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 is a well-rounded character with a preference for zoning, though he can do pretty much everything well. He's got full chains, the ability to cancel those into command normals, both ground and air fireballs, his classic anti-air in his dragon punch, and even some silly tricks that he can get fancy with in his Tatsumaki Senpukyaku rekkas. He also builds meter really fast, that he can then spend on his scary zoning supers.
Strengths | Weaknesses |
---|---|
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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
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 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
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 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
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 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
80/100/20 50/62/12 |
Mid | SC | 0 | 60 | 0 | +80 | -80 | |
HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
100/125/25 50/62/12 |
Mid | SC | 0 | 60 | 0 | +80 | -80 | |
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 | Mid | SC | 0 | 60 | 0 | KD | -5 | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/70/15 | Mid | SC | 0 | 60 | 0 | KD | 0 | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/70/15 | Mid | SC | 0 | 60 | 0 | KD | +5 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
25/35/7x4 20/30/10 |
Mid | SC | 0 | 60 | 0 | KD | 0 | |
4K | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
30/70/10 | Mid | SC | 0 | 60 | 0 | KD | ? | |
Followups:
The Ground 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. |
j.214K
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
70/88/17 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
70/88/17 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
70/88/17 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
25/35/10x4 40/50/10 |
Mid | SC | 0 | 60 | 0 | +80 | -80 | |
While Ryu's ground tatsus are rekkas, his jumping tatsus are more traditional, but slightly boosted. He's better at crossing people up with his neat spinning kicks than ever, and is able to cancel into Charge Cancels and Supers. |
236K
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | - | - | 0 | 60 | 0 | +80 | -80 | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | - | - | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | - | - | 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. |
j.236K
LK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
MK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
HK | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
60/75/5 (x3) | Mid | SC | 0 | 60 | 0 | +80 | -80 | |
Ryu thinks football should be enjoyed in the air as well, and kicks fireballs down at you. |
214P
LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
80/90/10 | Mid | SC | 0 | 60 | 0 | KD | -9 | |
MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
90/100/15 | Mid | SC | 0 | 60 | 0 | KD | -4 | |
EX | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
100/120/20 | Mid | SC | 0 | 60 | 0 | KD | -2 | |
Previously known as the Shakunetsu Hadoken, this special has limited range, but is a nice damaging move that works well as a blockstring ender. |
Supers
236PPP
Hold LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
35/45/10 x6 | Mid | CC, 623PPP | 0 | 60 | 0 | +80 | -80 | |
Hold MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
35/45/10 x6 | Mid | CC, 623PPP | 0 | 60 | 0 | +80 | -80 | |
Hold HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
35/45/10 x6 | Mid | CC, 623PPP | 0 | 60 | 0 | +80 | -80 | |
Ryu's super fireball can be cancelled out of pretty much everything, and lets him do the same things he can do with his regular fireballs, but far more effectively. Considering how much meter characters in remix can build, he pretty much always has access to this. Also, as a nice bonus, he can cancel into METS Dragon Punch as an ender for some extra damage up close. |
j236PPP
hold LP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
35/45/10x6 | Mid | CC | 0 | 60 | 0 | +80 | -80 | |
hold MP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
35/45/10x6 | Mid | CC | 0 | 60 | 0 | +80 | -80 | |
hold HP | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
35/45/10x6 | Mid | CC | 0 | 60 | 0 | +80 | -80 | |
Same as the ground version, but obviously cannot be cancelled to METS Dragon Punch, and can be tiger-knee'd for faster recovery. |
214PPP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
55/75/20 x6 | Mid | - | 0 | 60 | 0 | KD | -80 |
METS Hadouken shoots out 6 fireballs in a row that are a nightmare to deal with as the defender. |
j.214PPP
Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|
55/75/20 x6 | Mid | - | 0 | 60 | 0 | KD | -80 |
METS Hadouken shoots out 6 fireballs in a row that are a nightmare to deal with as the defender, this time in the air. Ryu starts falling as soon as the first fireball is out, and can create a nice spread of fireballs on the screen. |
623PPP
Full hit: | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
---|---|---|---|---|---|---|---|---|
On first hit: 0/0/80 30,150,120 |
Mid | - | 0 | 60 | 0 | +80 | -80 | |
On Whiff: | Damage | Guard | Cancel | Startup | Active | Recovery | On Hit | On Block |
32/40/6x4 43/47/8x3 |
Mid | - | 0 | 60 | 0 | +80 | -80 | |
The classic METS Dragon Punch we all know and love serves mostly as an ender, but still does a decent chunk of damage with the full hit animation. |
Street Fighter IV Remix is a mod of Street Fighter IV developed by MiriamBurgers and Anotak.