
Ryu
Wiser and more experienced, Ryu has managed to overcome the threat of succumbing to the Satsui no Hado. Ryu has never stopped training and always seeks to fight stronger opponents. As he enters the newest Street Fighter tournament to seek new challengers, Ryu starts to wonder about his reason and purpose to become the greatest fighter. Will this world warrior finally stop his quest for improvement?
In a nutshell
Move List
Normal Moves






























Throws
Command Normals






Special Moves















Super Arts






Move Analysis
Normal Moves
Command Normals
Target Combos
Normal Throws
Special Moves
Hadouken - This is Ryu's projectile, and it's as simple as a projectile can be. The strength of the punch used for the motion determines the speed and recovery of the fireball. Jab is slowest while has the fastest recovery while Fierce is the fastest while leaves you vulnerable for a longer time. It is quite useful, as it let's you attack while afar. The Hadouken can also be used for finishing combos, and it can juggle provided that the opponent hits only one of two Hadoukens. The EX version is his Shakunetsu Hadouken from past games. It's slightly faster, hits twice and knocks down the opponent.
Shoryuken - The infamous dragon punch. The strength of the button determines the height and horizontal distance of the Shoryuken, so Fierce Shoryuken goes higher and further than Jab and Strong Shoryukens. The Shoryuken is Ryu's main anti-air, and it's startup invincibility makes it a great trade move and reversal too. The Shoryuken is also quite good for finishing combos. You are vulnerable during the recovery of the move, so it's always advisable to stick to Jab Shoryukens as it has the quickest recovery. Only use the stronger versions to finish off combos or some anti-air situations. The EX version hits twice when fully connected, has a faster startup and goes quite far.
Tatsumaki Senpuukyaku - The shotoclone's signature hurricane kick, it knocks down on hit. Higher strength of the button uses makes Ryu travel further with the move. The move can be avoided by crouching. The Tatsumaki can bypass most projectiles if done early enough, it is good for escaping corners, the stronger versions stay out longer, it builds meter and it is a great crossup move. The EX version resembles his Shinkuu Tatsumaki Senpuukyaku. Ryu is stationary during the move and it deals five hits. The aerial version is even better for crossups.
Joudan Sokotou Geri - A long kick with some startup time. It sends opponents to the side of the stage if it hits and knocks down. The EX version walbounces, setting up a juggle opportunity or a super.
Super Arts
Strategy
Tips and Tricks
Basic Strategy
Advanced Strategy
Matchups
- Vs. Akuma
TBW (To be written)
- Vs. Alex
TBW
- Vs. Chun-Li
TBW
- Vs. Dudley
TBW
- Vs. Elena
TBW
- Vs. Gill
TBW
- Vs. Hugo
TBW
- Vs. Ibuki
TBW
- Vs. Ken
TBW
- Vs. Makoto
TBW
- Vs. Necro
TBW
- Vs. Oro
TBW
- Vs. Q
TBW
- Vs. Remy
TBW
- Vs. Ryu
TBW
- Vs. Sean
TBW
- Vs. Twelve
TBW
- Vs. Urien
TBW
- Vs. Yang
TBW
- Vs. Yun
TBW