Capcom vs SNK 2/Ryu

From SuperCombo Wiki
Cvs2-ryu.gif

Introduction

Ryu is the main character of the Street Fighter series, as well as THE fighting game character. He is a traveling martial artist who strives to test himself against strong opponents. Ryu is a practitioner of the Ansatsuken fighting style, alongside his best friend and rival Ken Masters. Strong and silent, Ryu's greatest pleasure in life is combat. He takes his training very seriously, even the basics. Occasionally, an evil power known as the Satsui no Hado threatens to overcome him, manipulating his desire for improvement into a desire for victory at any cost. Regardless, Ryu continues to train himself and travel the world, so that he may become the greatest version of himself that he can be.

Ryu is the archetypal "shoto" character, meaning that he has a variety of tools for any situation, yet he does not excel in any specific area. Ryu encourages strong fundamentals such as poking and zoning, and combined with how straightforward and easy he is to play, is recommended for anyone who wants to learn the basics of CvS2. Ryu can control space from afar and zone with his famous Hadoken fireball, he can move forward while attacking with the Tatsumaki Senpuukyaku, and can knock enemies right out of the air with his iconic Shoryuken rising uppercut. Outside of his special moves, Ryu can use his normals such as cr.MK in order to safely poke at his opponents. Ryu rewards footsies and patience, and can work with any of the six Grooves.

Ryu CvS2 colors.png

Move List

Special Moves

Fireball (Hadouken)
Qcf.png + File:(punch).png

Red Fireball (Shakunetsu Hadouken)
Hcf.png + File:(punch).png

Hurricane Kick (Tatsumaki Senpukyaku)
Qcb.png + File:(kick).png (can be done in air)

Dragon Punch (Shoryuken)
Dp.png + File:(punch).png

Super Moves

Vacuum Wave Fist (Shinku Hadouken)
Qcf.png Qcf.png + File:(punch).png

Vacuum Tornado Whirlwind Kick (Shinkuu Tatsumaki Senpuu Kyaku)
Qcb.png Qcb.png+ File:(kick).png

True Rising Dragon Punch (Shin Shoryuken)
Qcf.png D.png Df.png+ File:(kick).png (L3)

Frame Data

Block Frames
Move Name HL Damage Stun Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 400 4 ch/sp/su 3 4 6 +7 +7 -
Close Strong.gif HL 800 8 sp/su 4 3 20 -3 -3 -
Close Fierce.gif HL 1200[1000] 12[10] sp/su[su] 4 8 24 -8 -8 [] refers to later active frames
Close Short.gif HL 300 3 sp/su 5 8 7 +2 +2 -
Close Forward.gif HL 900 9 sp/su 4 8 16 +1 +1 -
Close Roundhouse.gif HL 500*900 5*9 su*- 8 9*4 18 +2 +2 -
Far Jab.gif HL 300 3 ch/sp/su 3 4 6 +7 +7 -
Far Strong.gif HL 1000 10 su 6 6 17 -1 -1 -
Far Fierce.gif HL 1400 14 su 8 10 20 +0 +0 -
Far Short.gif HL 500 5 sp/su 5 8 5 +3 +3 -
Far Forward.gif HL 900 9 - 9 8 12 +2 +2 -
Far Roundhouse.gif HL 1200[1300] 12[13] sp/su[-] 5 12 18 -6 -6 [] refers to later active frames
crouch Jab.gif HL 300 3 ch/sp/su 4 4 6 +7 +7 -
crouch Strong.gif HL 900 9 sp/su 5 7 9 +6 +6 -
crouch Fierce.gif HL 1200[800] 12[8] sp/su[su] 4 11 26 -13 -13 [] refers to later active frames
crouch Short.gif L 200 2 ch/sp/su 4 4 8 +5 +5 -
crouch Forward.gif L 800 8 sp/su 5 6 17 -1 -1 -
crouch Roundhouse.gif L 1300 13 sp/su 7 6 35 -15 -15 Knockdown
Jump up Jab.gif H 600 6 sp 4 22 - - - -
Jump up Strong.gif H 1000 10 sp 5 10 - - - -
Jump up Fierce.gif H 1300 13 - 6 8 - - - -
Jump up Short.gif H 500 5 sp 5 22 - - - -
Jump up Forward.gif H 900 9 - 6 10 - - - -
Jump up Roundhouse.gif H 1300[1200] 13[12] sp[-] 4 8 - - - [] refers to later active frames
Jump forward Jab.gif H 600 6 sp 4 22 - - - -
Jump forward Strong.gif H 600*300 6*3 - 6 3*8 - - - First hit can juggle into second on air hit.
Jump forward Fierce.gif H 1200 12 - 6 8 - - - -
Jump forward Short.gif H 500 5 sp 5 22 - - - -
Jump forward Forward.gif H 800 8 - 6 12 - - - -
Jump forward Roundhouse.gif H 1200 12 - 7 7 - - - -
Overhead Right.gif + Strong.gif H 300*600 3*6 - 29 5 20 -3 -3 -
Right.gif + Fierce.gif HL 500*900 5*9 - 16 5*12 16 -4 -4 -
Right.gif + Roundhouse.gif HL 700 7 - 20 4 15 -4 +1 Airborne during some some frames.
Throw Right.gif or Left.gif + Fierce.gif 52px 1800 - - 4 1 13 - - -
Throw Right.gif or Left.gif + Roundhouse.gif 52px 2100 - - 6 1 13 - - -
Hadoken Jab.gif HL 800 8 - 13 - 42 (Total 54) -9 -9 Knockdown on air hit, Forces Stand
Hadoken Strong.gif HL 900 9 - 13 - 43 (Total 55) -10 -10 Knockdown on air hit, Forces Stand
Hadoken Fierce.gif HL 1000 10 - 13 - 44 (Total 56) -11 -11 Knockdown on air hit, Forces Stand
Shakunetsu Hadoken Jab.gif HL 900[1000] 9[10] - 15 - 47 (Total 61) -14 Knockdown [?] [Refers to later active frames] knock down on air hit, [Forces Stand]
Shakunetsu Hadoken Strong.gif HL 1000[1000] 10[10] - 15 - 48 (Total 62) -15 Knockdown [?] [Refers to later active frames] knock down on air hit, [Forces Stand]
Shakunetsu Hadoken Fierce.gif HL 1100[1000] 11[10] - 15 - 49 (Total 63) -16 Knockdown [?] [Refers to later active frames] knock down on air hit, [Forces Stand]
Shoryuken Jab.gif HL 1600[800] 16[8] - 5 14 19+After Landing 10F -19 - []Refers to later active frames, Invincible 1-4F, 5-18F (Translation needed), Airborne 9-37F
Shoryuken Strong.gif HL 1700[800] 17[8] - 5 16 28+After Landing 10F -30 - []Refers to later active frames, Invincible 1-6F, 7-20F (Translation needed), Airborne 9-48F
Shoryuken Fierce.gif HL 1900[800] 19[8] - 5 18 37+After Landing 10F -41 - []Refers to later active frames, Invincible 1-8F, 9-22F (Translation needed), Airborne 9-59F
Hurricane Kick Short.gif HL 1200 12 - 14 2(4)2 13 + After Landing 4F 0 - 1-34F Airborne, [2nd Hit] aimed backwards. Whiffs on crouching
Hurricane Kick Forward.gif HL 1300 13 - 14 2(4)2(4)2(4)2(4)2(4)2 11+After Landing 6F 0 (assuming all hits) - 1-56F Airborne, [2nd, 4th, 6th hits] aimed backwards, Whiffs on crouching.
Hurricane Kick Roundhouse.gif HL 1400 14 - 14 2(4)2(4)2(4)2(4)2(4)2(4)2(4)2 11 + After Landing 6F 0 (assuming all hits) - 1-68F Airborne, [2nd, 4th, 6th, 8th hits] aimed backwards, whiffs on crouching
Hurricane Kick (air) HL 800 8 - 6 2(4)2(4)2(4)2 After landing 6F +18 (Lowest height) - knock down, [2nd, 4th, 6th hit] aimed backwards
Shinku Hadoken - Level 1 Jab.gif HL 700x2*600 (2000) - - 4+6 - 45 (Total 54) -6 - 1-7F Invincible, Forces Stand
Shinku Hadoken - Level 2 Strong.gif HL ? (3000) - - 4+6 - 45 (Total 54) -3 - 1-12F Invincible, Forces Stand
Shinku Hadoken - Level 3 Fierce.gif HL ? (4500) - - 4+6 - 45 (Total 54) 0 - 1-19F Invincible, Forces Stand
Shinku Tatsumaki - Level 1 Short.gif HL 500*400x4*500 (2600) - - 5+5 2(4)2(4)2(4)2(4)2(3)2 16+After Landing 8F -2 - 1-9F Invincible, Airborne 6-50F, Forces Stand
Shinku Tatsumaki - Level 2 Forward.gif HL 500*400*300x6*600 (3800) - - 5+5 2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(3)2 21+After Landing 4F -3 - 1-15F Invincible, Airborne 6-75F, Forces Stand
Shinku Tatsumaki - Level 3 Roundhouse.gif HL 500*400*600*300x10*700 (5500) - - 5+5 2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(3)2 12+After Landing 16F -4 - 1-23F Invincible, Airborne 6-100F, Forces Stand
Shin Shoryuken - Level 3 Roundhouse.gif HL 2700*1600*1200*900 [700] - - 4+1 4*4[14?] 51 -41 - [] Refers to later active frames or on block, 1-22F Invincible, 22-26F (Translation Needed), Airborne (?F), Forces Stand
Block Frames
Move Name HL Damage Stun Cancel Ability Startup Active Recovery On Guard On Hit Notes

The Basics

At mid-screen, Ryu can control space with st.MP, cr.MP, cr.MK, and st.HP. These moves have decent to long range, and are good for whiff punishing or poking.

st.MP and st.HP are super cancelable, while cr.MP and cr.MK are both special and super cancelable.


At close range, Ryu's best normals to use are cl.LP, cr.LP, cl.LK, cr.LK, and st.MK due to their fast startup speed and frame advantage. cr.LK makes for a useful tool for hit-confirming, and can be special canceled into Tatsu for a simple combo, or buffered into a Shinku Hadoken.


For building meter, Ryu can safely build meter from a long range via whiffing:

- cr.MP
- dp + LP
- j.qcb + HK
- qcb + LK

These are all ideally done from a full-screen distance away in order to minimize the risk of being punished.

Ryu's go-to anti-airs are:

- st.LK or st.MK
- cl.HP
- cr.HP
- st.HK
- dp + P

Combos

Note that all damage values were recorded on a Ratio 2 vs Ratio 2 matchup in C-Groove, and with no damage reduction from lower health. Damage may vary slightly depending on Groove selection and health left.

Most of these combos will work with a jumping normal (preferably j.HK) before the first hit. A crossup j.MK will work too.

Meterless Combos
Combo Position Damage Stun Difficulty Notes
cr.LK x 1-3 xx qcb + HK Any 1470 (cr.LK x1), 1890 (cr.LK x2), 2100 (cr.LK x3) 16 (cr.LK x1), 18 (cr.LK x2), 20 (cr.LK x3) Very Easy Basic confirm off of cr.LK. Allows for a bit of corner carry as well. Adjust the number of cr.LKs based on distance.
cr.LK xx cr.LP, cr.MK xx qcb + HK Any 2835 27 Easy Link from cr.LP into cr.MK. Do not delay the cancel from cr.LK into cr.LP, or else the qcb + HK will not connect in time after cr.MK.
cr.LP, cl.HP xx qcb + HK Any 3045 29 Easy Link from cr.LP into cl.HP. Can also be done from cr.LK.
cr.MK xx qcf + HP Any 1890 18 Very Easy The most famous combo in fighting games, probably. Useful for complimenting your cr.MK pokes, though the Hadoken will not combo afterward if done from longer ranges. If you can, try a Shakunetsu Hadoken (hcf + P) for a hard knockdown and more damage.
cr.MP, cr.MP xx qcb + HK Any 3360 32 Easy The link from cr.MP into another cr.MP is a bit tight, but can be made easy with practice, and is quite rewarding with decent damage.
j.HK xx cl. HP xx hcf + HP Any 3675 35 Easy If done in the corner, the Shakunetsu Hadoken will knock the opponent down while keeping Ryu at mid-range, meaning you can react to attempts to get out of the corner like rolls or jumping.

Unless otherwise specified, the following combos are done with level 1 supers due to differences in Grooves. Cost will be measured in "bars" if done in C-Groove or any groove, this can refer to stocks as well. Even though it says "1 Stock in Max Mode", keep in mind it costs 1 stock to enter Max Mode in the first place (N-Groove only).

Super Combos
Combo Groove Cost Position Damage Stun Difficulty Notes
cr.LK xx cr.LP xx cr.LK xx qcfqcf + P (level 1) Any 1 Bar Any ~2835 7 Intermediate Crouching light confirm.
cr.LK xx cr.LP xx cr.LK xx qcfqcf + MP xx qcb + HK C-Groove 2 Bars Any 5171 21 Intermediate Crouching light confirm, but with C-Groove's level 2 super canceling.
cr.LK xx cr.LP xx cr.LK xx qcfqcf + MP xx qcfqcf + LP C-Groove 3 Bars Any 5985 7 Intermediate If you want to spend the additional bar.
cr.LK xx cr.LP, cr.MK xx qcfqcf + MP xx qcb + HK C-Groove 2 Bars Any 5801 27 Intermediate Link from cr.LP into cr.MK, canceled into a level 2 super which is canceled into a Hard Tatsu.
cr.LK xx cr.LP, cr.MK xx qcfqcf + MP xx qcfqcf + LP C-Groove 3 Bars Corner 6615 13 Intermediate
cr.LP, cl.HP xx qcfqcf + P (level 1) Any 1 Bar Any 2675 15 Easy The cancel window on cl.HP is fairly lenient for a CVS2 cancel window.
j.HK xx cl.HP xx qcfqcf + P (level 3) C, P, S, N, K-Groove 3 Bars (C)/Full Bar (P)/Low Health MAX (S)/ 1 Stock MAX Mode (N)/Full Bar (K) Any ~7245 24 Easy T H A T ' S W H A T W E L I K E T O C A L L [ B I G D A M A G E ]

Advanced Strategy

Discussion

Shoryuken CvS2 Ryu Forum


CvS2 Wiki Navigation

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Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
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Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
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Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
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Ryo
Terry
Todo
Vice
Yamazaki
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Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori