Street Fighter Alpha 2/Ryu

From SuperCombo Wiki

Overview

Ryu
SFA2 Ryu Portrait.png
Health: 144
Defensive Rating: 0
Stun: 40
Walk Speed Forward: 300
Walk Speed Backward: 200
Jump Backward: 51f (3+48+0)
Neutral Backward: 50f (3+47+0)
Jump Forward: 49f (3+46+0)
Wake-Up: 51f
Quick Rise: 20f
Throw Range: 20
Colors
Punch 2 Punches Punch(Auto)
A2 Ryu Color1.png A2 Ryu Color3.png A2 Ryu ColorAuto1.png
A2 Ryu Color2.png A2 Ryu Color4.png A2 Ryu ColorAuto2.png
Kick 2 Kicks Kick(Auto)
Overview

A student of the Shotokan school of karate, Ryu has devoted his entire life to perfecting the true way of the warrior through mastery of the fireball. Now Ryu must stand tall against revitalized rivals.

The main character. Ryu is a top-4 character in Alpha 2. Ryu is the definition of solid, being able to effectively zone, rush, or turtle. Ryu is a very good beginner or expert character.


Playstyle

A2 Icon Ryu.png Ryu, is...

Strengths Weaknesses
  • Excellent anti-airs
  • Many good normals
  • Fast overhead
  • Very good (if basic) supers
  • Excellent zoning with the best fireball in the game
  • Tatsu knocks down, making it great against fireballs
  • DP is the best meterless counter AC and AA against jump-in CCs
  • Mediocre CC damage
  • No serious drawbacks, although almost anyone you play will know the Ryu matchup.

Move List

Normal Moves

SFA2 Framedata Glossary
Damage

Units of base damage inflicted by the move (100% life bar = 144 units of health). Most moves have a damage range; the number inside the square brackets indicates which Random Damage Table the move uses to look up any additional damage and the % chance of doing so.

Stun

Units of stun inflicted by the move.

Startup

The frame the move hits on (1st active frame). Super moves with a screen freeze will separate pre- and post-screen freeze startup frames by a '+' (Ex: 5+0).

Active

The portion of a move that can hit. How many frames a move remains active for. ()=Inactive frames in-between active frames. [xN]=Repeated sequences.

Frame Adv

The frame advantage values when the attack is blocked. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)

Meter

The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)

Block

Low attacks must be blocked crouching. High attacks must be blocked standing. Mid attacks can be blocked either way.

Properties
  • Chain Cancel: Can be canceled into itself or another normal attack.
  • Special Cancel: Can be canceled into a special attack.
  • Super Cancel: Can be canceled into a super attack.
  • Throw/Air-Throw: A normal throw or command grab.
  • Soft Knockdown: Will knockdown, but opponent can quick rise or roll.
  • Hard Knockdown: Will knockdown, opponent cannot quick rise or roll.
  • Projectile: Produces a projectile (i.g. Hadoken).
  • Proj. Reflect: Will reflect an opponent's projectile back at them.
  • Proj. Absorb: Will absorb an opponent's projectile.
  • Invuln. Startup: Has frames at the start that are completely invincible.
  • Invuln. Lower: Has frames that are invincible to lower attacks.
  • Invuln. Upper: Has frames that are invincible to mid/higher attacks (aka low profile).
  • Counterhit: Deals and/or takes more damage when counter hit.
Frames

All framedata collected with the game speed set to normal, where the game tickrate and framerate are the same(60fps).

Speed

All framedata collected with the game speed set to normal.

Hitboxes

All hitbox images have the character standing/jumping in the exact same position, so hitbox distances can be easily compared.

  • Blue: Hurtbox - hittable area of a character.
  • Red: Hitbox - attacking area of an action.
  • Yellow: Throwbox - throwing area of an action.
  • Green: Pushbox - collidable area of a character.
  • White: Axis - core of a character from which all other boxes reference.
  • Pink: Projectile Hitbox - attacking area of a projectile.
  • Light Blue: Projectile Hurtbox - hittable area of a projectile.
  • Purple: Counterbox - hittable area that triggers a counter attack.
CreditDamage, stun, framedata, meter, and updated hitboxes collected by A2 Icon ChunLi.pngVeri7as, November 2021

Standing

st.Lp.png

A2 Ryu st.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png

Quick jab, with small frames advantage, you can walk and do these on any opponent that can’t crouch them.

st.Mp.png

A2 Ryu st.mp 1.png
A2 Ryu st.mp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1], 6[0] 6, 6 4 3(0)6 -4 1/3/6 Mid.png Specialcancel.png
Supercancel.png
  • Hits 1 time.
  • Both hits are cancellable.

Quick one arm uppercut; good anti-air.

st.Hp.png

A2 Ryu st.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
17[2] 8 8 6 -3 2/5/9 Mid.png -

Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc.

st.Lk.png

A2 Ryu st.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 7 6 -4 0/1/2 Mid.png Specialcancel.png
Supercancel.png

Good ranged kick to the shin, good priority and range.

st.Mk.png

A2 Ryu st.mk 1.png
A2 Ryu st.mk 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[1], 9[0] 4, 2 6 10(0)6 +1 1/2,2/3,3 Mid.png Specialcancel.png
Supercancel.png
  • First hit is cancellable.
  • Hits 2 times.

Ugly axe kick which can be used as a anti-crossup.

st.Hk.png

A2 Ryu st.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[0] 4 10 6 +6 2/5/9 Mid.png -

A roundhouse kick that anti-airs. Good meaty to whoever cant crouch it, gives good frame advantage.

Crouching

cr.Lp.png

A2 Ryu cr.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 1 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png

Little jab to the shin, not really all that great range wise.

cr.Mp.png

A2 Ryu cr.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 6 5 4 +5 1/3/6 Mid.png Specialcancel.png
Supercancel.png

A straight punch with good priority and frame advantage.

cr.Hp.png

A2 Ryu cr.hp 1.png
A2 Ryu cr.hp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[2], 13[0] 8, 6 5 4(0)8 -2 2/5/9 Mid.png Specialcancel.png
Supercancel.png
  • First hit is cancelable.
  • Hits 1 time.

Uppercut, probably one of the best normal anti-airs in the game. Also this is a super meaty, allowing link after ward.

cr.Lk.png

A2 Ryu cr.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[0] 3 5 4 +2 0/1/2 Low.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png

Quick kick to the foot, combo starter.

cr.Mk.png

A2 Ryu cr.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[1] 1 6 6 +3 1/3/6 Low.png Specialcancel.png
Supercancel.png

A good reaching low kick, probably overall bset poke, gives frame advantage and awesome meaty.

cr.Hk.png

A2 Ryu cr.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2] 8 7 6 -9 2/5/9 Low.png Specialcancel.pngSupercancel.png
Softknockdown.png

A really good sweep with good range, usually a poke string ender. Note that if not cancelled its a free cc on you, and if you cancel into a hadouken, free cc on you if your opponent has a lvl 3.

Neutral Jumping

nj.Lp.png

A2 Ryu nj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 3 6 10 - 0/1/2 High.png -

nj.Mp.png

A2 Ryu nj.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 6 6 8 - 1/3/6 High.png -

nj.Hp.png

A2 Ryu nj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2] 8 9 6 - 2/5/9 High.png -

nj.Lp.png

A2 Ryu nj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[0] 3 5 10 - 0/1/2 High.png -

nj.Mk.png

A2 Ryu nj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 5 6 - 1/3/6 High.png -

nj.Hk.png

A2 Ryu nj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14[2] 8 13 6 - 2/5/9 High.png -

Diagonal Jumping

dj.Lp.png

A2 Ryu dj.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 3 6 10 - 0/1/2 High.png -

dj.Mp.png

A2 Ryu dj.mp 1.png
A2 Ryu dj.mp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
8[0], 6[0] 3, 3 10 3(0)8 - 1/2,2/3,3 High.png -
  • Hits 2 times.

A two-hit upward punch in the air, use to juggle after a connecting air hurricane kick on a grounded opponent.

dj.Hp.png

A2 Ryu dj.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2] 1 6 6 - 2/5/9 High.png -

A fist to the face. Good jump in with good priority, especially when done early.

dj.Lk.png

A2 Ryu dj.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9[0] 3 8 10 - 0/1/2 High.png -

dj.Mk.png

A2 Ryu dj.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10[1] 6 8 8 - 1/3/6 High.png Cross-up

dj.Hk.png

A2 Ryu dj.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
13[2] 8 7 6 - 2/5/9 High.png -

Best when used when jumping from far away, good priority.

Command Normals

Sakatsu Wari
Overhead
F.png+ Mp.png

A2 Ryu f.mp 1.png
A2 Ryu f.mp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5[1], 14[0] 6, 2 23 4(0)4 -7 1/2,2/3,3 High.png -
  • Hits 2 times
  • Unsafe; can be punished by CC and fast normals.
  • Punishable on hit.
  • Tied for 2nd fastest overhead in the game. (Alpha2Overheads).

A overhead with very good range.

Senpu Kyaku
Hop Kick
F.png+ Mk.png

A2 Ryu f.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11[1] 6 20 4 -5 1/3/6 Mid.png Lowerbodyinv.png
  • Unsafe; can be punished by CC and fast normals.

Good for maintaining corner pressure, or to zone in closer due to recovering faster than a LK Tatsu.

Normal Throws

Seoi Nage
B.png/F.png + Mp.png/Hp.png

A2 Ryu PThrow 1.png
A2 Ryu PThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
19 0 0 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 9 damage when opponent tech throws.
  • Ryu has the 2rd best throw range in the game (Alpha2ThrowRanges).

Tomoe Nage
B.png/F.png + Mk.png/Hk.png

A2 Ryu KThrow 1.png
A2 Ryu KThrow 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
19 0 0 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 9 damage when opponent tech throws.

Alpha Counters

Punch Alpha Counter
(while in blockstun)Qcd.png+ P.png

A2 Ryu PAC 1.png
A2 Ryu PAC 2.png
A2 Ryu PAC 3.png
Damage Stun Startup Active Frame Adv Meter Block Properties
18[1], 16[0], 4[0] 8, 6, 6 4 4(0)8(0)10 -38 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Used vs jump-ins and when opponent is extremely close. Does have a tendency to whiff vs deep jump-ins.

Kick Alpha Counter
(while in blockstun)Qcd.png+ K.png

A2 Ryu KAC.png
Damage Stun Startup Active Frame Adv Meter Block Properties
15[2] 8 4 6 -9 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

Use on the ground, his best ac.

Special Moves

Hadoken
Fireball
Qcf.png + P.png

A2 Ryu Fireball 1.png
A2 Ryu Fireball 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 15[5], 11[5] 8 12 3, inf -11 4/5/7 Mid.png Proj.png
Mp.png 16[6], 12[6] 10 12 3, inf -12 4/5/7 Mid.png Proj.png
Hp.png 18[9], 14[6] 12 12 3, inf -13 4/5/7 Mid.png Proj.png
Softknockdown.png
  • Punishable on hit.

A fireball. His best poke, good release speed and damage. Throw a hell of alot of these but be smart with it. Throwing smart fireballs will annoy your opponent, just tossing them out will get you killed.


Lp.png

  • Speed: 300 pixels per 100 frames; slowest fireball in the game (Alpha2Fireballs).

Mp.png


Hp.png Shakunetsu Hadoken aka Red Fireball

  • Softknockdown when hit within the first 4 frames.
  • Speed: 450 pixels per 100 frames; 4th fastest fireball in the game (Alpha2Fireballs).

Shoryuken
Dragon Punch, Uppercut
Dp.png + P.png

A2 Ryu DP 1.png
A2 Ryu DP 2.png
A2 Ryu DP 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 19[7], 16[7], 3[2] 8, 4, 4 4 4(0)8(0)2 -17 9/9+1 per hit/12 Mid.png Startupinv.pngUpperbodyinv.png
Softknockdown.png
Mp.png 20[8], 16[8], 3[2] 10, 5, 5 4 4(0)8(0)6 -28 9/9+1 per hit/12 Mid.png Startupinv.png
Softknockdown.png
Hp.png 22[10], 16[8], 3[2] 12, 6, 6 4 4(0)8(0)10 -38 9/9+1 per hit/12 Mid.png Startupinv.png
Softknockdown.png

Lp.png

  • 3 frames of startup invul; 0 of which while active.
  • Hits 1 time max.

Best used as an invincible anti-air. Will also anti-air jump-in CCs. Not a great reversal because of the lower hurtbox during the first hit; it will trade with low attacks. Amazing way to build meter from full-screen when kara-canceled with cr.Hk.png (11 units).


Mp.png

  • 7 frames of startup invul; 4 of which while active.
  • Hits 1 time max.

Best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit.


Hp.png

  • 7 frames of startup invul; 4 of which while active.
  • Hits 1 time max.

Hp dp is best used as a reversal. Not the best version to anit-air with because it's not invincible after the first hit. By performing a close light, medium, or heavy DP towards the other person while they're blocking will hit them twice instead of once, which does more chip damage.

Tatsumaki Senpukyaku
Hurricane Kick
Qcb.png + K.png

A2 Ryu Tatsu 1.png
A2 Ryu Tatsu 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 17[0]x2 8, 8 12 3(3)3 -5 6/7/8 Mid.png Softknockdown.png
Mk.png 19[1]x4 10x4 12 3[(3)3x3] -5 6/6+1 per hit/8 Mid.png Softknockdown.png
Hk.png 21[4]x6 12x6 12 3[(3)3x5] -5 6/6+1 per hit/8 Mid.png Softknockdown.png
  • Hits 1 time max.

All hits will whiff on crouching opponents. Used for mobility and to punish fireballers, use Lk.png version to pass fireballs when you cant use Hk.png version to hit opponent.

(air)Tatsumaki Senpukyaku
(air)Hurricane Kick
(in air)Qcb.png + K.png

A2 Ryu AirTatsu 1.png
A2 Ryu AirTatsu 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 11[4] 6 7 3 - 6/7/8 Mid.png Softknockdown.png
Mk.png 12[4]x2 8, 8 7 3(15)3 - 6/6+1 per hit/8 Mid.png Softknockdown.png
Hk.png 13[4]x3 10x3 7 3(9)3(9)3 - 6/6+1 per hit/8 Mid.png Softknockdown.png
  • Hits 1 time max.

Has annoyingly great priority, also if connected against a grounded opponent allows for a dj.Mp.png juggle.

Hado no Kamae
Fake Fireball
Qcf.png + Taunt (Start)

A2 Ryu FakeFireball.png
Damage Stun Startup Active Frame Adv Meter Block Properties
N/A N/A N/A N/A N/A 0/-/- N/A -

Ryu will use his fireball animation where nothing comes out, but it has very fast recovery and can catch foes off-guard during a fireball war. Not used often due to the placement of the start button can vary depending on your controller setup, and a inputting it incorrectly will give you a regular taunt instead, which can be dangerous.

Super Moves

Startup Invulnerability Notes:

  • At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.


Shinku Hadoken
Fireball Super
Qcf.pngQcf.png + P.png

A2 Ryu FireballSuper 1.png
A2 Ryu FireballSuper 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
12[12], 11[12], 5[12] 0, 2, 2 5 9, inf -13 0/0/0 Mid.png Startupinv.png
Proj.png
Level 2
P.pngP.png
15[12], 12[12], 7[12], 6[12] 0, 1, 1, 1 5 9, inf -10 0/0/0 Mid.png Startupinv.png
Proj.png
Hardknockdown.png
Level 3
3p.png
20[12], 12[12], 10[12], 6[12]x2 0, 0, 1, 1, 1 5 9, inf -7 0/0/0 Mid.png Startupinv.png
Proj.png
Hardknockdown.png

Only real use is to blow thru fireballs, sucks as a AA at any lvl other than 1, and you have better choices anyway. Can combo off light attacks. Lvl 1 does does not knock down, and if to close can be hit.


Level 1

  • 4 frames of startup hit invul.; 0 of which while active.
  • 6 frames of startup projectile invul.
  • Hits 3 times.
  • Punishable on hit.

Level 2

  • 4 frames of startup hit invul.; 0 of which while active.
  • 6 frames of startup projectile invul.
  • Hits 4 times.

Level 3

  • 4 frames of startup hit invul.; 0 of which while active.
  • 6 frames of startup projectile invul.
  • Hits 5 times.

Shinku Tatsumaki Senpukyaku
Hurricane Kick Super
Qcb.pngQcb.png + K.png

A2 Ryu TatsuSuper 1.png
A2 Ryu TatsuSuper 2.png
A2 Ryu TatsuSuper 3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
11[13], 9[13], 6[13]x3 0x4, 3 6 3[(3)3x4] 0 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.png
Level 2
K.pngK.png
11[13], 9[13], 4[13]x7 0x8, 3 6 3[(3)3x8] +1 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.png
Level 3
3k.png
5[13]x13 0x12, 3 6 3[(3)3x12] +2 0/0/0 Mid.png Startupinv.png
Lowerbodyinv.png

Probably the best wake-up super in the game, best used defensively than offensively. Completely safe on block, good chip damage, and good damage. Good anti-cross up when knocked down. Ryu's pushbox is removed throughout the duration of the super.

  • A full 2 quarter-circles isn't required. Required inputs: D.pngDb.pngB.pngD.pngDb.png + K.png

Level 1

  • 5 frames of startup hit invul.; 0 of which while active.
  • 15 frames of startup projectile invul.
  • Hits 5 times.

Level 2

  • 6 frames of startup hit invul.; 1 of which while active.
  • 16 frames of startup projectile invul.
  • Hits 9 times.

Level 3

  • 7 frames of startup hit invul.; 2 of which while active.
  • 17 frames of startup projectile invul.
  • Hits 13 times.

The Basics


I like to zone with ryu, fireball away, build meter, cc for chip whatever. Ryu is scary cause its hard to rush him when he has meter, after a few eaten ccs your opponent wont rush you so much. This is in you favor since his fireball is so good. Main goal is to force the opponent to make mistakes by zoning with fireballs, then anti-airing them if they jump. His HP fb knocks down and has great release speed, so Ryu can really get annoying fast.

Advanced Strategy


Well if within or a little outside sweep range go for his cc:

c.rh xx lk hurricane xN, fp dp

UPDATED: Better Customs at lvl 3

c.rh xx lk hurricane x3, fp dp x2 c.rh xx lk hurricane x2, lp dp, lp dp, hp dp c.rh xx lk hurricane x3, hp fireball x4, hp dp c.rh xx hp dp, hp dp, lp dp, hp dp. Note in CC mode E. Ryu’s specials are like regular Ryu’s.

Tired of people jumping on you, well then just anti-air cc. Shoto’s have probably the best AA ccs. If no cc is available, used c.fp or s.mp (cancel into hurricane to move close or hadouken to push back). S.mk works as a anti-cross up.

Activate, s.mp xx lk hurricane xN, fp dp

Now if they jump from afar…

Activate, s.fp xx rh hurricane, fp dp

Congrats! You just made you opponent think twice about jumping on you which leads to more hadouken and cc mix-up fun! This is just a quick overview if you have any in depth question feel free to ask.

Also vs fireballers, if you hit a air hurricane kick…

immeadiately jump activate, j.mp xx hurricane, land, continue hurricane kick juggle, end with fp dp.

Hadoken Knockdown
After a c.mk xx fireball knockdown, hold uf, j.lk at the last second. Its a safe jump in and if it hits go into c.lk x2 fireball. Alot of times they try to throw which leads to c.lk x2 xx fireball another knockdown into the same situation. Repeat til j.lk and c.lk is blocked.

From the blocked c.lk, go for throw, or c.mk xx fireball if you think they expected your throw attempt. If they jump at you when you have meter, cc them with s.mp/c.mp xx lk hurricanes xN, end with hp dp. If they jump from afar, actiavte, s.fp xx hk hurricane into lk hurricanes, end with dp.

C.fp is one of the best meaties and if it hits you can link a c.mk or sweep, if blocked walk forward and throw, or go for a counter hit. S.mk is a really good anti cross up, hitting instantly above his head.

Combos


cr.Lk.png, cr.Lk.png, st.Lk.png xx Hp.png Fireball or Fireball Super

cr.Hp.png xx Hp.png DP

cr.Mk.png xx Hp.png Fireball or Fireball Super

j.Hk.png , cr.Mp.png xx Hp.png Fireball

j.Hk.png, cr.Mp.png, cr.Mk.png (One-Frame Link) xx Hk.png Tatsu

st.Hk.png, cr.Hk.png (One-Frame Link) - Ryu's least relevant link, here for completeness. Unfortunately st.Hk.png's startup is too slow to combo from jump-ins, even excessively deep ones.


Corner Only

j.Hp.png, cr.Hp.png xx Lvl 1 Tatus Super, Lvl 1 Fireball Super

j.Hk.png, cr.Mp.png, cr.Lk.png xx Hk.png Tatsu

Custom Combos


Lv1:

cr.Hk.png, Hp.png Fireball x4, Hp.png DP

cr.Hk.png, Lk.png Tatsus x2, Hp.png DP

Lv3:

cr.Hk.png, Lk.png Tatus x6, Hp.png DP

cr.Hk.png, Lp.png DP x2, Hp.png DP x2

st.Hk.png, Lp.png Fireball xN, c.Hk.png, Hp.png DP

Ryu: any lvl- cr.Hk.png xx Lk.png Tatus xN, Hp.png DP

aa cc- st.Mp.png/cr.Mp.png into above cc

Match-ups


A2 Icon Adon.png Vs. Adon: 6-4 Ryu's favor

While Adon is a weaker character, don't underestimate his simple, effective mix. Adon uses "shallow" Jaguar Tooths to bait Uppercuts and "Deep" JTs to punish fireballs on reads. Once he's dictated the pace of the match, Adon can set up Strike/Throw. Jaguar Kick is punishable on hit outside of fringe cases.

A2 Icon Akuma.png Vs. Akuma: 6-4 Ryu's favor

[Loading match-up info...]

A2 Icon Birdie.png Vs. Birdie: 7-3 Ryu's favor

[Loading match-up info...]

A2 Icon Charlie.png Vs. Charlie-Nash: 6-4 Ryu's favor

[Loading match-up info...]

A2 Icon ChunLi.png Vs. Chun-Li: 5-5 Even match-up

quite tricky. S.lk beats out chuns low fwd and I think this is applied to ryu\ken\akuma. Not quite sure about dan\sakura. You read the opponent for low fwd patterns and interupt her with s.lk, KD FB.

ryus hcf+fp is KD @ perfect ranges to counter chuns normal game. Its really effective because KD’s give you time to set her up for something.

if someone is getting fireball happy w\in the proper FB range, you pacman her FB with a shinku. She’ll stop zoning less with fb’s and you can work yours.

for the most part, ryu can’t really out footsie chun. However, his fwd+mk will go over low fwd which counts for something but its not safe from certain ranges. I’ve noticed that if you decide to turtle it up, shell walk in and out of her low fwd range to bait you to do something. Most players have patterns when they start doing this and you can time when they walk fwd and catch them with c.mk, FB. Its not great life but it is footsie and you can catch her frequently with this till they stop walking around. Chuns walk speed is too good and seems to be a staple point of her footsie mind game.

I’ve noticed that once chun has established her dominant footsie game, she’ll get in close so she can force easy pressure with her normals. This is the only time when you can try to out footsie her and get her with something. c.lk x2 super, low fwd into KD FB etc…

and the best strategy is to just use the fucking clock. Take off time. See if the other guy can actually maintain the proper moves through out the entire course of the match. I’ve noticed that some chun players are really gimmicky and when you use the clock, you’ll be able to see that gimmick more and more and you’ll eventually think of a counter. Even when you use the clock vs a smart chun, you establish the mental game and you’ll be able to work options to land hits.

a big problem with chun isn’t her normals but rather her damn CC. Its chunky life and from what i’ve seen, it can be done with 1 button lol. Its important to win the first round. Its crucial. When the 2nd round comes up, try to gain the life lead and force the chun player to burn up his CC so when the 3rd round comes aroud, you have bar, she doesn’t and you can pick her off with your CC then fight it out. Thats probably the best strat i’ve managed to come up with so far.

A2 Icon Dan.png Vs. Dan: 8-2 Ryu's favor

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A2 Icon Dhalsim.png Vs. Dhalsim: 7-3 Ryu's favor

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A2 Icon Akuma.png Vs. Evil Ryu:

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A2 Icon Gen.png Vs. Gen: 7-3 Ryu's favor

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A2 Icon Guy.png Vs. Guy: 6-4 Ryu's favor

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A2 Icon Ken.png Vs. Ken: 4-6 Ken's favor

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A2 Icon Bison.png Vs. M. Bison (dictator): 6-4 Ryu's favor

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A2 Icon Rolento.png Vs. Rolento: 4-6 Rolento's favor

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A2 Icon Rose.png Vs. Rose: 4-6 Rose's favor

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A2 Icon Ryu.png Vs. Ryu (mirror):

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A2 Icon Sagat.png Vs. Sagat: 6-4 Ryu's favor

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A2 Icon Sakura.png Vs. Sakura: 5-5 Even match-up

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A2 Icon Sodom.png Vs. Sodom: 5-5 Even match-up

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A2 Icon Zangief.png Vs. Zangief: 6-4 Ryu's favor

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