Ryu is the main protagonist of Capcom's Street Fighter series.
Games
- Street Fighter
- Street Fighter II
- Street Fighter II Champion Edition
- Street Fighter II Turbo
- Super Street Fighter II
- Super Street Fighter II Turbo
- Street Fighter III: New Generation
- Street Fighter III: Second Impact
- Street Fighter III: 3rd Strike
- Street Fighter EX
- Street Fighter EX 2
- Street Fighter EX 3
Move List
Normal Moves
Throws
Seoi Nage
Punch Throw (all games)
Tomoe Nage
Kick Throw (all games)
Special Normals
Seichu Nidan Tsuki
Sakotsu Wari
Senpu Kyaku
Special Moves
Hadouken (Fireball)
QCF+P
The Hadouken is the signature move of Ryu and of fighting games in general. Ryu gathers Chi into an energy ball and releases that energy towards an opponent. Ryu had this capability in the original Street Fighter I game and has had it in every appearance. When Ken was altered to play slightly differently than Ryu, Ryu was given a more powerfull Hadouken than Ken, while Ken was given a more powerfull Shoryuken. This move is always performed with QCF+P. The higher the strength of the punch button pressed, the faster the hadouken travels across the screen. The Hadouken is about half the size of a Ryu and is released at chest-level. In games that don't have a Shakunetsu Hadouken, this move will knock down an opponent and set them on fire if it lands while they are very near to Ryu. The Shinku Hadouken is a super-version of this move.
Shakunetsu Hadouken (Red Fireball)
HCF+P (SSF2T, CvS2, SFA3); QCF+2P (SF3TS)
In Super Street Fighter 2 Turbo, Ryu gained a slower, more powerfull, and red version of the Hadouken. This move will set an opponent on fire. If thrown from a distance, they will be stunned for a short time. If performed close-up, they will be knocked down. In most games, this move can be performed by doing a half circle instead of a quarter circle forward (HCF+P). In Street Fighter 3: Third Strike, Ryu can perform a similar red fireball (the EX version of the Hadouken, consumes energy) by pressing two punch buttons at the same time while performing a normal Hadouken.
Shoryuken (Dragon Punch)
DP+P
Ryu and Ken have had had the Shoryuken move since Street Fighter I. It is a rising dragon uppercut attack which moves slightly forwards (though not as forwards as Ken's would later do). This move eventually became Ken's signature move and Ryu was given a less powerfull version of the attack. The EX version of this move in Street Fighter 3: Third Strike happens when two punches are pressed at the same time while executing the move, hits twice when starting from the ground, and has a faster startup. Unlike Ken, Ryu does not commonly have a suped-up version of this move, although he can perform a Shin Shoryuken if powered up at level 3 in Capcom vs SNK 2.
Tatsumaki Senpukyaku (Hurricane Kick)
QCB+K
The Tatsumaki Senpukyaku is the third basic move characteristic of the Shotokan style of martial arts. Ryu leaps straight in the air with one leg while the other spins around in a fierce hurricane kick. While spinning, Ryu travels horizontally forwards across the screen. In some games, this can be performed while in the air. The "Shinkuu Tatsumaki Senpuu Kyaku" is a super-version of this move.
Joudan Sokotou Geri
HCF+K
In the Street Fighter 3 Series of games, Ryu has a special forwards sidekick that sends his opponent flying. It is performed with HCF+K. The EX version (consumes energy meter) bounces your opponent off of the wall for a juggling opportunity.
Super Moves
Shinku Hadoken
Shinku Tatsumaki Senpu Kyaku
Messatsu Go Shoryu
DQCF+K
Evil Ryu is able to perform Akuma's Messatsu Go Shoryu move. This is similar to the Shin Shoryuken.
Shun Goku Satsu
LP,F,LP,F,LK,HP
Evil Ryu is able to perform Akuma's Shun Goku Satsu. He performs a Ashura Senku, then grabs his opponent, and then causes his opponent to explode, dealing massive damage.
Non-Attack Moves
Hado no Kamae
QCF+SELECT
Ryu pretends to throw a Hadouken. This ability first appears in Street Fighter Alpha 2.
Ashura Senku
(RDP or DP)+(3P or 3K)
Evil Ryu is able to perform Akuma's Ashura Senku move. He pulls back slightly, then moves towards or away from the opponent and is able to move through without getting hit.