Super Street Fighter 2 Turbo/O. Ryu

From SuperCombo Wiki
Old Ryu's portrait in Super Turbo

Introduction

Moves List

Normal Moves

Ground Normals

  • Close Standing Jab:
Damage 3 ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png ORyu stcljab2.png ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Count 2 4 5

ORyu performs an elbow smash in front and above his head. Fast start-up anti-air up close, with just OK priority.

  • Far Standing Jab:
Damage 3 ORyu stfarjab1&3.png ORyu stfarjab2.png ORyu stfarjab1&3.png ORyu stfarjab4 stfarstrng6 stfarfrc6.png
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Count 2 4 4 1
Simplified 2 4 5

Rapid-fire Jab that has very good priority (ORyu's arm is completely invulnerable) but just acceptable reach and very low damage.

  • Crouching Jab:
Damage 3 ORyu crjab1&3.png ORyu crjab2.png ORyu crjab1&3.png ORyu crjab4 crstrng6 crshrt4 crfrwrd6.png
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Count 2 4 4 1
Simplified 2 4 5

Rapid-fire ducking Jab with OK reach and very good priority. ORyu's arm is completely invincible.

  • Close Standing Strong:
Damage 14 ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png ORyu stclstrng2&6.png ORyu stclstrng3.png ORyu stclstrng4.png ORyu stclstrng5.png ORyu stclstrng2&6.png ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Count 1 2 2 6 4 3 4
Simplified 3 2 17

ORyu performs a hook. This move has a not very good recovery, so try canceling it into some special such as the hadouken to avoid punishment.

  • Far Standing Strong:
Damage 14 ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png ORyu stfarstrng2&4 stfarfrc2&4.png ORyu stfarstrng3.png ORyu stfarstrng2&4 stfarfrc2&4.png ORyu stfarstrng5 stfarfrc5.png ORyu stfarjab4 stfarstrng6 stfarfrc6.png
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Count 1 2 4 3 3 1
Simplified 3 4 7

ORyu performs a straight punch. This move has very good recovery, reach and priority. Works as anti-air against some moves, but notice ORyu's body moves forward a bit, so you need some room to use it correctly. ORyu's whole arm is invincible in this attack.

  • Crouching Strong:
Damage 14 ORyu crstrng1&5.png ORyu crstrng2&4.png ORyu crstrng3.png ORyu crstrng2&4.png ORyu crstrng1&5.png ORyu crjab4 crstrng6 crshrt4 crfrwrd6.png
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Count 1 2 4 3 3 1
Simplified 3 4 7

ORyu does a crouching straight. Good damage, stun, recovery and priority. ORyu's whole arm is completely invincible.

  • Close Standing Fierce:
Damage 18 ORyu stclfrc1.png ORyu stclfrc2.png ORyu stclfrc3.png ORyu stclfrc4.png ORyu stclfrc5.png
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Count 3 2 6 10 13
Simplified 3 8 23

ORyu does a close upper. Good priority anti-air if the enemy is on top of you, and if he is close it can be canceled into any special attack for a basic but damaging combo. Bad recovery.

  • Far Standing Fierce:
Damage 18 ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png ORyu stfarstrng2&4 stfarfrc2&4.png ORyu stfarfrc3.png ORyu stfarstrng2&4 stfarfrc2&4.png ORyu stfarstrng5 stfarfrc5.png ORyu stfarjab4 stfarstrng6 stfarfrc6.png
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Count 3 2 6 10 12 1
Simplified 5 6 23

Similar to far.strong, but with higher damage and longer reach, but the head hitbox moves forward just as much and the recovery is hideous. This move can not be canceled into specials, so make sure it hits or you will pay the price.

  • Crouching Fierce:
Damage 18 ORyu crfrc1&5.png ORyu crfrc2.png ORyu crfrc3.png ORyu crfrc4.png ORyu crfrc1&5.png ORyu crfrc6.png
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Count 3 3 8 10 12 1
Simplified 3 11 23

Uppercut from crouching position. It does good damage and has a deceptively long horizontal reach, but just average to low priority and quite long recovery. This move is unsafe on block or hit and is mainly used in combos or as close-up anti-air. Favor standing Fierce if you can for the latter.

  • Close Standing Short:
Damage 8 ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png ORyu stclshrt2&5 stclrh5.png ORyu stclshrt3.png ORyu stclshrt4.png ORyu stclshrt2&5 stclrh5.png ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Chain Cancel Yes
Special Cancel No
Super Cancel Yes
Frame Count 2 3 2 4 3 1
Simplified 5 2 8

ORyu performs a low kick that can be canceled into a far Short or crouching Short. This move must be blocked low.

  • Far Standing Short:
Damage 9 ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png ORyu stfarshrt2&4 stfarfrwrd2&4.png ORyu stfarshrt3 stfarfrwrd3.png ORyu stfarshrt2&4 stfarfrwrd2&4.png ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Count 2 2 8 4 1
Simplified 4 8 5

High side kick with good priority, but sort of slow. Good anti-air.

  • Crouching Short:
Damage 3 ORyu crshrt1&3 crfrwrd1&5.png ORyu crshrt2.png ORyu crshrt1&3 crfrwrd1&5.png ORyu crjab4 crstrng6 crshrt4 crfrwrd6.png
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Count 3 4 4 1
Simplified 3 4 5

Rapid fire crouching low kick. Mediocre priority but good reach.

  • Close Standing Forward:
Damage 15 ORyu stclfrwrd1&5.png ORyu stclfrwrd2&4.png ORyu stclfrwrd3.png ORyu stclfrwrd2&4.png ORyu stclfrwrd1&5.png ORyu stclfrwrd6.png
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Count 2 1 6 4 4 1
Simplified 3 6 9

Knee bash with a good recovery.

  • Far Standing Forward:
Damage 15 ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png ORyu stfarshrt2&4 stfarfrwrd2&4.png ORyu stfarshrt3 stfarfrwrd3.png ORyu stfarshrt2&4 stfarfrwrd2&4.png ORyu stfarfrwrd5.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count 3 4 8 6 1
Simplified 7 8 7

High side kick with good priority, but very slow start-up. Good anti-air if you can hit the button early enough.

  • Crouching Forward:
Damage 14 ORyu crshrt1&3 crfrwrd1&5.png ORyu crfrwrd2&4.png ORyu crfrwrd3.png ORyu crfrwrd2&4.png ORyu crshrt1&3 crfrwrd1&5.png ORyu crjab4 crstrng6 crshrt4 crfrwrd6.png
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Count 1 2 6 4 4 1
Simplified 3 6 9

Crouching side kick. This move has good reach and recovery, but is has projected vulnerable hitboxes before it becomes active. It is an important tool when closing the gap on the enemy and trying to push him into the corner as it can be canceled into Hadoukens. It is also used in bread and butter combos.

  • Close Standing Roundhouse:
Damage 19 + 3 ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png ORyu stclrh2.png ORyu stclrh3.png ORyu stclrh4.png ORyu stclshrt2&5 stclrh5.png ORyu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Count 3 4 8 4 10 1
Simplified 7 8 4 11

ORyu performs an axe kick that hits twice if the enemy is close enough. This is not a very useful move, but it is safe on block from point-blank range and often trades with aerial attacks. If you use it as a meaty, you can combo a crouching kick for two or three hits. you often have better options, though.

  • Far Standing Roundhouse:
Damage 19 ORyu stfarrh1.png ORyu stfarrh2.png ORyu stfarrh3.png ORyu stfarrh4.png ORyu stfarrh5.png
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Count 2 4 8 10 7
Simplified 2 12 17

ORyu's staple Roundhouse kick. Mediocre anti-air that can be canceled in the odd event that it hits during the first active part. This move can not be canceled into specials if it hits while the leg is fully extended.

  • Crouching Roundhouse:
Damage 17 ORyu crrh1.png ORyu crrh2.png ORyu crrh3.png ORyu crrh4.png ORyu crrh5.png
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Count 3 6 6 8 11
Simplified 3 6 25

ORyu's sweep kick. This move generates a fast knockdown if it hits. It has good range and the priority is such that it beats or trades with a number of moves. The recovery, however, is very long, so good players will try to bait this move so as to punish it afterward. This can be canceled into Hadoukens so you can push the enemy towards his corner or ShoORyukens and Short tatsus for super meter.

Aerial normals

Special Moves

The Basics

Advanced Strategy

Match-ups

Vs. Balrog (boxer):

Vs. Blanka:

Vs. Cammy:

Vs. Chun-Li:

Vs. Dee Jay:

Vs. Dhalsim:

Vs. E. Honda:

Vs. Fei Long:

Vs. Guile:

Vs. Ken:

Vs. M. Bison (dictator):

Vs. Ryu:

Vs. Sagat:

Vs. T. Hawk:

Vs. Vega (claw):

Vs. Zangief:

Vs. O. Balrog (boxer):

Vs. O. Blanka:

Vs. O. Cammy:

Vs. O. Chun-Li:

Vs. O. Dee Jay:

Vs. O. Dhalsim:

Vs. O. E. Honda:

Vs. O. Fei Long:

Vs. O. Guile:

Vs. O. Ken:

Vs. O. M. Bison (dictator):

Vs. O. Ryu (self):

Vs. O. Sagat:

Vs. O. T. Hawk:

Vs. O. Vega (claw):

Vs. O. Zangief:

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