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.
Move List
Special Moves
Fireball | (Hadouken) |
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Red Fireball | (Shakunetsu Hadouken) |
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Hurricane Kick | (Tatsumaki Senpukyaku) |
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Dragon Punch | (Shoryuken) |
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Super Moves
Vacuum Wave Fist | (Shinku Hadouken) |
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Vacuum Tornado Whirlwind Kick | (Shinkuu Tatsumaki Senpuu Kyaku) |
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True Rising Dragon Punch | (Shin Shoryuken) |
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Frame Data
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.
Combo | Position | Damage | Stun | Difficulty | Notes |
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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).
Combo | Groove | Cost | Position | Damage | Stun | Difficulty | Notes |
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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
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