Ryu (SSFIV): Difference between revisions

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|  | 1~16f invincible, 6~46f airborne, cancellable until airborne, launch, 2nd hit juggle(1)
|  | 1~16f invincible, 6~46f airborne, 1st~2nd hit cancellable until airborne, launch, 2nd hit juggle(1)
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|  | Hurricane Kick LK
|  | Hurricane Kick LK

Revision as of 03:46, 17 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

Damage Values Framedata Advantage Stun Duration
Move Name Block H/L Damage Stun Meter Gain Cancel Ability Startup Active Recovery Block Hit Block Hit 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 da (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 da (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 da 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, 1st~2nd hit 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
Dash - - - - - - - 18 - - - -
Backdash - - - - - - - 27 - - - - 1~8f invincible, 10~18f airborne
Move Name Block H/L Damage Stun Meter Gain Cancel Ability Startup Active Recovery Block Hit Block Hit Notes
Damage Values Framedata Advantage Stun Duration
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.