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Ryu only has one goal in life: to perfect his skills and become the ultimate martial artist. A fairly aloof warrior, Ryu continually travels the globe in search of stronger and stronger opponents to help him achieve this goal. After defeating Sagat for the World Champion Street Fighter title, he was considered by most to be the most powerful fighter in the world. And yet, Ryu's true potential may still remain untapped, and only a glimpse of it was seen in his climactic battle with Shadaloo's leader, M. Bison. Only time will tell if Ryu can avoid being swallowed up by the dangerous power of the Satsui no Hado... | Ryu only has one goal in life: to perfect his skills and become the ultimate martial artist. A fairly aloof warrior, Ryu continually travels the globe in search of stronger and stronger opponents to help him achieve this goal. After defeating Sagat for the World Champion Street Fighter title, he was considered by most to be the most powerful fighter in the world. And yet, Ryu's true potential may still remain untapped, and only a glimpse of it was seen in his climactic battle with Shadaloo's leader, M. Bison. Only time will tell if Ryu can avoid being swallowed up by the dangerous power of the Satsui no Hado... | ||
| | | | ||
Ryu epitomizes the saying of "A minute to learn, a lifetime to master" the most of any Street Fighter character. Ryu has all the basic tools you need: great normals, a projectile, an effect anti-air, FADC combos, etc. But as a result, he has very few gimmicks and shenanigans. You can get by playing Ryu with a solid understanding of his basic strategy, but learning Ryu at the highlest level requires very solid mind games and very solid fundamentals.}} | Ryu epitomizes the saying of "A minute to learn, a lifetime to master" the most of any Street Fighter character. Ryu has all the basic tools you need: great normals, a projectile, an effect anti-air, Focus Attack Dash Cancel (FADC) combos, etc. But as a result, he has very few gimmicks and shenanigans. You can get by playing Ryu with a solid understanding of his basic strategy, but learning Ryu at the highlest level requires very solid mind games and very solid fundamentals.}} | ||
Revision as of 16:29, 12 September 2014

Ryu
Ryu only has one goal in life: to perfect his skills and become the ultimate martial artist. A fairly aloof warrior, Ryu continually travels the globe in search of stronger and stronger opponents to help him achieve this goal. After defeating Sagat for the World Champion Street Fighter title, he was considered by most to be the most powerful fighter in the world. And yet, Ryu's true potential may still remain untapped, and only a glimpse of it was seen in his climactic battle with Shadaloo's leader, M. Bison. Only time will tell if Ryu can avoid being swallowed up by the dangerous power of the Satsui no Hado...
In a nutshell
Ryu epitomizes the saying of "A minute to learn, a lifetime to master" the most of any Street Fighter character. Ryu has all the basic tools you need: great normals, a projectile, an effect anti-air, Focus Attack Dash Cancel (FADC) combos, etc. But as a result, he has very few gimmicks and shenanigans. You can get by playing Ryu with a solid understanding of his basic strategy, but learning Ryu at the highlest level requires very solid mind games and very solid fundamentals.
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Crouch MK: On block now -2 from -3
- Diagonal Jump MP: 1st hit now cancellable any version of the Airborne Tatsumaki Senpukyaku
- EX Shoryuken: First hit now gives Ryu a Free Juggle
- Airborne Tatsumaki Senpukyaku: Light, Medium, and Hard versions now given Juggle Potential (exact data unknown)
- EX Airborne Tatsumaki Senpukyaku: Hitbox expanded and vacuum effect on hit increased, easier to land all hits
- Metsu Shoryuken (UC2): Startup invincibility increased to frames 1-9 from frames 1-8
- L and M Shoryuken --> EX Focus Cancel --> Forward Dash now -5F on block at best
(New to Ultra SFIV Console Digital Release)
- EX Hadoken: Startup reduced to 11 frames from 12 frames
Character Specific Data
Ryu
VITALS | |||||
---|---|---|---|---|---|
Health: | 1000 | Stun: | 1000 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.045 | Forward Dash Distance: | 1.10 | ||
Back Walk Speed: | 0.03 | Forward Dash Total Frames: | 18 | ||
JUMPING | Back Dash Distance: | 0.75 | |||
Jump Height Apex: | 1.76 | Back Dash Total Frames: | 27 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.92 | Back Dash Airborne: | 10 | ||
Back Jump Distance | 1.92 | Back Dash Recovery: | 9 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.90 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.90 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Collarbone Breaker | Hard Knockdowns: | Crouch HK | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK | Armor Breakers: | Tatsumaki Senpukyaku, EX Tatsumaki Senpukyaku, Metsu Shoryuken | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Close MP, Close HP, Close HK (1st Hit), Hadoken (Corner Only) | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 65 | ||||
L1 Focus Attack Forward Dash: | -2 | L2 FA Forward Dash (On Block): | +4 | ||
L1 Focus Attack Back Dash: | -11 | L2 FA Back Dash (On Block): | -5 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ A quick elbow to the opponent. Like other close jabs/LPs, wihffs on crouchers sometimes. I find it easier to combo to a c.HP on a standing opponent using this. Chain, special and super cancellable. | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | |
~~ Uses and Strategies ~~ Punch to the gut. Unsafe on block if you don't cancel it to something else. Special and super cancellable. | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | |
~~ Uses and Strategies ~~ Not used often outside of combos. Unsafe if you don't cancel. Special and super cancellable. | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ A low kick to the shin. Tiny bit unsafe on block. | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | |
~~ Uses and Strategies ~~ A knee to the opponent's stomach. Not really used much. Special and super cancellable. | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ Axe kick that hits twice. Good damage. |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ Quick jab with short range. Special and super cancellable. Its a bit notable that some players like to throw one or two of these out before a Hadoken, probably to psyche the opponent out after a bit. You might be able to make a fake pattern by repeatedly throwing a jab out before a Hadoken to get your opponent to jump. | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ A straight punch with good range. Decent poke. Can be used as a far anti-air. Special and super cancellable. | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ Lots of stun. Not used often. | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ A quick kick into the air diagonally. Decent anti-air if you can time it right. Some players like to use the same conditioning strategy as above with far LP. | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ Good range for poking. | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ Can be used as a far anti-air. |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ Combo extender/starter. Chain, special, and super cancellable. | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ A uppercut. Good anti air/crossup if you think a Shoryuken will miss. | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ Rapid-fire combo starter with short range. | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ The shoto-patented c.MK. Good for footsies, can cancel it into a Hadoken to continue pressure/chip, and used in bread n' butter combos. Good range, hits low. Special and super cancellable. | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ Sweep kick. Sometimes used as a combo ender or punisher. Unsafe on block, so don't throw this out at random. |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / uf + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ The preferred air-to-air move. Hits twice. The first hit can be cancelled into an Air Tatsumaki for a bit more damage. Depending on how many hits you get, you can juggle different moves. If it only hits once, they go into a free juggle state in which basically anything will hit them. If you get two hits, you can only followup with: | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ Uses and Strategies ~~ Crosses up. | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ Crosses up. | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + hk | |
~~ Uses and Strategies ~~ The best jump in to do from long-range/not crossing up. |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Collarbone Breaker |
Overhead | f + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Solar Plexus Strike |
Rocket Punch | f + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Shoulder Throw |
Forward Throw | f or n + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Somersault Throw |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Hadoken |
Fireball | qcf + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Shoryuken |
Uppercut | dp + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Tatsumaki Senpukyaku |
Hurricane Kick | qcb + k ex armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Air Tatsumaki Senpukyaku |
Air Hurricane | (in air) qcb + k ex | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Shinku Hadoken |
Super Combo | qcf qcf + p | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Metsu Hadoken |
Ultra Combo I | qcf qcf + 3p | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Metsu Shoryuken |
Ultra Combo II | qcf qcf + 3k armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
Frame Data