Street Fighter 2: Champion Edition/Ryu

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Street Fighter 2: Champion EditionSf2ce-logo.png
Street Fighter 2: Champion Edition#Game ElementsStreet Fighter 2: Champion Edition#Game ElementsStreet Fighter 2: Champion Edition#CharactersStreet Fighter 2: Champion Edition#System InfoStreet Fighter 2: Champion Edition#MiscellaneousStreet Fighter 2: Champion Edition#Basic StrategyMvC3HeaderButtons.png

Sf2ceRyu.gif You must defeat Sheng Long to stand a chance.

Introduction

Color Options

Start Default
Ryu-mp.gif Ryu-old1.gif

Moves List

Normal Moves

Arm Throw (Seoi Nage): close, b or f + Medium or Hard Punch

Back Roll (Tomoe Nage): close, b or f + Medium or Hard Kick

Axe Kick: close, Hard Kick

Drop Knee: Light Kick in air

Special Moves

Fireball (Hadouken): d, df, f + Punch

-Faster than Ken's

Dragon Punch (Shoryuken): f, d, df + Punch

Hurricane Kick (Tatsumaki Senpuu Kyaku): d, db, b + Kick

The Basics

Anti-Airs: Shoryuken,crouching High Punch,standing High Kick

High Pokes: standing Medium Punch

Low Pokes: crouching Medium Kick

Combos

  • cr.MK xx Hadoken or Shoryuken
  • cr.LP CPS1 Chain s.HP xx Hadoken

Hitboxes

Standing Normals

  • Standing LP:
Damage 6 Sf2ce-ryu-lp-s1.png Sf2ce-ryu-lp-a.png Sf2ce-ryu-lp-s1.png Sf2ce-ryu-lp-r1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 2 4 4 1
Simplified 1+2 4 5
  • Standing MP:
Damage 16 Sf2ce-ryu-mp-s1.png Sf2ce-ryu-mp-s2.png Sf2ce-ryu-mp-a.png Sf2ce-ryu-mp-s2.png Sf2ce-ryu-mp-s1.png Sf2ce-ryu-lp-r2.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +10
Frame Count 1 2 4 3 3 1
Simplified 1+3 4 7
  • Standing HP:
Damage 26 Sf2ce-ryu-mp-s1.png Sf2ce-ryu-mp-s2.png Sf2ce-ryu-hp-a.png Sf2ce-ryu-mp-s2.png Sf2ce-ryu-mp-s1.png Sf2ce-ryu-lp-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -6
Frame Count 3 2 6 10 12 1
Simplified 1+5 6 23
  • Standing LK:
Damage 8 Sf2ce-ryu-mp-s1.png Sf2ce-ryu-lk-s2.png Sf2ce-ryu-lk-a.png Sf2ce-ryu-lk-s2.png Sf2ce-ryu-mp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel No
Frame Advantage +3
Frame Count 3 3 8 4 1
Simplified 1+6 8 5
  • Standing MK:
Damage 16 Sf2ce-ryu-mp-s1.png Sf2ce-ryu-lk-s2.png Sf2ce-ryu-mk-a.png Sf2ce-ryu-lk-s2.png Sf2ce-ryu-mp-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +1
Frame Count 5 6 12 6 1
Simplified 1+11 12 7
  • Standing HK:
Damage 22 Sf2ce-ryu-hk-s1.png Sf2ce-ryu-hk-a1.png Sf2ce-ryu-hk-a2.png Sf2ce-ryu-hk-r1.png Sf2ce-ryu-hk-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -2
Frame Count 2 4 8 10 7
Simplified 2+1 12 17

Close Standing Normals

  • Close Standing LP:
Damage 6 Sf2ce-ryu-cllp-s1.png Sf2ce-ryu-cllp-a.png Sf2ce-ryu-cllp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 1+2 4 5
  • Close Standing MP:
Damage 16 Sf2ce-ryu-mp-s1.png Sf2ce-ryu-clmp-s.png Sf2ce-ryu-clmp-a.png Sf2ce-ryu-clmp-r1.png Sf2ce-ryu-clmp-r2.png Sf2ce-ryu-clmp-s.png Sf2ce-ryu-mp-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +2
Frame Count 1 2 2 6 4 3 4
Simplified 1+3 2 17
  • Close Standing HP:
Damage 22 Sf2ce-ryu-clhp-s.png Sf2ce-ryu-clhp-a1.png Sf2ce-ryu-clhp-a2.png Sf2ce-ryu-clhp-r1.png Sf2ce-ryu-clhp-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Frame Advantage -8
Frame Count 3 2 6 10 13
Simplified 1+3 8 23
  • Close Standing LK:
Damage 8 Sf2ce-ryu-mp-s1.png Sf2ce-ryu-cllk-s1.png Sf2ce-ryu-cllk-a1.png Sf2ce-ryu-cllk-s1.png Sf2ce-ryu-mp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +5
Frame Count 2 3 6 3 1
Simplified 1+5 6 4
  • Close Standing MK:
Damage 16 Sf2ce-ryu-clmk-s1.png Sf2ce-ryu-clmk-s2.png Sf2ce-ryu-clmk-a.png Sf2ce-ryu-clmk-s2.png Sf2ce-ryu-clmk-s1.png Sf2ce-ryu-mk-r1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 2 1 6 4 4 1
Simplified 1+3 6 9
  • Close Standing HK:
Damage 24,6 Sf2ce-ryu-mp-s1.png Sf2ce-ryu-clhk-s1.png Sf2ce-ryu-clhk-a1.png Sf2ce-ryu-clhk-a2.png Sf2ce-ryu-clhk-s1.png Sf2ce-ryu-mp-s1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +8
Frame Count 3 4 8 4 10 1
Simplified 1+7 12 11

Crouching Normals

  • Crouching LP:
Damage 6 Sf2ce-ryu-crlp-s1.png Sf2ce-ryu-crlp-a.png Sf2ce-ryu-crlp-s1.png Sf2ce-ryu-crlp-r1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 2 4 4 1
Simplified 1+2 4 5
  • Crouching MP:
Damage 14 Sf2ce-ryu-crmp-s1.png Sf2ce-ryu-crmp-s2.png Sf2ce-ryu-crmp-a.png Sf2ce-ryu-crmp-s2.png Sf2ce-ryu-crmp-s1.png Sf2ce-ryu-crlp-r1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +10
Frame Count 1 2 4 3 3 1
Simplified 1+3 4 7


  • Crouching HP:
Damage 22 Sf2ce-ryu-crhp-s1.png Sf2ce-ryu-crhp-a1.png Sf2ce-ryu-crhp-a2.png Sf2ce-ryu-crhp-r1.png Sf2ce-ryu-crhp-s1.png Sf2ce-ryu-crhp-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Frame Advantage -11
Frame Count 3 3 8 10 12 1
Simplified 1+3 11 23
  • Crouching LK:
Damage 6 Sf2ce-ryu-crlk-s1.png Sf2ce-ryu-crlk-a.png Sf2ce-ryu-crlk-s1.png Sf2ce-ryu-crlp-r1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 2 4 4 1
Simplified 1+2 4 5
  • Crouching MK:
Damage 14 Sf2ce-ryu-crlk-s1.png Sf2ce-ryu-crlk-s2.png Sf2ce-ryu-crmk-a.png Sf2ce-ryu-crlk-s2.png Sf2ce-ryu-crlk-s1.png Sf2ce-ryu-crlp-r1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 1 2 6 4 4 1
Simplified 1+3 6 9
  • Crouching HK:
Damage 22 Sf2ce-ryu-crhk-s1.png Sf2ce-ryu-crhk-a.png Sf2ce-ryu-crhk-s2.png Sf2ce-ryu-crhk-r1.png Sf2ce-ryu-crhk-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Frame Advantage +2
Frame Count 3 6 6 8 11
Simplified 1+3 6 25

Aerial Normals

  • Neutral Jumping LP:
Damage 10 Sf2ce-ryu-njlp-s1.png Sf2ce-ryu-njlp-a.png
Stun 1~7
Stun Timer 40
Frame Count 2
  • Diagonal Jumping LP:
Damage 8 Sf2ce-ryu-njlp-s1.png Sf2ce-ryu-djlp-a.png
Stun 1~7
Stun Timer 40
Frame Count 2
  • Neutral/Diagonal Jumping MP:
Damage 16 Sf2ce-ryu-njlp-s1.png Sf2ce-ryu-jmp-s2.png Sf2ce-ryu-jmp-a.png Sf2ce-ryu-jmp-s2.png Sf2ce-ryu-jmp-r1.png Sf2ce-ryu-jmp-r2.png Sf2ce-ryu-jmp-r3.png
Stun 5~11
Stun Timer 50
Frame Count 2 2 20 4 4 4
Simplified 4 20
  • Neutral Jumping HP:
Damage 24 Sf2ce-ryu-njlp-s1.png Sf2ce-ryu-jmp-s2.png Sf2ce-ryu-njhp-a.png Sf2ce-ryu-jmp-s2.png Sf2ce-ryu-jmp-r1.png Sf2ce-ryu-jmp-r2.png Sf2ce-ryu-jmp-r3.png
Stun 11~17
Stun Timer 60
Frame Count 2 2 20 4 4 4
Simplified 4 20
  • Diagonal Jumping HP:
Damage 22 Sf2ce-ryu-njlp-s1.png Sf2ce-ryu-jmp-s2.png Sf2ce-ryu-njhp-a.png Sf2ce-ryu-jmp-s2.png Sf2ce-ryu-jmp-r1.png Sf2ce-ryu-jmp-r2.png Sf2ce-ryu-jmp-r3.png
Stun 11~17
Stun Timer 60
Frame Count 2 2 8 4 4 4
Simplified 4 8
  • Neutral Jumping LK:
Damage 10 Sf2ce-ryu-njlk-s1.png Sf2ce-ryu-njlk-a.png Sf2ce-ryu-njlk-r1.png
Stun 1~7
Stun Timer 40
Frame Count 3 40
  • Diagonal Jumping LK:
Damage 8 Sf2ce-ryu-djlk-s1.png Sf2ce-ryu-djlk-s2.png Sf2ce-ryu-djlk-a.png
Stun 1~7
Stun Timer 40
Frame Count 2 3
Simplified 5
  • Neutral Jumping MK:
Damage 16 Sf2ce-ryu-njmk-s1.png Sf2ce-ryu-njmk-a.png Sf2ce-ryu-jmp-r1.png Sf2ce-ryu-jmp-r2.png Sf2ce-ryu-jmp-r3.png
Stun 5~11
Stun Timer 50
Frame Count 5 13 6 6
Simplified 5 13
  • Diagonal Jumping MK:
Damage 16 Sf2ce-ryu-djlk-s1.png Sf2ce-ryu-djmk-s1.png Sf2ce-ryu-djmk-a.png Sf2ce-ryu-djmk-s1.png Sf2ce-ryu-jmp-r1.png Sf2ce-ryu-jmp-r2.png Sf2ce-ryu-jmp-r3.png
Stun 5~11
Stun Timer 50
Frame Count 2 3 13 3 3 3
Simplified 5 13
  • Neutral Jumping HK:
Damage 24 Sf2ce-ryu-njhk-s1.png Sf2ce-ryu-njhk-a1.png Sf2ce-ryu-njhk-a2.png Sf2ce-ryu-njhk-r1.png Sf2ce-ryu-njhk-r2.png Sf2ce-ryu-jmp-r1.png Sf2ce-ryu-jmp-r2.png
Stun 11~17
Stun Timer 60
Frame Count 2 4 4 3 3 3
Simplified 2 8
  • Diagonal Jumping HK:
Damage 22 Sf2ce-ryu-djlk-s1.png Sf2ce-ryu-djmk-s1.png Sf2ce-ryu-djhk-a.png Sf2ce-ryu-djmk-s1.png Sf2ce-ryu-jmp-r1.png Sf2ce-ryu-jmp-r2.png Sf2ce-ryu-jmp-r3.png
Stun 11~17
Stun Timer 60
Frame Count 2 3 7 3 3 3
Simplified 5 7

Throws

  • Seoi Nage: (←/→ + HP) and Tomoe Nage: (←/→ + HK)
Damage 32 Sf2ce-ryu-throw.png
Duration 130
Stun 7~13
Stun Timer 100
Range (from axis) 48
Range advantage 19

Special Moves

  • Hadoken: (↓↘→ + P)

Startup:

Sf2ce-ryu-hdk-s1.png Sf2ce-ryu-hdk-s2.png Sf2ce-ryu-hdk-s3.png Sf2ce-ryu-hdk-s4.png
Frame Count 2 6 1 1

Active:

LP version:

Damage 12 Sf2ce-ryu-hdk-lp-a1.png Sf2ce-ryu-hdk-lp-a2.png Sf2ce-ryu-hdk-lp-a3.png Sf2ce-ryu-hdk-lp-a4.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 2..
Simplified 40

MP version:

Damage 14 Sf2ce-ryu-hdk-mp-a1.png Sf2ce-ryu-hdk-mp-a2.png Sf2ce-ryu-hdk-mp-a3.png Sf2ce-ryu-hdk-mp-a4.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 2..
Simplified 40

HP version:

Damage 16 Sf2ce-ryu-hdk-hp-a1.png Sf2ce-ryu-hdk-hp-a2.png Sf2ce-ryu-hdk-hp-a3.png Sf2ce-ryu-hdk-hp-a4.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 2..
Simplified 40


  • Shoryuken: →↓↘ + Punch

Startup:

Damage 32 Sf2ce-ryu-srk-s1.png Sf2ce-ryu-srk-a1.png Sf2ce-ryu-srk-a2.png Sf2ce-ryu-srk-r1.png Sf2ce-ryu-srk-r2.png Sf2ce-ryu-srk-r3.png
Stun 13~19
Stun Timer 120
Frame Advantage -18/-26/-40
Jab 4 4 14 6 11 5
Strong 4 4 22 6 14 5
Fierce 4 4 26 6 21 5
  • Tatsumaki Senpuu Kyaku: ↓↙← + Kick

Startup:

Damage 22 Sf2ce-ryu-tsk-s1.png Sf2ce-ryu-tsk-s2.png Sf2ce-ryu-tsk-s3.png
Stun 13~19
Stun Timer 120
Frame Advantage -1
Frame Count 4 4 3


Active:

Sf2ce-ryu-tsk-a1.png Sf2ce-ryu-tsk-m1.png Sf2ce-ryu-tsk-a2.png Sf2ce-ryu-tsk-m2.png
Frame Count 3 3 3 3

Short: 1 Time
Foward: 2 Times
Rounhouse: 3 Times

Recovery:

Sf2ce-ryu-tsk-r1.png Sf2ce-ryu-tsk-r2.png Sf2ce-ryu-tsk-r3.png Sf2ce-ryu-tsk-r4.png
Frame Count 4 4 4 0

Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2ce-ryu-bwd.png Sf2ce-ryu-cllp-n.png Sf2ce-ryu-fwd.png Sf2ce-ryu-cr-n.png
  • Standing reel:
Sf2ce-ryu-reel1.png Sf2ce-ryu-reel2.png Sf2ce-ryu-reel3.png Sf2ce-ryu-reel4.png
  • Standing gut reel:
Sf2ce-ryu-gutreel1.png Sf2ce-ryu-gutreel2.png Sf2ce-ryu-gutreel3.png Sf2ce-ryu-gutreel4.png
  • Crouching reel:
Sf2ce-ryu-creel1.png Sf2ce-ryu-creel2.png Sf2ce-ryu-creel3.png
  • Dizzy:
Sf2ce-ryu-dizzy1.png Sf2ce-ryu-dizzy2.png Sf2ce-ryu-dizzy3.png

Advanced Strategy

Ryu is perhaps the most balanced char of the game and one of its top tiers. His moves and techniques include ofensive and defensive capabilities thus making Ryu a good beginner's choice. But once you understand and master his techniques, Ryu can be pretty much invincible or at least a tough as nails challenge. Contrary to his pal Ken, Ryu can win his fights both from close or far distances, has a faster projectile, a much better Hurricane Kick and a slower Shoryuken.

Ryu can avoid most of the common traps from other chars, thanks to his Hurricane Kick. The move has many invincible frames both at start and at the end, making a counter attack very difficult, let alone the almost sure trade that always ends in Ryu's favours. Ryu can pass through fireballs easily with his Tatsu, being it one of the most important techinques a Ryu player should master. Also, he can handle most fireball wars easily, being Sagat's Tiger Shots the only exception. Don't be ashamed to pressure with Hadoukens since they're an important zoning tool and a way to induce your opponent to make mistakes.

Unfortunately nobody is perfect. Ryu's Shoryuken isn't near as reliable nor as fast as Ken's one, not to mention it can be safe jumped. But this doesn't means it's an useless move. The player just have to be more careful on how and when to apply it, since it's slower and have limited range. It's a good anti-air but sometimes the Hurricane Kick works even better. If the opponent is near you, Shoryuken him with no mercy but if your enemy is jumping from a certain distance, it may be wiser to use a Tatsu since there's a huge chance you'll whiff and be punished. The Touch of Dead (ToD) combo doesn't work like Ken's one, but you can do it under certain circunstances or against certain adversaries. Basically, you must do it starting with a cross up, or it will whiffs. Standing HP + Shoryuken combos must be done with LP or MP because the HP Shoryuken is a 2 hit attack in this Street Fighter version and whiffs the second hit most of time. And speaking about combos, the air "HP xx s.HP xx Hadouken" is his best one: easy execution, high damage and instant dizzy in 99% of the cases.

Footsies and pokes are basically the same for both Ken and Ryu. Use them wisely.

Match-Ups

Vs. Ryu

Avoid the temptation of start up the round throwing a fireball because you can simply initiate a chain reaction that will end up in a lost match. The opponent may jump and inflict you a 3-hit dizzying combo and then a cross up ToD, to tragic consequences. Your best bet is start the round blocking/footsing and waiting for your opponent's reaction. The fireballs can be countered by Hurricane Kicks and even if you end up trading hits, you'll be at an advantage since your move takes more life and will knock your enemy down, thus openning some possibilities. Cross ups are generaly a good idea but beware the distances: The wrong one will result in a reversal Shoryuken or Hurricane Kick. Do it carefully. If Ryu is near you, you must always work having in mind that he can't help the desire to Tatsu you. Be careful with your footsies and Hadoukens and avoid patterns. If cornered, the Hurricane Kick is your way out if done at the right timing. If you corner your adversary, set a fireball trap but remember he also have the very same Hurricane Kick.

Vs. Ken

Vs. E.Honda

Vs. Chun Li

Vs. Blanka

Vs. Zangief

Vs. Guile

Vs. Dhalsim

Vs. Boxer

Vs. Claw

Vs. Sagat

Vs. Dictador