Street Fighter V/Ryu

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Ryu

SFV-Ryu Portrait.jpg
VITALS
Health: 1025 Stun: 1050
WALKING THROWS
Forward Walk Speed: 4.7 Throw Range: 0.8
Back Walk Speed: 3.4 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 16 Jump Height Apex: -
Back Dash Total Frames: 21 Jump Total Frames: 46(4+38+4)
Forward Dash Distance: 145.2 Forward Jump Distance: 212.8
Back Dash Distance: 97.3 Back Jump Distance 182.4
NOTABLE MOVE CLASSES
Overheads: f+MP Hard Knockdowns: crHK (CH)
Low Attacks: crLK, crMK, crHK Crush Counters: HP, HK, crHK

Summary

Bio

The main protagonist of Street Fighter and one of the most recognizable characters in fighting games, Ryu seeks to better himself through battle.


Why Pick Ryu?

TBW


Players To Watch

MDZ jimmY, JustFog, AM Kidd,


Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Crouch MP (VT1): On block now +3 from +2
  • Fix to Jodan Nirengeki and Jodan Sanrengeki (target combos) combo counter settings
  • Forward throw damage increased from 120 to 130, and recovery increased by 2f after throw
  • LP hitbox reduced to make a worse anti-air
  • MK hurtbox that appeared before active frames removed
  • crouch LP upwards hitbox reduced to make a worse anti-air
  • Jodan Nirengeki/Sanrengekio (target combos) adjusted to float if final hit hits midair (after HP CC)
  • Shoryuken
    • HP Shoryuken does 10 more damage if connects on first active frame
    • EX Shoryuken forward hitbox increased, allowing juggle in VT1 after LK Tatsu
  • VT1:
    • Changed length from 800f to 1000f
    • Hadokens usage changed from 50f to 100f
    • Shoryuken now consumes 150f
  • VT2:
    • Can cancel into EX Donkey Kick on hit
    • Can cancel into VT2 from Axe Kick and Solar Plexus Strike


Season 3 (Arcade Edition)

  • Forward throw stun changed from 120 to 150
  • LP hit/hurtboxes changed to make a worse anti-air
  • crouch LP hurtbox changed to make worse anti-air
  • crouch MK hitbox expanded forward
  • jump HP hit and hurtboxes adjusted to trade less with jabs
  • jump HK hit and hurtboxes adjusted to trade less with jabs
  • b+HK (Axe Kick) startup changed from 8f to 9f, and larger advantage when 2nd hit canceled into V-Trigger allowing new combos
  • f+HP (Solar Plexus Strike) damage reduced from 90 to 80
  • Tatsumaki Senpuyaku collision box changed
  • EX Hadoken total frames changed from 44f to 42f, and is now V-Trigger cancelable
  • V-Skill collision box changed
  • V-Trigger:
    • Total frames for all Hadokens changed from 44f total to 42f
      • Level 1 damage changed from 70 to 80, On block changed from -6 to -2
      • Level 2 damage changed from 90 to 100, advantage On block changed from -4 to 0
      • Level 3 damage changed from 120 to 130
      • In V-Trigger 1, EX Hadoken total frames changed from 43 to 40
    • In V-Trigger 1, Shoryuken and EX Shoryuken have higher combo count allowing more juggles
    • In V-Trigger 1, EX Shoryuken stun changed from 250 to 200
  • Added new special move: Joudan Sokuto Geri (donkey kick)
  • Added V-Trigger 2: Isshin


Move List

Unique Attacks

SFV-Ryu-Unique.jpg

Special Moves

SFV-Ryu-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Ryu-Vsystem.jpg

Critical Art

SFV-Ryu-Critical.jpg

  • Needs to be updated for S3

Ryu Discussions

Discussions regarding Ryu

Ryu Shoryuken Forum

Ryu Discord Link

Ryu Discord

Video Guides

Capcom Fighters' Official Character Introduction


Street Fighter Official Character Guide


Sajam's Character Breakdown


Shoryuken's Rising Up Season Changes




Other Useful Guides

The Ryu Guide by ClamJohnston

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 3 2 7 2 4 6 30 70 H ["sp","su","vt1","vt2"] - - - - 36 84
Stand MP MP 5 3 10 1 7 9 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Stand HP HP 8 3 20 -1 3 KD 90 150 H ["su","vt1","vt2"] 99 35 40 14 108 180
Stand LK LK 4 3 11 -2 -1 1 30 70 H ["sp","su","vt1","vt2"] - - - - 36 84
Stand MK MK 8 3 16 -2 2 4 70 100 H ["vt1","vt2"] - - - 11 84 120
Stand HK HK 10 2 20 -1 4 15 90 150 H ["vt1","vt2"] - - - 14 108 180
Crouch LP d+LP 4 3 5 2 3 5 30 70 H ["ch","sp","su","vt1","vt2"] - - - - 36 84
Crouch MP d+MP 6 3 12 2 4 6 60 100 H ["sp","su","vt1","vt2"] - - - 9 72 120
Crouch HP d+HP 6 4 24 -10 -7 -5 90 150 H ["sp","su","vt1","vt2"] - - - 14 108 180
Crouch LK d+LK 4 2 7 1 2 4 20 70 L ["ch","vt1","vt2"] - - - - 24 84
Crouch MK d+MK 7 3 13 -1 2 4 50 100 L ["sp","su","vt1","vt2"] - - - 8 60 120
Crouch HK d+HK 8 2 22 -11 KD KD 90 150 L ["vt1","vt2"] 69 20 25 14 108 180
Jump LP u+LP 3 6 - - - ? 40 70 M - - - - - 48 84
Jump MP u+MP 7 3(2)3 - - - ? 30*30 50*50 M ["sp"] - - - CHIP CH_DAMAGE CH_STUN
Jump HP u+HP 7 5 - - - ? 90 150 M - - - - 14 108 180
Jump LK u+LK 4 6 - - - ? 40 70 M - - - - - 48 84
Jump MK u+MK 6 4 - - - ? 60 100 M - - - - 9 72 120
Jump HK u+HK 9 5 - - - ? 90 150 M - - - - 14 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Collarbone Breaker f+MP 22 1*3 17 -7 1 3 30*30 60*40 M*M - - - - CHIP CH_DAMAGE CH_STUN
Solar Plexus Strike f+HP 17 2(1)2 18 -2 8 10 40*40 75*75 H*H ["sp"] - - - CHIP CH_DAMAGE CH_STUN
Axe Kick b+HK 9 3(3)4 16 -2 4 6 40*40 60*90 H*H ["sp","su","vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Jodan Sanrengeki 1st MP > HP 5+9 2 21(28) -9 -2 0 60*63 (123) 100*90 (190) H*H ["vt1","vt2"] - - - CHIP CH_DAMAGE CH_STUN
Jodan Sanrengeki 2nd MP > HP > HK 5+9+9 2 26 -7 KD KD 60*63*56 (179) 100*90*80 (270) H*H*H ["vt1","vt2"] 80 27 32 CHIP CH_DAMAGE CH_STUN
Jodan Nirengeki HP > HK 8+9 2 26 -7 KD KD 90*63 (153) 150*90 (240) H*H ["vt1","vt2"] 80 27 32 CHIP CH_DAMAGE CH_STUN
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Shoulder Throw LP+LK 5 3 17 KD KD KD 130 150 T - 53 4 4 ? 156 180
Somersault Throw b+LP+LK 5 3 17 KD KD KD 150 200 T - 47 -2 -2 ? 180 240
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Denjin Renki HP+HK (VT1) 1 - 4 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Kakko Fubatsu HP+HK (VT2) 1 - 4 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Mind's Eye MP+MK (VS1) 3(1) 7 32(5) - - ? - - - - - - - ? CH_DAMAGE CH_STUN
Thrust Strike MP+MK (VS2) 25(10) 2 21(26) -4 KD KD 60(120) 100(200) H ["vt1","vt2"] 89(79/60) 30(20/28) 35(25/33) ? CH_DAMAGE CH_STUN
Hashogeki f+PPP 17 2 24 -2 KD KD 60 0 H - 73 14 19 ? 72 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Taunt PPP+KKK 1 - 61 - - ? - - - - - - - ? CH_DAMAGE CH_STUN
LP Hadoken qcf+LP 14 - 31 -6 -1 1 60 100 H ["su"] - - - ? 72 120
MP Hadoken qcf+MP 14 - 31 -6 -1 1 60 100 H ["su"] - - - ? 72 120
HP Hadoken qcf+HP 14 - 31 -6 -1 1 60 100 H ["su"] - - - ? 72 120
EX Hadoken qcf+PP 11 - 31 2 KD KD 40*60 0*150 H*H ["vt1","vt2"] 95 37 42 ? CH_DAMAGE CH_STUN
LP Shoryuken f,d,df+LP 3 12 19+11 -24 KD KD 100(60) 150(100) H ["su"] 89 30 35 ? CH_DAMAGE CH_STUN
MP Shoryuken f,d,df+MP 4 11 26+13 -32 KD KD 120(60) 150(100) H ["su"] 81 22 27 ? CH_DAMAGE CH_STUN
HP Shoryuken f,d,df+HP 5 10 29+15 -36 KD KD 130(60) 150 H ["su"] 79 20 25 ? CH_DAMAGE 180
EX Shoryuken f,d,df+PP 3 12 29+15 -37 KD KD 80*80 (160) 200 H*H - 72 13 18 ? CH_DAMAGE 240
LK Tatsumaki Senpukyaku qcb+LK 10 2 18+12 -10 KD KD 90 150 H - 95 36 41 ? 108 180
MK Tatsumaki Senpukyaku qcb+MK 12 2(16)2 14+16 -12 KD KD 100 150 H - 77 18 23 ? 120 180
HK Tatsumaki Senpukyaku qcb+HK 14 2(16)2(14)2 14+17 -13 KD KD 110 150 H - 64 5 10 ? 132 180
EX Tatsumaki Senpukyaku qcb+KK 10 2(4)2(5)2(3)3(3)2 11+15 -19 KD KD 28x5 (140) 150 H - 93 34 39 ? CH_DAMAGE 180
LK Air Tatsumaki Senpukyaku qcb+LK (air) 9 2(6)2(6)2 14 -3(2) KD KD 100 200 H - - - - ? 120 240
MK Air Tatsumaki Senpukyaku qcb+MK (air) 9 2(6)2(6)2 14 -3(2) KD KD 100 200 H - - - - ? 120 240
HK Air Tatsumaki Senpukyaku qcb+HK (air) 9 2(6)2(6)2 14 -3(2) KD KD 100 200 H - - - - ? 120 240
EX Air Tatsumaki Senpukyaku qcb+KK (air) 8 2(4)2(2)2(3)2(2)2 14 - KD KD 170 250 H - - - - ? 204 300
LK Jodan Sokutou Geri hcf+LK 10 2 28 -16 KD KD 70 150 H ["su"] 83 24 29 ? 84 180
MK Jodan Sokutou Geri hcf+MK 16 2 28 -16 KD KD 80 150 H ["su"] 83 24 29 ? 96 180
HK Jodan Sokutou Geri hcf+HK 18 2 28 -16 KD KD 100 150 H ["su"] 83 24 29 ? 120 180
EX Jodan Sokutou Geri hcf+KK 18 2 36 -16 KD KD 80 150 H - 84 31 31 ? 96 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Shinkuu Hadoken qcf,qcf+P 4 - 61 -17 KD KD 320 0 H - 80 21 26 ? 384 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Stand LP LP 3 2 7 2 4 6 30 100 H ["sp","su"] - - - - 36 120
Stand MP MP 5 3 10 1 7 9 60 130 H ["sp","su"] - - - 9 72 156
Stand HP HP 8 3 20 -1 3 KD 90 180 H ["sp","su"] - 31 41 14 108 216
Crouch LP d+LP 4 3 5 2 3 5 30 100 H ["sp","su"] - - - - 36 120
Crouch MP d+MP 6 3 12 3 4 6 60 130 H ["sp","su"] - - - 9 72 156
Crouch HP d+HP 6 4 24 -10 -7 -5 90 180 H ["sp","su"] - - - 14 108 216
Jump LP u+LP 3 6 - - - ? 40 100 M - - - - - 48 120
Jump MP u+MP 7 3(2)3 - - - ? 30*30 65*65 M ["sp"] - - - CHIP CH_DAMAGE CH_STUN
Jump HP u+HP 7 5 - - - ? 90 180 M - - - - 14 108 216
Collarbone Breaker f+MP 22 1*3 17 -7 1 3 30*30 60*70 M*M - - - - CHIP CH_DAMAGE CH_STUN
Solar Plexus Strike f+HP 17 2(1)2 18 -2 8 10 45*45 90*90 H*H ["sp"] - - - CHIP CH_DAMAGE CH_STUN
Thrust Strike MP+MK (VS2) 25(10) 2 21(26) -4 KD KD 60(120) 130(250) H - 89(79/60) 30(20/28) 35(25/33) ? CH_DAMAGE CH_STUN
LP Hadoken qcf+LP 14 - 28 -2 KD KD 80 150 H ["su"] 92 33 38 ? 96 180
MP Hadoken qcf+MP 14 - 28 -2 KD KD 80 150 H ["su"] 91 32 37 ? 96 180
HP Hadoken qcf+HP 14 - 28 -2 KD KD 80 150 H ["su"] 90 31 36 ? 96 180
Hadoken Lvl 2 qcf+P (hold) 20+5 - 31 0 KD KD 50*50 200 H ["su"] 97 38 43 ? CH_DAMAGE 240
Hadoken Lvl 3 qcf+P (hold) 59+6 - 31 32 KD KD 40x2*50 (130) 300 H ["su"] 103 42 49 ? CH_DAMAGE 360
EX Hadoken qcf+PP 11 - 29 2 KD KD 40x3 (120) 200 H*H - 102 43 48 ? CH_DAMAGE 240
EX Hadoken Lvl 2 qcf+PP (hold) 59+5 - 32 - KD KD 50x3 (150) 300 H*H - 102 43 48 ? CH_DAMAGE 360
LP Shoryuken f,d,df+LP 3 12 19+11 -24 KD KD 110(80) 200(150) H ["su"] 89 30 35 ? CH_DAMAGE CH_STUN
MP Shoryuken f,d,df+MP 4 11 26+13 -32 KD KD 130(80) 200(150) H ["su"] 81 22 27 ? CH_DAMAGE CH_STUN
HP Shoryuken f,d,df+HP 5 10 29+15 -36 KD KD 140(80) 200 H ["su"] 79 20 25 ? CH_DAMAGE 240
EX Shoryuken f,d,df+PP 3 12 29+15 -37 KD KD 100*80 200 H*H - 72 13 18 ? CH_DAMAGE 240
Shinkuu Hadoken qcf,qcf+P 4 - 61 9 KD KD 350 300 H - 84 25 30 ? 420 360
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Stand HP HP 8 3 20 -1 3 KD 90 150 H ["sp","su"] 99 35 40 14 108 180
Kakko Fubatsu HP+HK 2(1) 10 36 5 KD KD 150 200 H - 63 63 63 ? 180 240
Notes:
  • CH Damage and stun is calculated by multiplying base values by 1.2. For multi-hitting moves this usually only applies to first hit; if only second hit connects it will get the x1.2 benefits.
  • For Crush Counters: J = Juggle, C = Crumple, KD = Knockdown
  • Chip damage for normals refers to grey life inflicted


  • For normals, the amount of chip listed refers to white life inflicted.
  • HP Shoryuken does 10 extra damage if connects on first frame, otherwise it does 120 damage

Combos

BnB

  • MP →
    • crHP xx Shoryuken
    • crHP xx Tatsu (HK for side switch, MK for same side)
    • crMP xx Tatsu (HK for side switch, MK for same side)
    • crMP xx MK Donkey Kick
  • LP →
    • LP, LK xx MK Tatsu
    • xxHP Shoryuken
  • LK →
    • MK Tatsu (only works if opponent is standing)
    • EX Hadoken
  • crLK →
    • crLP xx HP Shoryuken
  • f+HP →
    • crHP xx Shoryuken
  • b+HK →
    • LK xx Tatsu (b+HK forces standing)
  • In VT1
    • LK Tatsu →
      • EX Shoryuken
  • In VT2
    • Isshin →
      • MP Shoryuken
      • EX Donkey Kick, Shoryuken

With Meter

  • MP/crMP/crHP xx EX Donkey Kick →
    • HP Shoryuken
    • LK Tatsu

Corner

  • In VT1
    • Hadoken
      • Shoryuken

Crush Counter

  • sHK
    • sHK, LK xx MK Tatsu
    • short walk, MP, cr.HP xx MP Shoryuken

V-Trigger Cancels

  • EX Hadoken V-Trigger 1 Cancel
    • Dash, HP Shoryuken
  • b+HK V-Trigger Cancel
    • f+HP, crHP xx HP Shoryuken
  • In Corner
    • MP > HP > HK > V-Trigger Cancel
      • LP Shoryuken, LP Shoryuken
      • LP, f+MP (reset situation that causes f+MP to be +3 on hit, linking into LP Shoryuken)


V System

V Reversal

Single hit with short range, knocks down on hit.

V Skill 1

Ryu's V-Skill 1 is a full body parry with 3 frames of startup. When successfully parrying an attack, he gains V-Gauge and recovers 6 frames later allowing him to punish many moves that normally cannot be. However, on whiff it is crush counterable. He can also cancel the parry into another parry for multi-hitting moves, such as EX Projectiles however note that there is a small window before he can do it again, meaning moves that hit 1 frame later cannot be parried (such as a parrying a fireball followed by a jumping attack). Because of this, it is a high risk medium reward move depending on what is parried.

V Skill 2

Ryu's V-Skill 2 is an advancing attack with a counter effect. It's decently slow at 25f of startup, and -4 on block with little ability to space it to make it safe. From frames 10-19, if hit during the startup animation, Ryu will slow down time for a brief second and counter attack, dealing more damage with better oki. Due to it's slow startup, VS2 is generally more difficult to use than VS1 for arguably less reward. It's less risky to have a VS2 blocked than it is to whiff a VS1, but be careful in how you use it.

V Trigger 1

V-Trigger 1 greatly enhances Ryu's Hadokens causing them to come out faster, recover faster, and they can also be charged up to 3 levels with the third being unblockable causing a guard break. His Critical Art also becomes the Denjin Hadoken, a fireball that not only guard breaks when blocked allowing a scaled but guaranteed follow up but it also causes 300 stun. In addition, his Shoryuken has a higher juggle limit allowing new combos, all his punch attacks cause increased stun (including his Shoryuken), and crMP is now +3 On Block. The largest downside to this is how fast it runs out; every Hadoken and Shoryuken done drains the meter by a large amount. Overall this is a great choice in almost any matchup. While in V-Trigger 1, Ryu's sHP also becomes special cancelable allowing it to be used when crHP would not normally reach.

V Trigger 2

V-Trigger 2 gives Ryu a new parry by pressing HP+HK called Isshin. Compared to his V-Skill is is active on f2 as opposed to f3, and when successfully parried causes the opponent to enter a crumple state which can be followed up with HP Shoryuken or EX Donkey Kick for big damage. If used quickly, you can get about 3 total. For multi-hitting moves it can also be canceled into from a parry, for example against a Critical Art using V-Skill to parry the first several hits while there are invulnerable then use the Isshin parry for the final blow into a crumple. On whiff, Isshin is still crush counterable and once activated opponents will begin to be on the lookout for the parry by doing more empty jumps and throws in general. Also note that the parry is not guaranteed to cause a crumple; when activated it creates a small shockwave around it and if the opponent is not within that area (such as parrying a fireball), they will not be crumpled (though it may still pull them and be + on block). As of Season 4, while in V-Trigger 2 Ryu's sHP also becomes special cancelable allowing it to be used when crHP would not normally reach.


Strategy

Playing As Ryu

Fighting Against Ryu

Stand LK is one of the longest ranged light attacks in the game, and being 4f he can punish things effectively some characters cannot with LK xx Tatsu such as Alex's Flash Chop. Many Ryu's will still rely on crMK xx Hadoken which is a longtime staple of his, however in SFV this is not a true block string and can be interrupted with f3 armored or invincible attacks. His poking game and fireball game are also far weaker in general than they have been in most Street Fighter games, with Hadokens being 13f and the animation/sound being easy to read, if they are spacing their fireballs poorly you will often have enough time to jump in for a free combo on reaction. The recovery on his VT1 fireballs are much shorter, so this much riskier to try when he's in that state. In V-Trigger 2, be away of their parry and be on the lookout for common situations where they might try it such as a jump in attack, multi-hitting moves with a gap such as Birdie's VT1 Bullhead or Chun-Li EX Lightning Kicks, or common pressure strings with at least a 2f gap such as Ryu's MP MP. Both this and his V-Skill are in a counter state on recovery if they whiff, leading to big damage.