Introduction
Despite a few nerfs, Ryu plays more or less the saame as he did in "Vanilla" Street Fighter IV.
Move Analysis
Normal Moves
Normal Throws
Command Normals
Focus / Saving Attack
Special Moves
Super Move
Ultra Move
The Basics
Combos
Strategy
Matchups
Frame Data
Damage Values | Framedata | Advantage | Stun Duration | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Block H/L | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recovery | Block | Hit | Block | Hit | Notes |
Close LP | HL | 30 | 50 | 20 | ch/sp/su | 3 | 3 | 6 | +2 | +5 | 10 | 13 | |
Close MP | HL | 70 | 100 | 40 | sp/su | 3 | 3 | 21 | -3 | +3 | 20 | 26 | |
Close HP | HL | 100[80] | 200[150] | 60 | sp/su | 5 | 7 | 26 | -15 | -10 | 17 | 22 | Forces stand |
Close LK | HL | 30 | 50 | 20 | - | 5 | 5 | 7 | -1 | +2 | 10 | 13 | |
Close MK | HL | 70 | 100 | 40 | sp/su | 3 | 5 | 16 | -7 | -2 | 13 | 18 | |
Close HK | HL | 40*70 | 125*75 | 60*20 | su | 8 | 8(2)4 | 17 | -3 | +2 | 17 | 21*22 | 1st hit cancellable |
Far LP | HL | 30 | 50 | 20 | ch/sp/su | 4 | 3 | 6 | +2 | +5 | 10 | 13 | |
Far MP | HL | 80 | 100 | 40 | su | 5 | 4 | 14 | -4 | -1 | 13 | 16 | |
Far HP | HL | 120 | 200 | 60 | - | 8 | 3 | 15 | 0 | +4 | 17 | 21 | |
Far LK | HL | 40 | 50 | 20 | - | 5 | 6 | 6 | -1 | +2 | 10 | 13 | |
Far MK | HL | 80 | 100 | 40 | - | 8 | 2 | 17 | -5 | -2 | 13 | 16 | |
Far HK | HL | 110 | 200 | 60 | - | 9 | 4 | 20 | -6 | -2 | 17 | 21 | |
crouch LP | HL | 30 | 50 | 20 | ch/sp/su | 3 | 2 | 7 | +2 | +5 | 10 | 13 | |
crouch MP | HL | 60 | 100 | 40 | sp/su | 4 | 4 | 8 | +2 | +5 | 13 | 16 | |
crouch HP | HL | 90 | 200 | 60 | sp/su | 4 | 8 | 28 | -18 | -13 | 17 | 22 | Forces stand, cannot super cancel until 7f |
crouch LK | L | 20 | 50 | 20 | ch/sp/su | 4 | 3 | 9 | -1 | +2 | 10 | 13 | |
crouch MK | L | 60 | 100 | 40 | sp/su | 5 | 5 | 12 | -3 | 0 | 13 | 16 | |
crouch HK | L | 90 | 100 | 60 | - | 5 | 4 | 28 | -14 | - | 17 | - | untechable knockdown |
Jump up LP | H | 50 | 50 | 20 | - | 10 | 7 | - | - | - | 8 | 11 | startup leg projectile invincibility |
Jump up MP | H | 80 | 100 | 40 | - | 5 | 5 | - | - | - | 10 | 13 | leg projectile invincibility |
Jump up HP | H | 100 | 200 | 60 | - | 6 | 5 | - | - | - | 17 | 20 | startup leg projectile invincibility |
Jump up LK | H | 40 | 50 | 20 | - | 5 | 9 | - | - | - | 8 | 11 | startup leg projectile invincibility |
Jump up MK | H | 80 | 100 | 40 | - | 6 | 10 | - | - | - | 11 | 15 | startup leg projectile invincibility |
Jump up HK | H | 100 | 200 | 60 | - | 4 | 4 | - | - | - | 15 | 18 | startup leg projectile invincibility |
Jump forward LP | H | 50 | 50 | 20 | - | 4 | 7 | - | - | - | 8 | 11 | startup leg projectile invincibility |
Jump forward MP | H | 50*30 | 50*50 | 40*20 | - | 7 | 3*4 | - | - | - | 11 | 15 | startup leg projectile invincibility, 1st hit launch vs air (fully hittable), 2nd hit launch vs air |
Jump forward HP | H | 100 | 200 | 60 | - | 6 | 5 | - | - | - | 15 | 18 | startup leg projectile invincibility |
Jump forward LK | H | 40 | 50 | 20 | - | 4 | 8 | - | - | - | 8 | 11 | startup leg projectile invincibility |
Jump forward MK | H | 70 | 100 | 40 | - | 6 | 6 | - | - | - | 11 | 15 | startup leg projectile invincibility |
Jump forward HK | H | 100 | 200 | 60 | - | 7 | 7 | - | - | - | 15 | 18 | startup leg projectile invincibility |
Overhead f+MP | H | 30*50 | 50*50 | 40*20 | - | 17 | 1(1)2 | 14 | -2 | +3[+1] | 13 | 20*18[16] | [] = crouch hit |
f+HP | HL | 40*80 | 50*50 | 60*20 | - | 17 | 2*2 | 18 | 0 | +4 | 19 | 25*23 | Last few frames are special/super cancellable. |
Focus Attack LVL 1 | HL | 60 | 100 | 20 | da | (10~17)+11 | 2 | 35 | -21 | -21 | 15 | 15 | armor during charge, launch vs air, 4f~release dash cancellable |
Focus attack LVL 2 | HL | 80 | 150 | 40 | da | (18~50)+11 | 2 | 35 | -15 | - | 21 | - | armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable |
Focus attack LVL 3 | - | 140 | 200 | 60 | da | 51+14 | 2 | 35 | - | - | - | - | 1-64f armor, armor break, crumple vs ground, launch vs air (fully hittable), 4~51f dash cancellable |
Forward Throw | 0.9 | 130 | 140 | 40 | - | 3 | 2 | 20 | - | - | - | - | untechable knockdown |
Back throw | 0.9 | 130 | 120 | 40 | - | 3 | 2 | 20 | - | - | - | - | untechable knockdown |
Hadoken | HL | 60 | 100 | 10/20 | su | 12+1 | - | 45 (total duration) | -6 | -2 | 8+18 | 8+22 | launch vs air, 15~16f cancellable, see notes below |
Hadoken EX | HL | 50*50 | 50*50 | -250/0 | su | 11+1 | - | 40 (total duration) | +1 | - | 8+13[29] | - | launch, juggle(2), 14~15f cancellable, [] = minimum stun for all hits, see notes below |
Shoryuken LP | HL | 100[70] | 200[100] | 30/40 | su | 3 | 2+12 | 14+10 | -17 | - | 20 | - | 1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3~30f airborne, launch, 3~4f hit cancellable |
Shoryuken MP | HL | 80*50 | 150*50 | 20/20*20 | su | 3 | 2*12 | 25+18 | -34 | - | 20 | - | 1~4f invincible, 5~16f lower body invincibility, 5~41f airborne, launch, 1st hit cancellable, 2nd hit juggle(1) |
Shoryuken HP | HL | 100*50 | 150*50 | 20/20*20 | su | 3 | 2*12 | 28+18 | -37 | - | 20 | - | 1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3~44f airborne, launch, 1st hit cancellable, 2nd hit juggle(1) |
Shoryuken EX | HL | 80*60 | 100*100 | -250/0 | su | 3 | 2*1+11 | 30+18 | -39 | - | 20 | - | 1~16f invincible, 6~46f airborne, 1st~2nd hit cancellable until airborne, launch, 2nd hit juggle(1) |
Hurricane Kick LK | HL | 100 | 200 | 30/30 | - | 11 | 2(6)2 | 12+5 | -6 | - | 20 | - | 7~20f lower body projectile invincibility, 7~32f airborne, launch, armor break, whiff vs crouch, 2nd hit aimed backwards, advantage based on 1st hit |
Hurricane Kick MK | HL | 110 | 200 | 30/30 | - | 12 | 2(6)2(6)2(6)2(6)2 | 18+3 | -2 | - | 20 | - | 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards |
Hurricane Kick HK | HL | 120 | 200 | 30/30 | - | 12 | 2(6)2(6)2(6)2(6)2 | 18+3 | -2 | - | 20 | - | 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards |
Hurricane Kick EX | HL | 30x4*40 | 50x5 | -250/0 | - | 11 | 1(3)1(3)1(3)1(3)1 | 18+3 | -1 | - | 20 | - | 6~27f lower body projectile invincibility, 6~45f airborne, 1~4 hit forces stand + launch vs air, 5th hit launch, armor break, juggle(5), 2nd/4th hit aimed backwards |
Hurricane Kick LK (air) | HL | 70 | 100 | 10/40 | - | 9 | 2(6)2(6)2 | until ground +10 | - | - | 20 | - | launch, 2nd hit aimed backwards |
Hurricane Kick MK (air) | HL | 80 | 100 | 10/40 | - | 9 | 2(6)2(6)2 | until ground +10 | - | - | 20 | - | launch, 2nd hit aimed backwards |
Hurricane Kick HK (air) | HL | 90 | 100 | 10/40 | - | 9 | 2(6)2(6)2 | until ground +10 | - | - | 20 | - | launch, 2nd hit aimed backwards |
Hurricane Kick EX (air) | HL | 40x5 | 50x5 | -250/0 | - | 7 | 1(3)1(3)1(3)1(3)1 | until ground +4 | - | - | 20 | - | launch, 2~5 hit juggle(4), 2nd/4th hit aimed backwards |
Super Combo | HL | 50x4*100 | 0 | -1000/0 | - | 1+1+1 | - | 52 (post-freeze duration) | +11 | - | 8+20[60] | - | 1f invincible, 1~4 hit launch vs air (untechable), 5th hit launch (untechable), juggle(5), [] = minimum stun for all hits, see notes below |
Ultra Combo 1 | HL | 42x7*75 | 0 | 0/0 | - | 1+10 | - | 120 (post-freeze duration) | -25 | - | 8+20[84] | - | 1~11f invincible, 1~7 hit launch vs air (untechable), 8th hit launch (untechable), juggle(8), [] = minimum stun for all hits |
Ultra Combo 2 | HL | 270*38x4*50x3[270*233] | 0 | 0/0 | - | 1+7 | 2*3x7 | 43+41 | -84 | - | 20 | - | 1~8f invincible, 9~30f lower body invincibility, 10~73f airborne, launch (untechable), 2~8 hit juggle(6), 1st hit armor break, 1st hit triggers full animation, advantage based on 2nd hit |
Dash | - | - | - | - | - | - | - | 18 | - | - | - | - | |
Backdash | - | - | - | - | - | - | - | 27 | - | - | - | - | 1~8f invincible, 10~18f airborne |
Move Name | Block H/L | Damage | Stun | Meter Gain | Cancel Ability | Startup | Active | Recovery | Block | Hit | Block | Hit | Notes |
Damage Values | Framedata | Advantage | Stun Duration |
Notes
- Ryu's projectiles are spawned a frame before they hit.
e.g. If Ryu is hit out of a Hadoken on 12f then it will not be a counterhit and the fireball will still appear on the next frame.
The characters | Abel • Adon • Akuma • Balrog • Blanka • C. Viper • Cammy • Chun-Li • Cody • Dan • Dee Jay • Dhalsim • Dudley • E. Honda • El Fuerte • Fei Long • Gen • Gouken • Guile • Guy • Hakan • Ibuki • Juri • Ken • M. Bison • Makoto • Rose • Rufus • Ryu • Sagat • Sakura • Seth • T.Hawk • Vega • Zangief |
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