Marvel vs Capcom 3/Ryu

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Ryu

Ryuface.jpg

In a nutshell

Ryu is the most basic of all of Marvel vs Capcom 3's characters. While this may make him appear weak, he does bring a few undeniable advantages to the table. First, his Shinkuu Hadouken is an aimable and fast beam super. Playing Ryu with meter stocked really limits your opponent's options, especially if you show them that you are capable of punishing their mistakes. He hits reasonably hard, too, with very simple combos dealing very respectable damage. This, along with a level 1 super that has {{#motion: startupinv }} make him a threat that relies on having meter to scare people into playing his game. Fortunately, his assists hit pretty hard, and you can play him as an assist until you have the meter needed to rock Ryu.


Beginners Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Shoryuken
direct upward
150,000
Shinku Tatsumaki Senpuyaku
Beta.png Hadouken
shot front
100,000
Shinku Hadoken
Gamma.png Tatsumaki Senpuukayku
direct front
135,000
softknockdown
Shinku Tatsumaki Senpuyaku

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
l
50,000
Crouching Light
d + l
45,000
low
Standing Medium
m
75,000
Crouching Medium
d + m
68,000
low
Overhead Punch
f + m
63,000
high nocancel
Standing Heavy
h
90,000
Crouching Heavy
d + h
80,000
low hardknockdown
High Kick
f + h
95,000
Standing Special
s
100,000
launch
Jumping Light
air l
55,000
high
Jumping Medium
air m
48,000, 68,000 2 hits
high
Jumping Heavy
air h
90,000
high
Jumping Special
air s
95,000
high

Special Moves

Name
Command
Damage
Special Properties (glossary)
Hadouken
qcf + atk
100,000
airok
Shoryuken
dp + atk
100,000 l
120,000 m
150,000 h
startupinv
Tatsumaki Senpuukyaku
qcb + atk
90,000, air 100,000 l
114,000, air 117,600 m
143,500, air 135,800 h
airok
Joudan
rdp + atk
100,000
wallbounce

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Shinku Hadouken
qcf + atk + atk
266,300
Aim f or u with the joystick
Air Shinku Hadouken
aironly qcf + atk + atk
266,300
Aim f or d with the joystick
d can otg
Shinku Tatsumaki Senpuukyaku
qcb + atk + atk
266,300
startupinv
Shin Shoryuken
dp + atk + atk
380,000
invulnerable

Strategy

Tips and Tricks

  • Ryu has one of the better jump in attacks in the game, in his light Tatsumaki. This thing has a stellar hitbox and can cross up like a champ. If you do it jumping backwards, it moves forwards anyway. Unfortunately, it only comes in at one angle, so you have to change up when you input it to get people to block incorrectly.
  • Remember, even though Ryu's fireballs will lose in a lot of projectile wars, he can super cancel into a Shinkuu Hadouken to punish an opponent's mistake.
  • Ryu can throw three fireballs in the air before landing, or throw two and then tatsumaki his way back to the ground. Fireballs are a large part of Ryu's game, due to his uncancelable dash and poor mobility options, so learn when and where to throw them.
  • Ryu's Shoryuken is one of the only normal moves in the game with invincibility on startup. It is highly punishable on block, but may save you here and there.

Combos

These Ryu combos come courtesy of SaishuuKessen.

Basic Strategy

Advanced Strategy

Character-Themed Cocktail

"Cinnamon liquor and high proof rum bring the oomph to this Haduken (sic), but are you strong enough to add the hot sauce?"