Street Fighter IV Remix/Ryu

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< Street Fighter IV Remix
Revision as of 11:51, 2 October 2023 by Miriamburgers (talk | contribs) (Added a whole bunch of stuff from my notepad :))

Introduction

Ryu has mastered the art of the hadou, but not the art of using a computer. His iMac is filled to the brim with viruses, so now he's out to find someone who can do PC support for free.


Ryu in usf4r is very much still the same ryu everyone knows but with a lot o new incredibly strong tools to help him keep up in this wilder game leading to one of the most versatile characters in all of remix

Strengths Weaknesses
  • Jack of all trades ryu very well rounded characters with full chains projectiles amazing meter use and solid offensive tools
  • Zoning 3 different projectiles for zoning all of which cover different angles can create a gameplan that can shutdown some characters entirely
  • Meter ryu has great meterbuild 2 amazing supers solid ex moves and is full of chances to charge with plenty of ways to abuse it allowing him some of the most versatile and consistently good meter build and use in the game
  • inconsistent conversions ryus need to go into 2hp to get any serious damage off a grounded hit meterlessly can be quite limiting
  • mediocre offense ryus offensive options are generally subpar and while still usable he needs resources to get anything particularly notable by this games standards
  • honest despite all the crazy combos and metered options ryu is just ryu and it means he can struggle to keep up with a lot of the best characters especially without bar
Name
[[File:|center|300px]]
Character Data
Health 1000
Chains L>M>H
Walkspeed {{{walkspeed}}}
Forward Dash Duration X frames
Forward Dash Distance {{{dashdistance}}}
Backdash Duration X frames
Backdash Invuln {{{backdashinvuln}}} frames
Unique Movement No Unique Movement

Normals

Standing Normals

5LP

Standing Light Punch
5LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30/38 Mid CMD, SP 0 60 0 +3 -1

Regular mashable light punch. Has a weird range where it can whiff at certain distances currently, so it's best done point-blank.

5MP

Standing Medium Punch
5MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
60/78 Mid CMD, SP 0 60 0 0 -4

Standard medium punch, far version has good range. Enjoy.

5HP

Standing Heavy Punch
5HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
80/100 Mid CMD, SP 0 60 0 +6 +3

A slower heavy punch.

5LK

Standing Light Kick
5LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
30/38 Mid CMD, SP 0 60 0 -4 -7

Probably his best standing light normal. Good range, and lets you chain into standing MK or HK from pretty far out.

5MK

Standing Medium Kick
5MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
70/88 Mid CMD, SP 0 60 0 +1 -3

Forward-moving normal with decent range.

5HK

Standing Heavy Kick
5HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
90/100 Mid CMD, SP 0 60 0 -6 -9

A slow far-range normal that's good for anti-airs at a distance. Also a great move out of chains, and cancels to his command normals.


Crouching Normals

2LP

Crouching Light Punch
2LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30/38 Mid CMD, SP 0 60 0 0 -3

Mashable short-range crouching light punch.

2MP

Crouching Medium Punch
2MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75 Mid CMD, SP 0 60 0 +3 -1

Standard good range crouching medium.

2HP

Crouching Heavy Punch
2HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
90/112 Mid CMD, SP 0 60 0 -5 -8
  • Forces standing on crouchers.

Decent anti-air, Good in the beginning of juggle combos or after a Charge Cancel due to it juggling upwards.

2LK

Crouching Light Kick
2LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
40/60 Low CMD, SP 0 60 0 -2 -5

The crouching light button you should be pressing the most. longer-range than cr.LP, more damage, is an actual low, and chains into itself for easy confirms (but less damage on combos).

2MK

Crouching Medium Kick
2MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
70/88 Low CMD, SP 0 60 0 -4 -8

Ryu's classic Cr.MK, but with a much longer hitbox. Doesn't combo into much except fireballs at max range, however.

2HK

Crouching Heavy Kick
2HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
100/113 Low CMD, SP 0 60 0 KD -12

Ryu's sweep can be cancelled into from chains, is special cancellable, and is a hard knockdown letting him set up okizeme pretty fast.

Jumping Normals

j.LP

Jumping Light Punch
j.LP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30/40 High CMD, SP 0 60 0 +80 -80

Regular jumping light punch that resets and is special-cancellable.

j.MP

Jumping Medium Punch
j.MP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30x2/38x2 High CMD, SP 0 60 0 +80 -80

Ryu's classic air-to-air jumping normal, that can now be cancelled into his air specials. Great combo tool even without cancelling.

j.HP

Jumping Heavy Punch
j.HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
90/100 High CMD, SP 0 60 0 +80 -80

A good jump-in tool.

j.LK

Jumping Light Kick
j.LK
Damage Guard Cancel Startup Active Recovery On Hit On Block
40/50 High CMD, SP 0 60 0 +80 -80

Regular jumping light kick that resets and is special-cancellable.

j.MK

Jumping Medium Kick
j.MK
Damage Guard Cancel Startup Active Recovery On Hit On Block
70/88 High CMD, SP 0 60 0 +80 -80

Lower damage than j.HK, but also hits directly underneath for earlier crossups.

j.HK

Jumping Heavy Kick
j.HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
100/125 High CMD, SP 0 60 0 +80 -80

A damaging jump-in button with good range.

Command Normals

4HP

Back Heavy Punch
4HP
Damage Guard Cancel Startup Active Recovery On Hit On Block
80/100 Mid SP 0 60 0 -3 -6

An anti-air command normal that also doubles as a juggle tool. Launches an airborne opponent higher than other normals.

4HK/span>

Overhead
4HK
Damage Guard Cancel Startup Active Recovery On Hit On Block
80/100 High SP 0 60 0 KD +2

A slow overhead kick that causes bounce on hit, leading to big combos.

Special Moves

236P

Hadouken
236P
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
  • Slow projectile, lets you follow behind it for pressure.
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
  • Medium speed projectile
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
  • Fast projectile
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 x2 Mid SC 0 60 0 +80 -80
  • Shoots across the screen very quickly.
  • Hits twice.


Ryu's fireball on a basic level works similarly as in his other appearances, but the slower LP fireball, and faster HP and EX fireballs on top of the faster movement in Remix expands his threatening zoning game considerably.

j.236P

Aerial Hadouken
j.236P
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
  • Slow downwards projectile
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
  • Medium speed downwards projectile
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
  • Fast downwards projectile
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 x2 Mid SC 0 60 0 +80 -80
  • Shoots across the screen very quickly.
  • Hits twice.


The air fireballs have about the same speed as his grounded ones, but with a downwards trajectory. Also they're in the air.

623P

Shoryuken
623P
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
100/125/25
70/88/15
Mid SC 0 60 0 +80 -80
  • Close range DP
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
80/100/20
50/62/12
Mid SC 0 60 0 +80 -80
  • Medium range DP
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
100/125/25
50/62/12
Mid SC 0 60 0 +80 -80
  • Medium-Long range DP
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
40/80/20
15/25/5 x7
Mid SC 0 60 0 +80 -80
  • Hits up to 8 times going up.


Ryu's classic Dragon Punch. They mostly work the same as always, but the ability to charge cancel allows them to instantly convert into big combos, and the EX version leads to great okizeme on top of juggle combos.

214K

Tatsumaki Senpukyaku
214K
4K x2
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/70/15
4LK:30/70/10
4LK:30/70/10
Mid SC 0 60 0 KD -5
  • Fastest startup, slowest recovery
  • Followups: Travel upwards
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/70/15
4MK:30/70/10
4MK:30/70/10
Mid SC 0 60 0 KD 0
  • Medium startup, medium recovery
  • Followups: Travel up-forward
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/70/15
4HK:30/70/10
4HK:30/70/10
Mid SC 0 60 0 KD +5
  • Slowest startup, fastest recovery
  • Followups: Travel forwards
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
25/35/7x4
20/30/10
Mid SC 0 60 0 KD 0
  • 5-hit stationary EX tatsumaki

The Tatsumaki Senpukyaku is a rekka special where the followups move Ryu into the air, or straight forward. The first hit does the most damage, and can lead into ground combos. All versions can cancel into air supers/air charge cancel. It can also be used to alter your movement during pressure, or to avoid projectiles.

236K

Arc Hadouken
236K
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
  • shallow short-distance arc
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 - - 0 60 0 +80 -80
  • medium distance arc
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 - - 0 60 0 +80 -80
  • far distance arc
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 (x3) - - 0 60 0 +80 -80
  • shoots out all 3 versions of the arc hadoken at once


Ryu decides to just start kicking his fireballs like a football, and thus creates a great zoning tool that covers a lot of jump-in angles.

214P

Close Range Fireball
214P
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 KD -9
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 KD -4
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 KD +1

Ryu does the fireball animation but with a small explosion its sligtly minus (or for heavy plus) and works as a solid blockstring ender or for the heavy one a pressure reset with a hit of armor that also extends combos

Supers

236PPP

Shinku Hadouken
236PPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

Standard fireball super with a lot of blockstun unless its done in the air which when tked or cancelled from tatsu means it has very low recovery giving ryu a fast insanely plus on block and hit high damage move he can cancel into whenever for 2 bars

623PPP

Mets Dragon Punch
623PPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 +80 -80

outclassed in literally every way by ryus other moves and it cant even full connect where you would actually use it

214PPP

Mets Hadouken
214PPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
30 - - 0 60 0 KD -80

While generally worse then shinku hadouken metsus wall of fireballs and super high damage combos midscreen make up for it and make it a terrifying super to see him cancel into

Game Navigation

General
FAQ
Controls & Notation
Game Systems
Koryu Edition
Characters​
Decapre
Ryu
Ken
E. Honda
Ibuki
Makoto
Dudley
Seth
Gouken
Akuma
Gen
Dan
Sakura
Oni
Elena
Yun
Juri
Chun-Li
Dhalsim
Abel
C. Viper
M. Bison
Sagat
Cammy
Deejay
Cody
Guy
Hakan
Rolento
Poison
Evil Ryu
Guile
Blanka
Zangief
Rufus
El Fuerte
Vega
Balrog
Fei Long
T. Hawk
Adon
Rose
Yang
Hugo

Street Fighter IV Remix is a mod of Street Fighter IV developed by MiriamBurgers and Anotak.