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

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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
6 3 15 - 720 Low A standard low-hitting crouching kick. Hits low, pretty fast, can combo out of it into whatever.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
8 3 24 - 1440 - Combo filler.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 3 23 - 1360 Low Ryu's standard cr.MK, good for poking and converting combos at difficult ranges.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
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.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
15 2 18 - 2480 - Too slow to be much good outside of combos, but excess hit stun on juggle makes advanced loops possible.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
12 2 29 - 2400 Low Ryu's sweep. Hits low, knocks down, can cancel into 6C.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
16 3 26 - 2160 - Special cancellable, important in combos, allowing follow-up after cancelling out of 2C.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 6 29 - 2400 Launcher Ryu's launcher. His air combos are awkward, so it may not see frequent use.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5 9 - - 960 Overhead Ryu's j.LK, a knee that angles downward with fast startup and high priority. Useful for IAD pressure.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
9 1(2)5 - - 2028 Overhead Hits twice, used for mixups but mainly a good juggling tool.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
11 9 - - 2560 Overhead High-priority move once active, makes Ryu's IAD game very threatening. Knocks down for forced back roll setups.


Universal Mechanics

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 11 9 - - 1760 - Same animation as j.C.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Crossover Counter 21 - - - 2160 - Same animation as Shoryuken, has a lot of invuln, easy to combo off into normal bnbs.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Assist (Hadouken) 42 - - - 1760 Projectile
no Autocorrect
Fireball assist is helpful to many characters, long hitstun makes it easy to extend combos. Good for controlling ground space.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Forward Throw - - - - 5200 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Back Throw - - - - 5200 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Forward Throw - - - - 6000 Throw It's a throw, use it as a reversal.
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Air Back Throw - - - - 6000 Throw It's a throw, use it as a reversal.


Special Moves

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


Super Moves

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
3+5 / (Air) 3+ 7 - - - 8887 - Marvel style Shinkuu Hadouken. It's not fast so throwing it out raw is usually bad as everyone can super jump out of the way. Good for Crossover combinations. It does have one drawback in which the hits are fixed, so if someone is getting hit by Shinkuu and calls out a partner or they are able to counter with a projectile (like zombie), it'll become unsafe on hit. * Usable in air
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
17+12 - - - 12535 - Does more damage than Shinkuu Hadouken, but only if the enemy is grounded, otherwise half the hits will whiff and do basically no damage. It is invincible on startup, good for catching newer players not looking but you can baroque right out of it. It's uses are...very limited
Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
3+3 - - - 16560 - It's shin sho, Invulnerable on startup so you can kinda yolo through blockstrings and get a damaging punish.If you aren't using it point blank it turns into a multihitting shoryu, which still kinda hurts, but not as much as the animation. In the corner Use medium tatsu into 2A for a follow-up. Midscreen you can A Hadouken and then dash for a follow up

Game Navigation

General

Capcom Characters

Tatsunoko Characters

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