Street Fighter Alpha 3/Ryu

From SuperCombo Wiki

Introduction

The "star" of the Street Fighter series and arguably Capcom's mascot. Ryu is always recognized by his trademark white gi and is likely the most well-known character in the world of fighting games. He is the master of the Hadoken and Shoryuken. His training partner, rival, and best friend is Ken Masters. Ryu has a burning desire to fight the strongest fighters in the world. He cares not for glory or wealth, but always lives for his next match and tours the world in solitude looking for opponents. He is winner of the first Street Fighter tournament and defeated Sagat there. He was the one who scarred Sagat's chest and Sagat has had a vengeful rivalry with Ryu since. Akuma killed Ryu and Ken's master (who was Akuma's brother) Gouken while Ryu was away at the tournament. In Street Fighter Alpha 3, he is being hunted by M. Bison and his forces to be used as a new host for Bison's mind.

Pros Cons
  • A great fireball and strong footsie normals for both offense and defense
  • RH tatsu does the single highest stun of any move in the game and will almost always stun when combo'd into
  • One of the best cross-ups in the game
  • Hopkick low crushes, is great on block/hit, and can be late cancelled into red fireball or DP
  • j. MP gives him great damage off crouch cancel juggles from j. jab
  • Hard to keep cornered due to air tatsu trajectory
  • All supers are safe on block, with level 3 tatsu super doing a ton of chip/guard
  • Can do a lot of guard damage with b. RH strings on V-ISM
  • Corner hadou rave is a guaranteed guard crush or mix-up into a potential untechable infinite if the opponent does not alpha counter or counter-activate
  • DP makes it difficult for the opponent to counter-activate or alpha counter to punish his setups
  • Amazing meter build on par with Akuma and Dan for the best in the game
  • Fireballs do less damage the further they travel, making his zoning game less scary than usual from a damage perspective
  • Tatsu combos only work on standing opponents
  • Mid-screen customs are somewhat jank and don't always result in great damage or setups depending on distance to the corner. Must be able to adapt on the fly based on positioning.
  • Air tatsu rotates much more slowly than the other shotos, and isn't as useful offensively


Color Options

X-Ism A-Ism V-Ism
Sfa3 ryu pxism.png Sfa3 ryu kxism.png Sfa3 ryu paism.png Sfa3 ryu kaism.png Sfa3 ryu pvism.png Sfa3 ryu kvism.png
Punch Kick Punch Kick Punch Kick
Ryu
SFA3 Ryu Art.png
Character Data


Moves List

Ground Normals

  • Close Standing Jab:
Damage 6 Sfa3 ryu jab1.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/7
Block Stun +3
Hit Stun/Counter Hit +4/+9


  • Far Standing Jab:
Damage 6 Sfa3 ryu jab2.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/7
Block Stun +3
Hit Stun/Counter Hit +4/+9
  • Close Standing Strong ff:
Damage 14 Sfa3 ryu strong1.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(V)
Frame Count 5/6/21
Block Stun -8
Hit Stun/Counter Hit -7/-3
  • Close Standing Strong f:
Damage 12 Sfa3 ryu strongx.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/4
Frame Count 5/3/19
Block Stun -3
Hit Stun/Counter Hit -2/+2
  • Far Standing Strong:
Damage 14 Sfa3 ryu strong2.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 5/6/20
Block Stun -7
Hit Stun/Counter Hit -6/-2
  • Close Standing Fierce:
Damage 17,13 Sfa3 ryu fierce1.png Sfa3 ryu fierce2.png
Stun 8
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 4/5/26
Block Stun -8
Hit Stun/Counter Hit -7/Launch

Note: 2nd active part cannot be canceled into specials in A&X-ISM, but can in V-ISM.

  • Far Standing Fierce ff:
Damage 17 Sfa3 ryu fierce3.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(V)
Frame Count 6/3/30
Block Stun -10
Hit Stun/Counter Hit -9/Launch
  • Far Standing Fierce f:
Damage 16 Sfa3 ryu fiercex.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/9
Frame Count 6/4/26
Block Stun -7
Hit Stun/Counter Hit -6/Launch
  • Standing Short:
Damage 7 Sfa3 ryu short.png
Stun 2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 0/1
Frame Count 5/4/12
Block Stun -2
Hit Stun/Counter Hit -1/+4
  • Standing Forward:
Damage 13 Sfa3 ryu forward.png
Stun 4
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 6/3/20
Block Stun -4
Hit Stun/Counter Hit -3/+1
  • Close Standing Roundhouse ff:
Damage 10+8 Sfa3 ryu roundhouse2.png Sfa3 ryu roundhouse3.png
Stun 5+3
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/3+1(A)4+1(V)
Frame Count 6/3,3/26
Block Stun -6
Hit Stun/Counter Hit -5/Launch
  • Close Standing Roundhouse f:
Damage 8+10 Sfa3 ryu roundhousex1.png Sfa3 ryu roundhousex2.png
Stun 8+5
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/1+4
Frame Count 6/2,3/30
Block Stun -10
Hit Stun/Counter Hit -9/Launch
  • Far Standing Roundhouse:
Damage 16 Sfa3 ryu roundhouse1.png
Stun 8
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 10/3/20
Block Stun 0
Hit Stun/Counter Hit +1/Launch
  • Crouching Jab:
Damage 5 Sfa3 ryu crjab.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/7
Block Stun +3
Hit Stun/Counter Hit +4/+9
  • Crouching Strong:
Damage 12 Sfa3 ryu crstrong.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 4/4/12
Block Stun +3
Hit Stun/Counter Hit +4/+8
  • Crouching Fierce:
Damage 16,14 Sfa3 ryu crfierce1.png Sfa3 ryu crfierce2.png
Stun 8
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 6/2/28
Block Stun -7
Hit Stun/Counter Hit -6/Launch

Note: 2nd active part cannot be canceled into specials in A&X-ISM, but can in V-ISM.

  • Crouching Short:
Damage 4 Sfa3 ryu crshort.png
Stun 2
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 0/1
Frame Count 3/4/8
Block Stun +2
Hit Stun/Counter Hit +3/+8
  • Crouching Forward:
Damage 11 Sfa3 ryu crforward.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 4/3/15
Block Stun +1
Hit Stun/Counter Hit +2/+6
  • Crouching Roundhouse:
Damage 18 Sfa3 ryu crroundhouse.png
Stun 6
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 5/6/31
Block Stun -14
Hit Stun/Counter Hit -

Air Normals

  • Neutral Jump jab:
Damage 8 Sfa3 ryu njjab.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 3/10/6
  • Diagonal Jump jab:
Damage 8 Sfa3 ryu fjjab.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 5/10/6
  • Neutral Jump Strong:
Damage 12 Sfa3 ryu njstrong.png
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 4/8/2
  • Diagonal Jump Strong:
Damage 8+5 Sfa3 ryu fjstrong1.png Sfa3 ryu fjstrong2.png
Stun 2x2
Meter on whiff/hit 1/1x2
Frame Count 9/3,8/11
  • Neutral Jump Fierce:
Damage 16 Sfa3 ryu njfierce.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 6/6/2
  • Diagonal Jump Fierce:
Damage 16 Sfa3 ryu fjfierce.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 5/6/2
  • Neutral Jump Short:
Damage 7 Sfa3 ryu njshort.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 4/10/10
  • Forward Jump Short:
Damage 7 Sfa3 ryu fjshort.png
Stun 2
Meter on whiff/hit 0/1
Frame Count 7/10/2
  • Neutral Jump Forward:
Damage 12 Sfa3 ryu njforward.png
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 4/6/12
  • Diagonal Jump Forward:
Damage 11 Sfa3 ryu fjfoward.png
Stun 4
Meter on whiff/hit 1/3(A)4(XV)
Frame Count 7/8/8
  • Neutral Jump Roundhouse:
Damage 17 Sfa3 ryu njroundhouse.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 12/6/11
  • Diagonal Jump Roundhouse:
Damage 15 Sfa3 ryu fjroundhouse.png
Stun 8
Meter on whiff/hit 1/4(A)6(XV)
Frame Count 10/4/10

Command Normals

  • Sakotsu Wari/Overhead: f+MP
Damage 8+6 Sfa3 ryu overhead1.png Sfa3 ryu overhead2.png
Stun 2x2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/1x2
Frame Count 20/3,3/20
Block Stun -4
Hit Stun/Counter Hit -3/?
  • Seichuu Nidan Tsuki ff: f+HP
Damage 10+6 Sfa3 ryu elbow1.png Sfa3 ryu elbow2.png
Stun 2x2
Chain Cancel No
Special Cancel No
Super Cancel No
Meter on whiff/hit 1/6+1
Frame Count 12/2,4/15
Block Stun +4
Hit Stun/Counter Hit +5/Launch
  • Senpuu Kyaku ff: f+MK
Damage 13 Sfa3 ryu hopkick.png
Stun 4
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Meter on whiff/hit 1/3(A)4(V)
Frame Count 19/4/15
Block Stun 0
Hit Stun/Counter Hit -4/+1

Throws

Seoi Nage:

b/f+PP

Damage 20 Sfa3 ryu p&k throw.png
Stun 2
Meter on whiff/hit 1
Frame Count 5/1/18

Tomoe Nage:

b/f+PP

Damage 20 Sfa3 ryu p&k throw.png
Stun 2
Meter on whiff/hit 1
Frame Count 5/1/18

Kuuchuu Seoi Nage:

Any direction but u/d+PP

Damage 20 Sfa3 ryu air throw.png
Stun 2
Meter on whiff/hit 1(A)3(XV)
Frame Count 1/1/1(before landing)

Alpha Counter

During Blockstun f+P.png+K.png of same strength

  • A-ISM:
Damage 4 Sfa3 ryu acaism1.png Sfa3 ryu acaism2.png Sfa3 ryu acaism3.png
Frame Count 24/22/39
Invincibility 0-24
  • V-ISM:
Damage 4 Sfa3 ryu acvism.png
Frame Count 25/6/30
Invincibility 0-25

Special Moves

Hadoken fff: Qcf.png + P.png

  • Startup:
Sfa3 ryu fb1.png Sfa3 ryu fb2.png Sfa3 ryu fb3.png Sfa3 ryu fb4.png
Frame Count 12
  • Active:
  • Jab Version:
Damage 12~1 Sfa3 ryu fb5.png Sfa3 ryu fb6.png Sfa3 ryu fb7.png Sfa3 ryu fb8.png Sfa3 ryu fb9.png
Stun 4
Meter on whiff/hit 1(A)3(XV)/3(A)4(XV)
Block Stun -10
Hit Stun/Counter Hit -9
Frame Count 45
  • Strong Version:
Damage 12~1 Sfa3 ryu fb5.png Sfa3 ryu fb6.png Sfa3 ryu fb7.png Sfa3 ryu fb8.png Sfa3 ryu fb9.png
Stun 4
Meter on whiff/hit 3(A)4(XV)
Block Stun -11
Hit Stun/Counter Hit -10
Frame Count 46
  • Fierce Version:
Damage 12~1 Sfa3 ryu fb5.png Sfa3 ryu fb6.png Sfa3 ryu fb7.png Sfa3 ryu fb8.png Sfa3 ryu fb9.png
Stun 4
Meter on whiff/hit 3(A)4(XV)
Block Stun -12
Hit Stun/Counter Hit -11
Frame Count 47

Ryu throws a blue fireball that travels horizontally across the screen. The stronger the Punch button used, the faster the projectile goes.

Shakunetsu Hadouken fff: Hcf.png + P.png

  • Startup:
Sfa3 ryu fb1.png Sfa3 ryu fb2.png Sfa3 ryu fb3.png Sfa3 ryu fb4.png
Frame Count (Jab/Strong) 12
Frame Count (Fierce) 15
  • Active:
  • Jab Version:
Damage 12~1 Sfa3 ryu fb10.png Sfa3 ryu fb11.png Sfa3 ryu fb12.png Sfa3 ryu fb13.png Sfa3 ryu fb14.png
Stun 4
Meter on whiff/hit 1(A)3(XV)/3(A)4(XV)
Block Stun -11
Hit Stun/Counter Hit -
Frame Count 46
  • Strong Version:
Damage 12~1 Sfa3 ryu fb10.png Sfa3 ryu fb11.png Sfa3 ryu fb12.png Sfa3 ryu fb13.png Sfa3 ryu fb14.png
Stun 4
Meter on whiff/hit 3(A)4(XV)
Block Stun -12
Hit Stun/Counter Hit -
Frame Count 47
  • Fierce Version:
Damage 12~1 Sfa3 ryu fb10.png Sfa3 ryu fb11.png Sfa3 ryu fb12.png Sfa3 ryu fb13.png Sfa3 ryu fb14.png
Stun 4
Meter on whiff/hit 3(A)4(XV)
Block Stun -11
Hit Stun/Counter Hit -
Frame Count 46

Ryu throws a red fireball similar to the Hadoken, like in past games it will cause a knockdown if it hits during its earlier frames. The stronger the Punch button used, the faster the projectile goes.

Shouryuken fff: Dp.png + P.png

  • Jab Version:
Damage 18,12,4 Sfa3 ryu dp.png Sfa3 ryu lpdp2.png Sfa3 ryu lpdp3.png Sfa3 ryu lpdp4.png Sfa3 ryu dp1.png Sfa3 ryu dp2.png Sfa3 ryu dp3.png Sfa3 ryu dp4.png Sfa3 ryu dp5.png
Stun 8,4,4
Meter on whiff/hit 4(A)7(XV)/1(A)3(XV)
Block Stun -21
Invincibility 0-4
Frame Count 4 14 30

Will lose or trade with lows so it's best used only as an anti air, one thing to note is it's airborne hurtbox is higher up when he first leaves the ground so most projectiles can be evaded with it if timed well.

  • Strong/Fierce Version:
Strong Fierce Sfa3 ryu dp.png Sfa3 ryu mp+hp dp1.png Sfa3 ryu mp+hp dp2.png Sfa3 ryu mp+hp dp3.png Sfa3 ryu dp1.png Sfa3 ryu dp2.png Sfa3 ryu dp3.png Sfa3 ryu dp4.png Sfa3 ryu dp5.png
Damage 19,13,4 20,14,4
Stun 8,4,4
Meter on whiff/hit 6(A)9(XV)/1(A)3(XV)
Block Stun -32 -42
Invincibility 0-8
Frame Count(Strong) 4 18 37
Frame Count(Fierce) 4 22 43

Ryu will rise into the air with an uppercut. The stronger the Punch button used, the higher and faster Ryu will punch.

Tatsumaki Senpukyaku fff: Qcb.png + K.png

  • Startup
Sfa3 ryu tatsu startup1.png Sfa3 ryu tatsu startup2.png Sfa3 ryu tatsu startup3.png
Frame Count 11
  • Active:
    • Short Version: This happens only once.
    • Forward Version: This happens twice.
    • Roundhouse Version: This happens 3 times.
Short Forward Roundhouse Sfa3 ryu tatsu1.png Sfa3 ryu tatsu2.png Sfa3 ryu tatsu3.png Sfa3 ryu tatsu4.png
Damage 14 7x2 5x3
Stun 8 8x2 8x3
Meter on whiff/hit 3(A)4(XV) 4(A)6(XV)/3x2(A)4x2(XV) 4(A)6(XV)/3x3(A)4x3(XV)}
Block Stun -5
Frame Count 3 3 3 3
  • Recovery:
Sfa3 ryu tatsu recovery1.png Sfa3 ryu tatsu recovery2.png Sfa3 ryu tatsu recovery3.png Sfa3 ryu tatsu recovery4.png Sfa3 ryu recovery.png
Frame Count 25

Tatsumaki Senpukyaku [ Air ] fff: Qcb.png + K.png

  • Startup:
Sfa3 ryu airtatsu startup.png
Frame Count 6
  • Active:
    • All versions spin twice: Button strength only affects trajectory.
Damage 7x2 Sfa3 ryu airtatsu1.png Sfa3 ryu airtatsu2.png Sfa3 ryu airtatsu3.png Sfa3 ryu airtatsu4.png
Stun 8x2
Meter on whiff/hit 4(A)6(XV)/3x2(A)4x2(XV)
Frame Count 3 3 3 3
  • recovery:
Sfa3 ryu airtatsu recovery1.png Sfa3 ryu airtatsu recovery2.png Sfa3 ryu airtatsu recovery3.png Sfa3 ryu airtatsu recovery4.png Sfa3 ryu airtatsu recovery5.png Sfa3 ryu recovery.png
Frame Count 4

Ryu will spin forward with a kick. If performed in the air, the kick will arc up or down according to the time performed during his jump. The stronger the Kick button used, the more times Ryu will spin and hit.

Super Moves

Shinku Hadoken ff: Qcf.pngQcf.png+ P.png

  • Startup:
  • Level 1:
Invincibility 0-7 Sfa3 ryu shinkuuhado startup2.png Sfa3 ryu shinkuuhado startup3.png Sfa3 ryu shinkuuhado startup4.png
Frame Count 9
  • Level 2:
Invincibility 0-9 Sfa3 ryu shinkuuhado startup2.png Sfa3 ryu shinkuuhado startup3a.png Sfa3 ryu shinkuuhado startup4.png
Frame Count 9
  • Level 3:
Invincibility 0-11 Sfa3 ryu shinkuuhado startup2.png Sfa3 ryu shinkuuhado startup3a.png
Frame Count 9
  • Active:
  • Level 1:
Damage 12~1x3 Sfa3 ryu shinkuuhado1a.png Sfa3 ryu shinkuuhado2.png Sfa3 ryu shinkuuhado3.png Sfa3 ryu shinkuuhado4.png Sfa3 ryu shinkuuhado5.png
Block Stun -7
Frame Count 48
  • Level 2:
Damage 14~1x4 Sfa3 ryu shinkuuhado1a.png Sfa3 ryu shinkuuhado2.png Sfa3 ryu shinkuuhado3.png Sfa3 ryu shinkuuhado4.png Sfa3 ryu shinkuuhado5.png
Block Stun -5
Frame Count 46
  • Level 3:
Damage 16~1x5 Sfa3 ryu shinkuuhado1a.png Sfa3 ryu shinkuuhado2.png Sfa3 ryu shinkuuhado3.png Sfa3 ryu shinkuuhado4.png Sfa3 ryu shinkuuhado5.png
Block Stun +3
Frame Count 44

A more powerful version of the Hadoken, Ryu tosses a multi-hitting fireball across the screen. This can be used to cancel an oncoming projectile, removing one hit from the total. Level 1: 3 Hits Level 2: 4 Hits Level 3: 5 Hits

Shinku Tatsumaki Senpukyaku f: Qcb.pngQcb.png+ K.png

  • Startup:
LVL.1 LVL.2 LVL.3 Sfa3 ryu shinkuutatsu startup2.png Sfa3 ryu shinkuutatsu startup3.png Sfa3 ryu shinkuutatsu startup4.png Sfa3 ryu shinkuutatsu startup5.png Sfa3 ryu shinkuutatsu startup6.png
Invincibility 0-16 0-20 0-24
Frame Count 16
  • Active:
  • Level 1: Spins 3 times, final spin covers both sides.
Damage 10x5 Sfa3 ryu shinkuutatsu lvl1 1.png Sfa3 ryu shinkuutatsu empty1.png Sfa3 ryu shinkuutatsu lvl1 2.png Sfa3 ryu shinkuutatsu empty2.png Sfa3 ryu shinkuutatsu lvl1 3.png
Block Stun -3
Frame Count 3 4 3 4 *3
  • Level 2: Spins 5 times, final spin covers both sides.
Damage 9x9 Sfa3 ryu shinkuutatsu lvl2 a.png Sfa3 ryu shinkuutatsu lvl2 1.png Sfa3 ryu shinkuutatsu empty1.png Sfa3 ryu shinkuutatsu lvl2 2.png Sfa3 ryu shinkuutatsu empty2.png Sfa3 ryu shinkuutatsu lvl2 3.png
Block Stun 0
Frame Count 3 3 4 3 4 *3
  • Level 3: Spins 7 times, final spin covers both sides.
Damage 9x13 Sfa3 ryu shinkuutatsu lvl3 a.png Sfa3 ryu shinkuutatsu lvl3 b.png Sfa3 ryu shinkuutatsu lvl3 c.png Sfa3 ryu shinkuutatsu lvl3 1.png Sfa3 ryu shinkuutatsu empty1.png Sfa3 ryu shinkuutatsu lvl3 2.png Sfa3 ryu shinkuutatsu empty2.png Sfa3 ryu shinkuutatsu lvl3 3.png
Block Stun -10
Frame Count 3 4 3 3 4 3 4 *3
  • recovery:
Sfa3 ryu shinkuutatsu recovery1.png Sfa3 ryu shinkuutatsu recovery2.png Sfa3 ryu shinkuutatsu recovery3.png Sfa3 ryu recovery.png
Frame Count(LVL.1) 20
Frame Count(LVL.2) 20
Frame Count(LVL.3) 17

A more powerful version of the Tatsumaki Senpukyaku, Ryu will do a spinning kick in place which can hit opponents rapidly or juggle them in the air. Level 1: 5 Hits Level 2: 9 Hits Level 3: 13 Hits

Metsu Shoryuken f: Qcf.pngQcf.png+ K.png

Damage(Elbow) 6,8,12,16,20,24,32,48 Sfa3 ryu metsushoryuken startup2.png Sfa3 ryu metsushoryuken startup3.png Sfa3 ryu metsushoryuken startup4.png Sfa3 ryu metsushoryuken.png Sfa3 ryu metsushoryuken recovery1.png Sfa3 ryu metsushoryuken recovery2.png Sfa3 ryu recovery.png
Damage(Ender) 12+16 or 12x3(ShinShoryuken)
Invincibility 0-11
Frame Count 11 8 34

A more powerful version of the Shoryuken, Ryu slides forward with a Seichu Nidan Tsuki elbow strike. If he hits his opponent, he will perform a two-hit Shoryuken or the 3 hit Shin Shoryuken. Each individual active frame of this move the damage varies, the later the active frame the more damage it does, the final active frame of this move triggers the "Shin Shoryuken" which does the most damage.

Miscellaneous

Hadou no Kamae ff: Qcf.png + S.png

Sfa3 ryu fb1.png Sfa3 ryu fb2.png Sfa3 ryu fb3.png Sfa3 ryu fb4.png
Frame Count 36
  • Idle, Crouching, Airborne:
Sfa3 ryu idle.png Sfa3 ryu crouching.png Sfa3 ryu jump.png

The Basics

QCF+P... then DP!

Some VCs...Both of these are in the corner. Activate with VC1-Fierce Hadoken times infinity. There's many variations to this. You can do Fierce into Hadoken, and then Hop Kick back in when you get pushed out to continue. You can also Hurricane Kick at the end.

Activate with VC1...Jab DP, Stand Fierce or Roundhouse, whiff Hadoken, repeat.

Which Ism?

As is the case with most characters, V. Ryu has good setups into cc infinites, as well as unblockable setups, and decent fireball trap in the corner with activation.

  • A-ISM:

Some of the best, safest supers in the game. Can use DP option-selects to blow up activates. Not better than V-ISM by any stretch, but surprisingly strong even within the V-ISM meta.

  • V-ISM:

Best version. Gets access to one of the scariest corner guard/mix-up strings in the game along with one of the easiest infinites to keep going. DP allows him to blow up counter activates. Gains b. RH, which is great for strings/guard crush.

  • X-ISM:

Slightly improved fireball, and gains f. FP (ala V-ISM) but loses access to hopkick. Generally not worth for most match-ups.

Combos

  • Basic Combos:
  • V-ISM Combos:

Advanced Strategy

Match-ups

Notable Players

Japan

Agito (A-Ryu)

Akira (A-Ryu)

Chin (V-Ryu)

Daigo Umehara (A/V-Ryu)

Fuchi (V-Ryu)

Fujigo (V-Ryu)

Fuku Kaichou (A-Ryu)

Gure (V-Ryu)

Harakiri (V-Ryu)

Hige (V-Ryu)

Hiro T (A-Ryu)

H1TB0X (A-Ryu)

Huchi (V-Ryu)

Igari (V-Ryu)

Ikari (V-Ryu)

Jyuso (A-Ryu)

Kaichou (V/A-Ryu)

Kashiwazaki (V-Ryu)

Kojima (V-Ryu)

Kou (V-Ryu)

Kuma (V-Ryu)

Makoto (V-Ryu)

Masumi (V/A-Ryu)

Mattsun (A-Ryu)

Morikawa (A/V-Ryu)

Oyaji (A-Ryu)

PonsaMiruzu (V-Ryu)

Ry (V-Ryu)

Sarada (V-Ryu)

Tabatake (X-Ryu)

Tara (A-Ryu)

Takizawa (A-Ryu)

Tenn (A/V-Ryu)

The Chef (V/X-Ryu)

Totsuka (V-Ryu)

VER (V-Ryu)

Yano (V-Ryu)

Yon (V-Ryu)

ZM (V-Ryu)

North America

Alex Valle (A/V-Ryu)

Haqq (A-Ryu)

John Choi (A/V-Ryu)

Kyokuji (V-Ryu)

Ryu1999 (A/V-Ryu)

Smoothcat (V-Ryu)

Europe

Alioune (A-Ryu)

vhd (V-Ryu)

V-Ryu (V-Ryu)

Discussion

Game Navigation

General
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FAQ
Characters
Adon
Akuma
Balrog
Birdie
Blanka
Cammy
Charlie
Chun-Li
Cody
Dan
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Gen
Guy
Juli
Juni
Karin
Ken
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Sodom
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Zangief
Home/Handheld Exclusive
Dee Jay
Eagle
Evil Ryu
Fei Long
Guile
Ingrid
Maki
T. Hawk
Yun