Capcom vs SNK 2/Ryu

From SuperCombo Wiki

Introduction

CVS2 Ryu CAPCOM Art.jpg
Health (at Ratio 2)
14400 Above Average
Stun
70 Average
Dash Length
15 Frames Short
Dash Type
Slide Corpse Hop=No, Proj. Hop=No
Run Speed
8.2 Slightly Above Average
Roll Distance
140 pixels Far
Roll Duration
27f Long
Wakeup Speed compared to Ryu
0f Average

Story

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.

Gameplay

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.

Groove Selection

While Ryu can be played in any Groove to some extent, he definitely has some he prefers over others. Likely his best is C-Groove, predictably. C-Groove is often seen as a fundamental Groove with simple Street Fighter style gameplay, and Ryu fits that perfectly. Simple level 2 combos, access to lots of meter for his supers, and a decent amount of defensive options make C-Ryu a standard and useful character. N-Ryu is a different take on the same Ryu formula. N-Groove is a versatile and simple Groove, and Ryu fits into it fairly well. While he does play a lot more mobile, he still ends a lot of combos in supers and has a nice mix of offensive and defensive options.

K-Ryu gets access to the useful mechanics of JD and Rage. While he struggles a bit without Rage, JD helps him build it very fast, and his level 3 Shinkuu is no joke. Having access to Shin Shoryuken more often is also a benefit, his close range punishes become very high damage. A-Ryu isn't bad, while he doesn't have the greatest Custom Combo ever CC is still a powerful mechanic regardless. A-Ryu is more useful on point, where his great meter build and sustainable gameplan lets him ensure that the second character already has a CC ready when they come out.

S-Ryu is a bit more of a gimmick. While Ryu can charge meter without sacrificing much to his patient gameplan, he still would rather use his great meterbuild tools or good aggression. Infinite level 1 supers is useful though, as Ryu can end every combo in Shinkuu, making all of his punishes and pokes much higher damage. P-Ryu is inconsistent at best. Parries are a useful tool, but Ryu can't always benefit from them unless he has a super, and P-Ryu won't have supers very often. However, when he does have a super, a parry from P-Ryu will do great damage with either a cancel into level 3 Shinkuu or a close parry into Shin Shoryuken.

Strengths Weaknesses
  • Very versatile toolkit allows him to easily work in most situations
  • Simple "footsies" based gameplan makes him easy and rewarding to learn
  • Generally very easy, with very few truly difficult things to learn
  • A useful and reliable super with Shinkuu Hadouken
  • Useful to some extent in every Groove
  • Solid damage output, simple zoning and neutral, and solid defense. Basically everything you would want on a basic level
  • While he does do well in most categories, he isn't Sagat. He doesn't entirely excel in any category besides neutral
  • His mixup potential is lackluster, while he does have access to a simple mixup with his standing overhead and his normal throw they lead to very little reward besides damage
  • His preferred meterless combo ender whiffs on crouchers, so he tends to want to end in a super which he doesn't always have

Normal Moves

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Ryu 5LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 300 3 RF/SP/SU Mid High 2 4 6 12 +7 +7 None

A fast far jab. Like most 5LP's, it's very fast and very plus but can be crouched under. Generally you would always rather 2LP, but this is fine in anti-air situations.

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Ryu 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 1000 10 SU Mid High 5 6 17 28 -1 -1 None

Similar to jab but does higher damage. Only cancels into supers and is still crouchable, but not a horrible move as it can whiff punish things from a bit farther away. You still have better tools than this though.

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Ryu 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1400 14 SU Mid High 7 10 20 37 0 0 None

A big, far reaching punch. Decent range and damage, so it isn't a bad punish. You would rather punish with 2MK into a special cancel, however if you have a super you can do this into it for big damage.

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Ryu 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 500 5 SP/SU Mid High 4 8 5 17 +3 +3 None

A quick upwards kick. One of many solid anti-airs, and it has another use for evading low hitting attacks, though you won't get to punish always.

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Ryu 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 900 9 None Mid High 8 8 12 28 +2 +2 None

Basically a beefier version of 5LK without the cancel window and with 4 frames slower startup. Same use cases, just a bit different really.

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Ryu 5HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1200,1300 12,13 SP/SU Mid High 4 12 18 34 -6 -6 None

Another standing anti-air kick, and probably your best one. Reaches notably farther than his other normal anti-airs, and hits harder too. Unlike most anti-air normals with two damage values, this does the same damage on standing or jumping opponents. Instead, the first hitbox has the lower damage value and the cancel window. This is hard to hit though, as it's only barely past the range you'll get cl.HK.

Close Normals

clLP

Close Jab
Close Light Punch
cl.LP / cl5LP
CVS2 Ryu clLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 400 4 RF/SP/SU Mid High 2 4 6 12 +7 +7 None

Essentially the same as the far version with 100 more damage. Since it does more damage, you would rather hit this, but obviously since it's a close normal you can't always do that. Same usage as 5LP otherwise, and you would still rather use 2LP most of the time.

clMP

Close Strong
Close Medium Punch
cl.MP / cl5MP
CVS2 Ryu clMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 800 8 SP/SU Mid High 3 3 20 26 -3 -3 None

A quick hook at the same height as 5MP. Unlike 5MP this can't be crouched. Useful as a fast close range punish, sine it starts up in 3 frames, but sees little to no use elsewhere since the frame data otherwise is mediocre.

clHP

Close Fierce
Close Heavy Punch
cl.HP / cl5HP
CVS2 Ryu clHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1200/1000 12/10 SP/SU Mid High 3 8 24 35 -8 -8 None

Your highest damage cancel, making it your preferred punish starter and combo after a jump. Easily combos into every Ryu special and Shinkuu, and even has a slight delay cancel window to make cancels into Shinkuu easier. Also a nice anti-air, and if you hit them low in their jump you can cancel into a LP Hadouken to make them block as they land.

clLK

Close Short
Close Light Kick
cl.LK / cl5LK
CVS2 Ryu clLK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 300 3 SP/SU Mid Mid 4 8 7 19 +2 +2 None

A quick low kick that doesn't hit low. Useful for making hitconfirms off of lights a bit easier, and as a check in close range, but is usually outclassed by his other close normals.

clMK

Close Forward
Close Medium Kick
cl.MK / cl5MK
CVS2 Ryu clMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 900 9 SP/SU Mid High 3 8 16 27 +1 +1 None

A quick knee to the chest. The close medium you want to use, as it does more damage and has better frame data than cl.MP for basically no downside. Useful meaty normal and punish normal.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK / cl5HK
CVS2 Ryu clHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 500+900 5+9 SU Mid High 7 9,4 18 38 +2 +2 None

A two hit axe kick. Not an overhead despite looks. Not entirely useful, as only the first hit super cancels and the first hit does very little damage. This isn't a bad anti-air but Ryu has better, and you would always rather use cl.HP into a special for damage.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Ryu 2LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 300 3 RF/SP/SU Mid Mid 3 4 6 13 +7 +7 None

A useful 2LP for mashing, confirming, and linking. Only sacrifice over the standing versions is that it's one frame slower, but this rarely comes into play. You'll use this a lot to pressure the opponent blocking, or to link into stronger moves like 2MK or cl.HP and cancel into super for big damage combos. Doesn't hit low but you have 2LK for that.

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Ryu 2MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 900 9 SP/SU Mid Mid 4 7 9 20 +6 +6 None

Another very useful normal. Very plus, can link into itself once. Pretty solid range and fast startup lets it stuff out other slower buttons quickly too. Useful as a meaty to fish for counterhits or generate plus frames if they block

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Ryu 2HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1200/800 12/8 SP/SU Mid High 3 11 26 40 -13 -13 None

A high reaching uppercut punch. Very useful anti-air normal, as it reaches high and surprisingly far. Has very fast startup and high active frames as well. Just watch whiffing this, as it has a lot of endlag and you'll likely be punished. Similar to cl.HP, if you catch them low in their jump you can cancel into a fireball and make them block it.

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Ryu 2LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 200 2 RF/SP/SU Low Low 3 4 8 15 +5 +5 None

A low hitting kick, and your main way to confirm from a low hit. Easily confirms into a tatsu on a standing opponent, or into Shinkuu anytime, even after doing 2 or 3 of them. Most useful when done meaty or in pressure, and especially when your opponent is scared of your 6MP overhead or a hop overhead in Grooves with hops.

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Ryu 2MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 800 8 SP/SU Low Low 4 6 17 27 -1 -1 None

Your new favorite normal. Reaches far and hits low, and cancels into fireball or tatsu or Shinkuu for a simple combo. Very fast startup lets you whiff punish easily with this, and playing around the range of 2MK is usually Ryu's preferred range over any of his other normals. Easily linked into as well off of 2LP, which gives you big damage increases off of his low confirms. All around very useful normal, use this a lot.

2HK

Crouch Roundhouse
Crouching Roundhouse
2HK / cr.HK
CVS2 Ryu 2HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1300 13 SP/SU Low Low 6 6 35 47 -DWN -15 None

Ryu's sweep. Very long range and immediate knockdown makes this attractive, but if you whiff this you'll almost definitely be punished. If this gets blocked, ALWAYS cancel into a fireball, as Ryu is left heavily unsafe if not. Useful as a whiff punish or after a long blockstring to add another low if they aren't expecting it.

Jumping Normals

jLP

Jump Jab
Jumping Light Punch
j.LP / 8LP
CVS2 Ryu jLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Lp.png 600 6 SP High High 3 22 0 25 Varies Varies None

A fast and very active j.LP. Useful as a way to interrupt an opponents jump, but not much use otherwise.

jMP

Jump Strong
Jumping Medium Punch
j.MP / 8MP
CVS2 Ryu jHP.PNG
Neutral Jump
CVS2 Ryu jMP.PNG
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Mp.png 1000 10 SP High High 4 10 0 14 Varies Varies None
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Mp.png 600+300 6+3 None High High 5 3,8 0 16 Varies Varies None

A unique 2 hit jump-in. Only really works on tall characters, but on those characters it makes for a neat double overhead mixup as both hits have to be blocked high. Neutral jump version has little use outside for hitting some things directly above Ryu, but you have better options on the ground for that.

jHP

Jump Fierce
Jumping Heavy Punch
j.HP / 8HP
CVS2 Ryu jHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Hp.png 1300/1200 13/12 None High High 5 8 0 13 Varies Varies None

A big punch below Ryu. Nice as a jump-in but you'll usually use j.HK more, as this does less damage and has worse reach. Neutral jump version does 100 more damage, making it a useful starter for stun combos and for being flashy in training mode.

jLK

Jump Short
Jumping Light Kick
j.LK / 8LK
CVS2 Ryu njLK.PNG
Neutral Jump
CVS2 Ryu jLK.PNG
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Lk.png 500 5 SP High High 4 22 0 26 Varies Varies None
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Lk.png 500 5 SP High High 3 22 0 25 Varies Varies None

A knee below Ryu. Not much use for j.LK as it doesn't have much hitstun and the hitbox is a bit worse for air-to-air lights than j.LP. Can be used as an instant overhead on tall characters but this is very unsafe. The neutral jump version can be used to hit people above you from a neutral jump, but you have better grounded anti-airs.

jMK

Jump Forward
Jumping Medium Kick
j.MK / 8MK
CVS2 Ryu njLK.PNG
Neutral Jump
CVS2 Ryu jHK.PNG
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Mk.png 900 9 None High High 5 10 0 15 Varies Varies None
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Mk.png 800 8 None High High 5 12 0 17 Varies Varies None

Ryu's crossup jump-in. Very useful in his meaty mixups, as you can either crossup with j.MK or hit in front with j.HK. Other than crossups this has little use. The neutral jump version has the same uses as nj.LK but does a bit more damage in exchange for less active frames. Regardless you would still rather just 2HP or DP.

jHK

Jump Roundhouse
Jumping Heavy Kick
j.HK / 8HK
CVS2 Ryu njHK.PNG
Neutral Jump
CVS2 Ryu jHK.PNG
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Hk.png 1300,1200 13,12 SP High High 3 8 0 11 Varies Varies None
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Hk.png 1200 12 None High High 6 7 0 13 Varies Varies None

Your main jump normal for reach and damage. Goes very far and has high hitstun, allowing you to easily link into a grounded normal and a cancel. Very reliable jump normal. Neutral jump is a good air-to-air, and similar to 5HK and 2HP if you hit them very close you can cancel it into specials. Since it's an air normal however, your only cancel is air tatsu, which won't combo.

Special Moves

Fireball (Hadouken)
Qcf.png + P.png

Red Fireball (Shakunetsu Hadouken)
Hcf.png + P.png

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

Dragon Punch (Shoryuken)
Dp.png + P.png

Super Moves

Vacuum Wave Fist (Shinku Hadouken)
Qcf.png Qcf.png + P.png

Vacuum Tornado Whirlwind Kick (Shinkuu Tatsumaki Senpuu Kyaku)
Qcb.png Qcb.png+ K.png

True Rising Dragon Punch (Shin Shoryuken)
Qcf.png D.png Df.png+ K.png (L3)


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

Video Guide

Discussion

Shoryuken CvS2 Ryu Forum

Colors

Ryu CvS2 colors.png

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