Ryu (SSFIV): Difference between revisions

From SuperCombo Wiki
m (→‎Frame Data: formatting)
(→‎Frame Data: Stun durations and some amendments)
Line 37: Line 37:
! align="center"  |  
! align="center"  |  
! align="center"  | Frames
! align="center"  | Frames
! align="center"  |
! align="center"  | Frames of
! align="center"  |  
! align="center"  |  
! align="center" style="min-width:250px" |  
! align="center" style="min-width:250px" |  
Line 51: Line 53:
! align="center"  | On Guard
! align="center"  | On Guard
! align="center"  | On Hit
! align="center"  | On Hit
! align="center"  | Blockstun
! align="center"  | Hitstun
! align="center"  | Notes  
! align="center"  | Notes  
|-  
|-  
Line 64: Line 68:
| align="center"  | +2
| align="center"  | +2
| align="center"  | +5
| align="center"  | +5
| align="center"  | 10
| align="center"  | 13
|  |  
|  |  
|-  
|-  
Line 77: Line 83:
| align="center"  | -3
| align="center"  | -3
| align="center"  | +3
| align="center"  | +3
| align="center"  | 20
| align="center"  | 26
|  |  
|  |  
|-  
|-  
Line 90: Line 98:
| align="center"  | -15
| align="center"  | -15
| align="center"  | -10
| align="center"  | -10
| align="center"  | 17
| align="center"  | 22
|  | Forces stand  
|  | Forces stand  
|-  
|-  
Line 103: Line 113:
| align="center"  | -1
| align="center"  | -1
| align="center"  | +2
| align="center"  | +2
| align="center"  | 10
| align="center"  | 13
|  |  
|  |  
|-  
|-  
Line 116: Line 128:
| align="center"  | -7
| align="center"  | -7
| align="center"  | -2
| align="center"  | -2
| align="center"  | 13
| align="center"  | 18
|  |  
|  |  
|-  
|-  
Line 129: Line 143:
| align="center"  | -3
| align="center"  | -3
| align="center"  | +2
| align="center"  | +2
| align="center"  | 17
| align="center"  | 21*22
|  | 1st hit cancellable  
|  | 1st hit cancellable  
|-  
|-  
Line 142: Line 158:
| align="center"  | +2
| align="center"  | +2
| align="center"  | +5
| align="center"  | +5
| align="center"  | 10
| align="center"  | 13
|  |  
|  |  
|-  
|-  
Line 155: Line 173:
| align="center"  | -4
| align="center"  | -4
| align="center"  | -1
| align="center"  | -1
| align="center"  | 13
| align="center"  | 16
|  |
|  |
|-  
|-  
Line 168: Line 188:
| align="center"  | 0
| align="center"  | 0
| align="center"  | +4
| align="center"  | +4
| align="center"  | 17
| align="center"  | 21
|  |  
|  |  
|-  
|-  
Line 181: Line 203:
| align="center"  | -1
| align="center"  | -1
| align="center"  | +2
| align="center"  | +2
| align="center"  | 10
| align="center"  | 13
|  |  
|  |  
|-  
|-  
Line 194: Line 218:
| align="center"  | -5
| align="center"  | -5
| align="center"  | -2
| align="center"  | -2
| align="center"  | 13
| align="center"  | 16
|  |  
|  |  
|-  
|-  
Line 207: Line 233:
| align="center"  | -6
| align="center"  | -6
| align="center"  | -2
| align="center"  | -2
| align="center"  | 17
| align="center"  | 21
|  |  
|  |  
|-  
|-  
Line 220: Line 248:
| align="center"  | +2
| align="center"  | +2
| align="center"  | +5
| align="center"  | +5
| align="center"  | 10
| align="center"  | 13
|  |  
|  |  
|-  
|-  
Line 233: Line 263:
| align="center"  | +2
| align="center"  | +2
| align="center"  | +5
| align="center"  | +5
| align="center"  | 13
| align="center"  | 16
|  |  
|  |  
|-  
|-  
Line 246: Line 278:
| align="center"  | -18
| align="center"  | -18
| align="center"  | -13
| align="center"  | -13
|  | Forces stand  
| align="center"  | 17
| align="center"  | 22
|  | Forces stand, cannot super cancel until 7f
|-  
|-  
|  | crouch LK
|  | crouch LK
Line 259: Line 293:
| align="center"  | -1
| align="center"  | -1
| align="center"  | +2
| align="center"  | +2
| align="center"  | 10
| align="center"  | 13
|  |  
|  |  
|-  
|-  
Line 272: Line 308:
| align="center"  | -3
| align="center"  | -3
| align="center"  | 0
| align="center"  | 0
| align="center"  | 13
| align="center"  | 16
|  |   
|  |   
|-  
|-  
Line 284: Line 322:
| align="center"  | 28
| align="center"  | 28
| align="center"  | -14
| align="center"  | -14
| align="center"  | -
| align="center"  | 17
| align="center"  | -
| align="center"  | -
|  | untechable knockdown
|  | untechable knockdown
Line 298: Line 338:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 8
| align="center"  | 11
|  | startup leg projectile invincibility
|  | startup leg projectile invincibility
|-  
|-  
Line 311: Line 353:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 10
| align="center"  | 13
|  | leg projectile invincibility
|  | leg projectile invincibility
|-  
|-  
Line 324: Line 368:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 17
| align="center"  | 20
|  | startup leg projectile invincibility
|  | startup leg projectile invincibility
|-  
|-  
Line 337: Line 383:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 8
| align="center"  | 11
|  | startup leg projectile invincibility
|  | startup leg projectile invincibility
|-  
|-  
Line 350: Line 398:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 11
| align="center"  | 15
|  | startup leg projectile invincibility
|  | startup leg projectile invincibility
|-  
|-  
Line 363: Line 413:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 15
| align="center"  | 18
|  | startup leg projectile invincibility
|  | startup leg projectile invincibility
|-  
|-  
Line 376: Line 428:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 8
| align="center"  | 11
|  | startup leg projectile invincibility
|  | startup leg projectile invincibility
|-  
|-  
Line 389: Line 443:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 11
| align="center"  | 15
|  | startup leg projectile invincibility, 1st hit launch vs air (fully hittable), 2nd hit launch vs air
|  | startup leg projectile invincibility, 1st hit launch vs air (fully hittable), 2nd hit launch vs air
|-  
|-  
Line 402: Line 458:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 15
| align="center"  | 18
|  | startup leg projectile invincibility
|  | startup leg projectile invincibility
|-  
|-  
Line 415: Line 473:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 8
| align="center"  | 11
|  | startup leg projectile invincibility  
|  | startup leg projectile invincibility  
|-  
|-  
Line 428: Line 488:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 11
| align="center"  | 15
|  | startup leg projectile invincibility
|  | startup leg projectile invincibility
|-  
|-  
Line 441: Line 503:
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 15
| align="center"  | 18
|  | startup leg projectile invincibility
|  | startup leg projectile invincibility
|-  
|-  
Line 454: Line 518:
| align="center"  | -2
| align="center"  | -2
| align="center"  | +3[+1]
| align="center"  | +3[+1]
| +1 on crouch hit
| align="center"  | 13
| align="center"  | 20*18​[16]
| [] = crouch hit
|-  
|-  
|  | f+HP
|  | f+HP
Line 467: Line 533:
| align="center"  | 0
| align="center"  | 0
| align="center"  | +4
| align="center"  | +4
| align="center"  | 19
| align="center"  | 25*23
|  |   
|  |   
|-  
|-  
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| align="center"  | -21
| align="center"  | -21
| align="center"  | -21
| align="center"  | -21
| align="center"  | 15
| align="center"  | 15
|  | armor during charge, launch vs air, 4f~release dash cancellable
|  | armor during charge, launch vs air, 4f~release dash cancellable
|-  
|-  
Line 492: Line 562:
| align="center"  | 35
| align="center"  | 35
| align="center"  | -15
| align="center"  | -15
| align="center"  | -
| align="center"  | 21
| align="center"  | -
| align="center"  | -
|  | armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable
|  | armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable
Line 504: Line 576:
| align="center"  | 2
| align="center"  | 2
| align="center"  | 35
| align="center"  | 35
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
Line 517: Line 591:
| align="center"  | 2
| align="center"  | 2
| align="center"  | 20
| align="center"  | 20
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
Line 530: Line 606:
| align="center"  | 2
| align="center"  | 2
| align="center"  | 20
| align="center"  | 20
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | -
Line 545: Line 623:
| align="center"  | -6
| align="center"  | -6
| align="center"  | -2
| align="center"  | -2
| align="center"  | 8+18
| align="center"  | 8+22
|  | launch vs air, 15~16f cancellable, see notes below
|  | launch vs air, 15~16f cancellable, see notes below
|-  
|-  
Line 558: Line 638:
| align="center"  | +1
| align="center"  | +1
| align="center"  | -
| align="center"  | -
|  | launch, juggle(2), 14~15f cancellable, see notes below
| align="center"  | 8+13​[29]
| align="center"  | -
|  | launch, juggle(2), 14~15f cancellable, [] = minimum stun for all hits, see notes below
|-  
|-  
|  | Shoryuken LP
|  | Shoryuken LP
Line 570: Line 652:
| align="center"  | 14+10
| align="center"  | 14+10
| align="center"  | -17
| align="center"  | -17
| align="center"  | -
| align="center"  | 20
| align="center"  | -
| align="center"  | -
|  | 1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3~30f airborne, launch, 3~4f hit cancellable
|  | 1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3~30f airborne, launch, 3~4f hit cancellable
Line 582: Line 666:
| align="center"  | 2*12
| align="center"  | 2*12
| align="center"  | 25+18
| align="center"  | 25+18
| align="center"  | -36
| align="center"  | -34
| align="center"  | -
| align="center"  | 20
| align="center"  | -
| align="center"  | -
|  | 1~4f invincible, 5~16f lower body invincibility, 5~41f airborne, launch, 1st hit cancellable, 2nd hit juggle(1)
|  | 1~4f invincible, 5~16f lower body invincibility, 5~41f airborne, launch, 1st hit cancellable, 2nd hit juggle(1)
Line 595: Line 681:
| align="center"  | 2*12
| align="center"  | 2*12
| align="center"  | 28+18
| align="center"  | 28+18
| align="center"  | -39
| align="center"  | -37
| align="center"  | -
| align="center"  | 20
| align="center"  | -
| align="center"  | -
|  | 1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3~44f airborne, launch, 1st hit cancellable, 2nd hit juggle(1)
|  | 1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3~44f airborne, launch, 1st hit cancellable, 2nd hit juggle(1)
Line 609: Line 697:
| align="center"  | 30+18
| align="center"  | 30+18
| align="center"  | -39
| align="center"  | -39
| align="center"  | -
| align="center"  | 20
| align="center"  | -
| align="center"  | -
|  | 1~16f invincible, 6~46f airborne, cancellable until airborne, launch, 2nd hit juggle(1)
|  | 1~16f invincible, 6~46f airborne, cancellable until airborne, launch, 2nd hit juggle(1)
Line 623: Line 713:
| 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, 2nd hit aimed backwards
| align="center"  | 20
| align="center"  | -
|  | 7~20f lower body projectile invincibility, 7~32f airborne, launch, armor break, whiff vs crouch, 2nd hit aimed backwards, advantage based on 1st hit
|-  
|-  
|  | Hurricane Kick MK
|  | Hurricane Kick MK
Line 635: Line 727:
| align="center"  | 18+3
| align="center"  | 18+3
| align="center"  | -2
| align="center"  | -2
| align="center"  | -
| align="center"  | 20
| align="center"  | -
| align="center"  | -
|  | 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards
|  | 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards
Line 648: Line 742:
| align="center"  | 18+3
| align="center"  | 18+3
| align="center"  | -2
| align="center"  | -2
| align="center"  | -
| align="center"  | 20
| align="center"  | -
| align="center"  | -
|  | 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards
|  | 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards
Line 661: Line 757:
| align="center"  | 18+3
| align="center"  | 18+3
| align="center"  | -1
| align="center"  | -1
| align="center"  | -
| align="center"  | 20
| 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), 2nd/4th hit aimed backwards
|  | 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
Line 674: Line 772:
| align="center"  | until ground +10
| align="center"  | until ground +10
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 20
| align="center"  | -
| align="center"  | -
|  | launch, 2nd hit aimed backwards
|  | launch, 2nd hit aimed backwards
Line 687: Line 787:
| align="center"  | until ground +10
| align="center"  | until ground +10
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 20
| align="center"  | -
| align="center"  | -
|  | launch, 2nd hit aimed backwards
|  | launch, 2nd hit aimed backwards
Line 700: Line 802:
| align="center"  | until ground +10
| align="center"  | until ground +10
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 20
| align="center"  | -
| align="center"  | -
|  | launch, 2nd hit aimed backwards
|  | launch, 2nd hit aimed backwards
Line 713: Line 817:
| align="center"  | until ground +4
| align="center"  | until ground +4
| align="center"  | -
| align="center"  | -
| align="center"  | -
| align="center"  | 20
| align="center"  | -
| align="center"  | -
|  | launch, 2~5 hit juggle(4), 2nd/4th hit aimed backwards
|  | launch, 2~5 hit juggle(4), 2nd/4th hit aimed backwards
Line 724: Line 830:
| align="center"  | 1+1+1
| align="center"  | 1+1+1
| align="center"  | -
| align="center"  | -
| align="center"  | 54 (total duration)
| align="center"  | 52 (post-​freeze duration)
| 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), see notes below
| align="center"  | 8+20​[60]
| align="center"  | -
|  | 1f invincible, 1~4 hit launch vs air (untechable), 5th hit launch (untechable), juggle(5), [] = minimum stun for all hits, see notes below
|-  
|-  
|  | Ultra Combo 1
|  | Ultra Combo 1
Line 737: Line 845:
| align="center"  | 1+10
| align="center"  | 1+10
| align="center"  | -
| align="center"  | -
| align="center"  | 121 (total duration)
| align="center"  | 120 (post-​freeze duration)
| 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)
| align="center"  | 8+20​[84]
| align="center"  | -
|  | 1~11f invincible, 1~7 hit launch vs air (untechable), 8th hit launch (untechable), juggle(8), [] = minimum stun for all hits
|-  
|-  
|  | Ultra Combo 2
|  | Ultra Combo 2
Line 753: Line 863:
| align="center"  | -84
| align="center"  | -84
| align="center"  | -
| align="center"  | -
|  | 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
| align="center"  | 20
| align="center"  | -
|  | 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, advantage based on 2nd hit
|-   
|-   
! align="center"  |  
! align="center"  |  
Line 766: Line 878:
! align="center"  | Frames
! align="center"  | Frames
! align="center"  |  
! align="center"  |  
! align="center"  |  
! align="center"  | Frames of
| align="center"  |
| align="center"  |  
|-  
|-  
! align="center"  | Move Name
! align="center"  | Move Name
Line 779: Line 893:
! align="center"  | On Guard
! align="center"  | On Guard
! align="center"  | On Hit
! align="center"  | On Hit
! align="center"  | Blockstun
! align="center"  | Hitstun
! align="center"  | Notes
! align="center"  | Notes
|-  
|-  
Line 784: Line 900:
Notes
Notes
* Ryu's 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 on the next frame.
* Ryu's 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 on the next frame.
{{Super Street Fighter IV}}
{{Super Street Fighter IV}}

Revision as of 10:27, 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 Frames of
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Blockstun Hitstun Notes
Close LP HL 30 50 20 ch/sp/​su 3 3 6 +2 +5 10 13
Close MP HL 70 100 40 sp/su 3 3 21 -3 +3 20 26
Close HP HL 100​[80] 200​[150] 60 sp/su 5 7 26 -15 -10 17 22 Forces stand
Close LK HL 30 50 20 - 5 5 7 -1 +2 10 13
Close MK HL 70 100 40 sp/su 3 5 16 -7 -2 13 18
Close HK HL 40*70 125*75 60*20 su 8 8(2)4 17 -3 +2 17 21*22 1st hit cancellable
Far LP HL 30 50 20 ch/sp/​su 4 3 6 +2 +5 10 13
Far MP HL 80 100 40 su 5 4 14 -4 -1 13 16
Far HP HL 120 200 60 - 8 3 15 0 +4 17 21
Far LK HL 40 50 20 - 5 6 6 -1 +2 10 13
Far MK HL 80 100 40 - 8 2 17 -5 -2 13 16
Far HK HL 110 200 60 - 9 4 20 -6 -2 17 21
crouch LP HL 30 50 20 ch/sp/​su 3 2 7 +2 +5 10 13
crouch MP HL 60 100 40 sp/su 4 4 8 +2 +5 13 16
crouch HP HL 90 200 60 sp/su 4 8 28 -18 -13 17 22 Forces stand, cannot super cancel until 7f
crouch LK L 20 50 20 sp/su 4 3 9 -1 +2 10 13
crouch MK L 60 100 40 sp/su 5 5 12 -3 0 13 16
crouch HK L 90 100 60 - 5 4 28 -14 - 17 - untechable knockdown
Jump up LP H 50 50 20 - 10 7 - - - 8 11 startup leg projectile invincibility
Jump up MP H 80 100 40 - 5 5 - - - 10 13 leg projectile invincibility
Jump up HP H 100 200 60 - 6 5 - - - 17 20 startup leg projectile invincibility
Jump up LK H 40 50 20 - 5 9 - - - 8 11 startup leg projectile invincibility
Jump up MK H 80 100 40 - 6 10 - - - 11 15 startup leg projectile invincibility
Jump up HK H 100 200 60 - 4 4 - - - 15 18 startup leg projectile invincibility
Jump forward LP H 50 50 20 - 4 7 - - - 8 11 startup leg projectile invincibility
Jump forward MP H 50*30 50*50 40*20 - 7 3*4 - - - 11 15 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 - - - 15 18 startup leg projectile invincibility
Jump forward LK H 40 50 20 - 4 8 - - - 8 11 startup leg projectile invincibility
Jump forward MK H 70 100 40 - 6 6 - - - 11 15 startup leg projectile invincibility
Jump forward HK H 100 200 60 - 7 7 - - - 15 18 startup leg projectile invincibility
Overhead f+MP H 30*50 50*50 40*20 - 17 1(1)2 14 -2 +3[+1] 13 20*18​[16] [] = crouch hit
f+HP HL 40*80 50*50 60*20 - 17 2*2 18 0 +4 19 25*23
Focus Attack LVL 1 HL 60 100 20 d (10~17)​+11 2 35 -21 -21 15 15 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 - 21 - 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 8+18 8+22 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 - 8+13​[29] - launch, juggle(2), 14~15f cancellable, [] = minimum stun for all hits, see notes below
Shoryuken LP HL 100​[70] 200​[100] 30/40 su 3 2+12 14+10 -17 - 20 - 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 -34 - 20 - 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 -37 - 20 - 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 - 20 - 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 - 20 - 7~20f lower body projectile invincibility, 7~32f airborne, launch, armor break, whiff vs crouch, 2nd hit aimed backwards, advantage based on 1st hit
Hurricane Kick MK HL 110 200 30/30 - 12 2(6)2​(6)​2(6)2(6)2 18+3 -2 - 20 - 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 - 20 - 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 - 20 - 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 - - 20 - launch, 2nd hit aimed backwards
Hurricane Kick MK (air) HL 80 100 10/40 - 9 2(6)2(6)2 until ground +10 - - 20 - launch, 2nd hit aimed backwards
Hurricane Kick HK (air) HL 90 100 10/40 - 9 2(6)2(6)2 until ground +10 - - 20 - 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 - - 20 - launch, 2~5 hit juggle(4), 2nd/4th hit aimed backwards
Super Combo HL 50x4​*100 0 -1000/0 - 1+1+1 - 52 (post-​freeze duration) +11 - 8+20​[60] - 1f invincible, 1~4 hit launch vs air (untechable), 5th hit launch (untechable), juggle(5), [] = minimum stun for all hits, see notes below
Ultra Combo 1 HL 42x7​*75 0 0/0 - 1+10 - 120 (post-​freeze duration) -25 - 8+20​[84] - 1~11f invincible, 1~7 hit launch vs air (untechable), 8th hit launch (untechable), juggle(8), [] = minimum stun for all hits
Ultra Combo 2 HL 270​*38x4​*50x3​[270*233] 0 0/0 - 1+7 2*3x7 43+41 -84 - 20 - 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, advantage based on 2nd hit
Block Super Meter Frames Frames of
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Blockstun Hitstun Notes

Notes

  • Ryu's 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 on the next frame.