
Ryu
Ryu only has one goal in life: to perfect his skills and become the ultimate martial artist. A fairly aloof warrior, Ryu continually travels the globe in search of stronger and stronger opponents to help him achieve this goal. After defeating Sagat for the World Champion Street Fighter title, he was considered by most to be the most powerful fighter in the world. And yet, Ryu's true potential may still remain untapped, and only a glimpse of it was seen in his climactic battle with Shadaloo's leader, M. Bison. Only time will tell if Ryu can avoid being swallowed up by the dangerous power of the Satsui no Hado...
In a nutshell
Ryu epitomizes the saying of "A minute to learn, a lifetime to master" the most of any Street Fighter character. Ryu has all the basic tools you need: great normals, a projectile, an effect anti-air, Focus Attack Dash Cancel (FADC) combos, etc. But as a result, he has very few gimmicks and shenanigans. You can get by playing Ryu with a solid understanding of his basic strategy, but learning Ryu at the highlest level requires very solid mind games and very solid fundamentals.
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Crouch MK: On block now -2 from -3
- Diagonal Jump MP: 1st hit now cancellable any version of the Airborne Tatsumaki Senpukyaku
- EX Shoryuken: First hit now gives Ryu a Free Juggle
- Airborne Tatsumaki Senpukyaku: Light, Medium, and Hard versions now given Juggle Potential (exact data unknown)
- EX Airborne Tatsumaki Senpukyaku: Hitbox expanded and vacuum effect on hit increased, easier to land all hits
- Metsu Shoryuken (UC2): Startup invincibility increased to frames 1-9 from frames 1-8
- L and M Shoryuken --> EX Focus Cancel --> Forward Dash now -5F on block at best
(New to Ultra SFIV Console Digital Release)
- EX Hadoken: Startup reduced to 11 frames from 12 frames
Character Specific Data
VITALS | |||||
---|---|---|---|---|---|
Health: | 1000 | Stun: | 1000 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.045 | Forward Dash Distance: | 1.10 | ||
Back Walk Speed: | 0.03 | Forward Dash Total Frames: | 18 | ||
JUMPING | Back Dash Distance: | 0.75 | |||
Jump Height Apex: | 1.76 | Back Dash Total Frames: | 27 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.92 | Back Dash Airborne: | 10 | ||
Back Jump Distance | 1.92 | Back Dash Recovery: | 9 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.90 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.90 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Collarbone Breaker | Hard Knockdowns: | Crouch HK | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK | Armor Breakers: | Tatsumaki Senpukyaku, EX Tatsumaki Senpukyaku, Metsu Shoryuken | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 21 | L1 EX Red Focus Attack Combo Lead-Ins: | Close MP, Close HP, Close HK (1st Hit), Hadoken (Corner Only) | ||
Level 2 Focus Startup Frames: | 29 | ||||
Level 3 Focus Startup Frames: | 65 | ||||
L1 Focus Attack Forward Dash: | -2 | L2 FA Forward Dash (On Block): | +4 | ||
L1 Focus Attack Back Dash: | -11 | L2 FA Back Dash (On Block): | -5 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ A quick elbow to the opponent. Like other close jabs/LPs, wihffs on crouchers sometimes. I find it easier to combo to a c.HP on a standing opponent using this. Chain, special and super cancellable. | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | |
~~ Uses and Strategies ~~ Punch to the gut. Unsafe on block if you don't cancel it to something else. Special and super cancellable. | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | |
~~ Uses and Strategies ~~ Good damage and stun, making it good use in simple combos like cl.HP xx Hadoken. Can also be used as a neutral jump anti-air. The recovery on this is terrible, though. | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ A low kick to the shin. Tiny bit unsafe on block. | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | |
~~ Uses and Strategies ~~ A knee to the opponent's stomach. Not really used much. Special and super cancellable. | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ Axe kick that hits twice. Also good use as a meaty in order to stop things on your opponent's wakuep.. |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ Quick jab with short range. Special and super cancellable. Against some characters with rushing attacks (some rekkas, honda headbutt, etc.) you can throw out jabs at random to stop them. | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ A straight punch with good range. Decent poke. Also can make a good anti-air. Special cancelable, so cancel it to a Hadoken on block to get some free damage. | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ Does a ton of damage and stun, makes a good whiff punisher if you're in the range. | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ A quick kick into the air diagonally. Decent anti-air if you can time it right. | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ Decent range side kick. Good for poking and spacing. Doesn't move him forward like his Evil counterpart does, but is still a decent move. | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ Makes a good anti-air if the opponent is jumping in from afar. |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ Combo extender/starter. Chain, special, and super cancellable. | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ Crouching straight punch. Really good on your opponent's wakeup, since it gives frame advantage on hit or block, and stuffs a lot of stuff if used preemptively. Combos into plenty of other moves on hit. Special and super cancelable. | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ A uppercut. Good anti air/crossup if you think a Shoryuken will miss, however NEVER use this on a grounded opponent (Unless you are going to cancel it) as the recovery is horrible. | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ Rapid-fire combo starter with short range. | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ The shoto-patented cr.MK. Good for spacing, can cancel it into a Hadoken to continue pressure/chip, and used in bread n butter combos. Good range, and hits low, but don't get predictable with these as they can be punished on whiff. Special and super cancelable. | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ Sweep kick. Sometimes used as a combo ender or punisher. Unsafe on block, so don't throw this out at random. |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
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Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / uf + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ The preferred air-to-air move. Hits twice. The first hit can be cancelled into an Air Tatsumaki for a bit more damage. Depending on how many hits you get, you can juggle different moves. If it only hits once, they go into a free juggle state in which basically anything will hit them. If you get two hits, you can only followup with: | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ Uses and Strategies ~~ Crosses up. | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ Crosses up. | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + hk | |
~~ Uses and Strategies ~~ The best jump in to do from long-range/not crossing up. |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Collarbone Breaker |
Overhead | f + mp | |
~~ Uses and Strategies ~~ Ryu punches downward. Hits high, meaning that a crouching opponent has to stand up to block it. Also hits twice, so that people can't (regular) focus if they see it coming, however it is rather slow. | ||||
File:No image.png |
Solar Plexus Strike |
Rocket Punch | f + hp | |
~~ Uses and Strategies ~~ Ryu moves a little forward and punches forward. Hits twice, so it also breaks regular focus. On hit, leaves you a small window of time to combo afterwards, usually the Shoryuken for ease of use. |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Shoulder Throw |
Forward Throw | f or n + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Somersault Throw |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Hadoken |
Fireball | qcf + p ex | |
~~ Uses and Strategies ~~ Ryu throws a blue ball of energy at his opponent. An integral move in Ryu's basic strategy. The only difference between the regular hadokens is their speed: LP goes the slowest while HP goes the fastest, and MP is in between. Does ok damage, and is relatively safe on block when spaced properly. Always end your blockstrings with a Hadoken for chip damage, also if you're not sure if a Shoryuken as a combo ender will connect. | ||||
File:No image.png |
Shoryuken |
Uppercut/Dragon Punch | dp + p ex | |
~~ Uses and Strategies ~~ Ryu does an upper which is fully invincible, follows up with a rising punch, then remains completely defenseless as he falls back to the ground. The Hadoken's best friend. | ||||
File:No image.png |
Tatsumaki Senpukyaku |
Hurricane Kick | qcb + k ex armorbreak | |
~~ Uses and Strategies ~~ Ryu advances with a spinning kick that will knock down the opponent if it hits. The kick button used determines the distance and length. Dodges fireballs for a good portion of the move duration a little bit before startup, but it cannot hit crouching opponents. Gives a lot of corner carry, so it makes a good combo ender on standing opponents if you want to push them to the corner. | ||||
File:No image.png |
Air Tatsumaki Senpukyaku |
Air Hurricane | (in air) qcb + k ex | |
~~ Uses and Strategies ~~ Ryu does his Tatsumaki in the air. Changes his air trajectory when used, however, it can't be used as a corner escape like in previous SF4 versions. |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Shinku Hadoken |
Super Combo | qcf qcf + p | |
~~ Uses and Strategies ~~ An upgraded version of his Hadoken. Hits 5 times, does good damage, causes a hard knockdown. Can be a combo ender after his Hadoken and Shoryuken, not so much his Tatsumaki except for certain situations. |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Metsu Hadoken |
Ultra Combo I | qcf qcf + 3p | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Metsu Shoryuken |
Ultra Combo II | qcf qcf + 3k armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Bread and Butter
- cr.MK xx Hadoken - (??? damage, ??? stun)
- F+MP HP Shoryuken - (??? damage, ??? stun)
- cr.MP cr.MP cr.HK - (??? damage, ??? stun)
- cr.LK cr.LP →
- cr.MP cr.HK - (??? damage, ??? stun)
- cr.MK →
- xx Hadoken - (??? damage, ??? stun)
Corner Combos
- LK Tatsumaki →
- MP Shoryuken - (??? damage, ??? stun)
- EX Shoryuken - (??? damage, ??? stun)
Ultra I Combos
- (on a grounded opponent) LP Shoryuken → FADC → Metsu Hadoken - (??? damage, ??? stun, costs 2 meter stocks)
Ultra II Combos
- EX Shoryuken → FADC → Metsu Shoruken - (??? damage, ??? stun, costs 3 meter stocks)
Strategy
Mastering Hadoken
While Ryu is a jack-of-all-trades that can perform well at any distance, it should come as no surprise that his best position is long-range zoning, and learning how to implement his use of Hadokens at is critical to mastering Ryu.
Your main strategy as a Ryu player will be to capitalize on your opponent's mistakes, so make sure you watch your opponent's reactions to your Hadokens carefully. Inch forward if they decide to neutral jump over them (LP Hadoken is especially useful for this). If they take the risk of forward jumping, find out where they would end up landing and anti-air accordingly (St. HK from a distance and MP/HP Shoryuken point-blank). If they Focus absorb your Hadoken, watch for if they forward dash or backdash. If they forward dash, press even closer into mid-range and keep them in blockstun with more Hadokens or Cr. MK blockstrings.
Matchups
vs. Abel
(No strategies)
vs. Adon
(No strategies)
vs. Akuma/Gouki
(No strategies)
vs. Balrog/Boxer
(No strategies)
vs. Blanka
(No strategies)
vs. C. Viper
(No strategies)
vs. Cammy
(No strategies)
vs. Chun-Li
(No strategies)
vs. Cody
(No strategies)
vs. Dan
(No strategies)
vs. Decapre
(No strategies)
vs. Dee Jay
(No strategies)
vs. Dhalsim
(No strategies)
vs. Dudley
(No strategies)
vs. E. Honda
(No strategies)
vs. El Fuerte
(No strategies)
vs. Elena
(No strategies)
vs. Evil Ryu
(No strategies)
vs. Fei Long
(No strategies)
vs. Gen
(No strategies)
vs. Gouken
(No strategies)
vs. Guile
(No strategies)
vs. Guy
(No strategies)
vs. Hakan
(No strategies)
vs. Hugo
(No strategies)
vs. Ibuki
(No strategies)
vs. Juri
(No strategies)
vs. Ken
(No strategies)
vs. M.Bison/Dictator
(No strategies)
vs. Makoto
(No strategies)
vs. Oni
(No strategies)
vs. Poison
(No strategies)
vs. Rolento
(No strategies)
vs. Rose
(No strategies)
vs. Rufus
(No strategies)
vs. Ryu (self)
Ryu always wins the Ryu matchup
vs. Sagat
(No strategies)
vs. Sakura
(No strategies)
vs. Seth
(No strategies)
vs. T.Hawk
(No strategies)
vs. Vega/Claw
(No strategies)
vs. Yang
(No strategies)
vs. Yun
(No strategies)
vs. Zangief
(No strategies)
Frame Data