Introduction
It's Ryu as you remember him from such classics as Street Fighter, Shadowverse, Monster Hunter, Power Rangers: Legacy Wars, and Street Fighter: The Movie The Game.
Ryu is a good all around character who pairs well with almost anyone and takes excellent advantage of the game's mechanics. He has strong solo damage, and his DP means he never has to take any pressure when knocked down due to baroque. One of the only times he was gifted with an air dash, he also has a strong rushdown game in tvc, and can be very hard to contest.
Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
5A | 6 | 2 | 16 | - | 800 | - | A standard standing jab, comes out fast, rapid fire means you can use it to stabilize juggle combos, it can also be used to anti-air in some situations |
2A | 6 | 3 | 15 | - | 720 | Low | A standard low hitting crouching kick. Hits low, pretty fast, can combo out of it into whatever. |
5B | 8 | 3 | 24 | - | 1440 | - | Combo filler |
2B | 9 | 3 | 23 | - | 1360 | Low | Ryu standard cr.mk, can be good for poking, also makes it easy to convert combos at difficult ranges. |
6B | 21 | 1(3)2 | 27 | - | 2184 | Overhead | 2 hit overhead, special cancellable on both hits. Combos into light donkey kick for a conversion, along with other specials. |
5C | 15 | 2 | 18 | - | 2480 | - | A strong hook. Too slow to be much good outside of combos, but it's got an lot of excess hit stun on juggle, making it possible to link 5C > 2A for some advanced combo loops in the corner. |
2C | 12 | 2 | 29 | - | 2400 | Low | Ryu's sweep. Hits low, knocks down, can cancel into 6C. |
6C | 16 | 3 | 26 | - | 2160 | - | Special cancellable, this will combo into any of Ryu's specials after cancelling out of 2C, making it important in his combos. |
3C | 9 | 6 | 29 | - | 2400 | Launcher | Ryu's launcher, both this and his air combos are awkward, so you might not use it much. |
j.A | 5 | 9 | - | - | 960 | Overhead | Ryu's j.LK, a knee that angles downward. The hitbox is small, but it has fast startup, giving it high priority, and can be somewhat useful for iad pressure as well. |
j.B | 9 | 1(2)5 | - | - | 2028 | Overhead | Hits twice, so it can be used to mix up, but it's mostly his best juggling too. |
j.C | 11 | 9 | - | - | 2560 | Overhead | Ryu's classic j.HK. It has extremely high priority once it's out, making ryu's IAD game a very potent threat. Also knocks down, and can be used for setting up forced back roll situations. |
Universal Mechanics
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
VAR starter | 11 | 9 | - | - | 1760 | - | Same animation as j.C |
Counter Tag | 21 | - | - | - | 2160 | - | Same animation as Shoryuken, has a lot of invuln, and easy for Ryu to combo off of into most of his normal bnbs. |
Assist (Hadouken) |
42 | - | - | - | 1760 | Projectile no Autocorrect |
Ryu's assist is pretty helpful to a lot of characters, the fireball causes a lot of hitstun which makes it easy to use in extending combos, and the utility of having a fireball control the ground space is very strong for covering approaches. |
Forward Throw | - | - | - | - | 5200 | Throw | It's a throw, use it as a reversal. |
Back Throw | - | - | - | - | 5200 | Throw | It's a throw, use it as a reversal. |
Air Forward Throw | - | - | - | - | 6000 | Throw | It's a throw, use it as a reversal. |
Air Back Throw | - | - | - | - | 6000 | Throw | It's a throw, use it as a reversal. |
Special Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Hadouken 236A/B/C |
17/21/24 | - | 47/46/47 | - | 2400/2800/3200 | Projectile | Strength determines the speed of the fireball, A version is the slowest and C version the fastest. Barouqe canceling this move lets you use the fireball as a sort of shield and can be good to cover your approach if you don't have a good assist for coverage or it's on cooldown/dead. |
Hadouken (air) j.236A/B/C |
16/19/22 | - | - | - | 2400/2800/3200 | Projectile | Basically the same as the ground version, but in the air. |
Shoryuken 623A/B/C |
6/6/6 | - | - | - | 2400/4501/6036 | Invun on f1-5/f1-9/f1-12 | Invun DP, the first active frames are grounded, so if you barouqe those and press 5A right away you can get a full combo off a reversal. Very strong tool. |
Tatsumaki Senpukyaku 214A/B/C |
15/18/20 | - | - | - | 2870/4474/6183 | - | Used a lot in combos, the animation is pretty long so it buys a lot of time for even slow assists to catch the opponent. |
Tatsumaki Senpukyaku (air) j.214A/B/C |
15/15/15 | - | - | - | 2964/4560/6216 | - | The aerial tatsu has a couple unique properties, first off it keeps a grounded character grounded, so you can use it for optimal combo extensions on standing characters, also it causes a forced back roll if you hit air to air, so you can follow up with guaranteed pressure on the ground (not in combos) |
Jodan Sokuto Geri 421A/B/C |
14/17/20 | - | - | - | 2320/2480/2640 | - | Donkey Kick, causes a wall bounce and Ryu's main ground combo extender. The light version is easier to combo (off of overhead for example) but the heavy version causes the screen to not scroll, making for easier pickups afterwards. |
Super Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
Shinkuu Hadouken 236A+B |
3+5 | - | - | - | 8887 | - | Mexi-beam super. There's a set amount of hits on the super, but the animation is fixed, which means sometimes if you happy birthday or have some hits clash another projectile while also hitting the opponent, the hits will run out early and you'll be left sitting there like a dummy. |
Air Shinkuu Hadouken j.236A+B |
3+7 | - | - | - | 8887 | - | Air version of the beam super. |
Shinkuu Tatsumaki Senpukyaku 214A+B |
17+12 | - | - | - | 12535 | - | Does more damage on paper, but it's not uncommon for most of the hits to whiff, so you tend to be better off using Shinkuu Hadouken |
Shin Shoryuken 623A+B |
3+3 | - | - | - | 16560 | - | Has invun, can combo off the launch at the end |
Strategy
Ryu's fireballs and DPs are both really strong in TVC, you have less time to throw fireballs, but fireball > barouqe can be a good way to get in, and his DP works great as an anti-air provided you can react in time to input it. Ryu's j.C is a good normal for IAD pressure and his 6B is a solid overhead that you can cancel into donkey kick for a combo.
Synergy
Ryu doesn't have too many big holes in his gameplan, so there's not really something he needs in a partner, and that opens him up to having a really wide variety of potential teammates.
Ryu/Chun
Words about the team.
Players to watch: Truegamer
Combos
- 5A > 5B > 2B > 5C > 2C > 6C > 421A > Dash > 5A > 5B > 2B > 5C > 2C > 6C > 214C > 236A+B
Very basic Ryu bnb, you can get 2 or 3 more As at the start for easier confirms
- 214C > chun li assist > 5A > 5B > 2B > 5C > 2C > 6C > 214C
Assist extension that you can do in any combo that uses 214C, you can sub chun li here for basically anyone, or a barouqe as well.
Unblockable Setups
- Combo > 421A > 5A > 5B > 2B(whiff) > Barouqe > 2A > 2B > etc...
You can cancel the 2B on whiff into Baroque just as the opponent is recovering from the juggle, this leaves them unable to block the 2A, which can then be canceled.
Match-Ups
Words
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