Tatsunoko vs Capcom: Ultimate All Stars/Ryu

From SuperCombo Wiki

Introduction

It's Ryu as you remember him from such classics as Street Fighter, Shadowverse, Monster Hunter, Power Rangers: Legacy Wars, and Street Fighter: The Movie The Game.

Ryu is a good all-around character who pairs well with almost anyone and takes excellent advantage of the game's mechanics. He has strong solo damage, and his DP means he never has to take any pressure when knocked down due to baroque. One of the only times he was gifted with an air dash, he also has a strong rushdown game in TvC, and can be very hard to contest.

Gameplay

Strengths Weaknesses
  • j.C is slightly oppressive
  • Insane combo game, probably the strongest of any VS.
  • Solid tools for giants
  • Assist works perfectly for anyone
  • Strong tick throw
  • Wakeup DP is viable and safe
  • Kind of hard to open people up at times
  • A lot of scrambling
  • Decent pokes but can't really pressure
TVC Ryu Art.png

Moves List

Normal Moves

Move ! Startup ! Active ! Recovery ! Block Adv ! Damage
(Billions)
! Properties ! Notes
6 2 16 - 800 - A standard standing jab, comes out fast, rapid fire means you can use it to stabilize juggle combos, it can also be used to anti-air in some situations.
6 3 15 - 720 Low A standard low-hitting crouching kick. Hits low, pretty fast, can combo out of it into whatever.
8 3 24 - 1440 - Combo filler.
9 3 23 - 1360 Low Ryu's standard cr.MK, good for poking and converting combos at difficult ranges.
21 1(3)2 27 - 2184 Overhead 2-hit overhead, special cancellable on both hits. Combos into light donkey kick for a conversion, along with other specials.
15 2 18 - 2480 - A strong hook. Too slow to be much good outside of combos, but it's got a lot of excess hit stun on juggle, making it possible to link 5C > 2A for some advanced combo loops in the corner.
12 2 29 - 2400 Low Ryu's sweep. Hits low, knocks down, can cancel into 6C.
16 3 26 - 2160 - Special cancellable, this will combo into any of Ryu's specials after cancelling out of 2C, making it important in his combos.
9 6 29 - 2400 Launcher Ryu's launcher. His air combos are awkward, so you might not use it much.
5 9 - - 960 Overhead Ryu's j.LK, a knee that angles downward. The hitbox is small, but it has fast startup, giving it high priority. Can be useful for IAD pressure.
9 1(2)5 - - 2028 Overhead Hits twice, so it can be used to mix up, but it's mostly his best juggling tool.
11 9 - - 2560 Overhead Ryu's classic j.HK. Extremely high priority once it's out, making Ryu's IAD game a very potent threat. Also knocks down and can set up forced back roll situations.

Universal Mechanics

Move ! Startup ! Active ! Recovery ! Block Adv ! Damage
(Billions)
! Properties ! Notes

VAR starter

11 9 - - 1760 - Same animation as j.C.

Crossover Counter

21 - - - 2160 - Same animation as Shoryuken, has a lot of invuln, and easy for Ryu to combo off of into most of his normal bnbs.

Assist (Hadouken)

42 - - - 1760 Projectile
no Autocorrect
Ryu's assist is helpful to many characters, as the fireball causes a lot of hitstun, making it easy to use in extending combos. Strong utility for controlling ground space.

Forward Throw

- - - - 5200 Throw It's a throw, use it as a reversal.

Back Throw

- - - - 5200 Throw It's a throw, use it as a reversal.

Air Forward Throw

- - - - 6000 Throw It's a throw, use it as a reversal.

Air Back Throw

- - - - 6000 Throw It's a throw, use it as a reversal.

Special Moves

Move ! Startup ! Active ! Recovery ! Block Adv ! Damage
(Billions)
! Properties ! Notes
17/21/24 - 47/46/47 - 2400/2800/3200 Projectile Strength determines speed of the fireball. A version is slowest, C version fastest. Baroque canceling can let you use the fireball as a shield for approach.
16/19/22 - - - 2400/2800/3200 Projectile Same as the ground version but in the air.
6/6/6 - - - 2400/4501/6036 Invuln on f1-5/f1-9/f1-12 Invul DP. Baroque the first active frames and press 5A to get a full combo off a reversal.
15/18/20 - - - 2870/4474/6183 - Used in combos, animation is long, so it buys time for assists to catch the opponent.
14/17/20 - - - 2320/2480/2640 - Causes wall bounce. The light version is easier to combo, but the heavy version makes for easier pickups.

Super Moves

Move ! Startup ! Active ! Recovery ! Block Adv ! Damage
(Billions)
! Properties ! Notes
3+5 - - - 8887 - Standard beam super. Hits are fixed, so sometimes if you clash with another projectile, it may end prematurely.

Air Shinkuu Hadouken
j.236X

3+7 - - - 8887 - Air version of the beam super.
17+12 - - - 12535 - Does more damage than Shinkuu Hadouken, but if it juggles, most hits will whiff, reducing damage.
3+3 - - - 16560 - Invulnerable on startup, launches for follow-up. Use medium tatsu into 2A for a follow-up.

Strategy

One of the only games where Ryu was blessed with an air dash, his rushdown game in TvC is much stronger than you'll usually see. Use iad.C to pressure opponents, and mix it up with jumping tatsu to beat out air-to-air attempts. Once you get your opponent to respect your pressure, that's when you can start opening up your offense with some stagger pressure on the ground or his overhead.

Defensively he's one of the strongest characters in the game. He doesn't have to respect a lot of pressure due to the threat of DP Baroque. He usually doesn't have to show any respect when he's waking up.

Synergy

Ryu's assist (Hadouken) has long hit stun and good horizontal coverage, along with preserving the grounded state, which makes it a good, although not top-tier assist. This, combined with his strong solo play and very enabling DHCs, makes him one of the strongest and most versatile anchor characters in the game. He pairs well with just about any character.

Combos

Ryu has a pretty good ability to juggle with normals on the ground, so a lot of his combos will loop his magic series into a special and extend it in some way. The normal grounded starter for his combos is:

  • 2A,5B,2B,5C,2C,6C xx 421C

After this, you can just continue to use his standing magic series as you expend any resources (baroque, assist, meter) that you have to extend the combo, for example:

  • 5A,5B,5C,6C xx 214C baroque
  • 5A,5B,5C,6C xx 214C assist
  • 5A,5B,5C,6C xx 214C 623A+B

An example combo if Ryu has both assist and baroque available would be:

  • 2A,5B,2B,5C,2C,6C xx 421C 5A,5B,5C,6C xx 214C baroque 5A,5B,5C,6C xx 214C assist 5A,5B,5C,6C xx 214C 623A+B

Unblockable Setups

  • On block > 421X baroque 2A

Since the donkey kick moves Ryu forward, it leaves him at close range to baroque the recovery and unblockable as the opponent's blockstun ends. Loses to advancing guard.

  • Combo > 421A,5A,5B,2B(whiff) baroque 2A,2B etc...

You can cancel the 2B on whiff into Baroque just as the opponent is recovering from the juggle, this leaves them unable to block the 2A, which can then be canceled.

  • Combo > 5A,5B,5C,6C xx 236A baroque 2A

In the corner, Ryu can do a full combo ending in a normal hadouken, then baroque the recovery frames and hit the opponent with an unblockable 2A just as they hit the ground.

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