Ryu (SSFIV): Difference between revisions

From SuperCombo Wiki
(→‎Frame Data: On second thoughts it's better off referring to total duration with a note.)
(→‎Frame Data: Shoryuken stuff)
Line 285: Line 285:
| align="center"  | -14
| align="center"  | -14
| align="center"  | -
| align="center"  | -
|  | cannot fast recover
|  | untechable knockdown
|-  
|-  
|  | Jump up LP
|  | Jump up LP
Line 389: Line 389:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |   
|  |  1st hit launch vs air (fully hittable), 2nd hit launch vs air
|-  
|-  
|  | Jump forward HP
|  | Jump forward HP
Line 453: Line 453:
| align="center"  | 14
| align="center"  | 14
| align="center"  | -2
| align="center"  | -2
| align="center"  | +3*
| align="center"  | +3[+2]
| Only +2 on crouching characters
| +2 vs crouching opponent
|  |   
|  |   
|-  
|-  
Line 520: Line 520:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|  | untechable knockdown
|-  
|-  
|  | Back throw
|  | Back throw
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| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |
|  | untechable knockdown
|-  
|-  
|  | Hadoken
|  | Hadoken
Line 546: Line 546:
| align="center"  | -6
| align="center"  | -6
| align="center"  | -2
| align="center"  | -2
|  |  
|  | launch vs air, 16-17f cancellable
|-  
|-  
|  | Hadoken EX
|  | Hadoken EX
Line 559: Line 559:
| align="center"  | +1
| align="center"  | +1
| align="center"  | -
| align="center"  | -
|  | Pursuit property
|  | launch, juggle, 15-16f cancellable
|-  
|-  
|  | Shoryuken LP
|  | Shoryuken LP
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| align="center"  | su
| align="center"  | su
| align="center"  | 3
| align="center"  | 3
| align="center"  | 14
| align="center"  | 2+12
| align="center"  | 14+10
| align="center"  | 14+10
| align="center"  | -17
| align="center"  | -17
| align="center"  | -
| align="center"  | -
|  | 1~2f invincible, 3~4f cannot be thrown, 3~16f lower body invincibility  
|  | 1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3-30f airborne, launch, 3-4f hit cancellable
|-  
|-  
|  | Shoryuken MP
|  | Shoryuken MP
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| align="center"  | -36
| align="center"  | -36
| align="center"  | -
| align="center"  | -
|  | 1~4f invincible, 5~16f lower body invincibility  
|  | 1~4f invincible, 5~16f lower body invincibility, 5-41f airborne, launch, 1st hit cancellable, 2nd hit juggle(1)
|-  
|-  
|  | Shoryuken HP
|  | Shoryuken HP
Line 598: Line 598:
| align="center"  | -39
| align="center"  | -39
| align="center"  | -
| align="center"  | -
|  | 1~4f invincible, 5~16f lower body invincibility  
|  | 1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3-44f airborne, launch, 1st hit cancellable, 2nd hit juggle(1)
|-  
|-  
|  | Shoryuken EX
|  | Shoryuken EX
Line 611: Line 611:
| align="center"  | -39
| align="center"  | -39
| align="center"  | -
| align="center"  | -
|  | 1~16f invincible, 2nd hit (translate), 1st hit cancellable
|  | 1~16f invincible, 6-46f airborne, launch, 1st hit cancellable, 2nd hit juggle(1)
|-  
|-  
|  | Hurricane Kick LK
|  | Hurricane Kick LK
Line 624: Line 624:
| align="center"  | -6
| align="center"  | -6
| align="center"  | -
| align="center"  | -
|  | Armor break  
|  | 7-20f lower body invincibility, 7-32f airborne, launch, armor break, whiff vs crouch
|-
|  | Hurricane Kick MK
| align="center"  | HL
| align="center"  | 110
| align="center"  | 200
| align="center"  | 30/30
| align="center"  | -
| align="center"  | 12
| align="center"  | 2(6)2(6)2(6)2(6)2
| align="center"  | 18+3
| align="center"  | -2
| align="center"  | -
|  | 7-45f lower body invincibility, 7-63f airborne, launch, armor break, whiff vs crouch
|-  
|-  
|  | Hurricane Kick MK/HK
|  | Hurricane Kick HK
| align="center"  | HL
| align="center"  | HL
| align="center"  | 120
| align="center"  | 120
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| align="center"  | -2
| align="center"  | -2
| align="center"  | -
| align="center"  | -
|  | Armor break  
|  | 7-45f lower body invincibility, 7-63f airborne, launch, armor break, whiff vs crouch
|-  
|-  
|  | Hurricane Kick EX
|  | Hurricane Kick EX
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| align="center"  | -1
| align="center"  | -1
| align="center"  | -
| align="center"  | -
|  | Forces stand, Pursuit property, Armor break  
|  | 6-27f lower body invincibility, 6-45f airborne, 1-4 hit forces stand + launch vs air, 5th hit launch, armor break, juggle
|-  
|-  
|  | Hurricane Kick LK (air)
|  | Hurricane Kick LK (air)
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| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |  
|  | launch
|-  
|-  
|  | Hurricane Kick MK (air)
|  | Hurricane Kick MK (air)
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| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |  
|  | launch
|-  
|-  
|  | Hurricane Kick HK (air)
|  | Hurricane Kick HK (air)
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| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  |  
|  | launch
|-  
|-  
|  | Hurricane Kick EX (air)
|  | Hurricane Kick EX (air)
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| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  | Pursuit property
|  | launch, juggle
|-  
|-  
|  | Super Combo
|  | Super Combo
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| align="center"  | +11
| align="center"  | +11
| align="center"  | -
| align="center"  | -
|  | 1f invincible, Pursuit property
|  | 1f invincible, 1-4 hit launch vs air, 5th hit launch, juggle
|-  
|-  
|  | Ultra Combo 1
|  | Ultra Combo 1
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| align="center"  | -25
| align="center"  | -25
| align="center"  | -
| align="center"  | -
|  | Pursuit property
|  | 1-11f invincible, 1-7 hit launch vs air, 8th hit launch, juggle
|-  
|-  
|  | Ultra Combo 2
|  | Ultra Combo 2
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| align="center"  | -84
| align="center"  | -84
| align="center"  | -
| align="center"  | -
|  | 1~7f invincible
|  | 1-8f invincible, 9-30f lower body invincibility, 10-73f airborne, untechable knockdown, 2-8 hit juggle, armor break, 1st hit triggers full animation
|-   
|-   
! align="center"  |  
! align="center"  |  

Revision as of 08:38, 13 July 2010

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close LP HL 30 50 20 ch/sp/su 3 3 6 +2 +5
Close MP HL 70 100 40 sp/su 3 3 21 -3 +3
Close HP HL 100[80] 200[150] 60 sp/su 5 7 26 -15 -10 Forces stand
Close LK HL 30 50 20 - 5 5 7 -1 +2
Close MK HL 70 100 40 sp/su 3 5 16 -7 -2
Close HK HL 40*70 125*75 60*20 su 8 8(2)4 17 -3 +2 1st hit cancellable
Far LP HL 30 50 20 ch/sp/su 4 3 6 +2 +5
Far MP HL 80 100 40 su 5 4 14 -4 -1
Far HP HL 120 200 60 - 8 3 15 0 +4
Far LK HL 40 50 20 - 5 6 6 -1 +2
Far MK HL 80 100 40 - 8 2 17 -5 -2
Far HK HL 110 200 60 - 9 4 20 -6 -2
crouch LP HL 30 50 20 ch/sp/su 3 2 7 +2 +5
crouch MP HL 60 100 40 sp/su 4 4 8 +2 +5
crouch HP HL 90 200 60 sp/su 4 8 28 -18 -13 Forces stand
crouch LK L 20 50 20 sp/su 4 3 9 -1 +2
crouch MK L 60 100 40 sp/su 5 5 12 -3 0
crouch HK L 90 100 60 - 5 4 28 -14 - untechable knockdown
Jump up LP H 50 50 20 - 10 7 - - -
Jump up MP H 80 100 40 - 5 5 - - -
Jump up HP H 100 200 60 - 6 5 - - -
Jump up LK H 40 50 20 - 5 9 - - -
Jump up MK H 80 100 40 - 6 10 - - -
Jump up HK H 100 200 60 - 4 4 - - -
Jump forward LP H 50 50 20 - 4 7 - - -
Jump forward MP H 50*30 50*50 40*20 - 7 3*4 - - - 1st hit launch vs air (fully hittable), 2nd hit launch vs air
Jump forward HP H 100 200 60 - 6 5 - - -
Jump forward LK H 40 50 20 - 4 8 - - -
Jump forward MK H 70 100 40 - 6 6 - - -
Jump forward HK H 100 200 60 - 7 7 - - -
Overhead f+MP H 30*50 50*50 40*20 - 17 1(1)2 14 -2 +3[+2] +2 vs crouching opponent
f+HP HL 40*80 50*50 60*20 - 17 2*2 18 0 +4
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 80 150 40 - 17+12 2 35 -15 -
Focus attack LVL 3 - 140 200 60 - 65 2 35 - -
Forward Throw 0.9 130 140 40 - 3 2 20 - - untechable knockdown
Back throw 0.9 130 120 40 - 3 2 20 - - untechable knockdown
Hadoken HL 60 100 10/20 su 13 - 45 (total duration) -6 -2 launch vs air, 16-17f cancellable
Hadoken EX HL 50*50 50*50 -250/0 su 12 - 40 (total duration) +1 - launch, juggle, 15-16f cancellable
Shoryuken LP HL 100[70] 200[100] 30/40 su 3 2+12 14+10 -17 - 1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3-30f airborne, launch, 3-4f hit cancellable
Shoryuken MP HL 80*50 150*50 20/20*20 su 3 2*12 25+18 -36 - 1~4f invincible, 5~16f lower body invincibility, 5-41f airborne, launch, 1st hit cancellable, 2nd hit juggle(1)
Shoryuken HP HL 100*50 150*50 20/20*20 su 3 2*12 28+18 -39 - 1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3-44f airborne, launch, 1st hit cancellable, 2nd hit juggle(1)
Shoryuken EX HL 80*60 100*100 -250/0 su 3 2*12 30+18 -39 - 1~16f invincible, 6-46f airborne, launch, 1st hit cancellable, 2nd hit juggle(1)
Hurricane Kick LK HL 100 200 30/30 - 11 2(6)2 12+5 -6 - 7-20f lower body invincibility, 7-32f airborne, launch, armor break, whiff vs crouch
Hurricane Kick MK HL 110 200 30/30 - 12 2(6)2(6)2(6)2(6)2 18+3 -2 - 7-45f lower body invincibility, 7-63f airborne, launch, armor break, whiff vs crouch
Hurricane Kick HK HL 120 200 30/30 - 12 2(6)2(6)2(6)2(6)2 18+3 -2 - 7-45f lower body invincibility, 7-63f airborne, launch, armor break, whiff vs crouch
Hurricane Kick EX HL 30x4*40 50x5 -250/0 - 11 1(3)1(3)1(3)1(3)1 18+3 -1 - 6-27f lower body invincibility, 6-45f airborne, 1-4 hit forces stand + launch vs air, 5th hit launch, armor break, juggle
Hurricane Kick LK (air) HL 70 100 10/40 - 9 2(6)2(6)2 10 - - launch
Hurricane Kick MK (air) HL 80 100 10/40 - 9 2(6)2(6)2 10 - - launch
Hurricane Kick HK (air) HL 90 100 10/40 - 9 2(6)2(6)2 10 - - launch
Hurricane Kick EX (air) HL 40x5 50x5 -250/0 - 7 1(3)1(3)1(3)1(3)1 4 - - launch, juggle
Super Combo HL 50x4*100 0 -1000/0 - 1+2 - 54 (total duration +11 - 1f invincible, 1-4 hit launch vs air, 5th hit launch, juggle
Ultra Combo 1 HL 42x7*75 0 0/0 - 1+10 - 121 (total duration) -25 - 1-11f invincible, 1-7 hit launch vs air, 8th hit launch, juggle
Ultra Combo 2 HL 270*38x4*50x3[270*233] 0 0/0 - 1+7 2*3x7 43+41 -84 - 1-8f invincible, 9-30f lower body invincibility, 10-73f airborne, untechable knockdown, 2-8 hit juggle, armor break, 1st hit triggers full animation
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes