Ryu
The protagonist and iconic Shotokan karateka of the Street Fighter series, the series that would itself eventually lead to the creation of the Marvel-based Capcom fighting games, returns in his latest crossover game appearance. His diligent training and never-ending journey for strength have granted him a few new tricks up his sleeve this time, too. With no other 'shotos' around to step on his toes, perhaps this will be his chance to truly shine?
In a nutshell
In Marvel vs. Capcom Infinite, Ryu is a well-rounded character with the staple fundamental fighting game tools that form the basis of the genre, as ever. He has the ability to zone with his classic Hadouken and new Sen Hadouken beam, he can approach and extend combos with his Tatsumaki Senpukyaku (now sporting two separate modes in the air), he can make just about any combo lead to the corner with his Jodan Sokuto Geri (aka "Donkey Kick"), and for characters with vertically-oriented combo options, with this game's new tagging mechanics, his invincible Shoryuken can even lead to combos on a tag!
Introduction
Players to Watch
Character Vitals
Move List
Unique Trait
Dark Hadou: Suppressing the Dark Hadou only lasts so long; once Ryu reaches below 30% health, it's unleashed, granting his level 3 increased damage and a slightly altered animation.
Normals
Standing Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | 3 | 7 | +1 | +3 | ||
Can chain into itself and 2LP. |
Standing Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 11 | 3 | 21 | 0 | -4 | ||
- |
Standing Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 8 | 2 | 21 | -5 | -7 | ||
- |
Standing Heavy Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 12 | 6 | 17 | +1 | -3 | ||
- |
Crouching Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | Mid | 5 | 2 | 14 | -5 | -3 | ||
Can chain into itself and 5LP. |
Crouching Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Mid | 10 | 5 | 21 | +24 | -6 | Launch | |
Do NOT end a blockstring with this. |
Crouching Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Low | 8 | 4 | 15 | -1 | -4 | ||
- |
Crouching Heavy Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | Low | 10 | 4 | 33 | +41 | -18 | Knockdown | |
- |
Jumping Light Punch j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
300 | High | 5 | 10 | 5 | - | - | ||
- |
Jumping Heavy Punch j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 9 | 5 | 17 | - | - | ||
- |
Jumping Light Kick j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | High | 7 | 7 | 17 | - | - | ||
Can cross up, though jumping heavy kick is better-suited for this purpose. |
Jumping Heavy Kick j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 8 | 6 | 17 | - | - | Ground Bounce & Hard Knockdown (vs. airborne only) | |
Can cross up. |
Command Normals
Sukui Tsuki j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
2x250 (475) | High | 10 | 8 | 11 | - | - | ||
- |
Aerial Mawashi Geri j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
700 | High | 8 | 6 | 17 | - | - | ||
- |
Misc
Throw or |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Air Throw or |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Tag |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you your tag-in. |
Specials
Hypers
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind