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 |
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Name | |
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[[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
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
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
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
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
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
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
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
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
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
90/112 | Mid | CMD, SP | 0 | 60 | 0 | -5 | -8 |
Decent anti-air, Good in the beginning of juggle combos or after a Charge Cancel due to it juggling upwards. |
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
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
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
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
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
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
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
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
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
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>
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
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
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MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
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HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
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EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 x2 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
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
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
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MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
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HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
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EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 x2 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
The air fireballs have about the same speed as his grounded ones, but with a downwards trajectory. Also they're in the air. |
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 | |
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MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
80/100/20 50/62/12 |
Mid | SC | 0 | 60 | 0 | +80 | -80 | |
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HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
100/125/25 50/62/12 |
Mid | SC | 0 | 60 | 0 | +80 | -80 | |
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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 | |
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
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 | |
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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 | |
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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 | |
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EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
25/35/7x4 20/30/10 |
Mid | SC | 0 | 60 | 0 | KD | 0 | |
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
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
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MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | - | - | 0 | 60 | 0 | +80 | -80 | |
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HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | - | - | 0 | 60 | 0 | +80 | -80 | |
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EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 (x3) | - | - | 0 | 60 | 0 | +80 | -80 | |
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
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
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
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
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 |
Street Fighter IV Remix is a mod of Street Fighter IV developed by MiriamBurgers and Anotak.