Story
Date of Birth: 7/21/1964
Height: 5'10"
Weight: 150lbs
Measurements: B44", W 31", H 33"
Blood Type: O
Likes: Martial arts, Mizuyokan (Japanese sweet bean jelly)
Dislikes: Spiders
Found as a baby by the legendary Anatsuken martial artist Gouken, Ryu trained in the art from childhood and quickly discovered his love for fighting. During this time he would find a surrogate brother in Ken, his fellow trainee and rival. At the age of 23, his fighting career truly began when he defeated the world champion Sagat in the last World Martial Arts tournament. He began to show his solitary lifestyle after the tournament's end, preferring to travel alone and focus on improving himself. He joins the World Warrior tournament to not only defend his title, but to exceed his own limits by challenging new fighters.
Overview
Ryu is the protagonist of the Street Fighter series, and in Super Turbo he's considered a good all around character. Even though he is not the strongest in any aspect, he does have very good moves overall. Say, his projectile, the Hadoken, is the second best in the game, only after Old Sagat's Tiger Shot. His special anti-air, the Shoryuken, has the second best priority among those that don't require a charge to execute. Finally, he has a great Super move, which helps him in tight situations.
Ryu's strategy in the SF2 series is mostly to employ his Hadoukens wisely so as to pressure enemies and either force them to take risks or get pushed into the corner. Would the enemy jump forward, Ryu has several moves to deal with that, being the Shoryuken the most damaging one. However, unlike Ken, his projectile has a relatively fast start-up, which allows him to use it as a poke tool. This is the main reason why he has less trouble against a number of characters which have the advantage or fair match-ups against Ken.
ST Ryu does not have a completely invulnerable Shoryuken nor a Hurricane Kick that is invulnerable up until it hits like he did in Champion Edition and Hyper Fighting. In this game, he rather gains better mobility with a short Tatsu that recovers much faster, and two new command normals; one that's a useful advancing attack, and another that's a standing overhead.
Among all characters (old versions included), Ryu is considered the fifth or sixth best character on the game, only behind the so called "big four" or "big five", which consists of Dhalsim, Vega (Claw), Old Sagat and Balrog (Boxer), plus Chun Li if she is included. However, he actually has a small advantage against Chun Li in head-to-head combat. If mastered, Ryu can deal with pretty much any situation.
If you want to check YouTube and Nico Nico Douga for high level footage, check players such as ShootingD, Daigo, Futachan, Sasori, Sashishi, Kawamata, Gotoh, Kurahashi, DGV (Dark Gaiden), Mike Watson, John Choi and Alex Valle, among others.
Strengths | Weaknesses |
---|---|
|
|
New & Old Versions Comparison
To select O.Ryu, choose Ryu and then press → → → ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
Here is the list of differences:
- Obvious stuff: Old Ryu can't tech throws, does not have the new punches (dash, overhead, and air juggle) and Super;
- Old Ryu has a faster pre-jump animation by 1 frame;
- Old Ryu has some differences in some of his normals:
- Far Standing Jab has a fatter hitbox;
- Far Standing Short has a slower startup and is chain cancellable;
- Crouching Short has much better priority;
- Far Standing Forward has a slower startup;
- Crouching Forward has much better priority;
- Close Standing Roundhouse activates from a closer distance;
- Crouching Roundhouse has much better priority and does more damage;
- Diagonal Jumping Strong behaves exactly like the Neutral Jumping one, while for New Ryu its a new Juggling Punch;
- Both Jumping Fierces do more damage;
- Diagonal Jumping Short has worse priority during the first 10 active frames;
- Diagonal Jumping Forward has better air-to-air priority but has somewhat worse air-to-ground priority;
- Neutral Jumping Roundhouse has better air-to-air priority but worse air-to-ground priority and does more damage;
- Diagonal Jumping Roundhouse has better air-to-air priority but has somewhat worse air-to-ground priority. It also does more damage;
- Old Ryu's ordinary (blue) Hadoukens have one less start-up and one less recovery frame, making the overall recovery 2 frames faster. Thus, they are better for zoning;
- Old Ryu's Shoryukens are completely invincible until the recovery frames, while for New Ryu he is vulnerable during the rising/hitting part;
- Old Ryu's Shoryukens have many more active frames, but the same overall recovery;
- Old Ryu's Forward and Roundhouse Tatsumakis spin two less times than New Ryu's;
- Old Ryu's air Tatsumakis have a bigger hitbox, do more damage and have a 50% chance of being unblockable if they connect on the first frame;
Picking between Old Ryu and New Ryu can be seen as a matter of taste. While New Ryu benefits from ST's system changes, his new command normals, and his incredible Super Combo, Old Ryu has better Shoryukens, better fireballs, and a knowledge check of an Air tatsu.
Color Options
Jab | Strong | Fierce | Start | Old |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
Short | Forward | Roundhouse | Hold | Old Alternative |
--Born2SPD
Video Overview
Ryu | |
---|---|
Character Data | |
Damage Scaling Factor | 27/32 |
Forward Walk Speed | 48 |
Backwards Walk Speed | 32 |
Pre-Jump Frames | 4 |
Forwards Jump Duration | 44 |
Backwards Jump Duration | 43 |
Landing Frames | 7* |
Jump Height Apex | 78 |
Forwards Jump Distance | 134 |
Backwards Jump Distance | 163 |
Soft Knockdown Recovery | 38 |
Hard Knockdown Recovery | 74 |
Normal Moves
Disclaimer: To better understand the diagrams, read this.
Standing Normals
cllp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] | 0~5 | 40 | Special, Super | Mid | 0-25 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 5 | 12 | +4 | 2/1 |
A quick elbow smash in front and above Ryu's head.
|
Click to toggle detailed hitbox data.
frlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] | 0~5 | 40 | Chain, Special, Super | Mid | 26+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 5 | 12 | +4 | 2/1 |
A simple jab.
|
Click to toggle detailed hitbox data.
clmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Mid | 0-31 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 2 | 17 | 23 | -1 | 4/3 |
Ryu performs a hook, then another one that doesn't hit for some reason.
|
Click to toggle detailed hitbox data.
frmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Mid | 32+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 4 | 7 | 15 | +7 | 4/3 |
Ryu performs a straight punch.
|
Click to toggle detailed hitbox data.
clhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[1] | 3~9 / 10~16 | 40 / 80 | Special, Super / None | Mid | 0~41 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 8 (2 / 6) | 23 | 34 | -9 / -7 | 5/4 |
A close uppercut.
|
Click to toggle detailed hitbox data.
frhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[1] | 10~16 | 80 | Super | Mid | 42+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 6 | 23 | 35 | -7 | 5/4 |
Similar to Far Strong.
|
Click to toggle detailed hitbox data.
cllk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 0~5 | 40 | Chain, Super | <ref></ref> Low | 0 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 2 | 8 | 16 | +3 | 2/1 |
A low kick.
|
Click to toggle detailed hitbox data.
frlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 0~5 | 40 | Special, Super | Mid | 1+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 8 | 5 | 18 | 0 | 2/1 |
High side kick.
|
Click to toggle detailed hitbox data.
clmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[0] | 5~11 | 60 | Special, Super | Mid | 0 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 6 | 9 | 19 | +3 | 4/3 |
A hearty knee bash.
|
Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[0] | 5~11 | 60 | None | Mid | 1+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 8 | 7 | 23 | +3 | 4/3 |
Another high side kick.
|
Click to toggle detailed hitbox data.
clhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[1] + 4[1] | 10~16 + 1~7 | 80 + 70 | None | Mid | 0-56 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 12 (8 + 4) | 11 | 31 | -1 / +7(+6) | 5/4 x 2 |
Ryu's axe kick.
|
Click to toggle detailed hitbox data.
frhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[1] | 10~16 | 80 | Special, Super / None | Mid | 57+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 12 (4 / 8) | 17 | 32 | -7 / -3 | 5/4 |
Ryu's staple Roundhouse kick.
|
Click to toggle detailed hitbox data.
Crouching Normals
crlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] | 0~5 | 40 | Chain, Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 5 | 12 | +4 | 2/1 |
Another jab.
|
Click to toggle detailed hitbox data.
crmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 4 | 7 | 15 | +7 | 4/3 |
|
Click to toggle detailed hitbox data.
crhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[1] / 22[1] | 3~9 / 10~16 | 40 / 80 | Special, Super / None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 11 (3 / 8) | 23 | 37 | -12 / -9 | 5/4 |
Ryu brings an uppercut from crouching position.
|
Click to toggle detailed hitbox data.
crlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] | 0~5 | 40 | Chain, Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 5 | 12 | +4 | 2/1 |
Crouching low kick.
|
Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 6 | 9 | 19 | +3 | 4/3 |
|
Click to toggle detailed hitbox data.
crhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[1] | 5~11 | 130 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 6 | 25 | 35 | Hit: Soft KD Block: -9 |
5/4 |
Ryu's Sweep kick.
|
Click to toggle detailed hitbox data.
Jumping Normals
jlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 1~7(-2) | 40 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | ∞ | N/A | 2+∞ | Dependent | 2/1 |
Ryu performs a jumping jab that is active throughout the whole jump.
|
Click to toggle detailed hitbox data.
njmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 50 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 20 | ∞ | 24+∞ | Dependent | 4/3 |
An aerial punch that stays active for a while.
|
Click to toggle detailed hitbox data.
djmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] + 4[1] | 3~9 + 0~5 | 40 + 20 | Special / None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 9 (5 + 4) | ∞ | 13+∞ | Dependent | 4/3 x 2 |
Ryu jumps with an upper punch that hits twice and juggles in the air.
|
Click to toggle detailed hitbox data.
jhp
![]() ![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
26[1] | 11~17(-1) | 60(+20) | Special | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 8 | ∞ | 12+∞ | Dependent | 5/4 | |
The only difference between this version and the diagonal jump version is that this version does more stun. | ||||||
![]() ![]() ![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
26[1] | 3~9 | 40 | Special | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
4 | 8 | ∞ | 12+∞ | Dependent | 5/4 | |
Ryu's strongest jumping punch.
|
Click to toggle detailed hitbox data.
njlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[0] | 1~7(-2) | 40 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 40 | ∞ | 43+∞ | Dependent | 2/1 |
A jumping split kick.
|
Click to toggle detailed hitbox data.
djlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | ∞ (10 / ∞) | N/A | 5+∞ | Dependent | 2/1 |
Ryu's jumping knee.
|
Click to toggle detailed hitbox data.
njmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 50 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 13 | ∞ | 18+∞ | Dependent | 4/3 |
A slightly better jumping split kick.
|
Click to toggle detailed hitbox data.
djmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 13 | ∞ | 18+∞ | Dependent | 4/3 |
Rather long aerial kick with poor priority.
|
Click to toggle detailed hitbox data.
njhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[0] / 26[0] | 11~17(-1) | 60(+20) | Special / None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | 8 (4 / 4) | ∞ | 10+∞ | Dependent | 5/4 |
Neutral spin kick.
|
Click to toggle detailed hitbox data.
djhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[1] | 3~9 | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 7 | ∞ | 12+∞ | Dependent | 5/4 |
A full power kick.
|
Click to toggle detailed hitbox data.
Command Normals
swingp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] + 28[1] | 1~7 x 2 | 70 x 2 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
17 | 5 (2 + 3) | 10 | 31 | Hit standing: -2 / 0(-1) Hit crouching/Block: +7 / +9(+8) |
5/4 x 2 |
Ryu's overhead.
|
Click to toggle detailed hitbox data.
rushp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[0] + 28[1] | 1~7 x 2 | 70 x 2 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
11 | 3 (1 + 2) | 12 | 26 | +9 / +8(+7) | 5/4 x 2 |
Ryu rushes forward with a punch to the solar plexus.
|
Click to toggle detailed hitbox data.
Throws
Ryu can throw with ,
,
, and
.
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32* | 7~13 | 100 | - | Grab | 48 (from axis) 19 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
0 | 1 | Dependent | 1 | N/A | - |
Ryu's Punch throw, where he throws his enemy above his head.
|
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32* | 7~13 | 100 | - | Grab | 48 (from axis) 19 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
0 | 1 | Dependent | 1 | N/A | - |
Ryu's Kick throw, where he throws his enemy with his leg.
|
Click to toggle throwbox data.
Special Moves
Hadoken
![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
18[0] | 7~13 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | Traveling | 41* | 52 | -5 (Point Blank) | 2 | |
| ||||||
![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
20[0] | 7~13 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | Traveling | 42* | 53 | -6 (Point Blank) | 2 | |
| ||||||
![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
22[0] | 7~13 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
11 | Traveling | 43* | 54 | -7 (Point Blank) | 2 | |
Ryu's iconic fireball.
|
Click to toggle detailed hitbox data.
Startup:
![]() |
![]() |
![]() |
![]() | |
Frame Count | 2 | 6 | 2 | 1 |
Simplified | 11 |
Active:
- Jab Version:
![]() |
![]() |
![]() |
![]() |
![]() | |
Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 41 |
- Strong Version:
![]() |
![]() |
![]() |
![]() |
![]() | |
Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 42 |
- Fierce Version:
![]() |
![]() |
![]() |
![]() |
![]() | |
Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 43 |
NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.
Dissipation Data:
1st downgrade | 2nd downgrade | 3rd downgrade | Total duration | |
Jab | 129f/384px (disappears) | 129f/384px | ||
Strong | 48f/192px (downgrades to Jab) | 49f/192px (disappears) | 97f/384px | |
Fierce | 26f/128px (downgrades to Strong) | 26f/128px (downgrades to Jab) | 24f/128px (disappears) | 76f/384px |
Shakunetsu Hadoken
Click to toggle detailed hitbox data.
Startup:
![]() |
![]() |
![]() |
![]() | |
Frame Count | 2 | 6 | 2 | 1 |
Simplified | 11 |
Active:
- Jab Version:
![]() |
![]() |
![]() |
![]() |
![]() | |
Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 41 |
- Strong Version:
![]() |
![]() |
![]() |
![]() |
![]() | |
Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 42 |
- Fierce Version:
![]() |
![]() |
![]() |
![]() |
![]() | |
Frame Count | 1 | 2 | 3 | 3 | 3... |
Simplified | 43 |
NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.
Dissipation Data:
1st downgrade | 2nd downgrade | 3rd downgrade | Total duration | |
Jab | 129f/384px (disappears) | 129f/384px | ||
Strong | 48f/192px (downgrades to Jab) | 49f/192px (disappears) | 97f/384px | |
Fierce | 26f/128px (downgrades to Strong) | 26f/128px (downgrades to Jab) | 24f/128px (disappears) | 76f/384px |
Shoryuken
Click to toggle detailed hitbox data.
Tatsumaki Senpukyaku
Click to toggle detailed hitbox data.
Startup:
![]() |
![]() |
![]() | |
Frame Count | 4 | 4 | 3 |
Simplified | 11 |
Active:
- Short Version: This happens only once.
- Forward Version: This happens 4 times.
- Roundhouse Version: This happens 5 times.
![]() |
![]() |
![]() |
![]() | |
Frame Count | 3 | 3 | 3 | 3 |
Recovery:
![]() |
![]() |
![]() |
![]() | |
Frame Count | 4 | 4 | 4 | 6* |
Simplified | 12 | 6* |
Kuuchuu Tatsumaki Senpukyaku
Click to toggle detailed hitbox data.
Active:
- Short Version: This happens only once.
- Forward Version: This happens twice.
- Roundhouse Version: This happens 3 times.
![]() |
![]() |
![]() |
![]() | |
Frame Count | 3 | 3 | 3 | 3 |
Recovery:
![]() |
![]() |
![]() |
![]() |
![]() |
![]() | |
Frame Count | 4 | 4 | 4 | 4 | ∞ | 5 |
Simplified | ∞ | 5 |
--Original Edit by Raisin (March 29, 2007)
--Special thanks to felineki for the info on the Air Hurricane Kick.
Super Combo
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
16[1] x 5 | 0~4 x 5 | 20 x 5 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | Traveling | 41 | 51 | Hit: +3 (Point Blank) / Far KD Block: +14 (Point Blank) / +21 |
- |
|
Click to toggle detailed hitbox data.
Misc Animations
Jump Animations
- Neutral Jump:
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() | |
Frame Count | 3 | 1 | 8 | 8 | 8 | 8 | 8 | 4 | 1 | 7* |
Simplified | 3 | 1 | 44 | 1 | 7* |
- Back Jump:
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() | |
Frame Count | 3 | 1 | 15 | 3 | 3 | 3 | 3 | 18 | 1 | 7* |
Simplified | 3 | 1 | 43 | 1 | 7* |
- Forward Jump:
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() | |
Frame Count | 3 | 1 | 13 | 5 | 3 | 3 | 3 | 5 | 11 | 1 | 7* |
Simplified | 3 | 1 | 43 | 1 | 7* |
New Ryu's prejump animation was nerfed on ST by 1 frame, so unlike Old Ryu, who has a considerably fast prejump animation, New Ryu's prejump is of average speed. This for the most part is a disadvantage.
There's a small gap between the leg hurtbox and chest hurtbox on Ryu's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.
The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.