Street Fighter EX Plus Alpha/Ryu

From SuperCombo Wiki

Introduction

Ryu doesn't wear shoes. Ryu has unblockables. Ryu can kill anyone in two interactions.

Despite appearances, Capcom's poster boy plays the same game he always has in Street Fighter EX. In fact, Ryu is a great example of just what exactly Arika changed approaching the EX series. Some decisions enhance, others tweak, but very little of what's different keeps Ryu from feeling like himself.

  • Uppercuts in SFEX are crazy good. Longer Kara Cancel windows let big brains threaten with 2HK~DP at roundstart. Unlike other games in the Street Fighter series, uppercuts in Arika games will never trade.
  • SFEX predates "being minus." Jokes aside, Ryu has it up to his headband in plus frames: Nearly his entire kit either grants advantage or can cancel to Hado for safety.
  • Tatsu (214K) has been totally reworked from Street Fighter II, and would go on to be reworked again in EX2 Plus. Tatsu is now a Rekka, and Ryu can steer himself in the air or end Hurricane Kicks prematurely. Hurricane Kick's use as an Anti-Projectile tool is severely nerfed in this version.

Normals

Standing

Standing Light Punch
5LP
EXARyu5LP.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Ch/Sp/Su

5LP is completely outclassed by his lows. Don't press this.

Standing Medium Punch
5MP
EXARyu5MP.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Sp/Su

Godlike in Alpha 2-- Middling at best in EX.

  • 5MP isn't fat enough to beat most jump options, but it's a start. OS Medium DP with this in tight anti-air situations.
Standing Heavy Punch
5HP
EXARyu5HP.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Su
Standing Light Kick
5LK
EXARyu5LK.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Sp/Su

While it wont combo into any other normals, 5LK is a fantastic little check.

  • 5LK xx Hado is a cute frametrap.
  • Cancel this into Heavy DP in punish situations where you aren't sure Ryu's typical starters will hit.
Standing Medium Kick
5MK
EXARyu5MK.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Su

Kudos to the JP players in my EX2 Mook that tried write something positive about 5MK... I won't.

  • This normal is terrible. Overall a tremendous downgrade from Ryu's axe kick in Alpha 2. 5MK is slow to start, glacial to recover, whiffs on crouchers, and can't be special canceled.
  • Yes, it steps lows... But so does Hopkick and Tatsu, and both of those actually hit the opponent.
Standing Heavy Kick
5HK
EXARyu5HK.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Su

In 3D, 5HK is an actual roundhouse, and is the key to Ryu's hardest link in EXA.

  • Not the best poke, not the worst.

Crouching

Crouching Light Punch
2LP
EXARyu2LP.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Ch/Sp/Su
Crouching Medium Punch
2MP
EXARyu2MP.png
Godpunch.
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Sp/Su

2MP is a monster, and sits comfortably among Ryu's "Big Three" neutral tools.

  • The hitbox for Crouching Medium Punch is far lower than it's animation suggests, likely to curb it's use as an anti-air.
  • Combos into itself.
Crouching Heavy Punch
2HP
EXARyu2HP.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H/L Sp/Su
Crouching Light Kick
2LK
EXARyu2LK.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - L Ch/Sp/Su
Crouching Medium Kick
2MK
EXARyu2MK.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - L Sp/Su
Crouching Heavy Kick
2HK
EXARyu2HK.png
Sweep!
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - L Sp/Su

Jumping

Jumping Light Punch
j.LP
EXARyujLP.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H Su
Jumping Medium Punch
j.MP
EXARyujMP.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H Su
Jumping Heavy Punch
j.HP
EXARyujHP.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H Su
Jumping Light Kick
j.LK
EXARyujLK.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H Su
Jumping Medium Kick
j.MK
EXARyujMK.png
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H Su
Jumping Heavy Kick
j.HK
EXARyujHK.png
"Hyyyyaaaah!"
Damage Startup Active Recovery Total On Hit On Block Guard Cancel
- - - - - - - H Su

Moves List

Throws

Seoi Nage When close, 4 / 6 + MP / HP

Tomoe Nage When close, 4 / 6 + MK / HK

Special Moves

Hadou Ken 236 + P

Shouryuu Ken 623 + P

Tatsumaki Senpuu Kyaku 214 + K (perform 3 times)

Senpuu Kyaku 6 + MK

Super Moves

Shinkuu Hadou Ken 236,236 + P

Shinkuu Tatsumaki Senpuu Kyaku 214,214 + K (air)

The Basics

Don't jump. Play footsies. Cancel Sweep.

EXA Ryu has everything he needs: He plays the system to his strengths, and isn't more than one jump in away from a spectacular comeback. You've played this character before.

  • Like Street Fighter II, linking to 2HK "Sweep" is very practical. Nearly everything in SFEX is a hard knockdown, so short combos like j. HK, 2MP, 2HK let Ryu run great Oki for no resources.
  • Sweep's cancel properties mean it carries little risk outside total whiffs in EX. The move also has niche uses as a low profile: Its fast startup and low hurtbox make it a great option to check fireballs in neutral.
  • EXA's projectiles can feel weird. Fullscreen zoning as a whole is much weaker in SFEX, so EXA Ryu usually just chucks plasma at midscreen. Hado checks bad pokes, adds up meager chip damage, and baits for jumps. DP is rewarding on its own, but you can almost triple your damage with a Super Cancel to Shin Tatsumaki.

Advanced Strategy

Unblockables

Throwing the opponent "Off Axis" is far easier in EXA than EX2+. You've probably done it already by accident.

Any time Ryu cancels a confirm or Anti Air to Air Shin Tatsumaki (STK), he's in position to hit his opponent with unblockable Oki. Midscreen, meaty j. MK will either OS an dubious crossup or hit the opponent off axis on their wakeup. This often leads to a full combo, an unscaled backturned super, or can be routed to loop unblockables.

Midscreen Setup:

Anti Air 623P xx 214214K, Sideswitch, (Hold Forward/Macrowalk), j. MK Unblockable

(Punish) / Corner Setup:

(j. 5HP), 5LK xx 623HP xx 214214K, Sideswitch, (Hold Forward/Macrowalk), j. MK Unblockable

Match-Ups