Ryu
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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
Special Moves
V-System (V-Trigger / V-Skill / V-Reversal)
Critical Art
Ryu Discussions
Discussions regarding Ryu
Ryu Discord Link
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 |
Hadoken LP | qcf+LP | 14 | - | 34 | -6 | -1 | 1 | 60 | 100 | HL | CA | - | - | - | 10 | 72 | 120 |
Hadoken MP | qcf+MP | 14 | - | 34 | -6 | -1 | 1 | 60 | 100 | HL | CA | - | - | - | 10 | 72 | 120 |
Hadoken HP | qcf+HP | 14 | - | 34 | -6 | -1 | 1 | 60 | 100 | HL | CA | - | - | - | 10 | 72 | 120 |
Hadoken EX | qcf+PP | 11 | - | 31 | 2 | KD | KD | 40*60 | 0*150 | HL | V | 05 | 37 | 42 | 7*10 | 48*60 | 0*150 |
Shoryuken LP | f,d,df+LP | 3 | 12 | 19+11 | -18 | KD | KD | 100 | 150* | HL | CA | 89 | 30 | 35 | 25 | 120 | 180 |
Shoryuken MP | f,d,df+MP | 4 | 11 | 26+13 | -21 | KD | KD | 120 | 150* | HL | CA | 81 | 22 | 27 | 30 | 144 | 180 |
Shoryuken HP | f,d,df+HP | 5 | 10 | 29+15 | -20 | KD | KD | 130* | 150* | HL | CA | 79 | 20 | 25 | 33 | 156* | 180* |
Shoryuken EX | f,d,df+PP | 3 | 12 | 29+15 | -41 | KD | KD | 80*80 | 0*200 | HL | - | 72 | 13 | 18 | 20 | 96*80 | 0*200 |
Tatsumaki Senpukyaku LK | qcb+LK | 10 | 2 | 18+12 | -10 | KD | KD | 90 | 150 | H | - | 95 | 36 | 41 | 23 | 108 | 180 |
Tatsumaki Senpukyaku MK | qcb+MK | 12 | 4 | 16+14 | -12 | KD | KD | 100 | 150 | H | - | 77 | 18 | 23 | 17*17 | 120 | 180 |
Tatsumaki Senpukyaku HK | qcb+MK | 14 | 6 | 16+15 | -13 | KD | KD | 110 | 150 | H | - | 64 | 5 | 10 | 19*19*19 | 132 | 180 |
Tatsumaki Senpukyaku EX | qcb+KK | 10 | 11 | 11+15 | -19 | KD | KD | 28*28*28*28*28 | 30*30*30*30*30 | HL | - | 91 | 32 | 37 | 7*7 | 34*28*28*28*28 | 36*30*30*30*30 |
Air Tatsumaki Senpukyaku LK | uf qcb+LK | 9 | 2 | 14 | - | KD | KD | 100 | 200 | H | - | - | - | - | 25 | 120 | 240 |
Air Tatsumaki Senpukyaku MK | uf qcb+MK | 9 | 2 | 14 | - | KD | KD | 100 | 200 | H | - | - | - | - | 25 | 120 | 240 |
Air Tatsumaki Senpukyaku HK | uf qcb+HK | 9 | 2 | 14 | - | KD | KD | 100 | 200 | H | - | - | - | - | 25 | 120 | 240 |
Air Tatsumaki Senpukyaku EX | uf qcb+KK | 8 | 11 | 14 | - | KD | KD | 30*30*30*30*50 | 50*50*50*50*50 | HL | - | - | - | - | 8*8 | 36*30*30*30*50 | 60*50*50*50*50 |
Jodan Sokutou Geri LK | qcf+LK | 16 | 2 | 28 | -16 | KD | KD | 70 | 150 | HL | CA | 83 | 24 | 29 | 18 | 84 | 180 |
Jodan Sokutou Geri MK | qcf+MK | 18 | 2 | 28 | -16 | KD | KD | 80 | 150 | HL | CA | 83 | 24 | 29 | 20 | 96 | 180 |
Jodan Sokutou Geri HK | qcf+HK | 20 | 2 | 28 | -16 | KD | KD | 100 | 150 | HL | CA | 83 | 24 | 29 | 25 | 120 | 180 |
Jodan Sokutou Geri EX | qcf+KK | 18 | 2 | 36 | -16 | Wallbounce | Wallbounce | 80 | 150 | HL | - | 84 | 31 | - | 20 | 96 | 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 |
Shinku Hadoken | qcf qcf+P | 1+3 | - | 61 | -17 | KD | KD | 40*40*40*40*40*120 | 0*0*0*0*0*0 | HL | - | 80 | 21 | 26 | 7*7*7*7*7*17 | 48*40*40*40*40*120 | 0*0*0*0*0*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 Hadoken | qcf qcf+P (in VT1) | 1+3 | - | 61 | 13 (GB) | KD | KD | 40*40*40*40*40*40*110 | 0*0*0*0*0*0*300 | HL | - | 80 | 21 | 26 | 7*7*7*7*7*7*18 | 48*40*40*40*40*40*110 | 0*0*0*0*0*0*300 |
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 |
Isshin | HP+HK (in VT2) | 2 | 10 | 40 | 5 | crumple | crumple | 150 | 200 | HL | - | 63 | - | - | - | - | - |
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
- LK Tatsu
- In VT2
- Isshin
- MP Shoryuken
- EX Donkey Kick, Shoryuken
- Isshin
With Meter
- EX Donkey Kick
- HP Shoryuken
Corner
- In VT1
- Hadoken
- Shoryuken
- Hadoken
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)
- MP > HP > HK > V-Trigger Cancel
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. 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 (though if may still pull them and be + on block).