Super Street Fighter II Turbo HD Remix/Ryu

From SuperCombo Wiki

Introduction

Ryu is usually considered to be one of the most well-balanced characters in the game. He not only has one of the most effective zoning techniques in the game using his fast Hadokens and invincible-on-startup Shoryukens, but he also has a decent rushdown game with his Overhead, Rushing Fierce, Fake Hadoken shenanigans and quick Hadoken combos and he can also turtle pretty well by pushing attackers out with his reliable anti-air Shoryuken and responding to fireball chip damage with his own Hadoken as well as being able to escape certain traps relatively well with his invincible-on-startup Tatsus, and he also has one of the better Super Attacks in the game. Ryu is considered to be higher in the tiers in HDR when compared to ST where he was usually listed as bottom of top tier. This is probably due to the fact that all of the top tier characters got some nerfs and Ryu received no nerfs and one buff (Fake Hadoken).


Ryu may be the poster-boy of SF, but he is also a rock-solid, top tier character in HDR.


Changes From Super Turbo To HD Remix

Fake Hadoken (QCF Short)
It does not build any super meter and it does no damage, but it recovers very quickly for mix ups and shenanigans. It recovers so quickly that it shaves some recovery frames off his sweep (cr Roundhouse). There is never any reason to just do an empty, blocked sweep by itself due to the Fake Hadoken helping Ryu recover faster by cancelling the sweep. It is very effective at baiting jump-ins and other anti-fireball strategies vs non-fireball characters (and fireball characters too). The only downside is that it sometimes interferes with Ryu's Short x 2 Super combos due to being negative-edged, but this has no bearing on players with advanced skills.


Moves List

Standing Normal Attacks

Far Jab (LP)
It's pretty good for stopping Blanka's Horizontal Rolls and even Bison's Scissor Kicks. Very fast recovery and can be rapid-fired into a chain combo, as well as cancelled into Specials or Supers.
Close Jab (LP)
Has a slightly more vertical range than far Jab, but has less horizontal range. It can be cancelled into Specials or Supers.
Far Short (LK)
A standing kick that is good as an anti-air. It can be cancelled into Specials or Supers.
Close Short (LK)
A standing poke with a good, low offensive hitbox, but has slower start-up than a cr Short or a st Strong. It cannot be cancelled into Specials or Supers, but can be linked into cr Short.
Far Strong (MP)
A great, high poke that is very fast and can be cancelled into Specials or Supers. It's a decent anti-air vs far jump-ins such as Blanka's j RH as it has pretty good horizontal range and priority.
Close Strong (MP)
Slower startup than far Strong, but it can also be cancelled into Specials or Supers.
Far Forward (MK)
The exact same animation and hitboxes as far Short, but slower and more damaging. A decent anti-air for close jump-ins and especially good vs Hawk's Condor Dive. It cannot be cancelled into Specials or Supers.
Close Forward (MK)
A decent close range poke that can be cancelled into Specials or Supers. Can be used in an option select by doing DP motion ending in F, and then inputting Forward followed quickly by any punch. This allows Ryu to execute a Kick Throw, but if the opponent is unthrowable (invincible or airborne), the close Forward will be kara-whiffed into a Shoryuken. So Ryu will either get a throw or a Shoryuken, depending on the opponent's reaction.
Far Fierce (HP)
Not used for much of anything. Cannot be cancelled into Special or Super Attacks and has same range as far Strong and does more damage, but is slower to startup and recover.
Close Fierce (HP)
Decent anti-air for close jump-ins and against certain angles of Wall Dives. Good for combos as it does good damage and can be cancelled into Special or Super Attacks. Ryu's offensive hitbox is slightly larger than Ken's.
Far Roundhouse (HK)
An okay anti-air for far jump-ins, but doesn't have much use beyond that. It cannot be cancelled into Specials or Supers.
Close Roundhouse (HK)
It hits twice up close and is a decent meaty but cannot be cancelled into Specials or Supers.


Crouching Normal Attacks

Jab (LP)
Also good for stopping Rolls but not much else. Can be rapid chained and linked into other crouching light Normals and can be cancelled into Specials and Supers.
Short (LK)
A great, all-purpose crouching attack that can be used as a chain link into another cr Short or st Short and can be cancelled into Specials and Supers. Also good for tick-throws.
Strong (MP)
One of the best Normal attacks, it's quick, has great priority and gives frame advantage on block for tick-throws and other mixups. It's so quick, it can be hit-confirmed and cancelled into Special and Super combos, or linked into cr Strong x 2, cr Forward, cr Fierce or cr RH. Very useful against Balrog's Rushes, Honda's Slaps, Blanka's slides and other footsies. When in doubt, use this Normal.
Forward (MK)
A good Normal for mid-range footsies. It's best used for keeping grapplers out while having faster recovery than the cr RH so that you can follow up with a Shoryuken if the opponent jumped-in instead. It's great as a meaty into tick-throws or Shoryuken mixups, as well as for combos as it can be cancelled into Specials and Supers. Cancel with caution if the opponent has meter though, as it doesn't combo into Hadoken from max range and can be countered with a reversal Super by most characters in the game.
Fierce (HP) (also known as the Mexican DP)
An okay anti-air, it's mostly useful for combos as it can be cancelled into Specials and Supers. It has a limited use vs close range Wall Dives.
Roundhouse (HK) (also known as the sweep)
One of the best Normals, it knocks down at any range. It's mostly used to cancel into Hadokens to push opponents away. It's one of the only sweeps in the game that can be cancelled into Specials and Supers. Cancel with caution if the opponent has meter though, as it doesn't combo into Hadoken from max range and can be countered with a reversal Super by most characters in the game.


Jumping Normal Attacks

Jab (LP)
Has the most vertical range of all the jump punches. The neutral and diagonal jump versions can be cancelled into Air Tatsu, though the 1st hit of the Tatsu does not connect.
Short (LK)
Best used for safe-jumps as it hits lower than jump Jab and has plenty of active hitting frames. Only the neutral jump version can be cancelled into Air Tatsu, not the diagonal jump version, though the 1st hit of the Tatsu does not connect.
Strong (MP)
A very useful normal, it can juggle for 2 hits at a time for a max of 3 hits. It has great priority against other air-to-air Normals, and can be juggled into the Super Attack for a maximum of 5 hits. The neutral jump version has a higher offensive hitbox than jump Fierce. The neutral and diagonal jump versions can be cancelled into Air Tatsu, though the 1st hit of the Tatsu does not connect.
Forward (MK)
It can cross-up and is also a good safe-jump attack and combo-starter and also has decent horizontal range. Only the neutral jump version can be cancelled into Air Tatsu, not the diagonal jump version, though the 1st hit of the Tatsu does not connect.
Fierce (HP)
It hits the lowest of all the jump punches. It can be cancelled into Air Tatsu, though the 1st hit of the Tatsu does not connect.
Roundhouse (HK)
The diagonal jump version has the most horizontal range of all Ryu's jumping normals, and it can cross-up all opponents. Only the neutral jump version can be cancelled into Air Tatsu, not the diagonal jump version, though the 1st hit of the Tatsu does not connect.


Command Normal Attacks

Normal Throws

Special Throws (also known as Command Throws)

None.

Special Attacks

Fake Hadoken (also known as Fake Fireball, FFB)
QCF Short


Super Attack (also known as Shinkuu Hadoken, Super FB)

The Basics

Advanced Strategy

Matchups