Street Fighter V/Ryu

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< Street Fighter V
Revision as of 14:30, 6 March 2021 by Shiburizu (talk | contribs) (v shift break image, labels for V-Trigger activation and follow ups)

Introduction

About Ryu

The main protagonist of Street Fighter and one of the most recognizable characters in fighting games, Ryu is an all arounder, beginner friendly character. He used to be in fact one of the worse characters in the game, but now after season 5 he's one of the most buffed characters in SFV history, and is now respectively strong. Ryu has more than solid tools for nearly everything - zoning capabilities, pressure and mixup options, poking, anti airing and frame trapping, corner carry and damage, as well as defensive options. Ryu no longer lacks any notable edge either - he has 2 powerful v-triggers, solid way to build v-meter, and high adaptability in terms of playstyle. Not only is Ryu now both a great character to start with, he is very powerful and effective at high level!

Final Patch

Players to Watch

  • AM Kidd
  • DelzonFire
  • JustFog
  • MDZjimmY
  • Strangehail8
  • Uzura
Ryu
SFV-Ryu Portrait.jpg
Vitals
Life Points 1025
Stun Points 1050
V-Gauge Points
V-Trigger 1 600
V-Trigger 2 600
Ground Movement
Forward Walk Speed 4.7
Backward Walk Speed 3.2
Forward Dash Speed 16
Backward Dash Speed 21
Forward Dash Distance 145.2
Backward Dash Distance 97.3
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 212.8
Backward Jump Distance 182.4
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP
Stand LP
5LP
SFV Ryu 5LP.png
Normal
SFV Ryu 5LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 2 7 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: sp su vt1 vt2
  • Ryu is in throw range after block up close
V-Trigger 1 Startup Active Recovery Hit
3 2 7 6
Damage Stun Attack Block
30 100 H 2
  • Cancel options: sp su
  • Ryu is in throw range after block up close
  • Cannot hit crossup during V-Trigger 1
Stand MP
Stand MP
5MP
SFV Ryu 5MP.png
Normal
SFV Ryu 5MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 3 10 6
Damage Stun Attack Block
60 100 H 2
  • Cancel options: sp su vt1 vt2
  • Hit Confirm notes: *MP > HP
  • Combo and frametrap tool
V-Trigger 1 Startup Active Recovery Hit
5 3 10 8
Damage Stun Attack Block
60 130 H 2
  • Cancel options: sp su
  • Combo and frametrap tool
  • Cannot hit crossup during V-Trigger 1
Stand HP
Stand HP
5HP
SFV Ryu 5HP.png
Normal
SFV Ryu 5HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 3 20 3
Damage Stun Attack Block
90 150 H -1
  • Cancel options: sp su vt1 vt2
  • Crush Counters into a free juggle Knockdown state (see KDA data)
  • Cannot hit cross-up (behind Ryu) while in V-Trigger 1 / 2 (don't ask me why)
V-Trigger 1 Startup Active Recovery Hit
8 3 20 5
Damage Stun Attack Block
90 180 H -1
  • Cancel options: sp su
  • Hit Confirm notes: *in VT only, **CA (no VT needed), ***HP > HK
  • Crush Counters into a free juggle Knockdown state (see KDA data)
  • Special Cancelable during V-Trigger 1 / 2
  • Cannot hit crossup during V-Trigger 1
Stand LK
Stand LK
5LK
SFV Ryu 5LK.png
Startup Active Recovery Hit
4 3 11 -1
Damage Stun Attack Block
30 70 H -2
  • Cancel options: sp su vt1 vt2
  • Fast startup and good range make this a great buffer tool (can have good conversions with EX meter or VT ready)
  • Ryu is in throw range after block up close
Stand MK
Stand MK
5MK
SFV Ryu 5MK.png
Startup Active Recovery Hit
8 3 16 2
Damage Stun Attack Block
70 100 H -2
  • Cancel options: vt1 vt2
  • No hurtbox extension before active frames (good for poking)
  • Hurtbox width reduced on his standing leg during frames 6-16 (helps with kicking over low hitting attacks)
Stand HK
Stand HK
5HK
SFV Ryu 5HK.png
Startup Active Recovery Hit
10 2 20 4
Damage Stun Attack Block
90 150 H -1
  • Cancel options: vt1 vt2
  • Cannot hit crouch
  • This move IS cancelable on block into V-Triggers but you have to delay the VT input until AFTER the block hitstop is over to get the most frame advantage out of it (varies from -1 -> +16 on block)
  • Capcom doesn't know how to do cancel scripts properly
Crouch LP
Crouch LP
2LP
SFV Ryu 2LP.png
Normal
SFV Ryu 2LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 3 5 3
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vt1 vt2
  • Chains into cr.LK or cr.LP
V-Trigger 1 Startup Active Recovery Hit
4 3 5 5
Damage Stun Attack Block
30 100 H 2
  • Cancel options: sp su
  • Cannot hit crossup during V-Trigger 1
Crouch MP
Crouch MP
2MP
SFV Ryu 2MP.png
Normal
SFV Ryu 2MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 3 12 4
Damage Stun Attack Block
60 100 H 2
V-Trigger 1 Startup Active Recovery Hit
6 3 12 6
Damage Stun Attack Block
60 130 H 2
  • Cancel options: sp su
  • +1 extra frame advantage on block (+3) during V-Trigger 1
  • Cannot hit crossup during V-Trigger 1
Crouch HP
Crouch HP
2HP
SFV Ryu 2HP.png
Normal
SFV Ryu 2HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 4 24 -7
Damage Stun Attack Block
90 150 H -10
  • Cancel options: sp su vt1 vt2
  • Forces standing state on hit
  • 70 damage and not cancelable after first active frame
  • Cannot hit cross-up (behind Ryu)
  • Reduced arm hurtbox on first active frame during VT1
V-Trigger 1 Startup Active Recovery Hit
6 4 24 -5
Damage Stun Attack Block
90 180 H -10
  • Cancel options: sp su
  • Forces standing state on hit
  • 70 damage and not cancelable after first active frame
  • Cannot hit cross-up (behind Ryu)
  • Reduced arm hurtbox on first active frame during VT1
Crouch LK
Crouch LK
2LK
SFV Ryu 2LK.png
Startup Active Recovery Hit
4 2 7 2
Damage Stun Attack Block
20 70 L 1
  • Cancel options: ch vt1 vt2
  • Chains into cr.LK or cr.LP
Crouch MK
Crouch MK
2MK
SFV Ryu 2MK.png
Startup Active Recovery Hit
6 3 13 2
Damage Stun Attack Block
50 100 L -1
  • Cancel options: sp su vt1 vt2
  • Main footsie tool
  • Does not combo into HP Fireball from max range
Crouch HK
Crouch HK
2HK
SFV Ryu 2HK.png
Startup Active Recovery Hit
7 2 22 KD
Damage Stun Attack Block
90 150 L -11
Jump LP
Jump LP
j.LP
SFV Ryu j.LP.png
Normal
SFV Ryu j.LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 6 - -
Damage Stun Attack Block
40 70 M -
V-Trigger 1 Startup Active Recovery Hit
3 6 - -
Damage Stun Attack Block
40 100 M -
Jump MP
Jump MP
j.MP
SFV Ryu j.MP.png
Normal
SFV Ryu j.MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 3(2)3 - -
Damage Stun Attack Block
30*30 50*50 M -
  • Cancel options: sp
  • Puts airborne opponents into a free (1st hit) or limited (2nd hit) juggle state on hit
  • Juggle Limit / Increase / Start: 0*1 / 1*1 / 0*1
V-Trigger 1 Startup Active Recovery Hit
7 3(2)3 - -
Damage Stun Attack Block
30*30 (60) 65*65 (130) M -
  • Cancel options: sp
  • Puts airborne opponents into a free (1st hit) or limited (2nd hit) juggle state on hit
  • Juggle Limit / Increase / Start: 0*1 / 1*1 / 0*1
Jump HP
Jump HP
j.HP
Normal Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • Pulls Ryu's leg hurtboxes up slightly
  • Ryu's best priority jump-in hitbox
V-Trigger 1 Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90 180 M -
Jump LK
Jump LK
j.LK
SFV Ryu j.LK.png
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Cross-up
Jump MK
Jump MK
j.MK
SFV Ryu j.MK.png
Startup Active Recovery Hit
6 4 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: -
  • Cross-up
Jump HK
Jump HK
j.HK
SFV Ryu j.HK.png
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • Pulls Ryu's leg hurtboxes up slightly
  • Has better horizontal range than jump HP but worse hitbox priority

Command Normals

Collarbone Breaker
Collarbone Breaker
6MP
SFV Ryu 6MP.png
Normal
SFV Ryu 6MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
22 1*3 17 1
Damage Stun Attack Block
30*30 60*40 M*M -7
  • Cancel options: -
  • 2-hit Overhead
  • +3/-5 on the last active frame
V-Trigger 1 Startup Active Recovery Hit
22 1*3 17 1
Damage Stun Attack Block
30*30 (60) 60*70 (130) M*M -7
  • Cancel options: -
  • 2-hit Overhead
  • +3/-4 on the last active frame
Solar Plexus Strike
Solar Plexus Strike
6HP
SFV Ryu 6HP.png
Normal
SFV Ryu 6HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
17 2(1)2 18 8
Damage Stun Attack Block
40*40 75*75 H*H -2
  • Cancel options: sp vt1 vt2
  • Hit Confirm notes: *DP only, **VT2 Parry
  • Can be canceled into Shoryuken on hit or block
  • Can be canceled into VT2 Parry on hit/block and during most of recovery
V-Trigger 1 Startup Active Recovery Hit
17 2(1)2 18 8
Damage Stun Attack Block
45*45 (90) 90*90 (180) H*H -2
  • Cancel options: sp
  • Hit Confirm notes: *DP only
  • Can be canceled into Shoryuken on hit or block
  • Cannot hit crossup during V-Trigger 1
Axe Kick
Axe Kick
4HK
SFV Ryu 4HK.png
Startup Active Recovery Hit
9 3(3)4 16 4
Damage Stun Attack Block
40*40 60*90 H*H -2
  • Cancel options: sp su vt1 vt2
  • Hit Confirm notes: *VT2 Parry
  • Forces standing state on 1st hit
  • Both hits can be canceled
  • Juggle Limit / Increase / Start: 0*1 / 1*1 / 1*1

Target Combos

Jodan Sanrengeki 1st
Jodan Sanrengeki 1st
5MP > 5HP
SFV Ryu 5MP 5HP.png
Startup Active Recovery Hit
5+9 2 21(28) -2
Damage Stun Attack Block
60*63 (123) 100*90 (190) H*H -9
  • Cancel options: vt1 vt2
  • HP has +7 extra Recovery frames on whiff
  • Second hit (HP) can be substituted with crouch HP instead to force stand on a crouching opponent
  • Crouch HP version has 1 less VTC advantage
Jodan Sanrengeki 2nd
Jodan Sanrengeki 2nd
5MP > 5HP > 5HK
SFV Ryu 5MP 5HP 5HK.png
Startup Active Recovery Hit
5+9+9 2 26 KD
Damage Stun Attack Block
60*63*56 (179) 100*90*80 (270) H*H*H -7
  • Cancel options: vs2 vt1 vt2
  • Second hit (HP) can be substituted with crouch HP instead to force stand on a crouching opponent
  • Last hit (HK) cannot hit crouch
  • Last hit (HK) puts grounded opponents into a free juggle state
  • Can be canceled on hit into V-Skill 2 (KDA +86/27/32)
Jodan Nirengeki
Jodan Nirengeki
5HP > 5HK
SFV Ryu 5HP 5HK.png
Startup Active Recovery Hit
8+9 2 26 KD
Damage Stun Attack Block
90*63 (153) 150*90 (240) H*H -7
  • Cancel options: vs2 vt1 vt2
  • Second hit (HK) cannot hit crouch
  • Second hit (HK) keeps the opponent in a free juggle state if the first hit (HP) was a Crush Counter
  • Second hit (HK) puts grounded opponents into a free juggle state
  • Can be canceled on hit into V-Skill 2 (KDA +86/27/32)

Throws

Shoulder Throw
Shoulder Throw
Throw
LPLK
SFV Ryu LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T KD
Somersault Throw
Somersault Throw
Back Throw
4LPLK
SFV Ryu 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 200 T KD

Special Moves

LP Hadoken
LP Hadoken
236LP
SFV Ryu 236LP.png
Normal
SFV Ryu 236LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 - 31 -1
Damage Stun Attack Block
60 100 H -6
  • Cancel options: su vt2
  • 1-hit projectile
  • Projectile Speed: 0.53
  • Not projectile invincible on extended arms or leg during startup
  • Cancelable into early from a successful V-Trigger 2 Parry (KDA +72/13/18)
  • Juggle Limit / Increase / Start: 0 / 4 / 3
V-Trigger 1 Startup Active Recovery Hit
14 - 28 KD
Damage Stun Attack Block
80 150 H -2
  • Cancel options: su
  • 1-hit projectile
  • Projectile Speed: 0.80
  • Not projectile invincible on extended arms or leg during startup
  • Juggle Limit / Increase / Start: 0 / 4 / 3
MP Hadoken
MP Hadoken
236MP
SFV Ryu 236MP.png
Normal
SFV Ryu 236MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 - 31 -1
Damage Stun Attack Block
60 100 H -6
  • Cancel options: su vt2
  • 1-hit projectile
  • Projectile Speed: 0.66
  • Not projectile invincible on extended arms or leg during startup
  • Cancelable into early from a successful V-Trigger 2 Parry (KDA +72/13/18)
  • Juggle Limit / Increase / Start: 0 / 4 / 3
V-Trigger 1 Startup Active Recovery Hit
14 - 28 KD
Damage Stun Attack Block
80 150 H -2
  • Cancel options: su
  • 1-hit projectile
  • Projectile Speed: 0.95
  • Not projectile invincible on extended arms or leg during startup
  • Juggle Limit / Increase / Start: 0 / 4 / 3
HP Hadoken
HP Hadoken
236HP
SFV Ryu 236HP.png
Normal
SFV Ryu 236HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 - 31 -1
Damage Stun Attack Block
60 100 H -6
  • Cancel options: su vt2
  • 1-hit projectile
  • Projectile Speed: 0.80
  • Not projectile invincible on extended arms or leg during startup
  • Cancelable into early from a successful V-Trigger 2 Parry (KDA +72/13/18)
  • Juggle Limit / Increase / Start: 0 / 4 / 3
V-Trigger 1 Startup Active Recovery Hit
14 - 28 KD
Damage Stun Attack Block
80 150 H -2
  • Cancel options: su
  • 1-hit projectile
  • Projectile Speed: 1.10
  • Not projectile invincible on extended arms or leg during startup
  • Juggle Limit / Increase / Start: 0 / 4 / 3
EX Hadoken
EX Hadoken
236PP
SFV Ryu 236PP.png
Normal
SFV Ryu 236PP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
11(10) - 31 KD
Damage Stun Attack Block
40*60 0*150 H*H 2
  • Cancel options: vt1 vt2
  • 2-hit projectile
  • Projectile Speed: 0.85
  • V-Trigger cancelable on hit/block
  • No hurtbox on extended arms of legs until frame 13
  • 1 frame less startup when done from crouch LP
  • Cancelable into early from a successful V-Trigger 2 Parry (KDA +74/15/21)
  • Juggle Limit / Increase / Start: 4*4 / 0*4 / 0*1
V-Trigger 1 Startup Active Recovery Hit
11 - 29 KD
Damage Stun Attack Block
40x3 (120) 200 H*H 2
  • Cancel options: -
  • 3-hit projectile
  • Projectile Speed: 1.20
  • V-Trigger cancelable on hit/block
  • No hurtbox on extended arms of legs until frame 13
  • Juggle Limit / Increase / Start: 6*6 / 0*6 / 0*2
LP Shoryuken
LP Shoryuken
623LP
SFV Ryu 623LP.png
Normal
SFV Ryu 623LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 12 19+11 KD
Damage Stun Attack Block
110(60) 150(100) H -24
  • Cancel options: su vt2
  • Throw invincible on frames 1-3
  • Airborne on frames 3-33
  • 60 dmg / 100 stun on later active frames
  • Ryu is in counterhit state during move duration
  • Cancelable into early from a successful V-Trigger 2 Parry (KDA +72/13/18)
  • Active frames 1-2: Juggle Limit / Increase / Start: 0 / 5 / 5
  • Active frames 3-4: Juggle Limit / Increase / Start: 0 / 5 / 99
  • Active frames 5-12: Juggle Limit / Increase / Start: 0 / 99 / 99
  • Juggle Limit increased from 0 -> 6 in V-Trigger 1
V-Trigger 1 Startup Active Recovery Hit
3 12 19+11 KD
Damage Stun Attack Block
120(80) 200(150) H -24
  • Cancel options: su
  • Throw invincible on frames 1-3
  • Airborne on frames 3-33
  • 80 dmg / 150 stun on later active frames
  • Ryu is in counterhit state during move duration
  • Active frames 1-2: Juggle Limit / Increase / Start: 6 / 5 / 5
  • Active frames 3-4: Juggle Limit / Increase / Start: 6 / 5 / 99
  • Active frames 5-12: Juggle Limit / Increase / Start: 6 / 99 / 99
MP Shoryuken
MP Shoryuken
623MP
SFV Ryu 623MP.png
Normal
SFV Ryu 623MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 11 26+13 KD
Damage Stun Attack Block
120(60) 150(100) H -32
  • Cancel options: su vt2
  • Invincible to airborne strike attacks on frames 1-6
  • Airborne on frames 6-40
  • 60 dmg / 100 stun on later active frames
  • Ryu is in counterhit state during move duration
  • Cancelable into early from a successful V-Trigger 2 Parry (KDA +72/13/18)
  • Active frames 1-2: Juggle Limit / Increase / Start: 0 / 5 / 5
  • Active frames 3-4: Juggle Limit / Increase / Start: 0 / 5 / 99
  • Active frames 5-11: Juggle Limit / Increase / Start: 0 / 99 / 99
  • Juggle Limit increased from 0 -> 6 in V-Trigger 1
V-Trigger 1 Startup Active Recovery Hit
4 11 26+13 KD
Damage Stun Attack Block
130(80) 200(150) H -32
  • Cancel options: su
  • Invincible to airborne strike attacks on frames 3-6
  • Airborne on frames 6-40
  • 80 dmg / 150 stun on later active frames
  • Ryu is in counterhit state during move duration
  • Active frames 1-2: Juggle Limit / Increase / Start: 6 / 5 / 5
  • Active frames 3-4: Juggle Limit / Increase / Start: 6 / 5 / 99
  • Active frames 5-11: Juggle Limit / Increase / Start: 6 / 99 / 99
HP Shoryuken
HP Shoryuken
623HP
SFV Ryu 623HP.png
Normal
SFV Ryu 623HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 10 29+15 KD
Damage Stun Attack Block
130(60) 150 H -36
  • Cancel options: su vt2
  • Strike and Projectile invincible on frames 3-6
  • Airborne on frames 7-43
  • Deals 10 less damage (120) on the second active frame
  • 60 dmg / 150 stun on later active frames
  • Ryu is in counterhit state during move duration
  • Cancelable into early from a successful V-Trigger 2 Parry (KDA +74/15/20)
  • Active frames 1-2: Juggle Limit / Increase / Start: 0 / 5 / 5
  • Active frames 3-4: Juggle Limit / Increase / Start: 0 / 5 / 99
  • Active frames 5-10: Juggle Limit / Increase / Start: 1 / 99 / 99
  • Juggle Limit increased from 0 -> 6 in V-Trigger 1
V-Trigger 1 Startup Active Recovery Hit
5 10 29+15 KD
Damage Stun Attack Block
140(80) 200 H -36
  • Cancel options: su
  • Strike and Projectile invincible on frames 3-6
  • Airborne on frames 7-43
  • Ryu takes 20% increased damage from the first hit during recovery frames
  • Deals 10 less damage (130) on the second active frame
  • 80 dmg / 200 stun on later active frames
  • Ryu is in counterhit state during move duration
  • Active frames 1-2: Juggle Limit / Increase / Start: 6 / 5 / 5
  • Active frames 3-4: Juggle Limit / Increase / Start: 6 / 5 / 99
  • Active frames 5-10: Juggle Limit / Increase / Start: 6 / 99 / 99
EX Shoryuken
EX Shoryuken
623PP
SFV Ryu 623PP.png
Normal
SFV Ryu 623PP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 12 29+15 KD
Damage Stun Attack Block
80*80 (160) 200 H*H -37
  • Cancel options: -
  • Fully invincible on frames 1-15
  • Airborne on frames 5-43
  • Can hit crossups from 5th frame (2nd hit)
  • Ryu is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
  • Cancelable into early from a successful V-Trigger 2 Parry
  • Only does one hit on block/armor
  • Juggle Limit: 7 (Juggle Limit increased from 7 -> 8 in V-Trigger 1)
V-Trigger 1 Startup Active Recovery Hit
3 12 29+15 KD
Damage Stun Attack Block
100*80 (180) 200 H*H -37
  • Cancel options: -
  • Fully invincible on frames 1-15
  • Airborne on frames 5-43
  • Can hit crossups from frame 5 (2nd hit)
  • Ryu is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
  • Only does one hit on block/armor
  • Juggle Limit: 8
LK Tatsumaki Senpukyaku
LK Tatsumaki Senpukyaku
214LK
SFV Ryu 214LK.png
Startup Active Recovery Hit
10 2 18+12 KD
Damage Stun Attack Block
80 150 H -10
  • Cancel options: -
  • Airborne on frames 6-29
  • Juggle Limit / Increase / Start: 1 / 9 / 8
  • Less Juggle Increase (+8) when canceled into from stand HP during V-Trigger 1 / 2
MK Tatsumaki Senpukyaku
MK Tatsumaki Senpukyaku
214MK
SFV Ryu 214MK.png
Startup Active Recovery Hit
12 2(16)2 14+16 KD
Damage Stun Attack Block
90 150 H -12
  • Cancel options: -
  • Airborne on frames 7-47
  • Lower body is Projectile invincible on frames 6-45
  • Juggle Limit / Increase / Start: 1*1 / 99*99 / 5*5
HK Tatsumaki Senpukyaku
HK Tatsumaki Senpukyaku
214HK
SFV Ryu 214HK.png
Startup Active Recovery Hit
14 2(16)2(14)2 14+17 KD
Damage Stun Attack Block
100 150 H -13
  • Cancel options: -
  • Airborne on frames 7-63
  • Lower body is Projectile invincible on frames 9-61
  • Juggle Limit / Increase / Start: 1*1*1 / 99*99*99 / 5*5*5
EX Tatsumaki Senpukyaku
EX Tatsumaki Senpukyaku
214KK
SFV Ryu 214KK.png
Startup Active Recovery Hit
10 2(4)2(5)2(3)3(3)2 11+15 KD
Damage Stun Attack Block
28x5 (140) 150 H -19
  • Cancel options: -
  • Airborne on frames 5-46
  • Lower body is Projectile invincible on frames 7-36
  • Juggle Limit / Increase / Start: 2 / 0*0*0*0*6 / 0*0*0*0*1
LK Air Tatsumaki Senpukyaku
LK Air Tatsumaki Senpukyaku
214LK (air)
SFV Ryu 214LK (air).png
Startup Active Recovery Hit
9 2(6)2(6)2 14 KD
Damage Stun Attack Block
100 200 H -3(2)
  • Cancel options: -
  • Cannot hit crouch or cross-up
  • 14 frames of landing recovery
  • Frame Advantage varies depending on height
  • Juggle Limit / Increase / Start: 2 / 8 / 8
MK Air Tatsumaki Senpukyaku
MK Air Tatsumaki Senpukyaku
214MK (air)
SFV Ryu 214MK (air).png
Startup Active Recovery Hit
9 2(6)2(6)2 14 KD
Damage Stun Attack Block
100 200 H -3(2)
  • Cancel options: -
  • Cannot hit crouch or cross-up
  • 14 frames of landing recovery
  • Frame Advantage varies depending on height
  • Juggle Limit / Increase / Start: 2 / 8 / 8
HK Air Tatsumaki Senpukyaku
HK Air Tatsumaki Senpukyaku
214HK (air)
SFV Ryu 214HK (air).png
Startup Active Recovery Hit
9 2(6)2(6)2 14 KD
Damage Stun Attack Block
100 200 H -3(2)
  • Cancel options: -
  • Cannot hit crouch or cross-up
  • 14 frames of landing recovery
  • Frame Advantage varies depending on height
  • Juggle Limit / Increase / Start: 2 / 8 / 8
EX Air Tatsumaki Senpukyaku
EX Air Tatsumaki Senpukyaku
214KK (air)
SFV Ryu 214KK (air).png
Startup Active Recovery Hit
8 2(4)2(2)2(3)2(2)2 14 KD
Damage Stun Attack Block
170 250 H -
  • Cancel options: -
  • Cannot hit cross-up
  • 14 frames of landing recovery
  • Juggle Limit / Increase / Start: 2 / 6 / 6 (only +1 Juggle Start if last hit somehow counter-hits)
LK Jodan Sokutou Geri
LK Jodan Sokutou Geri
41236LK
SFV Ryu 41236LK.png
Startup Active Recovery Hit
10 2 28 KD
Damage Stun Attack Block
90 150 H -15
  • Cancel options: su vt2
  • Fastest but shortest range of the Donkey Kicks
  • Cancelable into early from a successful V-Trigger 2 Parry (KDA +75/16/21)
  • Juggle Limit / Increase / Start: 6 / 1 / 1
MK Jodan Sokutou Geri
MK Jodan Sokutou Geri
41236MK
SFV Ryu 41236MK.png
Startup Active Recovery Hit
16 2 28 KD
Damage Stun Attack Block
100 150 H -15
  • Cancel options: su vt2
  • Same horizontal range as LK Donkey Kick
  • Cancelable into early from a successful V-Trigger 2 Parry (KDA +75/16/21)
  • Juggle Limit / Increase / Start: 6 / 1 / 1
HK Jodan Sokutou Geri
HK Jodan Sokutou Geri
41236HK
SFV Ryu 41236HK.png
Startup Active Recovery Hit
18(17) 2 28 KD
Damage Stun Attack Block
110 150 H -15
  • Cancel options: su vt2
  • Slowest but furthest range of the Donkey Kicks
  • Cancelable into early from a successful V-Trigger 2 Parry (KDA +75/16/21)
  • 1 frame less starup when done from standing MP
  • Juggle Limit / Increase / Start: 6 / 1 / 1
EX Jodan Sokutou Geri
EX Jodan Sokutou Geri
41236KK
SFV Ryu 41236KK.png
Startup Active Recovery Hit
17 2 33 KD
Damage Stun Attack Block
80 150 H -13
  • Cancel options: -
  • Wall bounces opponent on-hit into a free juggle state
  • Denies the opponent from doing back recovery
  • Cancelable during last few recovery frames into Tatsu (qcb+K) on HIT only
  • Cancelable into early from a successful V-Trigger 2 Parry
  • The KDA data inside the parantheses (x~y) refers to the varying KDA data depending on how close / far away the wall is (less KDA the closer the wall is)
  • Juggle Limit / Increase / Start: 3 / 1 / 0
  • Less Juggle Increase (+0) when canceled into from stand HP during V-Trigger 1 / 2

Critical Arts

Shinkuu Hadoken
Shinkuu Hadoken
236236P
SFV Ryu 236236P.png
Normal
SFV Ryu 236236P vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 - 61 KD
Damage Stun Attack Block
320 0 H -25
  • Cancel options: -
  • Fully invincible on frames 1-3
  • 6-hit projectile
  • Travels at different speeds depending on button pressed (LP/MP/HP Speeds: 0.60 / 0.90 / 1.20)
  • Juggle Limit: 10
V-Trigger 1 Startup Active Recovery Hit
4 - 61 KD
Damage Stun Attack Block
350 300 H 9
  • Cancel options: -
  • Fully invincible on frames 1-3
  • Guard Crush on block (+9)
  • 7-hit projectile
  • Travels at different speeds depending on button pressed (LP/MP/HP Speeds: 0.90 / 1.20 / 1.50)
  • Depletes remaining V-Trigger timer
  • Juggle Limit: 10 (Juggle Limit: 20 if canceled into from a Shoryuken during V-Trigger 1)
  • Actually named Denjin Hadoken (but we kept the same name on FAT for clarification purposes)

Taunts

Taunt
Taunt
5PPPKKK
SFV Ryu 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Mind's Eye
Mind's Eye
MPMK (VS1)
SFV Ryu MPMK (VS1).png
Startup Active Recovery Hit
3(1) 7 32(5) -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Can parry any kind of strike or projectile attack
  • Upon a successful parry; Ryu gains 50 V-Gauge and can cancel into any EX special, Super, another V-Skill, or V-Trigger 2 parry
  • V-Skill parry has 1-frame startup if canceled into from a prior V-Skill parry
  • 5 frames of recovery on a successful parry
  • When a parry is successful the game freezes momentarily (18F hitstop) where 1F into the freeze Ryu becomes fully invincible for 1 frame and then Projectile invincible for 15 frames (after 18 freeze frames, the opponent starts moving again and Ryu has 5 frames of recovery with no form of invincibility)
  • Ryu is suspect to counter-hits during recovery frames (but has no counter-hit frames if canceling into this parry from a previous V-Skill or VT2 Parry)
  • You can calculate your frame advantage by adding up the remaining Active + Recovery frames on the opponent's move you just parried and subtract that with your parry recovery frames (5) (Example: Parrying first active frame of Akuma's crouch MP; 2+12 frames (14) frames left to play out for Akuma -> 14-5 = +9 advantage for Ryu after the Parry)

V-Skill 2

Thrust Strike
Thrust Strike
MPMK (VS2)
SFV Ryu MPMK (VS2).png
Normal
SFV Ryu MPMK (VS2) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
25(10) 4 19(26) KD
Damage Stun Attack Block
70(120) 100(200) H -4
  • Cancel options: vt1 vt2
  • A forward stepping punch with good reach that has a built-in parry against any attempted strikes at Ryu on frames 10-19
  • Can only parry strike attacks (not projectile like V-Skill 1)
  • Puts opponent into a free juggle state on hit
  • When a parry is successful, the game freezes momentarily (25F) before Ryu's punch goes active 1 frame later (26F)
  • Ryu is fully invincible during both his attacks after a successful parry (but still has vulnerable recovery frames after both hits)
  • First hit does 30 extra stun during V-Trigger 1 (2nd hit does 20 extra for a total of 50 extra stun)
  • Startup / Active / Recovery frames shown refers to the non-parry version (Startup shown in the parantheses (10) refers to the startup of the parry window)
  • 5 extra recovery frames on whiff (26F)
  • KDA data shown in the parantheses (X/Y) refers to the successful parry version (2-hits/1-hit ONLY)
  • Gains 60 / 30 V-Gauge on Hit / Block
  • Succcessful parry version gains 100 / 50 V-Gauge on Hit / Block
  • Juggle Limit: 10
V-Trigger 1 Startup Active Recovery Hit
25(10) 2 21(26) KD
Damage Stun Attack Block
60(120) 130(250) H -4
  • Cancel options: -
  • A forward stepping punch with good reach that has a built-in parry against any attempted strikes at Ryu on frames 10-19
  • Can only parry strike attacks (not projectile like V-Skill 1)
  • Puts opponent into a free juggle state on hit
  • When a parry is successful, the game freezes momentarily (25F) before Ryu's punch goes active 1 frame later (26F)
  • Ryu is fully invincible during both his attacks after a successful parry (but still has vulnerable recovery frames after both hits)
  • First hit does 30 extra stun during V-Trigger 1 (2nd hit does 20 extra for a total of 50 extra stun)
  • Startup / Active / Recovery frames shown refers to the non-parry version (Startup shown in the parantheses (10) refers to the startup of the parry window)
  • 5 extra recovery frames on whiff (26F)
  • KDA data shown in the parantheses (X/Y) refers to the successful parry version (2-hits/1-hit ONLY)
  • Juggle Limit: 10

V-Trigger 1

Denjin Renki
Denjin Renki
HPHK (VT1)
SFV Ryu HPHK (VT1).png
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 1000 frames (~16.6 seconds)
  • Enhances Shinku Hadoken to Denjin Hadoken
  • Improves all of Ryu's punches / Fireballs / Shoryukens
Hadoken Lvl 2
Hadoken Lvl 2
236P (hold lvl2)
SFV Ryu 236P (hold lvl2).png
Startup Active Recovery Hit
19+5 - 31 KD
Damage Stun Attack Block
50*50 (100) 200 H 0
  • Cancel options: su
  • 2-hit projectile
  • Projectile Speed: 1.20
  • Not projectile invincible on extended arms or leg during startup
  • Takes 20 frames to charge (Startup can vary from 25 -> 64 depending on how long button is held down)
  • Juggle Limit / Increase / Start: 2*3 / 0*4 / 0*4
Hadoken Lvl 3
Hadoken Lvl 3
236P (hold lvl3)
SFV Ryu 236P (hold lvl3).png
Startup Active Recovery Hit
59+6 - 31 KD
Damage Stun Attack Block
40x2*50 (130) 300 H 32
  • Cancel options: su
  • Breaks guard on block (+32)
  • 3-hit projectile
  • Projectile Speed: 1.25
  • Not projectile invincible on extended arms or leg during startup
  • Takes 59 frames to charge
  • Juggle Limit / Increase / Start: 2*3 / 0*4 / 0*4
EX Hadoken Lvl 2
EX Hadoken Lvl 2
236PP (hold)
SFV Ryu 236PP (hold).png
Startup Active Recovery Hit
59+5 - 32 KD
Damage Stun Attack Block
50x3 (150) 300 H*H -
  • Cancel options: -
  • Breaks guard on block (+32)
  • 3-hit projectile
  • Projectile Speed: 1.30
  • Not projectile invincible on extended arms or leg during startup
  • Takes 59 frames to charge
  • Juggle Limit / Increase / Start: 6*6 / 0*6 / 0*2

V-Trigger 2

Kakko Fubatsu
Kakko Fubatsu
HPHK (VT2)
SFV Ryu HPHK (VT2).png
Activation
SFV Ryu HPHK (VT2) vt2.png
During VT2
Activation Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 2 bar V-Trigger
  • Duration of 3000 frames (50 seconds)
  • Allows Ryu to perform an enhanced parry via the HP+HK input
  • Can also perform a strike version of the parry when canceling from non-EX Shoryuken, non-EX Donkey Kick, and all Fireballs
During VT2 Startup Active Recovery Hit
2(1) 10 36 KD
Damage Stun Attack Block
150 200 H 5
  • Cancel options: -
  • Can perform the attack portion from non-EX Shoryuken, non-EX Donkey Kick, and all Fireballs
  • On a successful parry, Ryu becomes fully invincible and a 2-frame active strike hitbox surrounds Ryu. Any hurtboxes hit in that area will immediately be pulled to in front of Ryu and put into a free juggle crumple state
  • If parried but the attack whiffs; Ryu can cancel this into another 1F startup V-Skill or V-Trigger 2 parry
  • V-Trigger 2 parry has only 1-frame startup if canceled into from a successful V-Skill or V-Trigger 2 parry
  • Does not crumple opponents if the parry trigger hitbox is blocked (but still pulls them closer and is +5 on block)
  • The crumple attack that the parry triggers is a Hard Knockdown
  • Ryu is fully invincible the entire time after a succesful parry (so he can block any immediate follow-up hits after recovery such as a 2-hit fireball string up close)
  • Can cancel a successful parry into any Shoryuken or an EX Donkey Kick early on during the recovery frames for a follow-up combo
  • Ryu is suspect to counter-hits during recovery frames (but has no counter-hit frames if canceling into this parry from a previous V-Skill or VT2 Parry)
  • Spends 1500 V-Timer (50%) and the rest of the V-Timer if the parry was successful
  • Spends 1500 V-Timer (50%) when canceling into the attack version of this move from Fireballs / Shoryuken / Donkey Kick

V-Shift

V-Shift
V-Shift
MKHP
SFV Ryu MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 1.09 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Fumikomi Joden Kagizuki
Fumikomi Joden Kagizuki
MKHP
SFV Ryu MKHP break.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Hashogeki
Hashogeki
6PPP
SFV Ryu 6PPP.png
Startup Active Recovery Hit
17 2 24 KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Strike and Projectile invincible on frames 1-30


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