Capcom vs SNK 2/Ryu

From SuperCombo Wiki

Introduction

CVS2 Ryu Data.png

Story

Ryu is the main character of the Street Fighter series, as well as THE fighting game character. He is a traveling martial artist who strives to test himself against strong opponents. Ryu is a practitioner of the Ansatsuken fighting style, alongside his best friend and rival Ken Masters. Strong and silent, Ryu's greatest pleasure in life is combat. He takes his training very seriously, even the basics. Occasionally, an evil power known as the Satsui no Hado threatens to overcome him, manipulating his desire for improvement into a desire for victory at any cost. Regardless, Ryu continues to train himself and travel the world, so that he may become the greatest version of himself that he can be.

Gameplay

Often you'll hear certain types of characters referred to as "shotos". These tend to be the simple, fundamental, and easy characters that can excel at any level. Ryu is the original shoto, and likely the purest one you can ever play. His control of neutral is stellar, with multiple great pokes, two fireballs, and a powerful anti-air. His main super, Shinkuu Hadouken, is a powerful utility super that allows him to punish fireballs or end combos with great damage. He can alter his air momentum with his Air Tatsu specials to keep his approach a bit ambiguous. His defense with his invincible Shoryuken is powerful, since he can deny pressure that isn't gapless. Even his rushdown is solid, though it is likely his weakest point. He has an overhead, a crossup, good hop normals, a solid low confirm, and of course two grabs.

While Ryu doesn't truly have many weaknesses, his main weakness is that his strengths aren't excelling in their categories. He does everything well, but nothing perfectly, and requires you to make intelligent decisions and make solid gameplans. Ryu rewards consistency, and without it his strengths will falter. He does still have weaknesses, mainly that his preferred ender for knockdowns and damage requires a standing opponent meaning his knockdowns are a bit harder to find. Otherwise, Ryu is a simple and solid character that rewards you for being a good player.

Groove Selection

Best - C/N: While Ryu can be played in any Groove to some extent, he definitely has some he prefers over others. Likely his best is C-Groove, predictably. C-Groove is often seen as a fundamental Groove with simple Street Fighter style gameplay, and Ryu fits that perfectly. Simple level 2 combos, access to lots of meter for his supers, and a decent amount of defensive options make C-Ryu a standard and useful character. N-Ryu is a different take on the same Ryu formula. N-Groove is a versatile and simple Groove, and Ryu fits into it fairly well. While he does play a lot more mobile, he still ends a lot of combos in supers and has a nice mix of offensive and defensive options.

Useful - K/A: K-Ryu gets access to the useful mechanics of JD and Rage. While he struggles a bit without Rage, JD helps him build it very fast, and his level 3 Shinkuu is no joke. Having access to Shin Shoryuken more often is also a benefit, as his close range punishes become very high damage. A-Ryu isn't bad, as while he doesn't have the greatest Custom Combo ever CC is still a powerful mechanic regardless. A-Ryu is more useful on point, where his great meter build and sustainable gameplan lets him ensure that the second character already has a CC ready when they come out.

Worst - S/P: S-Ryu is a bit more of a gimmick. While Ryu can charge meter without sacrificing much to his patient gameplan, he still would rather use his great meterbuild tools or a few combos and cancels. Infinite level 1 supers is useful though, as Ryu can end every combo in Shinkuu, making all of his punishes and pokes much higher damage. P-Ryu is inconsistent at best. Parries are a useful tool, but Ryu can't always benefit from them unless he has a super, and P-Ryu won't have supers very often. However, when he does have a super, a parry from P-Ryu will do great damage with either a cancel into level 3 Shinkuu or a close parry into Shin Shoryuken.


Ryu is the original shoto, and a great all-rounder who struggles to excel in any specific area. Ryu's best Grooves are C-Groove and N-Groove.

Difficulty: Easy
Tier: A-
Pros Cons
  • Shoto: Very versatile toolkit allows him to easily work in most situations
  • Neutral Focused: Simple "footsies" based gameplan makes him easy and rewarding to learn
  • Easy: Generally very easy, with very few truly difficult things to learn
  • Versatile Super: A useful and reliable super with Shinkuu Hadouken
  • Groove Friendly: Useful to some extent in every Groove
  • Baseline Tools: Solid damage output, simple zoning and neutral, and solid defense, Ryu has everything you would want on a basic level
  • Jack-of-all-Trades: While he does do well in most categories, he isn't Sagat. He doesn't entirely excel in any category besides neutral
  • Mixup: His mixup potential is lackluster, he does have access to a simple mixup with his standing overhead and his normal throw but they lead to very little reward
  • Situational Enders: His preferred meterless combo ender whiffs on crouchers and his croucher specific routes are extremely spacing specific, so he tends to want to end in a super which he doesn't always have



Players to Watch

Name Country Groove Accounts Notes
GAO Japan C-Groove N/A A beast of a player. Uses C-Ryu to absolute perfection.
Sample Match
Towel Japan C-Groove Twitter: @TowelManX One of the OG Japanese players, and has a very scary Ryu. Still plays after almost two decades.
Sample Match
Dan Japan C-Groove N/A Though his name was largely lost to history, he was an incredible player for many years but seems to be inactive as of now.
Sample Match



Normal Moves

5LP

Far Jab
Far Light Punch
5LP / Far LP
CVS2 Ryu 5LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 300 3 RF/SP/SU Mid High 2 4 6 12 +7 +7 None

Above average jab. 2 frame startup makes it great in walk jab pressure a la Sakura, but if they can duck under it then this jab is mostly used for last minute anti airs.

5MP

Far Strong
Far Medium Punch
5MP / Far MP
CVS2 Ryu 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 1000 10 SU Mid High 5 6 17 28 -1 -1 None

Redundant button. A faster 5HP that really does not offer anything on its own. There are better buttons available but if you were to use this button it would be as a midrange poke.

5HP

Far Fierce
Far Heavy Punch
5HP / Far HP
CVS2 Ryu 5HP.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1400 14 SU Mid High 7 10 20 37 0 0 None

Great long range counterpoke and blockstring ender. The super cancel is not used much but because it is 0 on block, this move is great to use in scenarios where you are hunting for stray hits or you want to end a blockstring. It is actually better to end your blockstrings with this move than cr.MK xx Hadouken in some cases (mainly when an opponent has an advancing lvl.3)

5LK

Far Short
Far Light Kick
5LK / Far LK
CVS2 Ryu 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 500 5 SP/SU Mid High 4 8 5 17 +3 +3 None

A quick anti air, but not used much.

5MK

Far Forward
Far Medium Kick
5MK / Far MK
CVS2 Ryu 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 900 9 None Mid High 8 8 12 28 +2 +2 None

Same as st.LK but slower. Same hitbox too. Also not used much.

5HK

Far Roundhouse
Far Heavy Kick
5HK / Far HK
CVS2 Ryu 5HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1200,1300 12,13 SP/SU Mid High 4 12 18 34 -6 -6 None

Your main single button anti air from farther out, at around a 45 degree angle jump. You get extra damage if you connect on the 2nd hit which is the one that typically connects as an anti-air but there are cases where the 1st connects and you lose 100 dmg (not really a big deal but worth noting).

It is also very active for an anti air, which is another reason why it is quite powerful, as you don't need to have as strict of a timing compared to other anti airs.

Close Normals

clLP

Close Jab
Close Light Punch
cl.LP / cl5LP
CVS2 Ryu clLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 400 4 RF/SP/SU Mid High 2 4 6 12 +7 +7 None

Same as far jab, usually used in optimal stun combos or if you are staggering with jab and are close.

clMP

Close Strong
Close Medium Punch
cl.MP / cl5MP
CVS2 Ryu clMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 800 8 SP/SU Mid High 3 3 20 26 -3 -3 None

Very fast for a medium, but is redundant compared to cl.MK. Even in the use case where it can combo into Shoryuken, cl.MK is better.

clHP

Close Fierce
Close Heavy Punch
cl.HP / cl5HP
CVS2 Ryu clHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1200/1000 12/10 SP/SU Mid High 3 8 24 35 -8 -8 None

A typical "uppercut" type normal. Like others, it has 2 uses. It is a high damage cancel into a special or super, and it is an anti-crossup, meaning it clips jumps above Ryu.

The cancel into a move is mainly used after a jump-in, and the move you cancel into depends on spacing. Close range, heavy Shoryuken. Far range, heavy Tatsu. If you want to spend meter you use Shinkuu Hadoken. cr.HP is actually near identical to cl.HP in this aspect, as the damage and startup are basically identical. All of this is to say that you should use cr.HP for max damage combos instead if you aren't sure if you're close enough.

As an anti-crossup, it is very consistent, and as a side-effect of it being the button that comes out on a whiffed punch throw it can catch jump-backs quite well, so you can use it for this.

clLK

Close Short
Close Light Kick
cl.LK / cl5LK
CVS2 Ryu clLK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 300 3 SP/SU Mid Mid 4 8 7 19 +2 +2 None

A quick low kick. Great as a meaty as it has 8 active frames and is +2 normally, meaning you can get some really neat links on a connect.

clMK

Close Forward
Close Medium Kick
cl.MK / cl5MK
CVS2 Ryu clMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 900 9 SP/SU Mid High 3 8 16 27 +1 +1 None

Also good for meaties like cl.LK, with 1 less + frame but more damage. It is also your typical go-to normal cancel into Shoryuken.

clHK

Close Roundhouse
Close Heavy Kick
cl.HK / cl5HK
CVS2 Ryu clHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 500+900 5+9 SU Mid High 7 9,4 18 38 +2 +2 None

Another decent anti-crossup normal, but it can be a bit on the slower side. Usually cl.HP is preferred but this can work as well. It is also not bad when it comes out on a whiffed kick throw, it may not catch all jumpbacks but it can still connect.

Crouching Normals

2LP

Crouch Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Ryu 2LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 300 3 RF/SP/SU Mid Mid 3 4 6 13 +7 +7 None

Your usual pressure option if 5LP is unavailable vs. crouchers. Links into just about everything you need and is also one of the better "run-stop" moves in the game if you have run at your disposal. It is also nice on defense, even if it lacks a 2 frame startup.

2MP

Crouch Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Ryu 2MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 900 9 SP/SU Mid Mid 4 7 9 20 +6 +6 None

Very nice meaty and counterpoke. Stuffs out a decent chunk of buttons when used at the tip and up close can generate some nice blockstrings due to it being +6. Even when it connects you have various damaging combo routes.

2HP

Crouch Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Ryu 2HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1200/800 12/8 SP/SU Mid High 3 11 26 40 -13 -13 None

Similar to cl.HP. While you typically use this move to cancel into stuff, cl.HP is the stronger anti-crossup, however this attack is still more reliable due to it not being a proximity normal. You have to pick and choose when to use.

2LK

Crouch Short
Crouching Light Kick
2LK / cr.LK
CVS2 Ryu 2LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 200 2 RF/SP/SU Low Low 3 4 8 15 +5 +5 None

Your go-to starter on pressure since it hits low and confirms into all your favorite combos.

2MK

Crouch Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Ryu 2MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 800 8 SP/SU Low Low 4 6 17 27 -1 -1 None

The poke. You want to operate at a range where this attack hits at the very tip, as it has a nice disjoint at the end. If you want, you can cancel into fireball on closer connects to generate + frames, although it can be exploited so don't do that too much especially if you're cancelling from larger distances. It is also the go-to linking option from 2 lights (cr.HP is the go-to from 1 up close).

2HK

Crouch Roundhouse
Crouching Roundhouse
2HK / cr.HK
CVS2 Ryu 2HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1300 13 SP/SU Low Low 6 6 35 47 -DWN -15 None

A typical sweep as they come, although this one is particularly fast. Like SF2, you want to be careful when you choose when to use 2MK and when to sweep. A cancel into fireball usually makes sweep safe, but you do have to be careful to not leave a gap otherwise you can risk losing your turn or worse getting punished by an RC or lvl.3. You can also link into this from cr.LP, theoretically making it your go-to combo in most cases but it is 1-frame and just inconsistent to go for.

Jumping Normals

jLP

Jump Jab
Jumping Light Punch
j.LP / 8LP
CVS2 Ryu jLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Lp.png 600 6 SP High High 3 22 0 25 Varies Varies None

A decent air-to-air. Not much else.

jMP

Jump Strong
Jumping Medium Punch
j.MP / 8MP
CVS2 Ryu jMP.PNG
Neutral Jump
CVS2 Ryu njMP.png
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Mp.png 1000 10 SP High High 4 10 0 14 Varies Varies None
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Mp.png 600+300 6+3 None High High 5 3,8 0 16 Varies Varies None

The neutral jump version of j.MP is unremarkable and unused. Diagonal j.MP however is not.

It hits twice. This can be used in 2 ways, either against tall characters to work as a weird double overhead (worse version of Rolento j.MP) or as a niche air-to-air with a cross-under mixup as your reward. As a jump-in it is lackluster and not used much. As an air-to-air, you might be incentivsed to go for it at least once, as the ensuing ambiguous cross-under you get can potentially create a nice opening. If it gets blocked, well you can just pressure instead. It is unique.

jHP

Jump Fierce
Jumping Heavy Punch
j.HP / 8HP
CVS2 Ryu jHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,Uf.png+Hp.png 1300 (Neutral) /1200 (Diagonal) 13/12 None High High 5 8 0 13 Varies Varies None

Beefy jump-in. There is more disjoint on this than j.HK so it can work at the tip, but it is outranged, so pick and choose. You get more damage on the neutral jump version but there is no reason to use it for that outside of stun combos.

jLK

Jump Short
Jumping Light Kick
j.LK / 8LK
CVS2 Ryu njLK.PNG
Neutral Jump
CVS2 Ryu jLK.PNG
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Lk.png 500 5 SP High High 4 22 0 26 Varies Varies None
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Lk.png 500 5 SP High High 3 22 0 25 Varies Varies None

Both versions are situational at best. nj.LK is an okay anti-air (against non C-groove characters) and j.LK can be used as a gimmicky cancel to Air Tatsu on jump-in or as a tick throw. It is outclassed by j.LP.

jMK

Jump Forward
Jumping Medium Kick
j.MK / 8MK
CVS2 Ryu njMK.png
Neutral Jump
CVS2 Ryu jMK.png
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Mk.png 900 9 None High High 5 10 0 15 Varies Varies None
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Mk.png 800 8 None High High 5 12 0 17 Varies Varies None

Neutral jump version is the same as j.LK but with more damage and a slightly thinner hurtbox.

j.MK is your go-to cross-up button. Aside from that it does not do much else. Getting cross-ups with j.MK against standing characters can be tricky, as it will only really cross-up on very early connects which makes it unsafe, so its potency is affected a bit depending on character thickness. Still a good button overall.

jHK

Jump Roundhouse
Jumping Heavy Kick
j.HK / 8HK
CVS2 Ryu njHK.PNG
Neutral Jump
CVS2 Ryu jHK.PNG
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Hk.png 1300,1200 13,12 SP High High 3 8 0 11 Varies Varies None
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png/Uf.png+Hk.png 1200 12 None High High 6 7 0 13 Varies Varies None

Your main jump normal for reach and damage. Goes very far and has high hitstun, allowing you to easily link into a grounded normal and a cancel. Very reliable jump normal. Neutral jump is a good air-to-air, but is limited against C-Groove.

Command Normals

Sakatsu Wari

Sakatsu Wari
Overhead
6MP
CVS2 Ryu 6MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png+Mp.png 300+600 3+6 None -3 -3 26 5 20 51 -3 -3 None

While this is not a good button you should use it at least once because the threat of that overhead will bleed into a scenario where it could be the end of the round. Condition with 2LKs first before fishing for it. If you have shorthop, use shorthop HK/HP over this.

Kyuubu Kudaki

Kyuubu Kudaki
Rush Punch, Lunge Punch
6HP
CVS2 Ryu 6HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png+Hp.png 500+900 5+9 None Mid High 15 4,12 16 47 -4 -4 None

Outside of A-Groove this button is fairly useless unlike other games featuring this normal.

In A-Groove this button can be used as an easy CC, but that's not what gives it at least some use, it's really the forward momentum that allows for DP loops to work. You can cancel a DP into this button, then juggle into another DP with relatively identical spacing. Even then you can do other moves to attain this spacing but because it uses HP it can make your input sequences easier.

Senpu Kyaku

Senpu Kyaku
Hop Kick
6MK
CVS2 Ryu 6MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png+Mk.png 700 7 None Mid High 19 4 15 28 -4 +1 Lower Body/Throw (Airborne)

Very useful button. Unfortunately because this button uses air normal data on hit it is -4, whereas on block it is +1, so it is rather poor on hit if not spaced, but still excellent on block. You can do various sequences and slip this in your pressure to reset, but keep in mind it is slow so a savvy opponent may RC through it or use some other move that counters. It can avoid lows due to it being airbourne so you can clip someone trying to low poke out as well.

Like 6HP you can use this in CCs for DP loops as well.

Throws

Seoi Nage

Seoi Nage
Punch Throw
Near Opponent, 4/6HP
CVS2 Ryu PThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hp.png 1800 0 None Grab Grab 3 1 13 17 -DWN Grab None

Ryu has a fairly standard punch throw, predictably. For most CvS2 characters, punch throws are the faster and lower damage of your two throws. This makes them mostly used for punishes and tick throws.

Tomoe Nage

Tomoe Nage
Kick Throw
Near Opponent, 4/6HK
CVS2 Ryu KThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close B.png/F.png+Hk.png 2100 0 None Grab Grab 5 1 13 19 -DWN Grab None

The higher damage and harder to tech throw at the expense of 2 frames of startup. More useful for throw mixups, and it actually does 100 damage more than the average kick throw. Not as useful for punishes, and leaves a wider gap in tick throws.

Special Moves

Hadouken

Hadouken
Fireball
236P
CVS2 Ryu 236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png+Lp.png 800 8 None Mid High 12 Traveling 42 54 -9 -9 None
Qcf.png+Mp.png 900 9 None Mid High 12 Traveling 43 55 -10 -10 None
Qcf.png+Hp.png 1000 10 None Mid High 12 Traveling 44 56 -11 -11 None

Though the classic Hadoken's use seems obvious, in CvS2 it is a bit more complex.

As a zoning tool, you need to be careful. While it can work to keep an opponent at bay, there are many, many anti-fireball tools in CvS2. RCs, CCs, rolls, dedicated specials/supers, etc. You need to do it in moderation with your anti-airs and pokes, but when used correctly, you can almost play an SF2 type gameplan by just using your fireballs and anti airs. Usually you want to minimize the potential risks of what can hurt you, so zoning from fullscreen or 3/4 screen is preferred, although keep in mind the closer you are the more risky using your fireball will be.

As a poke, it is pretty decent when RC'd. The only risk is the recovery, since as a poke you're using this at a range where the fireball won't travel far. Like zoning, you need to use this in moderation, and you need to have prepared counters to things like jumping or rolling. By mixing in your fast pokes with RC fireball, you can create a dynamic neutral game.

Then there is using this move as a combo ender. Unfortunately since Tatsu can't hit crouchers this is your next option if Shoryuken is unavailable (which most times will be the case). Even so, most times Shakunetsu is better and works in the same scenarios, but due to its more demanding input this is more reliable. Basically, if they're crouching you end your combo in Hadouken/Shakunetsu, if they're standing you end in Tatsu for meterless combos.

Shakunetsu Hadouken

Shakunetsu Hadouken
Red Fireball
41236P
CVS2 Ryu 41236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Hcf.png+Lp.png 900/1000 9/10 None Mid High 14 Traveling 47 61 -DWN -14 None
Hcf.png+Mp.png 1000 10 None Mid High 14 Traveling 48 62 -DWN -15 None
Hcf.png+Hp.png 1100/1000 11/10 None Mid High 14 Traveling 49 63 -DWN -16 None

Also known as "Red Fireball." It is slower across the board compared to Hadouken, making it a poorer zoning tool (most of the time, it is better on hit). As a combo ender it is quite good against crouching opponents, but due to it needing time to travel it will only work on certain up-close routes.

Shoryuken

Shoryuken
DP, Uppercut, Shoryu
623P
CVS2 Ryu 623P.PNG
1st Hitbox (LP)
CVS2 Ryu 623P2.png
1st Hitbox (MP/HP)
CVS2 Ryu 623P3.png
Rising Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Dp.png+Lp.png 1600/800 16/8 None Mid High 4 14 29 47 -DWN -19 4 (Full), 14 (Lower)
Dp.png+Mp.png 1700/800 17/8 None Mid High 4 16 39 59 -DWN -30 8 (Full), 12 (Lower)
Dp.png+Hp.png 1900/800 19/8 None Mid High 4 19 47 70 -DWN -41 8 (Full), 14 (Lower)

The iconic Shoryuken. Unlike Hadoken which has more uses than what meets the eye, this move works about how you expect.

LP is the only one of the bunch that has a hurtbox on the 1st hitbox, but because it has the least risk it is used commonly in anti-airs, despite having the least amount of damage. You also get the most variable okizeme afterwards as well.

MP can be used as both an anti air and a reversal since it no longer has the hurtbox on the 1st hitbox. Not really used too often.

HP is the big risky version, and is your best meterless combo ender from a damage standpoint. Because it does the most damage of the 3, it is ideally the one you always want to use in both anti airs and reversals, but it is also by far the riskiest, so having it get airblocked or worse whiffed/blocked means you will lose a ton of life. Use with caution.

Tatsumaki Senpukyaku

Tatsumaki Senpukyaku
Tatsu
214K
CVS2 Ryu 214K.PNG
CVS2 Ryu 214K2.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png+Lk.png 1200 12 None Mid High 13 2(4)2 17 38 -DWN Varies None
Qcb.png+Mk.png 1300 13 None Mid High 13 2(4)2(4)2(4)2(4)2(4)2 17 42 -DWN Varies None
Qcb.png+Hk.png 1400 14 None Mid High 13 2(4)2(4)2(4)2(4)2(4)2(4)2(4)2 17 44 -DWN Varies None

Your main combo ender on standing opponents, among other things. When used as a combo ender you have to be careful against quickrise. Against C/P/S you can just default to the HK version, but against A/N/K they can quickrise, and though it is not punishable on hit, you can lose your turn, so use MK instead.

Outside of combos, Tatsu sees other uses. For one, it is a nice meterbuild tool (LK version), so from fullscreen you can throw it out to get a pinch of meter. This also applies on knockdowns, you can just use the light version and get some extra meter. Additionally, on an up-close knockdown, you can do an LK Tatsu to set up an ambiguous left-right mixup.

RC Tatsu can be quite strong on LK and sometimes MK. You can blow through many pokes and it is hard to punish. From midrange and from point blank they can be strong, just don't get too comfortable using it because it is still punishable, just use it every now and then. If you tatsu up close and they are down-backing you can also just throw them.

Air Tatsumaki Senpukyaku

Air Tatsumaki Senpukyaku
Air Tatsu
j.214K
CVS2 Ryu j214K.PNG
CVS2 Ryu j214K2.png
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air, Qcb.png+K.png 800 8 None Mid High 5 2(4)2(4)2(4)2 Till Landing +6 31+ -DWN +18 None

Though it is very + on block, that is not the primary usage of this attack.

You almost always use this move as a way to position yourself on screen, altering your air momentum as you see fit. Depending on how early you do the Air Tatsu, you can travel fullscreen with ease, so if you are playing a runaway gameplan you need to get really good at using Air Tatsu, whether it be TK'd or pseudo TK'd.

Not only that but using this move gives you decent meterbuild so running away while using this can build you a lot of meter quickly and it is one of the main ways Ryu gets meter.

Super Moves

Shinku Hadouken

Shinku Hadouken
Fireball Super
236236P
CVS2 Ryu 236236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngQcf.png+Lp.png 2000 0 None Mid High 4:5 Traveling 45 54 -DWN -6 7 (Full)
Qcf.pngQcf.png+Mp.png 3000 0 SP/SU Mid High 4:5 Traveling 45 54 -DWN -3 12 (Full)
Qcf.pngQcf.png+Hp.png 4500 0 None Mid High 4:5 Traveling 45 54 -DWN 0 19 (Full)

Your main metered combo ender and sometimes a way to punish gaps in blockstrings (fireballs and/or other gaps). Most of the time you save up your meter to use this in combos.

This is also a super convenient S-Groove desperation supers, you can just end all of your combos in a hard knockdown and a decent chunk of damage.

Shinku Tatsumaki Senpukyaku

Shinku Tatsumaki Senpukyaku
Tatsu Super
214214K
CVS2 Ryu 214214K.PNG
Not this Shinku, the other one
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.pngQcb.png+Lk.png 2600 0 None Mid High 5:4 2(4)2(4)2(4)2(4)2(3)2 24 64 -DWN -2 9 (Full)
Qcb.pngQcb.png+Mk.png 3800 0 SP/SU Mid High 5:4 2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(3)2 25 89 -DWN -3 15 (Full)
Qcb.pngQcb.png+Hk.png 5500 0 None Mid High 5:4 2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(4)2(3)2 26 114 -DWN -4 23 (Full)

Although it isn't your "combo super" it is still useful. Mainly you use this either as a reversal (it is safe) or to blow up someone mashing (expensive but viable). In some scenarios you can juggle into it but it is niche at best and not really useful.

Also is very strong as an S-Groove desperation super, as it can be used multiple times in succession before you really get punished, and it also a great chip-out move.

Shin Shoryuken

Shin Shoryuken
Shoryuken Super
23623K
CVS2 Ryu 23623K.PNG
The hitbox you want
CVS2 Ryu 236236K2.png
The hitbox you don't want
CVS2 Ryu 236236K3.png
Death
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.pngD.pngDf.png+K.png 6400 0 None Mid High 4:0 4,4~14 51 73 -DWN -41 22 (Full)

Insanely high damage super that can shred a health bar with ease. However, it is not the easiest super to land. The best way you can connect this super fully is as an anti-air, since it is super unreliable as a combo ender (Most reliable route is jump-in > Shinsho). Unfortunately, since Ryu's meter is better spent on the other 2 supers, this super is mostly used for style, or sometimes an extremely punishing anti-air.

Colors

Ryu CvS2 colors.png

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