Ultra Street Fighter IV/Ryu: Difference between revisions

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A quick kick into the air diagonally. Has a decent hitbox around the foot, so it's an effective (albeit low-damage) anti-air if you can time it right. Most often used to stuff divekicks on reaction.
A quick kick into the air diagonally. Has a decent hitbox around the foot, so it's an effective (albeit low-damage) anti-air if you can time it right. Most often used to stuff divekicks on reaction.


Far LK has some other advanced uses that don't involve hitting your opponent with it. If your opponent is looking to jump over a fireball on reaction (which won't earn them a full jumpin combo but is a decent way to close in on Ryu), QCF+LK is a classic way to "fake" a fireball so you can bait the jump and then anti-air it. This is especially effective offline against players who try to react to the sound of your stick motion and button presses. In high-level shoto matches, you'll see both players throw their far LK out occasionally at midrange. All "normal" shoto far LKs (Ken, Ryu, Evil Ryu and Akuma) remove a significant part of their hurtbox around their planted foot, which will cause low pokes to whiff if you press far LK just before a crouching MK or crouching HK tries to clip your toes. This is low-risk if you have the exact spacing down and can leave your opponent vulnerable to counter-attack or even a big punish like crouching MK xx EX fireball FADC Ultra 1.
Far LK has some other advanced uses that don't involve hitting your opponent with it. If your opponent is looking to jump over a fireball on reaction (which won't earn them a full jumpin combo but is a decent way to close in on Ryu), QCF+LK is a classic way to "fake" a fireball so you can bait the jump and then anti-air it. This is especially effective offline against players who try to react to the sound of your stick motion and button presses.
 
In high-level shoto matches, you'll see both players throw their far LK out occasionally at midrange. All "normal" shoto far LKs (Ken, Ryu, Evil Ryu and Akuma) remove a significant part of their hurtbox around their planted foot, which will cause low pokes to whiff if you press far LK just before a crouching MK or crouching HK tries to clip your toes. This is low-risk if you have the exact spacing down and can leave your opponent vulnerable to counter-attack or even a big punish like crouching MK xx EX fireball FADC Ultra 1.
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{{USFIVMoveListRow|Ryu|FarMK|
{{USFIVMoveListRow|Ryu|FarMK|

Revision as of 19:03, 24 December 2014

Ultra Street Fighter IVUSFIV-Header.png

Ryu

SSFIV-Ryu Face.jpg

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 effective 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.

Players to Watch

Alex Valle (USA), John Choi (USA), CCG Air (CA)

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

(New to 1.04 Update)

  • Hadoken: Light version's travel speed reduced, Heavy version's travel speed increased
  • Close Stand HK: Recovery increased to 17 frames from 15 frames; hitstun and blockstun on standing characters increased by 3 frames; hitstun and blockstun on crouching characters increased by 2 frames; second hit now Super, EX Focus, and EX Red Focus cancelable

Character Specific Data

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, 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.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 3 3 6 +2 +5
Close MP Close Strong.gif 70 100 40 HL sp/su 3 3 21 -3 +3
Close HP Close Fierce.gif 100[80] 200[150] 60 HL sp/su 5 7 26 -15 -10
Close LK Close Short.gif 30 50 20 HL - 5 5 7 -1 +2
Close MK Close Forward.gif 80 100 40 HL sp/su 3 5 16 -7 -2
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 8 8(2)4 17 0 +5
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 4 3 6 +2 +5
Far MP Far Strong.gif 80 100 40 HL sp/su 5 4 14 -4 -1
Far HP Far Fierce.gif 120 200 60 HL - 8 3 15 0 +4
Far LK Far Short.gif 40 50 20 HL - 5 6 6 -1 +2
Far MK Far Forward.gif 80 100 40 HL - 8 2 17 -5 -2
Far HK Far Roundhouse.gif 110 200 60 HL - 9 4 20 -6 -2
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 3 2 7 +2 +5
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 4 4 8 +2 +5
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 4 8 28 -18 -13
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 -1 +2
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 5 12 -2 0
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 5 4 28 -14 -
Collarbone Breaker Right.gif+Strong.gif 30*50 50*50 40*20 H - 17 1(1)2 14 -2 +3
Solar Plexus Strike Right.gif+Fierce.gif 40*60 50*50 60*20 HL [sp/su] 17 2*2 18 0 +4
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 10 7 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 5 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 5 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 10 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 4 4 - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 4 7 - - -
Diagonal Jump MP Diagonal Jump Strong.gif 50*30 50*50 40*20 H sp/su*- 7 3*4 - - -
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 6 5 - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 4 8 - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 6 6 - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 7 7 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shoulder Throw Forward Throw 130 140 40 0.9 - 3 2 20 - -
Somersault Throw Back Throw 130 120 40 0.9 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Hadoken Hadoken 70 100 10/20 HL su 13 - 32 -6 -2
EX Hadoken Hadoken EX.gif 50*50 50*50 -250/0 HL su 11 - 29 +1 -
Shoryuken Shoryuken Jab.gif 100[70] 200[100] 30/40 HL su 3 14 14 + After landing 10 -17 -
Shoryuken Strong.gif 80*50 150*50 20/20*20 HL su*- 3 2*12 25 + After landing 18 -34 -
Shoryuken Fierce.gif 160[60] 200[50] 20/40[20] HL - 3 14 28 + After landing 18 -37 -
EX Shoryuken Shoryuken EX.gif 80*60 100*100 -250/0 HL su 3 2*12 30 + After landing 18 -39 -
Tatsumaki Senpukyaku Tatsumaki Senpukyaku Short.gif 100 200 30/30 HL - 11 2(6)2 12 + After landing 5 -6 -
Tatsumaki Senpukyaku Forward.gif 110 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 -2 -
Tatsumaki Senpukyaku Roundhouse.gif 120 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 -2 -
EX Tatsumaki Senpukyaku Tatsumaki Senpukyaku EX.gif 30x4*40 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18 + After landing 3 -1 -
Air Tatsumaki Senpukyaku Airborne Tatsumaki Senpukyaku Short.gif 70 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - -
Airborne Tatsumaki Senpukyaku Forward.gif 80 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - -
Airborne Tatsumaki Senpukyaku Roundhouse.gif 90 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - -
EX Air Tatsumaki Senpukyaku Airborne Tatsumaki Senpukyaku EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 After landing 4 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Shinku Hadoken Shinku Hadoken 50x4*100 0 -1000/0 HL - 1+2 - 49 +11 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv
Metsu Hadoken Metsu Hadoken 42x7*75 0 0/0 HL - 0+11 - 109 -25 -
Metsu Shoryuken Metsu Shoryuken 270*38x4*50x3[270*233] 0 0/0 HL - 0+8 3*3x7 43+ After landing 41 -84 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Block Adv Hit Adv


Moves

If an admin or someone who knows how to add pictures to the moves, check N00bdragon's contribs page here and add them please?

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. Chain, special and super cancellable. Like other close jabs/LPs, whiffs on most crouching characters. This move is strictly worse than crouching LP and is usually seen when you meant to chain into far LP (which does hit crouchers).

File:No image.png

Close MP

Close Strong Close mp

~~ Uses and Strategies ~~

Quick punch to the gut. Special and super cancellable. Like many cl.MPs, this is intended for use as a frame trap, as the long recovery makes it easy to confirm into a combo on hit (though the link itself is not easy). HP Shoryuken or Super will always combo on hit and certain normals will combo on counter-hit depending on the character and range. Because of its long hitstun, cl.MP also combos into just about anything (even Ultra 1!) if it trades with something like a crouch tech. Unfortunately this move is as negative on block as it is advantageous on hit, which can end your pressure or even get you punished, so it doesn't see much use.

File:No image.png

Close HP

Close Fierce Close hp

~~ Uses and Strategies ~~

An odd-looking standing uppercut. Special and super cancellable, and forces standing. Not a very important tool, but as Ryu's highest-damage special-cancellable normal, it sees use in punish combos (close HP xx HP Shoryuken is an easy 270 damage punish), corner FADC combos and frame traps. Very unsafe on both hit and block if you don't cancel it.

File:No image.png

Close LK

Close Short Close lk

~~ Uses and Strategies ~~

Ryu kicks the opponent in the shin (does not need to be blocked low). With no cancel properties, slow startup for a light move, slightly negative on block and slightly positive on hit, this move has no "obvious" uses. Its surprisingly large number of active frames makes it interesting as a meaty attack. This in conjunction with its lack of cancel properties can be exploited to option select the wakeup options of certain characters--for example, close LK followed by a properly timed HP Shoryuken or Ultra will defeat most of Rufus's wakeup options (only EX Snake Strike will let him out). Still, applications like this are rare, and difficult to work into your game. More practically used before ticking into a throw, as the odd timing on this relative to Ryu's other light moves can throw off your opponent's tech timing. Overall, not a good move.

File:No image.png

Close MK

Close Forward Close mk

~~ Uses and Strategies ~~

A knee to the opponent's stomach. Special and super cancellable. Does unusually high damage given its fast startup. Most interestingly, this move does very low pushback, which opens up new midscreen FADC combos and allows close MK xx EX Hadoken to combo into Ultra 1 on many characters. Outside of combos, you can try to abuse this move like Sakura's notorious close HP--waking up with close MK xx Hadoken or EX Hadoken is risky, but can turn the tables if your opponent staggers their pressure trying to bait your DP or beat a late crouch tech.

File:No image.png

Close HK

Close Roundhouse Close hk

~~ Uses and Strategies ~~

Axe kick that hits twice. Both hits are super cancellable. Does huge damage and stun, but pushes you very far back on hit or block. As of the v1.04 patch, you have enough advantage on hit to combo into many far-reaching moves regardless of whether the opponent is hit standing or crouching (although some combos still do not work on certain crouching characters with "fat" hitboxes). Another change in that patch is that you can focus cancel the second hit and FADC forward to continue your combo. Both of these changes enable exceptionally high-damage and high-stun combos if Ryu lands a jumpin and combos into cl.HK when he lands.

Standing Far Normals

  Name Nickname Command Notes
File:No image.png

Far LP

Far Jab lp

~~ Uses and Strategies ~~

Quick jab with okay range. Special and super cancellable. The hitbox extends well beyond the hurtbox, so it will reliably stuff just about any move that doesn't go under it. Throwing random far jabs out is an effective way to deter forward dashes and forward-moving attacks (rekkas, Honda's headbutt, Blanka's horizontal ball, etc.) without leaving yourself open to whiff punishes by players with sharp reflexes. The startup is fast enough that you can also knock moves like Blanka's horizontal ball out of the air on reaction when your opponent throws them out from long range. The low damage of far LP is a downside, but crouching MK and crouching HK will always combo after this move on hit. Also serves as a passable, low-risk anti-air against players jumping from very far away.

File:No image.png

Far MP

Far Strong mp

~~ Uses and Strategies ~~

A straight punch with good range, slightly shorter than crouching MK. Special and super cancellable. Like st.LP, the hitbox extends well beyond the hurtbox, so it's an outstanding counterpoke that you'll want to two-in-one into specials like fireball, EX fireball or tatsu. Sticking this poke out into the space directly in front of your opponent (after hitting them with your forward MP overhead, for example) can greatly limit their options. Along with crouching MP, far MP is a crucial footsies tool in matchups where your opponent has low pokes that consistently beat your crouching MK (e.g. Gen's crouching MP) or high pokes that go over your crouching MK (e.g. Dictator's standing MK/HK and all versions of Scissors). One other important use that many Ryus overlook: confirm your combos into far MP if you're just outside of crouching HP range, as it does 20 more damage than crouching MK.

File:No image.png

Far HP

Far Fierce hp

~~ Uses and Strategies ~~

A big hook that does hefty damage and stun. Ryu's single most damaging normal and decent as a frame trap, but the slow startup, massive pushback and lack of cancel properties/combo follow-ups make it hard to use. You can always combo into HP super on hit and crouching HK will sometimes combo on counter-hit (distance-dependent). It's not obvious in-game, but the hitbox extends significantly above the hurtbox that stops at the top of his arm, making it passable as an anti-air.

File:No image.png

Far LK

Far Short lk

~~ Uses and Strategies ~~

A quick kick into the air diagonally. Has a decent hitbox around the foot, so it's an effective (albeit low-damage) anti-air if you can time it right. Most often used to stuff divekicks on reaction.

Far LK has some other advanced uses that don't involve hitting your opponent with it. If your opponent is looking to jump over a fireball on reaction (which won't earn them a full jumpin combo but is a decent way to close in on Ryu), QCF+LK is a classic way to "fake" a fireball so you can bait the jump and then anti-air it. This is especially effective offline against players who try to react to the sound of your stick motion and button presses.

In high-level shoto matches, you'll see both players throw their far LK out occasionally at midrange. All "normal" shoto far LKs (Ken, Ryu, Evil Ryu and Akuma) remove a significant part of their hurtbox around their planted foot, which will cause low pokes to whiff if you press far LK just before a crouching MK or crouching HK tries to clip your toes. This is low-risk if you have the exact spacing down and can leave your opponent vulnerable to counter-attack or even a big punish like crouching MK xx EX fireball FADC Ultra 1.

File:No image.png

Far MK

Far Forward mk

~~ Uses and Strategies ~~

Decent range side kick. Flatly worse than Evil Ryu's in every way--it doesn't move Ryu forward, the hitbox is significantly worse (ends at the ankle instead of the toes) and it's negative on block and hit (it can be sweeped on block in the Ryu mirror, for example). Still a decent move for beating crouching forwards and stuffing crouch techs, just don't go too nuts with it.

File:No image.png

Far HK

Far Roundhouse hk

~~ Uses and Strategies ~~

A classic roundhouse kick. Slow to start up, but goes very far (same range as your sweep) and does solid damage. Makes a good anti-air if the opponent is jumping in from afar. An alright poke to throw out sometimes against someone who's walking back and forth trying to react to a fireball or whiff punish a crouching MK or HK--the range can catch players off guard, and very few characters can punish it on block.

Crouching Normals

  Name Nickname Command Notes
File:No image.png

Crouch LP

Crouch Jab d + lp

~~ Uses and Strategies ~~

A crouching jab, just like it says on the tin. Chain, special, and super cancellable. Crummy damage, but the ability to chain this move into itself (or crouching LK) and option select backdashes while threatening to link into/frame trap with higher-damage moves or tick throw at any time make it the foundation of Ryu's offense. Against mashy opponents, be aware that chained crouching light moves are Ryu's only frame-tight blockstring--as soon as a blocked chain ends, a mashed DP or Ultra will stop your offense cold if you don't pause to bait it.

File:No image.png

Crouch MP

Crouch Strong d + mp

~~ Uses and Strategies ~~

Crouching straight punch. Special and super cancellable. One of Ryu's best close-range party starters as it's fast to start up, positive on block and confirms into juicy combos on hit. Also recovers quickly and has an excellent horizontal hitbox that extends well beyond its hurtbox, so you can stick this out at midrange with relative impunity and stuff many characters' pokes clean with the right timing. The significant downside of crouching MP is that it has more pushback and hitstop/recovery than crouching LP, which makes it hard to continue pressure or successfully tick throw when it gets blocked.

File:No image.png

Crouch HP

Crouch Fierce d + hp

~~ Uses and Strategies ~~

A normal-looking uppercut. Special and super cancellable. A combo staple because it can be linked from crouching LP and crouching MP, stands your opponent on hit (which allows crouching HP xx tatsu to combo even if your opponent was hit crouching) and does high damage and stun. Exceptionally unsafe on both block and hit if you don't cancel it into a special. The first few frames of this move extend surprisingly far out in front of Ryu horizontally with a very favorable hitbox. Unfortunately whiffing crouching HP will get you killed, so this property is generally limited to confirm combos, blockstrings and punishes. The late frames of this move are a passable anti-air (albeit one that's prone to trading) if someone jumps on or over your head. It's especially useful as an anti-air if someone tries to jump over you from close range (e.g. to get out of the corner), which is otherwise difficult to stop.

File:No image.png

Crouch LK

Crouch Short d + lk

~~ Uses and Strategies ~~

Ryu sticks his toes out a short distance. Chain, special and super cancellable, and must be blocked low. Not much range, does the least damage of any Ryu normal and leaves you at negative frames on block/slight advantage on hit, but chaining it into crouching LP leaves you with good follow-up options. If your opponent stands up to walk backwards, block an overhead or try to throw you out of your pressure, they'll get hit and you can confirm the crouching LP into a combo. If your opponent blocks, crouching LP still leaves you at enough frame advantage to attempt the classic "throw or frametrap" mixup or bait a reversal. On its own, crouching LK has a surprisingly advantageous hitbox, so it can stuff most low pokes (think Ryu and Ken's crouching MK) if you throw it out from the right range. This won't get you much reward, but it's safe to throw out crouching LK occasionally and can get in your opponent's head.

File:No image.png

Crouch MK

Crouch Forward d + mk

~~ Uses and Strategies ~~

The shoto-patented crouching MK. Special and super cancellable, and must be blocked low. Ryu's signature normal doesn't do much damage on its own, but it has TONS of uses. It's very fast and controls a lot of space--anyone trying to walk up to Ryu or play footsies with him has to respect this normal. You will often want to throw this out from midrange and buffer HP or EX fireball into it, which will combo on hit, or push the opponent away if they block. If the opponent is outside of crouching MK range and will only get hit if they walk or dash forward into the move, you can buffer HK tatsu into the move instead to do beefy meterless damage and push your opponent into the corner.

Because crouching MK xx fireball isn't a tight (uninterruptible) blockstring at longer distances in SF4, it is not a bulletproof strategy! In high-level matches you'll see Ryus mix it up by sticking out crouching MK xx LP fireball or crouching MK on its own. Crouching MK xx HP fireball does 15 chip damage, but if they block the MK and mash out an Ultra between the two hits, you'll take 500. Be aware of the risks.

Also note that Ryu's crouching MK does not have a particularly favorable hitbox--the hurtbox and the hitbox are identical--but is effective because the hurtbox on his leg is low enough to the ground to get under most other moves (Ryu's crouching MP, for example). The unfavorable hitbox means that crouching MK will tend to trade with or cleanly lose to other properly spaced moves that are very low to the ground (e.g. Gen's crouching MP, Dudley's crouching MK), and the way the hitbox is flat on the ground will cause it to lose cleanly to moves that do not have low hurtboxes (e.g. divekicks, hopkicks like Evil Ryu's forward MK, T. Hawk's Condor Spire, E. Honda's headbutt, Dee Jay's LK Rolling Sobat... the list is long). Still, despite crouching MK's weaknesses, it beats a lot of tools that would otherwise be quite good against Ryu. A damn fine button in footsies.

In certain matchups, you can use the "low profile" ability of crouching MK (the way Ryu goes flat to the ground) to go under jumpins. This can get you out of ambiguous crossup setups, which is a common trick to avoid Burning Kick mixups in the C. Viper matchup, and can punish long-range jumpins that are otherwise difficult or dangerous to anti-air. For example, if T. Hawk forward jumps over a slow fireball trying to work his way in, taking a step forward and doing cr.MK xx EX fireball as he lands is a reasonably safe way to push him back out again. These anti-air uses are not especially important (Ryu's other tools are usually better), but the more you know.

File:No image.png

Crouch HK

Crouch Roundhouse d + hk

~~ Uses and Strategies ~~

Sweep kick. Must be blocked low and causes a hard knockdown on hit (the opponent can't quickrise, which gives you an opening to move in and apply pressure as they stand up). Extremely fast, extremely long range and extremely negative on block/whiff, it's easy to see why bad Ryus and good Ryus alike love crouching HK. It always combos from crouching LP, far LP and crouching MP and moonlights as one of the best whiff punishes in the game if you have good reactions; if you hang tight and wait for your opponent to stick out a button, you can often punish them with crouching HK.

On hit (but not counter-hit), you can hold up-forward and do any jumping normal for a guaranteed four-frame safejump setup (beats most reversals that are four frames or slower). If you're close enough, you can also threaten a crossup tatsu (LK, MK or HK depending on spacing) for an effective, unreactable mixup. Unfortunately these setups and hard knockdowns in general are devalued in Ultra because the opponent won't have to block them if they use delayed wakeup, so it's often better to punish or end your combos with something like crouching MK xx EX fireball, which will do significantly more damage than crouching HK.

Do NOT thoughtlessly stick this move out during footsies--it's faster and has more range than other sweeps, but the downside is that someone who jumps on you, focus attacks or just plain blocks can punish you hard. If you throw out crouching HK half as often as you use crouching MK you will find it impossible to beat strong players until you break the habit.

Neutral Jumping Normals

  Name Nickname Command Notes
File:No image.png

Neutral Jump LP

Neutral Jump Jab u + lp

~~ Uses and Strategies ~~

Drops an elbow directly below Ryu. Lower-body projectile invulnerable for the first nine frames. If you press this right as you're about to land on a fireball (wait until the last possible instant), there's a decent chance you'll land safely instead. This isn't as reliable as using EX Tatsu to hover over a fireball, but you're less likely to be punished for it too. No other uses.

File:No image.png

Neutral Jump MP

Neutral Jump Strong u + mp

~~ Uses and Strategies ~~

Ryu sticks his fist out down and forwards. The fast startup and hitbox allow it to be used as an instant overhead/fuzzy guard. Same lower-body projectile invulnerable properties as neutral jump LP, but extends your hurtbox horizontally, which often pushes your butt into the fireball as you're falling. The hitbox around his fist is favorable, so you could plausibly use this to stuff a normal if someone tries to anti-air your neutral jump.

File:No image.png

Neutral Jump HP

Neutral Jump Fierce u + hp

~~ Uses and Strategies ~~
Has Ryu sticks his fist right out in front of him. Most reliable starter for neutral jump combos (e.g. if you neutral jump a command throw). Along with neutral jumping HK, a premier situational air-to-air. Takes a little longer to come out and doesn't go as far as HK, but has an extra active frame and a slightly more favorable hitbox, so it's often better as a "stop sign". Works great if you do it preemptively when you KNOW someone's going to jump over you at a weird angle.

File:No image.png

Neutral Jump LK

Neutral Jump Short u + lk

~~ Uses and Strategies ~~

Weird-looking upkick. Sometimes used in neutral jump tick throw setups.

File:No image.png

Neutral Jump MK

Neutral Jump Forward u + mk

~~ Uses and Strategies ~~

Ryu kicks pretty far in front of him. Used in one of Ryu's three-frame safejump setups (forward throw, whiff throw, neutral jump MK). Generally unremarkable other than its good range.

File:No image.png

Neutral Jump HK

Neutral Jump Roundhouse u + hk

~~ Uses and Strategies ~~

A spinning kick in the air. Exceptionally fast startup and puts a huge hitbox in front of Ryu. Pretty good when used on reaction to whack characters who can change their jump trajectory--any time Guy takes to the skies you can put him down with this. Definitely situational, though.

Diagonal Jumping Normals

  Name Nickname Command Notes
File:No image.png

Diagonal Jump LP

Diagonal Jump Jab ub / uf + lp

~~ Uses and Strategies ~~

Nice air-to-air, comes out quickly.

File:No image.png

Diagonal Jump MP

Diagonal Jump Strong ub / uf + mp

~~ Uses and Strategies ~~

A good 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:

  • Another jumping MP, and then cancel into Air Tatsumaki
  • Strong.gif Shoryuken
  • EX Shoryuken
  • Shinku Hadoken
  • Metsu Hadoken
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, good for air-to-ground ticks.

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 ~~

Ryu punches downward. Hits high, meaning that a crouching opponent has to stand up to block it. Also hits twice, so that people can't (regular) focus if they see it coming, however it is rather slow.
It makes good use at the end of a blockstring if your opponent likes to block your blockstrings crouching.
It is possible to combo afterwards, but it must hit in the last active frames of the attack and be properly spaced.

File:No image.png

Solar Plexus Strike

Rocket Punch f + hp

~~ Uses and Strategies ~~

Ryu moves a little forward and punches forward. Hits twice, so it also breaks regular focus. On hit, leaves you a small window of time to combo afterwards, usually the Shoryuken for ease of use.

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 ~~

Ryu throws a blue ball of energy at his opponent. An integral move in Ryu's basic strategy. The only difference between the regular hadokens is their speed: LP goes the slowest while HP goes the fastest, and MP is in between. Does ok damage, and is relatively safe on block when spaced properly. Always end your blockstrings with a Hadoken for chip damage, also if you're not sure if a Shoryuken as a combo ender will connect.
The EX version hits twice, knocks down, and is pretty safe in general (also lights the opponent on fire as an aesthetic effect). In a fireball war with enough meter you can throw an EX fireball to pass through the opponent's regular fireball to hit them and knock them down, allowing you to move freely for a short time.

File:No image.png

Shoryuken

Uppercut/Dragon Punch dp + p ex

~~ Uses and Strategies ~~

Ryu does an upper which is fully invincible, follows up with a rising punch, then remains completely defenseless as he falls back to the ground. The Hadoken's best friend.
If your opponent jumps over your Hadoken late, this is the go-to special. The LP version takes care of most of your anti-air purposes, however does not have as much invincibility as the MP and HP counterparts.
Also great for stopping pressure as it starts up really quickly and knocks the opponent down and away. However, like all great-momentum breakers, its easily punishable on block, so don't do "psychic DPs" too often unless you have the meter to back it up! (even then, don't do that all that often either, as if the opponent blocks and you FADC forward, then its -5). The LP and MP versions are focus/super cancelable, which can save your butt if you guess wrong. HP version isn't, so NEVER use the HP version unless you are ending a combo/going for a chip KO.
The EX version of the Shoryuken hits twice and is FADCable on the first hit. In Ultra, the juggle properties of the EX was changed, so you can reset the opponent after you FADC it (ie: EX Shoryu FADC jump HP)

File:No image.png

Tatsumaki Senpukyaku

Hurricane Kick qcb + k ex armorbreak

~~ Uses and Strategies ~~

Ryu advances with a spinning kick that will knock down the opponent if it hits. The kick button used determines the distance and length. Dodges fireballs for a good portion of the move duration a little bit before startup, but it cannot hit crouching opponents. Gives a lot of corner carry, so it makes a good combo ender on standing opponents if you want to push them to the corner.
The EX version is identical to his Shinku Tatsumaki super from the Alpha/Marvel series. It doesn't move forward, but makes a good counter like a shoryuken. Does a ton of damage, and knocks the opponent across the entire screen, and can be followed up in the corner.

File:No image.png

Air Tatsumaki Senpukyaku

Air Hurricane (in air) qcb + k ex

~~ Uses and Strategies ~~

Ryu does his Tatsumaki in the air. Changes his air trajectory when used, however, it can't be used as a corner escape like in previous SF4 versions.
On hit, you can followup with a EX Hadoken or a Shinku Hadoken. The EX version completely stops him while in the air for a time, then dropping down to the ground. Makes a good safety if you make a bad jump decision (ie accidentally jump back on a fireball that could KO you)

Super Combo

  Name Nickname Command Notes
File:No image.png

Shinku Hadoken

Super Combo qcf qcf + p

~~ Uses and Strategies ~~

An upgraded version of his Hadoken. Hits 5 times, does good damage, causes a hard knockdown. Can be a combo ender after his Hadoken and Shoryuken for extra damage, not so much his Tatsumaki except for certain situations.

Ultra Combos

  Name Nickname Command Notes
File:No image.png

Metsu Hadoken

Ultra Combo I qcf qcf + 3p

~~ Uses and Strategies ~~

An even more upgraded version of his Hadoken. Hits 8 times, and does rather low damage for an ultra (only 69 more than Shinku), but has numerous ways to be comboed into. Definitely his most versatile Ultra.

File:No image.png

Metsu Shoryuken

Ultra Combo II qcf qcf + 3k armorbreak

~~ Uses and Strategies ~~

(No uses/strategies)

The Basics

Combos

Bread and Butter

  • cr.MK →
    • xx Hadoken - (130 damage, 200 stun)
    • xx HK Tatsumaki - (180 damage, 300 stun)
  • F+HP →
    • HP Shoryuken - (260 damage, 300 stun)
  • cr.MP →
    • cr.MP cr.HK - (192 damage, 280 stun)
    • cr.HP xx HK Tatsumaki - (246 damage, 460 stun)
  • cr.LK cr.LP →
    • cr.MP cr.HK - (161 damage, 250 stun)
    • cr.MK →
      • xx Hadoken - (147 damage, 250 stun)
      • xx HK Tatsumaki - (182 damage, 320 stun)
  • cr.LP cl.LP cr.HP →
    • xx HK Tatsumaki - (216 damage, 400 stun)
    • xx HP Shoryuken - (244 damage, 400 stun)
  • (anti-air) LP Shoryuken → EX Hadoken - (170 damage, 200 stun, costs 1 meter stock)

Corner Combos

  • LK Tatsumaki →
    • MP Shoryuken - (150 damage, 250 stun) - Use this in place of a HK Tatsu in the corner
    • Shinku Hadoken - (400 damage, 200 stun)
  • EX Tatsumaki → EX Hadoken - (260 damage, 300 stun, costs 2 meter stocks)
  • LP Shoryuken → Shinku Hadoken - (400 damage, 200 stun) - This can also be done outside of the corner, but the LP Shoryuken has to hit either late on a grounded opponent or as an anti-air.

Ultra I Combos

  • (on a grounded opponent) LP Shoryuken xx FADC → Metsu Hadoken - (398 damage, 200 stun, costs 2 meter stocks) - The simplest combo into his Ultra 1.
  • (anti-air) LP Shoryuken → Metsu Hadoken - (368 damage, 100 stun)
  • EX Hadoken xx FADC → Metsu Hadoken - (364 damage, 100 stun, costs 3 meter stocks) - This combo works in the corner without FADC.
  • (corner only) EX Tatsumaki → Metsu Hadoken - (458 damage, 200 stun, costs 1 meter stock)
  • (corner only) EX Tatsumaki → EX Hadoken → Metsu Hadoken - (493 damage, 300 stun, costs 2 meter stocks)
  • LP Shoryuken xx Shinku Hadoken → Metsu Hadoken - (513 damage, 200 stun) - Be mindful that this depletes both of your meters completely!
  • j.MP → Metsu Hadoken - (378 damage, 100 stun)

Ultra II Combos

  • EX Shoryuken xx FADC → Metsu Shoruken - (483 damage, 100 stun, costs 3 meter stocks)
  • Hadoken xx FADC → Metsu Shoryuken - (??? damage, ??? stun, costs 2 meter stocks)

Strategy

Mastering Hadoken

While Ryu is a jack-of-all-trades that can perform well at any distance, it should come as no surprise that his best position is long-range zoning, and learning how to implement his use of Hadokens at is critical to mastering Ryu. Unfortunately, this is much easier said than done.

Your main strategy as a Ryu player will be to capitalize on your opponent's mistakes, so make sure you watch your opponent's reactions to your Hadokens carefully. Inch forward if they decide to neutral jump over them (LP Hadoken is especially useful for this). If they take the risk of forward jumping, find out where they would end up landing and anti-air accordingly (St. HK from a distance and MP/HP Shoryuken point-blank). If they Focus absorb your Hadoken, watch for if they forward dash or backdash. If they forward dash, analyze whether or not they are entering mid-range, and stick out Cr. MK if they are. If they backdash, press closer toward mid-range and keep them in blockstun with more Hadokens or Cr. MK blockstrings.

Matchups

vs. Abel

(No strategies)

vs. Adon

(No strategies)

vs. Akuma/Gouki

(No strategies)

vs. Balrog/Boxer

(No strategies)

vs. Blanka

(No strategies)

vs. C. Viper

(No strategies)

vs. Cammy

(No strategies)

vs. Chun-Li

(No strategies)

vs. Cody

(No strategies)

vs. Dan

(No strategies)

vs. Decapre

(No strategies)

vs. Dee Jay

(No strategies)

vs. Dhalsim

(No strategies)

vs. Dudley

(No strategies)

vs. E. Honda

(No strategies)

vs. El Fuerte

(No strategies)

vs. Elena

(No strategies)

vs. Evil Ryu

(No strategies)

vs. Fei Long

(No strategies)

vs. Gen

(No strategies)

vs. Gouken

(No strategies)

vs. Guile

(No strategies)

vs. Guy

(No strategies)

vs. Hakan

(No strategies)

vs. Hugo

(No strategies)

vs. Ibuki

(No strategies)

vs. Juri

(No strategies)

vs. Ken

(No strategies)

vs. M.Bison/Dictator

(No strategies)

vs. Makoto

(No strategies)

vs. Oni

(No strategies)

vs. Poison

(No strategies)

vs. Rolento

(No strategies)

vs. Rose

(No strategies)

vs. Rufus

(No strategies)

vs. Ryu (self)

Ryu always wins the Ryu matchup

vs. Sagat

(No strategies)

vs. Sakura

(No strategies)

vs. Seth

(No strategies)

vs. T.Hawk

(No strategies)

vs. Vega/Claw

(No strategies)

vs. Yang

(No strategies)

vs. Yun

(No strategies)

vs. Zangief

(No strategies)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 3 3 6 11 +2 +5 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 70 100 40 HL sp/su 3 3 21 26 -3 +3 21 27 Reset Reset - - - - - - -
Close HP Close Fierce.gif 100[80] 200[150] 60 HL sp/su 5 7 26 37 -15 -10 18 23 [] refers to active frames 3~5f Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 30 50 20 HL - 5 5 7 16 -1 +2 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 80 100 40 HL sp/su 3 5 16 23 -7 -2 14 19 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 8 8(2)4 17 38 0 +5 18 23 Reset Reset - - - - - - -
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 4 3 6 12 +2 +5 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 80 100 40 HL sp/su 5 4 14 22 -4 -1 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 120 200 60 HL - 8 3 15 25 0 +4 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL - 5 6 6 16 -1 +2 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 80 100 40 HL - 8 2 17 26 -5 -2 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 9 4 20 32 -6 -2 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 3 2 7 11 +2 +5 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 4 4 8 15 +2 +5 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 4 8 28 39 -18 -13 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 15 -1 +2 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 5 12 21 -2 0 15 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 5 4 28 36 -14 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Collarbone Breaker Right.gif+Strong.gif 30*50 50*50 40*20 H - 17 1(1)2 14 34 -2 +3 14 19 Only +1 hit advantage on crouching opponents Reset Reset - - - - - - -
Solar Plexus Strike Right.gif+Fierce.gif 40*60 50*50 60*20 HL [sp/su] 17 2*2 18 38 0 +4 20 24 [] refers to last 3 recovery frames Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 10 7 - 16 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 5 - 9 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - 13 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 10 - 15 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 4 4 - 7 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump LP Diagonal Jump Jab.gif 50 50 20 H - 4 7 - 10 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump MP Diagonal Jump Strong.gif 50*30 50*50 40*20 H sp/su*- 7 3*4 - 13 - - 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - - - Legs: During startup - - JP: 1
Diagonal Jump HP Diagonal Jump Fierce.gif 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump LK Diagonal Jump Short.gif 40 50 20 H - 4 8 - 11 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump MK Diagonal Jump Forward.gif 70 100 40 H - 6 6 - 11 - - Reset Reset - - - Legs: During startup - - -
Diagonal Jump HK Diagonal Jump Roundhouse.gif 100 200 60 H - 7 7 - 13 - - Reset Reset - - - Legs: During startup - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 Crumple Soft Knockdown Soft Knockdown - - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - Crumple Crumple Free Juggle Free Juggle - - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 101 - - X Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Shoulder Throw Forward Throw 130 140 40 0.9 - 3 2 20 24 - - Untechable knockdown X Hard Knockdown - - - - - - - - - -
Somersault Throw Back Throw 130 120 40 0.9 - 3 2 20 24 - - Untechable knockdown X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Hadoken Hadoken 70 100 10/20 HL su 13 - 32 45 -6 -2 16~17f focus cancellable X Soft Knockdown Soft Knockdown - - - - - - -
EX Hadoken Hadoken EX.gif 50*50 50*50 -250/0 HL su 11 - 29 40 +1 - If the first hit connects as a Counter Hit, enemy goes into Free Juggle state and, until the combo is over, the 2nd hit of the EX Fireball or any subsequent EX Fireballs will not increase the Juggle Count, 15~16f focus cancellable X Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - - - - - - JP: 1*2, 2nd Hit does not increase Juggle Count, 1st Hit as the initial Knockdown starts the Juggle Count at 2
Shoryuken Shoryuken Jab.gif 100[70] 200[100] 30/40 HL su 3 14 14 + After landing 10 44 -17 - [] refers to active frames 3~14f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~2f Lower body: 3~16f - 3~4f 4f~ -
Shoryuken Strong.gif 80*50 150*50 20/20*20 HL su*- 3 2*12 25 + After landing 18 59 -34 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5f Lower body: 6~16f - - 5f~ 2nd Hit JP: 1
Shoryuken Fierce.gif 160[60] 200[50] 20/40[20] HL - 3 14 28 + After landing 18 62 -37 - [] refers to active frames 3~14f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~4f Lower body: 5~16f - 3~4f 3f~ -
EX Shoryuken Shoryuken EX.gif 80*60 100*100 -250/0 HL su 3 2*12 30 + After landing 18 64 -39 - 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown 1st Hit: Free Juggle, 2nd Hit: Soft Knockdown - All: 1~16f - - - 6f~ 2nd Hit JP: 1
Tatsumaki Senpukyaku Tatsumaki Senpukyaku Short.gif 100 200 30/30 HL - 11 2(6)2 12 + After landing 5 37 -6 - 2nd Hit hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~20f - 7f~ -
Tatsumaki Senpukyaku Forward.gif 110 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 66 -2 - 2nd Hit & 4th Hit hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~45f - 7f~ -
Tatsumaki Senpukyaku Roundhouse.gif 120 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 66 -2 - 2nd Hit & 4th Hit hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~45f - 7f~ -
EX Tatsumaki Senpukyaku Tatsumaki Senpukyaku EX.gif 30x4*40 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18 + After landing 3 48 -1 - 2nd Hit & 4th Hit hits behind X 1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown 1st-4th Hit: Forces stand, 5th Hit: Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 6~27f - 6f~ JP: 5
Air Tatsumaki Senpukyaku Airborne Tatsumaki Senpukyaku Short.gif 70 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*0*0*0
Airborne Tatsumaki Senpukyaku Forward.gif 80 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*0*0*0
Airborne Tatsumaki Senpukyaku Roundhouse.gif 90 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*0*0*0
EX Air Tatsumaki Senpukyaku Airborne Tatsumaki Senpukyaku EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 After landing 4 - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*8*9*10*11
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Shinku Hadoken Shinku Hadoken 50x4*100 0 -1000/0 HL - 1+2 - 49 52 +11 - 5th Hit on grounded opponent puts the opponent into an unjugglable state 5th Hit: Hard Knockdown 5th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1f - - - - JP: 4*4*4*4*5, 5th Hit as the initial Knockdown starts the Juggle Count at 99
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Metsu Hadoken Metsu Hadoken 42x7*75 0 0/0 HL - 0+11 - 109 120 -25 - 8th Hit: Hard Knockdown 8th Hit: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9f - - - - JP: 7*7*7*7*7*7*7*8
Metsu Shoryuken Metsu Shoryuken 270*38x4*50x3[270*233] 0 0/0 HL - 0+8 3*3x7 43+ After landing 41 115 -84 - 1st Hit goes into animation, [] refers to animation, guard advantage assumes 2nd hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9f Lower body: 11~31f - - 11f~ airborne JP: 0*1*2*3*4*5*6*6
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Block
Adv
Hit
Adv
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit
Air
Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: