Ryu (SSFIV): Difference between revisions

From SuperCombo Wiki
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| align="center"  | -6
| align="center"  | -6
| align="center"  | -2
| align="center"  | -2
|  | launch vs air, 15~16f cancellable
|  | launch vs air, 15~16f cancellable, see notes below
|-  
|-  
|  | Hadoken EX
|  | Hadoken EX
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| align="center"  | +1
| align="center"  | +1
| align="center"  | -
| align="center"  | -
|  | launch, juggle(2), 14~15f cancellable
|  | launch, juggle(2), 14~15f cancellable, see notes below
|-  
|-  
|  | Shoryuken LP
|  | Shoryuken LP
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| align="center"  | -6
| align="center"  | -6
| align="center"  | -
| align="center"  | -
|  | 7~20f lower body projectile invincibility, 7~32f airborne, launch, armor break, whiff vs crouch
|  | 7~20f lower body projectile invincibility, 7~32f airborne, launch, armor break, whiff vs crouch, 2nd hit aimed backwards
|-  
|-  
|  | Hurricane Kick MK
|  | Hurricane Kick MK
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| align="center"  | -2
| align="center"  | -2
| align="center"  | -
| align="center"  | -
|  | 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch
|  | 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards
|-  
|-  
|  | Hurricane Kick HK
|  | Hurricane Kick HK
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| align="center"  | -2
| align="center"  | -2
| align="center"  | -
| align="center"  | -
|  | 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch
|  | 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards
|-  
|-  
|  | Hurricane Kick EX
|  | Hurricane Kick EX
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| align="center"  | -1
| align="center"  | -1
| align="center"  | -
| align="center"  | -
|  | 6~27f lower body projectile invincibility, 6~45f airborne, 1~4 hit forces stand + launch vs air, 5th hit launch, armor break, juggle(5)
|  | 6~27f lower body projectile invincibility, 6~45f airborne, 1~4 hit forces stand + launch vs air, 5th hit launch, armor break, juggle(5), 2nd/4th hit aimed backwards
|-  
|-  
|  | Hurricane Kick LK (air)
|  | Hurricane Kick LK (air)
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| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  | launch
|  | launch, 2nd hit aimed backwards
|-  
|-  
|  | Hurricane Kick MK (air)
|  | Hurricane Kick MK (air)
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| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  | launch
|  | launch, 2nd hit aimed backwards
|-  
|-  
|  | Hurricane Kick HK (air)
|  | Hurricane Kick HK (air)
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| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  | launch
|  | launch, 2nd hit aimed backwards
|-  
|-  
|  | Hurricane Kick EX (air)
|  | Hurricane Kick EX (air)
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| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
|  | launch, 2~5 hit juggle(4)
|  | launch, 2~5 hit juggle(4), 2nd/4th hit aimed backwards
|-  
|-  
|  | Super Combo
|  | Super Combo
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| align="center"  | +11
| align="center"  | +11
| align="center"  | -
| align="center"  | -
|  | 1f invincible, 1~4 hit launch vs air (untechable), 5th hit launch (untechable), juggle(5)
|  | 1f invincible, 1~4 hit launch vs air (untechable), 5th hit launch (untechable), juggle(5), see notes below
|-  
|-  
|  | Ultra Combo 1
|  | Ultra Combo 1
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| align="center"  | -25
| align="center"  | -25
| align="center"  | -
| align="center"  | -
|  | 1~11f invincible, 1~7 hit launch vs air (untechable), 8th hit launch (untechable), juggle(8)
|  | 1~11f invincible, 1~7 hit launch vs air (untechable), 8th hit launch (untechable), juggle(8), see notes below
|-  
|-  
|  | Ultra Combo 2
|  | Ultra Combo 2
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Notes
Notes
* Projectiles are spawned a frame before they hit.<br>e.g. If Ryu is hit out of a Hadoken on 12f then it will not be a counterhit and the fireball will still appear.
* Projectiles are spawned a frame before they hit.<br>e.g. If Ryu is hit out of a Hadoken on 12f then it will not be a counterhit and the fireball will still appear.
* Even numbered Hurricane Kick hits are aimed backwards.
{{Super Street Fighter IV}}
{{Super Street Fighter IV}}

Revision as of 02:03, 15 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 - - - startup leg projectile invincibility
Jump up MP H 80 100 40 - 5 5 - - - leg projectile invincibility
Jump up HP H 100 200 60 - 6 5 - - - startup leg projectile invincibility
Jump up LK H 40 50 20 - 5 9 - - - startup leg projectile invincibility
Jump up MK H 80 100 40 - 6 10 - - - startup leg projectile invincibility
Jump up HK H 100 200 60 - 4 4 - - - startup leg projectile invincibility
Jump forward LP H 50 50 20 - 4 7 - - - startup leg projectile invincibility
Jump forward MP H 50*30 50*50 40*20 - 7 3*4 - - - startup leg projectile invincibility, 1st hit launch vs air (fully hittable), 2nd hit launch vs air
Jump forward HP H 100 200 60 - 6 5 - - - startup leg projectile invincibility
Jump forward LK H 40 50 20 - 4 8 - - - startup leg projectile invincibility
Jump forward MK H 70 100 40 - 6 6 - - - startup leg projectile invincibility
Jump forward HK H 100 200 60 - 7 7 - - - startup leg projectile invincibility
Overhead f+MP H 30*50 50*50 40*20 - 17 1(1)2 14 -2 +3[+1] +1 on crouch hit
f+HP HL 40*80 50*50 60*20 - 17 2*2 18 0 +4
Focus Attack LVL 1 HL 60 100 20 d (10~17)+11 2 35 -21 -21 armor during charge, launch vs air, 4f~release dash cancellable
Focus attack LVL 2 HL 80 150 40 d (18~50)+11 2 35 -15 - armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable
Focus attack LVL 3 - 140 200 60 d 51+14 2 35 - - 1-64f armor, armor break, crumple vs ground, launch vs air (fully hittable), 4~51f dash cancellable
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 12+1 - 45 (total duration) -6 -2 launch vs air, 15~16f cancellable, see notes below
Hadoken EX HL 50*50 50*50 -250/0 su 11+1 - 40 (total duration) +1 - launch, juggle(2), 14~15f cancellable, see notes below
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*1+11 30+18 -39 - 1~16f invincible, 6~46f airborne, cancellable until airborne, launch, 2nd hit juggle(1)
Hurricane Kick LK HL 100 200 30/30 - 11 2(6)2 12+5 -6 - 7~20f lower body projectile invincibility, 7~32f airborne, launch, armor break, whiff vs crouch, 2nd hit aimed backwards
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 projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards
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 projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards
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 projectile invincibility, 6~45f airborne, 1~4 hit forces stand + launch vs air, 5th hit launch, armor break, juggle(5), 2nd/4th hit aimed backwards
Hurricane Kick LK (air) HL 70 100 10/40 - 9 2(6)2(6)2 until ground +10 - - launch, 2nd hit aimed backwards
Hurricane Kick MK (air) HL 80 100 10/40 - 9 2(6)2(6)2 until ground +10 - - launch, 2nd hit aimed backwards
Hurricane Kick HK (air) HL 90 100 10/40 - 9 2(6)2(6)2 until ground +10 - - launch, 2nd hit aimed backwards
Hurricane Kick EX (air) HL 40x5 50x5 -250/0 - 7 1(3)1(3)1(3)1(3)1 until ground +4 - - launch, 2~5 hit juggle(4), 2nd/4th hit aimed backwards
Super Combo HL 50x4*100 0 -1000/0 - 1+1+1 - 54 (total duration +11 - 1f invincible, 1~4 hit launch vs air (untechable), 5th hit launch (untechable), juggle(5), see notes below
Ultra Combo 1 HL 42x7*75 0 0/0 - 1+9+1 - 121 (total duration) -25 - 1~11f invincible, 1~7 hit launch vs air (untechable), 8th hit launch (untechable), juggle(8), see notes below
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, launch (untechable), 2~8 hit juggle(6), 1st hit 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

Notes

  • Projectiles are spawned a frame before they hit.
    e.g. If Ryu is hit out of a Hadoken on 12f then it will not be a counterhit and the fireball will still appear.