||
}} | }} | ||
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| advBlock = +7 | | advBlock = +7 | ||
| invul = None | | invul = None | ||
| description = | | description = Same as far jab, usually used in optimal stun combos or if you are staggering with jab and are close. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = -3 | | advBlock = -3 | ||
| invul = None | | invul = None | ||
| description = | | description = Very fast for a medium, but is redundant compared to cl.MK. Even in the use case where it can combo into Shoryuken, cl.MK is better. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = -8 | | advBlock = -8 | ||
| invul = None | | invul = None | ||
| description = | | description = A typical "uppercut" type normal. Like others, it has 2 uses. It is a high damage cancel into a special or super, and it is an anti-crossup, meaning it clips jumps above Ryu. | ||
The cancel into a move is mainly used after a jump-in, and the move you cancel into depends on spacing. Close range, heavy Shoryuken. Far range, heavy Tatsu. If you want to spend meter you use Shinkuu Hadoken. cr.HP is actually near identical to cl.HP in this aspect, as the damage and startup are basically identical. All of this is to say that you should use cr.HP for max damage combos instead if you aren't sure if you're close enough. | |||
As an anti-crossup, it is very consistent, and as a side-effect of it being the button that comes out on a whiffed punch throw it can catch jump-backs quite well, so you can use it for this. | |||
}} | }} | ||
}} | }} | ||
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| advBlock = +2 | | advBlock = +2 | ||
| invul = None | | invul = None | ||
| description = A quick low kick | | description = A quick low kick. Great as a meaty as it has 8 active frames and is +2 normally, meaning you can get some really neat links on a connect. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = +1 | | advBlock = +1 | ||
| invul = None | | invul = None | ||
| description = | | description = Also good for meaties like cl.LK, with 1 less + frame but more damage. It is also your typical go-to normal cancel into Shoryuken. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = +2 | | advBlock = +2 | ||
| invul = None | | invul = None | ||
| description = | | description = Another decent anti-crossup normal, but it can be a bit on the slower side. Usually cl.HP is preferred but this can work as well. It is also not bad when it comes out on a whiffed kick throw, it may not catch all jumpbacks but it can still connect. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = +7 | | advBlock = +7 | ||
| invul = None | | invul = None | ||
| description = | | description = Your usual pressure option if 5LP is unavailable vs. crouchers. Links into just about everything you need and is also one of the better "run-stop" moves in the game if you have run at your disposal. It is also nice on defense, even if it lacks a 2 frame startup. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = +6 | | advBlock = +6 | ||
| invul = None | | invul = None | ||
| description = | | description = Very nice meaty and counterpoke. Stuffs out a decent chunk of buttons when used at the tip and up close can generate some nice blockstrings due to it being +6. Even when it connects you have various damaging combo routes. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = -13 | | advBlock = -13 | ||
| invul = None | | invul = None | ||
| description = | | description = Similar to cl.HP. While you typically use this move to cancel into stuff, cl.HP is the stronger anti-crossup, however this attack is still more reliable due to it not being a proximity normal. You have to pick and choose when to use. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = +5 | | advBlock = +5 | ||
| invul = None | | invul = None | ||
| description = | | description = Your go-to starter on pressure since it hits low and confirms into all your favorite combos. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = -1 | | advBlock = -1 | ||
| invul = None | | invul = None | ||
| description = | | description = The poke. You want to operate at a range where this attack hits at the very tip, as it has a nice disjoint at the end. If you want, you can cancel into fireball on closer connects to generate + frames, although it can be exploited so don't do that too much especially if you're cancelling from larger distances. It is also the go-to linking option from 2 lights (cr.HP is the go-to from 1 up close). | ||
}} | }} | ||
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| advBlock = -15 | | advBlock = -15 | ||
| invul = None | | invul = None | ||
| description = | | description = A typical sweep as they come, although this one is particularly fast. Like SF2, you want to be careful when you choose when to use 2MK and when to sweep. A cancel into fireball usually makes sweep safe, but you do have to be careful to not leave a gap otherwise you can risk losing your turn or worse getting punished by an RC or lvl.3. You can also link into this from cr.LP, theoretically making it your go-to combo in most cases but it is 1-frame and just inconsistent to go for. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = Varies | | advBlock = Varies | ||
| invul = None | | invul = None | ||
| description = A | | description = A decent air-to-air. Not much else. | ||
}} | }} | ||
}} | }} | ||
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| input = j.MP / 8MP | | input = j.MP / 8MP | ||
| subtitle = Jumping Medium Punch | | subtitle = Jumping Medium Punch | ||
| image = | | image = CVS2_Ryu_jMP.PNG | ||
| caption = Neutral Jump | | caption = Neutral Jump | ||
| image2 = | | image2 = CVS2_Ryu_njMP.PNG | ||
| caption2 = Diagonal Jump | | caption2 = Diagonal Jump | ||
| linkname = j.MP | | linkname = j.MP | ||
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| advBlock = Varies | | advBlock = Varies | ||
| invul = None | | invul = None | ||
| description = | | description = The neutral jump version of j.MP is unremarkable and unused. Diagonal j.MP however is not. | ||
It hits twice. This can be used in 2 ways, either against tall characters to work as a weird double overhead (worse version of Rolento j.MP) or as a niche air-to-air with a cross-under mixup as your reward. As a jump-in it is lackluster and not used much. As an air-to-air, you might be incentivsed to go for it at least once, as the ensuing ambiguous cross-under you get can potentially create a nice opening. If it gets blocked, well you can just pressure instead. It is unique. | |||
}} | }} | ||
}} | }} | ||
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| advBlock = Varies | | advBlock = Varies | ||
| invul = None | | invul = None | ||
| description = | | description = Beefy jump-in. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = Varies | | advBlock = Varies | ||
| invul = None | | invul = None | ||
| description = | | description = Both versions are situational at best. nj.LK is an okay anti-air (against non C-groove characters) and j.LK can be used as a gimmicky cancel to Air Tatsu on jump-in or as a tick throw. It is outclassed by j.LP. | ||
}} | |||
}} | }} | ||
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| input = j.MK / 8MK | | input = j.MK / 8MK | ||
| subtitle = Jumping Medium Kick | | subtitle = Jumping Medium Kick | ||
| image = | | image = CVS2_Ryu_njMK.PNG | ||
| caption = Neutral Jump | | caption = Neutral Jump | ||
| image2 = | | image2 = CVS2_Ryu_jMK.PNG | ||
| caption2 = Diagonal Jump | | caption2 = Diagonal Jump | ||
| linkname = j.MK | | linkname = j.MK | ||
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| advBlock = Varies | | advBlock = Varies | ||
| invul = None | | invul = None | ||
| description = | | description = Neutral jump version is the same as j.LK but with more damage and a slightly thinner hurtbox. | ||
j.MK is your go-to cross-up button. Aside from that it does not do much else. Getting cross-ups with j.MK against standing characters can be tricky, as it will only really cross-up on very early connects which makes it unsafe, so its potency is affected a bit depending on character thickness. Still a good button overall. | |||
}} | }} | ||
}} | }} | ||
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| advBlock = Varies | | advBlock = Varies | ||
| invul = None | | invul = None | ||
| description = Your main jump normal for reach and damage. Goes very far and has high hitstun, allowing you to easily link into a grounded normal and a cancel. Very reliable jump normal. Neutral jump is a good air-to-air, | | description = Your main jump normal for reach and damage. Goes very far and has high hitstun, allowing you to easily link into a grounded normal and a cancel. Very reliable jump normal. Neutral jump is a good air-to-air, but is limited against C-Groove. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = -3 | | advBlock = -3 | ||
| invul = None | | invul = None | ||
| description = | | description = While this is not a good button you should use it at least once because the threat of that overhead will bleed into a scenario where it could be the end of the round. Condition with 2LKs first before fishing for it. If you have shorthop, use shorthop HK/HP over this. | ||
}} | }} | ||
}} | }} | ||
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| advBlock = -4 | | advBlock = -4 | ||
| invul = None | | invul = None | ||
| description = | | description = Outside of A-Groove this button is fairly useless unlike other games featuring this normal. | ||
In A-Groove this button can be used as an easy CC, but that's not what gives it at least some use, it's really the forward momentum that allows for DP loops to work. You can cancel a DP into this button, then juggle into another DP with relatively identical spacing. Even then you can do other moves to attain this spacing but because it uses HP it can make your input sequences easier. | |||
}} | }} | ||
}} | }} | ||
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| advBlock = +1 | | advBlock = +1 | ||
| invul = Lower Body/Throw (Airborne) | | invul = Lower Body/Throw (Airborne) | ||
| description = | | description = Very useful button. Unfortunately because this button uses air normal data on hit it is -4, whereas on block it is +1, so it is rather poor on hit if not spaced, but still excellent on block. You can do various sequences and slip this in your pressure to reset, but keep in mind it is slow so a savvy opponent may RC through it or use some other move that counters. It can avoid lows due to it being airbourne so you can clip someone trying to low poke out as well. | ||
Like 6HP you can use this in CCs for DP loops as well. | |||
}} | }} | ||
}} | }} | ||
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| advBlock = Grab | | advBlock = Grab | ||
| invul = None | | invul = None | ||
| description = The higher damage throw at the expense of 2 frames of startup. More useful for throw mixups, and it actually does 100 damage more than the average kick throw. Not as useful for punishes, and leaves a wider gap in tick throws. | | description = The higher damage and harder to tech throw at the expense of 2 frames of startup. More useful for throw mixups, and it actually does 100 damage more than the average kick throw. Not as useful for punishes, and leaves a wider gap in tick throws. | ||
}} | }} | ||
}} | }} |
Revision as of 07:28, 6 May 2025
Introduction
Story
Ryu is the main character of the Street Fighter series, as well as THE fighting game character. He is a traveling martial artist who strives to test himself against strong opponents. Ryu is a practitioner of the Ansatsuken fighting style, alongside his best friend and rival Ken Masters. Strong and silent, Ryu's greatest pleasure in life is combat. He takes his training very seriously, even the basics. Occasionally, an evil power known as the Satsui no Hado threatens to overcome him, manipulating his desire for improvement into a desire for victory at any cost. Regardless, Ryu continues to train himself and travel the world, so that he may become the greatest version of himself that he can be.
Gameplay
Often you'll hear certain types of characters referred to as "shotos". These tend to be the simple, fundamental, and easy characters that can excel at any level. Ryu is the original shoto, and likely the purest one you can ever play. His control of neutral is stellar, with multiple great pokes, two fireballs, and a powerful anti-air. His main super, Shinkuu Hadouken, is a powerful utility super that allows him to punish fireballs or end combos with great damage. He can alter his air momentum with his Air Tatsu specials to keep his approach a bit ambiguous. His defense with his invincible Shoryuken is powerful, since he can deny pressure that isn't gapless. Even his rushdown is solid, though it is likely his weakest point. He has an overhead, a crossup, good hop normals, a solid low confirm, and of course two grabs.
While Ryu doesn't truly have many weaknesses, his main weakness is that his strengths aren't excelling in their categories. He does everything well, but nothing perfectly, and requires you to make intelligent decisions and make solid gameplans. Ryu rewards consistency, and without it his strengths will falter. He does still have weaknesses, mainly that his preferred ender for knockdowns and damage requires a standing opponent meaning his knockdowns are a bit harder to find. Otherwise, Ryu is a simple and solid character that rewards you for being a good player.
Groove Selection
Best - C/N: While Ryu can be played in any Groove to some extent, he definitely has some he prefers over others. Likely his best is C-Groove, predictably. C-Groove is often seen as a fundamental Groove with simple Street Fighter style gameplay, and Ryu fits that perfectly. Simple level 2 combos, access to lots of meter for his supers, and a decent amount of defensive options make C-Ryu a standard and useful character. N-Ryu is a different take on the same Ryu formula. N-Groove is a versatile and simple Groove, and Ryu fits into it fairly well. While he does play a lot more mobile, he still ends a lot of combos in supers and has a nice mix of offensive and defensive options.
Useful - K/A: K-Ryu gets access to the useful mechanics of JD and Rage. While he struggles a bit without Rage, JD helps him build it very fast, and his level 3 Shinkuu is no joke. Having access to Shin Shoryuken more often is also a benefit, as his close range punishes become very high damage. A-Ryu isn't bad, as while he doesn't have the greatest Custom Combo ever CC is still a powerful mechanic regardless. A-Ryu is more useful on point, where his great meter build and sustainable gameplan lets him ensure that the second character already has a CC ready when they come out.
Worst - S/P: S-Ryu is a bit more of a gimmick. While Ryu can charge meter without sacrificing much to his patient gameplan, he still would rather use his great meterbuild tools or a few combos and cancels. Infinite level 1 supers is useful though, as Ryu can end every combo in Shinkuu, making all of his punishes and pokes much higher damage. P-Ryu is inconsistent at best. Parries are a useful tool, but Ryu can't always benefit from them unless he has a super, and P-Ryu won't have supers very often. However, when he does have a super, a parry from P-Ryu will do great damage with either a cancel into level 3 Shinkuu or a close parry into Shin Shoryuken.
Ryu is the original shoto, and a great all-rounder who struggles to excel in any specific area. Ryu's best Grooves are C-Groove and N-Groove. Difficulty: EasyTier: A- |
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Pros | Cons |
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Players to Watch
Name | Country | Groove | Accounts | Notes |
---|---|---|---|---|
GAO | Japan | C-Groove | N/A | A beast of a player. Uses C-Ryu to absolute perfection. Sample Match |
Towel | Japan | C-Groove | Twitter: @TowelManX | One of the OG Japanese players, and has a very scary Ryu. Still plays after almost two decades. Sample Match |
Dan | Japan | C-Groove | N/A | Though his name was largely lost to history, he was an incredible player for many years but seems to be inactive as of now. Sample Match |