Street Fighter V/Ryu

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< Street Fighter V
Revision as of 17:19, 9 July 2018 by L1GHTN1N (talk | contribs) (Added Combo and V System sections)

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Ryu

SFV-Ryu Portrait.jpg
VITALS
Health: 1000 Stun: 1000
WALKING THROWS
Forward Walk Speed: 0.047 Throw Range: 0.55
Back Walk Speed: 0.032 Throw Hurt Range: 0.55
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex:
Back Dash Total Frames: 21 Jump Total Frames: 45 (3+38+4)
Forward Dash Distance: Forward Jump Distance:
Back Dash Distance: Back Jump Distance
NOTABLE MOVE CLASSES
Overheads: LK, MP, crMP, f+HP Hard Knockdowns: Shoryuken, Tatsu, crHK, Donkey Kick, EX Hadoken
Low Attacks: crMK, crHK Crush Counters: HK, HP, crHK

Summary

Bio

TBW


Why Pick Ryu?

(As Street Fighter V is new, this section will be filled out after we learn more about how this character plays most effectively.)


Players To Watch
{{{5}}}

Change List

For list of all changes, see Change/Patch List

Season 3.5

  • LK hitbox expanded forward
  • MP hitbox expanded forward
  • MP Shoryuken hurtbox added for frames 3-6, added invincibility for airborne attacks frames 1-6
  • HP Shoryuken fully invincible frames 3-6
  • crouch HP animation changed


Season 3 (Arcade Edition)

  • Forward throw recovery increased by 8f, stun changed from 170 to 120, less CA gauge, and distance increased to prevent throw loops
  • LP hitbox reduced to make worse anti air
  • MP advantage changed from +6 to +7, hurt box increased on later frames, hitbox reduced
  • HP startup changed from 7f to 8f
  • HK recovery changed from 18f to 20f on whiff
  • crouch LP active frames increased from 2f to 3f, has more pushback on both hit and block
  • crouch MP startup changed from 5f to 6f, hitbox and hurtboxes adjusted forward, hitbox reduced vertically to make worse anti-air
  • crouch MK startup changed from 6f to 7f, active frames increased from 2f to 3f
  • crouch HK startup changed from 7f to 8f, damage adjusted from 100 to 90, hitbox reduced
  • jump LK hit/hurtboxes adjusted to make easier to anti-air
  • jump MP damage adjusted from 80 (40+40) to 60 (30+30), second hit changed to hit
  • jump MK hitbox reduced
  • b+HK On block changed from 0f to -2f, is now special cancelable
  • f+MP startup changed from 20f to 22f, advantage On hit/block changed from 0/-4f to +1/-6f
  • f+HP stun increased from 100 to 150, advantage changed from +6 to +8
  • MPHPHK target combo: second hit damage changed from 60 to 70, stun changed from 70 to 100, third hit stun changed from 80 to 100, second hit now V-Trigger Cancelable
  • Hadoken total frames changed to 47 on all, advantage changed from -7 to -6, gain more CA when connects and less if whiffs
  • EX Hadoken On block changed from -2 to +2
  • LP Shoryuken hurtbox increased downwards
  • MP Shoryuken no longer invincible until 3f
  • HP Shoryuken no longer invincible, damage changed from 140 to 120, stun changed from 160 to 130
  • LK Tatsu damage changed from 80 to 90, damage changed from 200 to 150
  • MK Tatsu recovery changed from 12f to 14f, chip damage changed from 25/25 to 17/17, stun changed from 200 to 150
  • HK Tatsu recovery changed from 11f to 15f, damage changed from 120 to 110, chip changed from 30/30/30 to 19/19/19, stun changed from 200 to 150
  • EX Tatsu stun changed from 200 to 150
  • Air Tatsu now juggles into CA
  • EX Tatsu damage changed from 160 to 180, stun changed from 200 to 250
  • V-Reversal startup changed from 15f to 17f, pushes further back on hit
  • V-Skill: On whiff total frames changed from 29f to 32f, V-Gauge gain changed from 25 to 50
  • V-Trigger
    • HP is now special cancelable
    • f+HP stun changed from 130 to 180
    • LP Shoryuken damage changed from 120 to 110
    • MP Shoryuken damage changed from 140 to 130
    • HP Shoryuken damage changed from 160 to 130, stun changed from 250 to 200


Move List

Unique Attacks

SFV-Ryu-Unique.jpg

Special Moves

SFV-Ryu-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Ryu-Vsystem.jpg

Critical Art

SFV-Ryu-Critical.jpg


Ryu Discussions

Discussions regarding Ryu

Ryu Shoryuken Forum

Ryu Discord Link

Ryu Discord

Video Guides

Capcom Fighters' Official Character Introduction


Street Fighter Official Character Guide


Sajam's Character Breakdown


Shoryuken's Rising Up S2 Changes




Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 3 2 7 2 4 6 30 70 HL SP,V - - - - 36 84
Stand MP MP 5 3 10 1 7 9 60 100 HL SP,V - - - 10 72 120
Stand HP HP 8 3 20 -1 3 KD99 90 150 HL CA,V 99 35 40 15 108 180
Stand LK LK 4 3 11 -2 -1 1 30 70 HL SP,V - - - - 36 84
Stand MK MK 8 3 16 -2 2 4 60 100 HL V - - - 10 72 120
Stand HK HK 10 2 20 -1 4 16 90 150 H V - - - 15 108 180
Crouch LP d+LP 4 3 5 2 3 5 30 70 HL SP,V - - - - 36 84
Crouch MP d+MP 6 3 12 2 4 6 60 100 HL SP,V - - - 10 72 120
Crouch HP d+HP 6 4 24 -10 -7 -5 90 150 HL SP,V - - - 15 108 180
Crouch LK d+LK 4 2 7 1 2 4 20 70 L V - - - - 24 84
Crouch MK d+MK 7 3 13 -3 1 3 50 100 L SP,V - - - 8 60 120
Crouch HK d+HK 8 2 22 -11 69 KD69 90 150 L V 69 20 25 15 108 180
Jump LP u+LP 3 6 - - - - 40 70 M - - - - - 48 84
Jump MP u+MP 7 6 - - - - 30*30 50*50 M*H SP - - - 5 36*30 60*50
Jump HP u+HP 7 5 - - - - 90 150 M - - - - 15 108 180
Jump LK u+LK 4 6 - - - - 40 70 M - - - - - 48 84
Jump MK u+MK 6 4 - - - - 60 100 M - - - - 10 72 120
Jump HK u+HK 9 5 - - - - 90 150 M - - - - 15 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Collarbone Breaker f+MP 22 4 17 -6 1 1 30*30 60*40 M*M - - - - 5*5 36*30 72*40
Solar Plexus Strike f+HP 17 4 18 -2 8 8 40*40 75*75 HL - - - - 7*7 48*40 90*75
Axe Kick b+HK 9 7 16 -2 4 4 40*80 60*90 HL SP,V - - - 7*7 48*40 72*90
Jodan Nirengeki HP > HK 8 2 26 -7 KD KD 90*63 150*90 HL*H V 80 27 32 15*12 108*56 180*80
Jodan Sanrengeki MP > HP > HK 5 2 26 -7 KD KD 60*63*56 100*90*80 HL*HL*H V 80 27 32 10*12*12 72*63*56 120*90*80
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Shoulder Throw LP+LK 5 3 17 - - - 130 150 T - 53 4 - - - -
Somersault Throw b+LP+LK 5 3 17 - - - 150 200 T - 47 -2 - - - -
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Denjin Renki VT1 HP+HK - - - - - -
Kakko Fubatsui VT2 HP+HK - - - - - -
Mind's Eye MP+MK 3 7 32 - - - - - - - - - - - - -
Hashogeki f+PPP 17 2 24 -2 14 14 60** 0 HL - 73 14 19 0 72** 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Hadouken LP qcf+LP 14 - 33 -7 -1 1 60 100 HL CA 10 72 120
Hadouken MP qcf+MP 14 - 34 -7 -1 1 60 100 HL CA 10 72 120
Hadouken HP qcf+HP 14 - 35 -7 -1 1 60 100 HL CA 10 72 120
Hadouken EX qcf+PP 11 - 33 -2 KD KD 40*60 0*150 HL - 95 7*10 48*60 0*150
Shoryuken LP f,d,df+LP 3 12 30 -24 KD KD 100[60] 150[100] HL CA 89 25 120 180
Shoryuken MP f,d,df+MP 4 11 39 -32 KD KD 120[60] 150[100] HL CA 81 30 144 180
Shoryuken HP f,d,df+HP 5 10 44 -36 KD KD 140[60] 200[150] HL CA 79 35 169 240
Shoryuken EX f,d,df+PP 3 12 44 -37 KD KD 80*80 0*200 HL - 72 20 96*80 0*200
Tatsumaki Senpukyaku LK qcb+LK 10 -10 KD KD 80 200 HL - 96 20 96 240
Tatsumaki Senpukyaku MK qcb+MK 12 -10 KD KD 100 200 HL - 79 25*25 120 240
Tatsumaki Senpukyaku HK qcb+HK 14 -10 KD KD 120 200 HL - 68 30x3 144 240
Tatsumaki Senpukyaku EX qcb+KK 10 -19 KD KD 28x5 40x5 HL - 91 7*7 34*28x4 48*40x4
Air Tatsumaki Senpukyaku LK qcb+LK(air) 9 - - - KD KD 100 200 HL - - 25 120 240
Air Tatsumaki Senpukyaku MK qcb+MK(air) 9 - - - KD KD 100 200 HL - - 25 120 240
Air Tatsumaki Senpukyaku HK qcb+HK(air) 9 - - - KD KD 100 200 HL - - 25 120 240
Air Tatsumaki Senpukyaku EX qcb+KK(air) 8 - - - KD KD 30x4*40 40x5 HL - - 8*8 36*30x3*40 48*40x4
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Shunkuu Hadouken qcf,qcf+P 4 - 61 -18 KD KD 320 0 HL - 79 ?? 328 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Hadouken LP qcf+LP
Hadouken MP qcf+MP
Hadouken HP qcf+HP
Hadouken (Lvl 2) qcf+P (hold)
Hadouken (Lvl 3) qcf+P (hold)
Hadouken EX qcf+PP
Hadouken EX (Lvl 2) qcf+PP (hold)
Shoryuken LP f,d,df+LP
Shoryuken MP f,d,df+MP
Shoryuken HP f,d,df+HP
Shoryuken EX f,d,df+PP
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Denjin Hadouken qcf,qcf+P
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Notes:

Combos

BnB

  • MP
    • crHP xx Shoryuken
    • crHP xx Tatsu (HK for side switch, MK for same side)
    • crMP xx Tatsu (HK for side switch, MK for same side)
    • crMP xx MK Donkey Kick
  • LP
    • LP, LK xx MK Tatsu
    • xxHP Shoryuken
  • LK
    • MK Tatsu (only works if opponent is standing)
    • EX Hadoken
  • crLK
    • crLP xx HP Shoryuken
  • f+HP
    • crHP xx Shoryuken
  • b+HK
    • LK xx Tatsu (b+HK forces standing)
  • In VT1
    • LK Tatsu
      • EX Shoryuken

With Meter

  • EX Donkey Kick
    • HP Shoryuken

Corner

  • In VT1
    • Hadoken
      • Shoryuken

Crush Counter

  • sHK
    • sHK, LK xx MK Tatsu
    • short walk, MP, HP xx HP Shoryuken

V-Trigger Cancels

  • EX Hadoken
    • Dash, HP Shoryuken
  • b+HK
    • f+HP, crHP xx HP Shoryuken
  • In Corner
    • MP > HP > HK > V-Trigger Cancel
      • LP Shoryuken, LP Shoryuken
      • LP, f+MP (reset situation that causes f+MP to be +3 on hit, linking into LP Shoryuken)


V System

V Skill

Ryu's V-Skill is a full body parry with 3 frames of startup. When successfully parrying an attack, he gains V-Gauge and recovers 6 frames later allowing him to punish many moves that normally cannot be. However, on whiff it is crush counterable. He can also cancel the parry into another parry for multi-hitting moves, such as EX Projectiles however note that there is a small window before he can do it again, meaning moves that hit 1 frame later cannot be parried (such as a parrying a fireball followed by a jumping attack). Because of this, it is a high risk medium reward move depending on what is parried.

VT1

V-Trigger 1 greatly enhances Ryu's Hadokens causing them to come out faster, recover faster, and they can also be charged up to 3 levels with the third being unblockable causing a guard break. His Critical Art also becomes the Denjin Hadoken, a fireball that not only guard breaks when blocked allowing a scaled but guaranteed follow up but it also causes 300 stun. In addition, his Shoryuken has a higher juggle limit allowing new combos, all his punch attacks cause increased stun (including his Shoryuken), and crMP is now +3 On Block. The largest downside to this is how fast it runs out; every Hadoken and Shoryuken done drains the meter by a large amount. Overall this is a great choice in almost any matchup.

VT2

V-Trigger 2 gives Ryu a new parry by pressing HP+HK called Isshin. Compared to his V-Skill is is active on f2 as opposed to f3, and when successfully parried causes the opponent to enter a crumple state which can be followed up with HP Shoryuken or EX Donkey Kick for big damage. If used quickly, you can get about 3 total. For multi-hitting moves it can also be canceled into from a parry, for example against a Critical Art using V-Skill to parry the first several hits while there are invulnerable then use the Isshin parry for the final blow into a crumple. Note however when canceling into this, it still has a 2 frame startup compared to the V-Skill's 1f after a short window. On whiff, Isshin is still crush counterable and once activated opponents will begin to be on the lookout for the parry by doing more empty jumps and throws in general. Also note that the parry is not guaranteed to cause a crumple; when activated it creates a small shockwave around it and if the opponent is not within that area (such as parrying a fireball), they will not be crumpled.

Strategy