Street Fighter V/Ryu

From SuperCombo Wiki

Introduction

About Ryu

The main protagonist of Street Fighter and one of the most recognizable characters in fighting games, Ryu is an all arounder, beginner friendly character. He used to be in fact one of the worse characters in the game, but now after season 5 he's one of the most buffed characters in SFV history, and is now respectively strong. Ryu has more than solid tools for nearly everything - zoning capabilities, pressure and mixup options, poking, anti airing and frame trapping, corner carry and damage, as well as defensive options. Ryu no longer lacks any notable edge either - he has 2 powerful v-triggers, solid way to build v-meter, and high adaptability in terms of playstyle. Not only is Ryu now both a great character to start with, he is very powerful and effective at high level!

Final Patch

Players to Watch

  • AM Kidd
  • DelzonFire
  • JustFog
  • MDZjimmY
  • Strangehail8
  • Uzura
Ryu
SFV-Ryu Portrait.jpg
Vitals
Life Points 1025
Stun Points 1050
V-Gauge Points
V-Trigger 1 2 Bars
V-Trigger 2 2 Bars
Ground Movement
Forward Walk Speed 0.047
Backward Walk Speed 0.032
Forward Dash Speed 16
Backward Dash Speed 21
Forward Dash Distance 1.452
Backward Dash Distance 0.973
Backdash CH Frames 3-10
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 2.128
Backward Jump Distance 1.824
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

5LP
Stand LP
5LP
SFV Ryu 5LP.png
Normal
SFV Ryu 5LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 2 7 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: sp su vt1 vt2
Ryu is in throw range after block up close
FATonline.png
VT1 Startup Active Recovery Hit
3 2 7 6
Damage Stun Attack Block
30 100 H 2
  • Cancel options: sp su
Ryu is in throw range after block up close
Cannot hit crossup during V-Trigger 1
5MP
Stand MP
5MP
SFV Ryu 5MP.png
Normal
SFV Ryu 5MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 3 10 6
Damage Stun Attack Block
60 100 H 2
  • Confirm windows:
    • Specials & CA: 17
    • Target Combos: *16/**19
    • V-Trigger: 16
    • Notes: *MP > cr.HP, **MP > st.HP
  • Cancel options: sp su vt1 vt2
Combo and frametrap tool
FATonline.png
VT1 Startup Active Recovery Hit
5 3 10 8
Damage Stun Attack Block
60 130 H 2
  • Confirm windows:
    • Specials & CA: 17
    • Target Combos: 19
  • Cancel options: sp su
Combo and frametrap tool
Cannot hit crossup during V-Trigger 1
5HP
Stand HP
5HP
SFV Ryu 5HP.png
Normal
SFV Ryu 5HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 3 20 3
Damage Stun Attack Block
90 150 H -1
  • Crush Counter: Knockdown, KD Adv, +150 V-Gauge.
  • Knockdown: 105 KD Adv, 41 Quick Rise Adv, 46 Back Rise Adv.
  • Confirm windows:
    • Specials & CA: 20
    • Target Combos: 20
    • V-Trigger: 22
  • Cancel options: sp su vt1 vt2
Crush Counters into a free juggle Knockdown state (see KDA data)
Cannot hit cross-up (behind Ryu) while in V-Trigger 1 / 2 (don't ask me why)
FATonline.png
VT1 Startup Active Recovery Hit
8 3 20 5
Damage Stun Attack Block
90 180 H -1
  • Crush Counter: Spinning Knockdown, KD Adv, +150 V-Gauge.
  • Confirm windows:
    • Specials & CA: *20/**20
    • Target Combos: 20
    • Notes: *in VT only, **CA (no VT needed), ***HP > HK
  • Cancel options: sp su
Crush Counters into a free juggle Knockdown state (see KDA data)
Special Cancelable during V-Trigger 1 / 2
Cannot hit crossup during V-Trigger 1
5LK
Stand LK
5LK
SFV Ryu 5LK.png
Startup Active Recovery Hit
4 3 11 -1
Damage Stun Attack Block
30 70 H -2
  • Cancel options: sp su vt1 vt2
Fast startup and good range make this a great buffer tool (can have good conversions with EX meter or VT ready)
Ryu is in throw range after block up close
FATonline.png
5MK
Stand MK
5MK
SFV Ryu 5MK.png
Startup Active Recovery Hit
8 3 16 2
Damage Stun Attack Block
70 100 H -2
  • Confirm windows:
    • V-Trigger: 15
  • Cancel options: vt1 vt2
No hurtbox extension before active frames (good for poking)
Hurtbox width reduced on his standing leg during frames 6-16 (helps with kicking over low hitting attacks)
FATonline.png
5HK
Stand HK
5HK
SFV Ryu 5HK.png
Startup Active Recovery Hit
10 2 20 4
Damage Stun Attack Block
90 150 H -1
  • Crush Counter: Stagger, 15 Adv, +150 V-Gauge.
  • Confirm windows:
    • V-Trigger: 23
  • Cancel options: vt1 vt2
Cannot hit crouch
This move IS cancelable on block into V-Triggers but you have to delay the VT input until AFTER the block hitstop is over to get the most frame advantage out of it (varies from -1 -> +16 on block)
Capcom doesn't know how to do cancel scripts properly
FATonline.png
2LP
Crouch LP
2LP
SFV Ryu 2LP.png
Normal
SFV Ryu 2LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 3 5 3
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vt1 vt2
Chains into cr.LK or cr.LP
FATonline.png
VT1 Startup Active Recovery Hit
4 3 5 5
Damage Stun Attack Block
30 100 H 2
  • Cancel options: sp su
Cannot hit crossup during V-Trigger 1
2MP
Crouch MP
2MP
SFV Ryu 2MP.png
Normal
SFV Ryu 2MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 3 12 4
Damage Stun Attack Block
60 100 H 2
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 16
  • Cancel options: sp su vt1 vt2
FATonline.png
VT1 Startup Active Recovery Hit
6 3 12 6
Damage Stun Attack Block
60 130 H 2
  • Confirm windows:
    • Specials & CA: 16
  • Cancel options: sp su
+1 extra frame advantage on block (+3) during V-Trigger 1
Cannot hit crossup during V-Trigger 1
2HP
Crouch HP
2HP
SFV Ryu 2HP.png
Normal
SFV Ryu 2HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 4 24 -7
Damage Stun Attack Block
90 150 H -10
  • Confirm windows:
    • Specials & CA: 15
    • V-Trigger: 15
  • Cancel options: sp su vt1 vt2
Forces standing state on hit
70 damage and not cancelable after first active frame
Cannot hit cross-up (behind Ryu)
Reduced arm hurtbox on first active frame during VT1
FATonline.png
VT1 Startup Active Recovery Hit
6 4 24 -5
Damage Stun Attack Block
90 180 H -10
  • Confirm windows:
    • Specials & CA: 15
  • Cancel options: sp su
Forces standing state on hit
70 damage and not cancelable after first active frame
Cannot hit cross-up (behind Ryu)
Reduced arm hurtbox on first active frame during VT1
2LK
Crouch LK
2LK
SFV Ryu 2LK.png
Startup Active Recovery Hit
4 2 7 2
Damage Stun Attack Block
20 70 L 1
  • Cancel options: ch vt1 vt2
Chains into cr.LK or cr.LP
FATonline.png
2MK
Crouch MK
2MK
SFV Ryu 2MK.png
Startup Active Recovery Hit
6 3 13 2
Damage Stun Attack Block
50 100 L -1
  • Confirm windows:
    • Specials & CA: 16
    • V-Trigger: 16
  • Cancel options: sp su vt1 vt2
Main footsie tool
Does not combo into HP Fireball from max range
FATonline.png
2HK
Crouch HK
2HK
SFV Ryu 2HK.png
Startup Active Recovery Hit
7 2 22 KD
Damage Stun Attack Block
90 150 L -11
  • Crush Counter: Hard Knockdown, KD Adv, +120 V-Gauge.
  • Knockdown: 69 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • Confirm windows:
    • V-Trigger: 16
  • Cancel options: vt1 vt2
FATonline.png
8LP
Jump LP
8LP
SFV Ryu 8LP.png
Normal
SFV Ryu 8LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 6 - -
Damage Stun Attack Block
40 70 M -
FATonline.png
VT1 Startup Active Recovery Hit
3 6 - -
Damage Stun Attack Block
40 100 M -
8MP
Jump MP
8MP
SFV Ryu 8MP.png
Normal
SFV Ryu 8MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 3(2)3 - -
Damage Stun Attack Block
30*30 50*50 M -
  • Cancel options: sp
Puts airborne opponents into a free (1st hit) or limited (2nd hit) juggle state on hit
Juggle Limit / Increase / Start: 0*1 / 1*1 / 0*1
FATonline.png
VT1 Startup Active Recovery Hit
7 3(2)3 - -
Damage Stun Attack Block
30*30 (60) 65*65 (130) M -
  • Cancel options: sp
Puts airborne opponents into a free (1st hit) or limited (2nd hit) juggle state on hit
Juggle Limit / Increase / Start: 0*1 / 1*1 / 0*1
8HP
Jump HP
8HP
SFV Ryu 8HP.png
Normal
SFV Ryu 8HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90 150 M -
Pulls Ryu's leg hurtboxes up slightly
Ryu's best priority jump-in hitbox
FATonline.png
VT1 Startup Active Recovery Hit
7 5 - -
Damage Stun Attack Block
90 180 M -
8LK
Jump LK
8LK
SFV Ryu 8LK.png
Startup Active Recovery Hit
4 6 - -
Damage Stun Attack Block
40 70 M -
Cross-up
FATonline.png
8MK
Jump MK
8MK
SFV Ryu 8MK.png
Startup Active Recovery Hit
6 4 - -
Damage Stun Attack Block
60 100 M -
Cross-up
FATonline.png
8HK
Jump HK
8HK
SFV Ryu 8HK.png
Startup Active Recovery Hit
9 5 - -
Damage Stun Attack Block
90 150 M -
Pulls Ryu's leg hurtboxes up slightly
Has better horizontal range than jump HP but worse hitbox priority
FATonline.png

Command Normals

6MP
Collarbone Breaker
6MP
SFV Ryu 6MP.png
Normal
SFV Ryu 6MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
22 1*3 17 1
Damage Stun Attack Block
30*30 60*40 M*M -7
2-hit Overhead
+3/-5 on the last active frame
FATonline.png
VT1 Startup Active Recovery Hit
22 1*3 17 1
Damage Stun Attack Block
30*30 (60) 60*70 (130) M*M -7
2-hit Overhead
+3/-4 on the last active frame
6HP
Solar Plexus Strike
6HP
SFV Ryu 6HP.png
Normal
SFV Ryu 6HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
17 2(1)2 18 8
Damage Stun Attack Block
40*40 75*75 H*H -2
  • Confirm windows:
    • Specials & CA: *29
    • V-Trigger: **31
    • Notes: *DP only, **VT2 Parry
  • Cancel options: vt1 vt2
Can be canceled into Shoryuken on hit or block
Can be canceled into VT2 Parry on hit/block and during most of recovery
FATonline.png
VT1 Startup Active Recovery Hit
17 2(1)2 18 8
Damage Stun Attack Block
45*45 (90) 90*90 (180) H*H -2
  • Confirm windows:
    • Specials & CA: *29
    • Notes: *DP only
  • Cancel options: sp
Can be canceled into Shoryuken on hit or block
Cannot hit crossup during V-Trigger 1
4HK
Axe Kick
4HK
SFV Ryu 4HK.png
Startup Active Recovery Hit
9 3(3)4 16 4
Damage Stun Attack Block
40*40 60*90 H*H -2
  • Confirm windows:
    • Specials & CA: 17/19
    • V-Trigger: 14/19/*17/*28
    • Notes: *VT2 Parry
  • Cancel options: sp su vt1 vt2
Forces standing state on 1st hit
Both hits can be canceled
Juggle Limit / Increase / Start: 0*1 / 1*1 / 1*1
FATonline.png

Target Combos

5MP > 5HP
Jodan Sanrengeki 1st
5MP > 5HP
SFV Ryu 5MP 5HP.png
Normal
Normal Startup Active Recovery Hit
5+9 2 21(28) -2/KD
Damage Stun Attack Block
60*63 (123) 100*90 (190) H*H -9
  • Confirm windows:
    • Specials & CA: *16
    • Target Combos: *16/**19
    • V-Trigger: 17
    • Notes: *MP > cr.HP, **MP > st.HP
  • Cancel options: sp vt1 vt2
Second hit (HP) can be substituted with crouch HP instead to launch the opponent into a free juggle state
Crouch HP version is special cancelable on Hit and Block as well
Crouch HP version has different VTC on Hit (KD +102/43/48) and block (+4)
Stand HP version has +7 extra Recovery frames on whiff
FATonline.png
VT1 Startup Active Recovery Hit
5+9 2 21(28) -2
Damage Stun Attack Block
60*72 (132) 130*117 (247) H*H -9
  • Confirm windows:
    • Target Combos: *16/**19
    • V-Trigger: 17
    • Notes: *MP > cr.HP, **MP > st.HP
HP has +7 extra Recovery frames on whiff
Second hit (HP) can be substituted with crouch HP instead to force stand on a crouching opponent
5MP > 5HP > 5HK
Jodan Sanrengeki 2nd
5MP > 5HP > 5HK
Normal Startup Active Recovery Hit
5+9+9 2 26 KD
Damage Stun Attack Block
60*63*56 (179) 100*90*80 (270) H*H*H -7
  • Knockdown: 80 KD Adv, 27 Quick Rise Adv, 32 Back Rise Adv.
  • Confirm windows:
    • Target Combos: *19/**20
    • V-Trigger: 13
    • Notes: *cr.HP > HK, **st.HP > HK
  • Cancel options: vs2 vt1 vt2
Second hit (HP) can be substituted with crouch HP instead to force stand on a crouching opponent
Last hit (HK) cannot hit crouch
Last hit (HK) puts grounded opponents into a free juggle state
Can be canceled into V-Skill 2 on HIT only (KDA +86/27/32)
FATonline.png
VT1 Startup Active Recovery Hit
5+9+9 2 26 KD
Damage Stun Attack Block
60*72*56 (188) 130*117*80 (327) H*H*H -7
  • Knockdown: 80 KD Adv, 27 Quick Rise Adv, 32 Back Rise Adv.
  • Confirm windows:
    • Target Combos: *19/**20
    • V-Trigger: 13
    • Notes: *cr.HP > HK, **st.HP > HK
  • Cancel options: vs2
Second hit (HP) can be substituted with crouch HP instead to force stand on a crouching opponent
Last hit (HK) cannot hit crouch
Last hit (HK) puts grounded opponents into a free juggle state
Can be canceled into V-Skill 2 on HIT only
5MP > 5HP > 5HK > MPMK (VS2)
Jodan Sanrengeki 3rd
5MP > 5HP > 5HK > MPMK (VS2)
Normal Startup Active Recovery Hit
5+9+9+22 2 24 KD
Damage Stun Attack Block
60*63*56*49 (228) 100*90*80*70 (340) H*H*H*H -
  • Knockdown: 86 KD Adv, 27 Quick Rise Adv, 32 Back Rise Adv.
  • Cancel options: vt1 vt2
This follow-up is only possible on hit
Puts the opponent into a limited juggle state
Gains 75 V-Gauge on hit
FATonline.png
VT1 Startup Active Recovery Hit
5+9+9+22 2 24 KD
Damage Stun Attack Block
60*72*56*49 (237) 130*117*80*91 (418) H*H*H*H -
  • Knockdown: 86 KD Adv, 27 Quick Rise Adv, 32 Back Rise Adv.
This follow-up is only possible on hit
5HP > 5HK
Jodan Nirengeki
5HP > 5HK
SFV Ryu 5HP 5HK.png
Normal
Normal Startup Active Recovery Hit
8+9 2 26 KD
Damage Stun Attack Block
90*63 (153) 150*90 (240) H*H -7
  • Knockdown: 80 KD Adv, 27 Quick Rise Adv, 32 Back Rise Adv.
  • Confirm windows:
    • Target Combos: 20
    • V-Trigger: 13
  • Cancel options: vs2 vt1 vt2
Second hit (HK) cannot hit crouch
Second hit (HK) puts grounded opponents into a free juggle state
Second hit (HK) keeps the opponent in a free juggle state if the first hit (HP) was a Crush Counter (KDA +95/36/41)
+9 extra KDA on V-Trigger cancel (+108/55/60) if the prior HP Crush Counters
Can be canceled on HIT only into V-Skill 2 (KDA +86/27/32)
Juggle Limit / Increase / Start: 1 / 0 / 0
FATonline.png
VT1 Startup Active Recovery Hit
8+9 2 26 KD
Damage Stun Attack Block
90*63 (153) 180*90 (270) H*H -7
  • Knockdown: 80 KD Adv, 27 Quick Rise Adv, 32 Back Rise Adv.
  • Confirm windows:
    • Target Combos: 20
    • V-Trigger: 13
  • Cancel options: vs2
Second hit (HK) cannot hit crouch
Second hit (HK) keeps the opponent in a free juggle state if the first hit (HP) was a Crush Counter
Second hit (HK) puts grounded opponents into a free juggle state
Can be canceled on hit into V-Skill 2
5HP > 5HK > MPMK (VS2)
Jodan Nirengeki 2nd
5HP > 5HK > MPMK (VS2)
Normal Startup Active Recovery Hit
8+9+22 2 24 KD
Damage Stun Attack Block
90*63*56 (209) 150*90*80 (320) H*H*H -
  • Knockdown: 86 KD Adv, 27 Quick Rise Adv, 32 Back Rise Adv.
  • Cancel options: vt1 vt2
This follow-up is only possible on hit
Puts the opponent into a limited juggle state
Gains 75 V-Gauge on hit
FATonline.png
VT1 Startup Active Recovery Hit
8+9+22 2 24 KD
Damage Stun Attack Block
90*63*56 (209) 180*90*104 (374) H*H*H -
  • Knockdown: 86 KD Adv, 27 Quick Rise Adv, 32 Back Rise Adv.
This follow-up is only possible on hit

Throws

LPLK
Shoulder Throw
Throw
LPLK
SFV Ryu LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
130 150 T KD
  • Knockdown: 53 KD Adv, 4 Quick Rise Adv, 4 Back Rise Adv.
FATonline.png
4LPLK
Somersault Throw
Back Throw
4LPLK
SFV Ryu 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
150 200 T KD
  • Knockdown: 47 KD Adv, -2 Quick Rise Adv, -2 Back Rise Adv.
FATonline.png

Special Moves

236LP
LP Hadoken
236LP
SFV Ryu 236LP.png
Normal
SFV Ryu 236LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 - 31 -1
Damage Stun Attack Block
70 100 H -6
  • Cancel options: su vt2
1-hit projectile
Projectile Speed: 0.053
Not projectile invincible on extended arms or leg during startup
Cancelable into V-Trigger 2 Parry Attack (KDA +72/13/18)
Juggle Limit / Increase / Start: 0 / 4 / 3
FATonline.png
VT1 Startup Active Recovery Hit
14 - 28 KD
Damage Stun Attack Block
80 150 H -2
  • Knockdown: 92 KD Adv, 33 Quick Rise Adv, 38 Back Rise Adv.
  • Cancel options: su
1-hit projectile
Projectile Speed: 0.08
Not projectile invincible on extended arms or leg during startup
Juggle Limit / Increase / Start: 0 / 4 / 3
236MP
MP Hadoken
236MP
SFV Ryu 236MP.png
Normal
SFV Ryu 236MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 - 31 -1
Damage Stun Attack Block
70 100 H -6
  • Cancel options: su vt2
1-hit projectile
Projectile Speed: 0.066
Not projectile invincible on extended arms or leg during startup
Cancelable into V-Trigger 2 Parry Attack (KDA +72/13/18)
Juggle Limit / Increase / Start: 0 / 4 / 3
FATonline.png
VT1 Startup Active Recovery Hit
14 - 28 KD
Damage Stun Attack Block
80 150 H -2
  • Knockdown: 91 KD Adv, 32 Quick Rise Adv, 37 Back Rise Adv.
  • Cancel options: su
1-hit projectile
Projectile Speed: 0.095
Not projectile invincible on extended arms or leg during startup
Juggle Limit / Increase / Start: 0 / 4 / 3
236HP
HP Hadoken
236HP
SFV Ryu 236HP.png
Normal
SFV Ryu 236HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 - 31 -1
Damage Stun Attack Block
70 100 H -6
  • Cancel options: su vt2
1-hit projectile
Projectile Speed: 0.085
Not projectile invincible on extended arms or leg during startup
Cancelable into V-Trigger 2 Parry Attack (KDA +72/13/18)
Juggle Limit / Increase / Start: 0 / 4 / 3
FATonline.png
VT1 Startup Active Recovery Hit
14 - 28 KD
Damage Stun Attack Block
80 150 H -2
  • Knockdown: 90 KD Adv, 31 Quick Rise Adv, 36 Back Rise Adv.
  • Cancel options: su
1-hit projectile
Projectile Speed: 0.11
Not projectile invincible on extended arms or leg during startup
Juggle Limit / Increase / Start: 0 / 4 / 3
236PP
EX Hadoken
236PP
SFV Ryu 236PP.png
Normal
SFV Ryu 236PP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
11(10) - 31 KD
Damage Stun Attack Block
40*60 0*150 H*H 2
  • Knockdown: 97 KD Adv, 39 Quick Rise Adv, 44 Back Rise Adv.
  • Cancel options: vt1 vt2
2-hit projectile
Projectile Speed: 0.085
V-Trigger cancelable on hit/block
No hurtbox on extended arms of legs until frame 13
1 frame less startup when done from crouch LP
Cancelable into V-Trigger 2 Parry Attack (KDA +74/15/21)
Juggle Limit / Increase / Start: 4*4 / 0*4 / 0*1
FATonline.png
VT1 Startup Active Recovery Hit
11 - 29 KD
Damage Stun Attack Block
40x3 (120) 200 H*H 2
  • Knockdown: 102 KD Adv, 43 Quick Rise Adv, 48 Back Rise Adv.
3-hit projectile
Projectile Speed: 0.12
V-Trigger cancelable on hit/block
No hurtbox on extended arms of legs until frame 13
Juggle Limit / Increase / Start: 6*6 / 0*6 / 0*2
623LP
LP Shoryuken
623LP
SFV Ryu 623LP.png
Normal
SFV Ryu 623LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 12 19+11 KD
Damage Stun Attack Block
110(60) 150(100) H -24
  • Knockdown: 89 KD Adv, 30 Quick Rise Adv, 35 Back Rise Adv.
  • Cancel options: su vt2
Throw invincible on frames 1-3
Airborne on frames 3-33
60 dmg / 100 stun on later active frames
Ryu is in counterhit state during move duration
Cancelable into Fireballs during landing recovery frames on HIT only
Cancelable into V-Trigger 2 Parry Attack (KDA +72/13/18)
Active frames 1-2: Juggle Limit / Increase / Start: 0 / 5 / 5
Active frames 3-4: Juggle Limit / Increase / Start: 0 / 5 / 4
Active frames 5-12: Juggle Limit / Increase / Start: 0 / 99 / 4
Juggle Limit increased from 0 -> 6 in V-Trigger 1
FATonline.png
VT1 Startup Active Recovery Hit
3 12 19+11 KD
Damage Stun Attack Block
120(80) 200(150) H -24
  • Knockdown: 89 KD Adv, 30 Quick Rise Adv, 35 Back Rise Adv.
  • Cancel options: su
Throw invincible on frames 1-3
Airborne on frames 3-33
80 dmg / 150 stun on later active frames
Ryu is in counterhit state during move duration
Cancelable into Fireballs during landing recovery frames on HIT only
Active frames 1-2: Juggle Limit / Increase / Start: 6 / 5 / 5
Active frames 3-4: Juggle Limit / Increase / Start: 6 / 5 / 4
Active frames 5-12: Juggle Limit / Increase / Start: 6 / 99 / 4
623MP
MP Shoryuken
623MP
SFV Ryu 623MP.png
Normal
SFV Ryu 623MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 11 26+13 KD
Damage Stun Attack Block
120(60) 150(100) H -32
  • Knockdown: 81 KD Adv, 22 Quick Rise Adv, 27 Back Rise Adv.
  • Cancel options: su vt2
Invincible to airborne strike attacks on frames 1-6
Airborne on frames 6-40
60 dmg / 100 stun on later active frames
Ryu is in counterhit state during move duration
Cancelable into V-Trigger 2 Parry Attack (KDA +72/13/18)
Active frames 1-2: Juggle Limit / Increase / Start: 0 / 5 / 5
Active frames 3-4: Juggle Limit / Increase / Start: 0 / 5 / 99
Active frames 5-11: Juggle Limit / Increase / Start: 0 / 99 / 99
Juggle Limit increased from 0 -> 6 in V-Trigger 1
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VT1 Startup Active Recovery Hit
4 11 26+13 KD
Damage Stun Attack Block
130(80) 200(150) H -32
  • Knockdown: 81 KD Adv, 22 Quick Rise Adv, 27 Back Rise Adv.
  • Cancel options: su
Invincible to airborne strike attacks on frames 1-6
Airborne on frames 6-40
80 dmg / 150 stun on later active frames
Ryu is in counterhit state during move duration
Active frames 1-2: Juggle Limit / Increase / Start: 6 / 5 / 5
Active frames 3-4: Juggle Limit / Increase / Start: 6 / 5 / 99
Active frames 5-11: Juggle Limit / Increase / Start: 6 / 99 / 99
623HP
HP Shoryuken
623HP
SFV Ryu 623HP.png
Normal
SFV Ryu 623HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
5 10 29+15 KD
Damage Stun Attack Block
130(60) 150 H -36
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • Cancel options: su vt2
Strike and Projectile invincible on frames 3-6
Airborne on frames 6-40
60 dmg / 100 stun on later active frames
Ryu is in counterhit state during move duration
Cancelable into V-Trigger 2 Parry Attack (KDA +72/13/18)
Active frames 1-2: Juggle Limit / Increase / Start: 0 / 5 / 5
Active frames 3-4: Juggle Limit / Increase / Start: 0 / 5 / 99
Active frames 5-11: Juggle Limit / Increase / Start: 0 / 99 / 99
Juggle Limit increased from 0 -> 6 in V-Trigger 1
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VT1 Startup Active Recovery Hit
5 10 29+15 KD
Damage Stun Attack Block
140(80) 200 H -36
  • Knockdown: 79 KD Adv, 20 Quick Rise Adv, 25 Back Rise Adv.
  • Cancel options: su
Strike and Projectile invincible on frames 3-6
Airborne on frames 7-43
Ryu takes 20% increased damage from the first hit during recovery frames
Deals 10 less damage (130) on the second active frame
80 dmg / 200 stun on later active frames
Ryu is in counterhit state during move duration
Active frames 1-2: Juggle Limit / Increase / Start: 6 / 5 / 5
Active frames 3-4: Juggle Limit / Increase / Start: 6 / 5 / 99
Active frames 5-10: Juggle Limit / Increase / Start: 6 / 99 / 99
623PP
EX Shoryuken
623PP
SFV Ryu 623PP.png
Normal
SFV Ryu 623PP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 12 29+15 KD
Damage Stun Attack Block
80*80 (160) 200 H*H -37
  • Knockdown: 72 KD Adv, 13 Quick Rise Adv, 18 Back Rise Adv.
Fully invincible on frames 1-15
Airborne on frames 5-43
Can hit cross-up (behind Ryu) from 5th frame (2nd hit)
Ryu is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Only does one hit on block/armor
Juggle Limit: 7 (Juggle Limit increased from 7 -> 8 in V-Trigger 1)
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VT1 Startup Active Recovery Hit
3 12 29+15 KD
Damage Stun Attack Block
100*80 (180) 200 H*H -37
  • Knockdown: 72 KD Adv, 13 Quick Rise Adv, 18 Back Rise Adv.
Fully invincible on frames 1-15
Airborne on frames 5-43
Can hit cross-up (behind Ryu) from frame 5 (2nd hit)
Ryu is in counterhit state during move duration and takes 20% additional damage from the first hit (total of 144%)
Only does one hit on block/armor
Juggle Limit: 8
214LK
LK Tatsumaki Senpukyaku
214LK
SFV Ryu 214LK.png
Startup Active Recovery Hit
10 2 18+12 KD
Damage Stun Attack Block
80 150 H -10
  • Knockdown: 95 KD Adv, 36 Quick Rise Adv, 41 Back Rise Adv.
Airborne on frames 6-29
Juggle Limit / Increase / Start: 1 / 9 / 8
Less Juggle Increase (+8) when canceled into from stand HP during V-Trigger 1 / 2
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214MK
MK Tatsumaki Senpukyaku
214MK
SFV Ryu 214MK.png
Startup Active Recovery Hit
12 2(16)2 14+16 KD
Damage Stun Attack Block
90 150 H -12
  • Knockdown: 77 KD Adv, 18 Quick Rise Adv, 23 Back Rise Adv.
Airborne on frames 7-47
Lower body is Projectile invincible on frames 6-45
Juggle Limit / Increase / Start: 1*1 / 99*99 / 5*5
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214HK
HK Tatsumaki Senpukyaku
214HK
SFV Ryu 214HK.png
Startup Active Recovery Hit
14 2(16)2(14)2 14+17 KD
Damage Stun Attack Block
100 150 H -13
  • Knockdown: 64 KD Adv, 5 Quick Rise Adv, 10 Back Rise Adv.
Airborne on frames 7-63
Lower body is Projectile invincible on frames 9-61
Juggle Limit / Increase / Start: 1*1*1 / 99*99*99 / 5*5*5
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214KK
EX Tatsumaki Senpukyaku
214KK
SFV Ryu 214KK.png
Startup Active Recovery Hit
10 2(4)2(5)2(3)3(3)2 11+15 KD
Damage Stun Attack Block
28x5 (140) 150 H -19
  • Knockdown: 93 KD Adv, 34 Quick Rise Adv, 39 Back Rise Adv.
Airborne on frames 5-46
Lower body is Projectile invincible on frames 7-36
Juggle Limit / Increase / Start: 2 / 0*0*0*0*6 / 0*0*0*0*1
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214LK (air)
LK Air Tatsumaki Senpukyaku
214LK (air)
SFV Ryu 214LK (air).png
Startup Active Recovery Hit
9 2(6)2(6)2 14 KD
Damage Stun Attack Block
100 200 H -3(2)
Cannot hit crouch or cross-up
14 frames of landing recovery
Frame Advantage varies depending on height
Juggle Limit / Increase / Start: 2 / 8 / 8
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214MK (air)
MK Air Tatsumaki Senpukyaku
214MK (air)
SFV Ryu 214MK (air).png
Startup Active Recovery Hit
9 2(6)2(6)2 14 KD
Damage Stun Attack Block
100 200 H -3(2)
Cannot hit crouch or cross-up
14 frames of landing recovery
Frame Advantage varies depending on height
Juggle Limit / Increase / Start: 2 / 8 / 8
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214HK (air)
HK Air Tatsumaki Senpukyaku
214HK (air)
SFV Ryu 214HK (air).png
Startup Active Recovery Hit
9 2(6)2(6)2 14 KD
Damage Stun Attack Block
100 200 H -3(2)
Cannot hit crouch or cross-up
14 frames of landing recovery
Frame Advantage varies depending on height
Juggle Limit / Increase / Start: 2 / 8 / 8
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214KK (air)
EX Air Tatsumaki Senpukyaku
214KK (air)
SFV Ryu 214KK (air).png
Startup Active Recovery Hit
8 2(4)2(2)2(3)2(2)2 14 KD
Damage Stun Attack Block
170 250 H -
Cannot hit cross-up
14 frames of landing recovery
Juggle Limit / Increase / Start: 2 / 6 / 6 (only +1 Juggle Start if last hit somehow counter-hits)
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41236LK
LK Jodan Sokutou Geri
41236LK
SFV Ryu 41236LK.png
Startup Active Recovery Hit
10 2 28 KD
Damage Stun Attack Block
90 150 H -15
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: su vt2
Fastest but shortest range of the Donkey Kicks (almost the same range as MK version)
Cancelable into V-Trigger 2 Parry Attack (KDA +75/16/21)
Juggle Limit / Increase / Start: 6 / 1 / 1
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41236MK
MK Jodan Sokutou Geri
41236MK
SFV Ryu 41236MK.png
Startup Active Recovery Hit
16 2 28 KD
Damage Stun Attack Block
100 150 H -15
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: su vt2
Cancelable into V-Trigger 2 Parry Attack (KDA +75/16/21)
Juggle Limit / Increase / Start: 6 / 1 / 1
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41236HK
HK Jodan Sokutou Geri
41236HK
SFV Ryu 41236HK.png
Startup Active Recovery Hit
18(17) 2 28 KD
Damage Stun Attack Block
110 150 H -15
  • Knockdown: 83 KD Adv, 24 Quick Rise Adv, 29 Back Rise Adv.
  • Cancel options: su vt2
Slowest but furthest range of the Donkey Kicks
Cancelable into V-Trigger 2 Parry Attack (KDA +75/16/21)
1 frame less starup when done from standing MP
Juggle Limit / Increase / Start: 6 / 1 / 1
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41236KK
EX Jodan Sokutou Geri
41236KK
SFV Ryu 41236KK.png
Startup Active Recovery Hit
17 2 33 KD
Damage Stun Attack Block
80 150 H -13
  • Knockdown: 86(85~81) KD Adv, 33(28~32) Quick Rise Adv, 33(28~32) Back Rise Adv.
Wall bounces opponent on-hit into a free juggle state
Denies the opponent from doing back recovery
Cancelable during last few recovery frames into Tatsu (qcb+K) on HIT only
The KDA data inside the parantheses (x~y) refers to the varying KDA data depending on how close / far away the wall is (less KDA the closer the wall is)
Juggle Limit / Increase / Start: 3 / 1 / 0
Less Juggle Increase (+0) when canceled into from stand HP during V-Trigger 1 / 2
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Critical Art

236236P
Shinkuu Hadoken
236236P
SFV Ryu 236236P.png
Normal
SFV Ryu 236236P vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4(2) - 61 KD
Damage Stun Attack Block
20x5*220 (320) 0 H -25
  • Knockdown: 80 KD Adv, 21 Quick Rise Adv, 26 Back Rise Adv.
Fully invincible on frames 1-3
Projectile invincible on frames 4-23
6-hit projectile
Travels at different speeds depending on button pressed (LP/MP/HP Speeds: 0.60 / 0.90 / 1.20)
2F start-up and bigger hitbox when canceled into from Shoryuken (for juggle consistencies)
Juggle Limit: 10
FATonline.png
VT1 Startup Active Recovery Hit
4(2) - 61 KD
Damage Stun Attack Block
20x6*230 (350) 300 H 9
  • Knockdown: 84 KD Adv, 25 Quick Rise Adv, 30 Back Rise Adv.
Fully invincible on frames 1-3
Projectile invincible on frames 4-23
Causes Guard Break (+9 frame advantage)
7-hit projectile
Travels at different speeds depending on button pressed (LP/MP/HP Speeds: 0.90 / 1.20 / 1.50)
2F start-up and bigger hitbox when canceled into from Shoryuken (for juggle consistencies)
Juggle Limit: 10 (Juggle Limit: 20 if canceled into from a Shoryuken during V-Trigger 1)
Actually named Denjin Hadoken (but we kept the same name on FAT for clarification purposes)

Taunts

5PPPKKK
Taunt
5PPPKKK
SFV Ryu 5PPPKKK.png
"Make your move!"
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -
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V-System

V-Skill 1

MPMK (VS1)
Mind's Eye
MPMK (VS1)
SFV Ryu MPMK (VS1).png
Startup Active Recovery Hit
3(1) 7 32(5) -
Damage Stun Attack Block
- - - -
Can parry any kind of strike or projectile attack
Upon a successful parry, Ryu gains 50 V-Gauge and can cancel into any EX special, Super, another V-Skill, or V-Trigger 2 parry
V-Skill parry has 1-frame startup if canceled into from a prior V-Skill parry
5 frames of recovery on a successful parry
When a parry is successful the game freezes momentarily (18F hitstop) where 1F into the freeze Ryu becomes fully invincible for 1 frame and then Projectile invincible for 15 frames (after 18 freeze frames, the opponent starts moving again and Ryu has 5 frames of recovery with no form of invincibility)
Ryu is susceptible to counter-hits during recovery frames (but has no counter-hit frames if canceling into this parry from a previous V-Skill or VT2 Parry)
You can calculate your frame advantage by adding up the remaining Active + Recovery frames on the opponent's move you just parried and subtract that with your parry recovery frames (5) (Example: Parrying first active frame of Akuma's crouch MP; 2+12 frames (14) frames left to play out for Akuma -> 14-5 = +9 advantage for Ryu after the Parry)
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V-Skill 2

MPMK (VS2)
Thrust Strike
MPMK (VS2)
SFV Ryu MPMK (VS2).png
Normal
SFV Ryu MPMK (VS2) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
25(10) 2 21(26) KD
Damage Stun Attack Block
70(120) 100(200) H -4
  • Knockdown: 89(81~84) KD Adv, 30(22~25) Quick Rise Adv, 35(22~25) Back Rise Adv.
  • Cancel options: vt1 vt2
A forward stepping punch with good reach that has a built-in parry against any attempted strikes at Ryu on frames 10-19
Can only parry strike attacks (not projectile like V-Skill 1)
5 extra recovery frames on whiff (26F)
Puts opponent into a free juggle state on hit
When a parry is successful, the game freezes momentarily (25F) before Ryu's launches the opponent into a wall bounce (free juggle state + denies back-roll option for opponent's wake-up)
Ryu is fully invincible during both his attacks after a successful parry (but still has vulnerable recovery frames after both hits)
First hit does 30 extra stun during V-Trigger 1 (2nd hit does 20 extra for a total of 50 extra stun)
Startup / Active / Recovery frames shown refers to the non-parry version (Startup shown in the parantheses (10) refers to the startup of the parry window)
KDA data shown in the parantheses (X~Y) refers to the wall bounce on a successful parry (higher KDA the further away the wall is)
VTC on a succesful parry: KD +113/54/54 ~ 116/58/58
Gains 60 / 30 V-Gauge on Hit / Block
Succcessful parry version gains 100 / 50 V-Gauge on Hit / Block
Juggle Limit / Increase / Start: 10 / 0 / 0
FATonline.png
VT1 Startup Active Recovery Hit
25(10) 2 21(26) KD
Damage Stun Attack Block
70(120) 130(250) H -4
  • Knockdown: 89(81~84) KD Adv, 30(22~25) Quick Rise Adv, 35(22~25) Back Rise Adv.
A forward stepping punch with good reach that has a built-in parry against any attempted strikes at Ryu on frames 10-19
Can only parry strike attacks (not projectile like V-Skill 1)
5 extra recovery frames on whiff (26F)
Puts opponent into a free juggle state on hit
When a parry is successful, the game freezes momentarily (25F) before Ryu's launches the opponent into a wall bounce (free juggle state + denies back-roll option for opponent's wake-up)
Ryu is fully invincible during both his attacks after a successful parry (but still has vulnerable recovery frames after both hits)
First hit does 30 extra stun during V-Trigger 1 (2nd hit does 20 extra for a total of 50 extra stun)
Startup / Active / Recovery frames shown refers to the non-parry version (Startup shown in the parantheses (10) refers to the startup of the parry window)
KDA data shown in the parantheses (X~Y) refers to the wall bounce on a successful parry (higher KDA the further away the wall is)
Gains 60 / 30 V-Gauge on Hit / Block
Succcessful parry version gains 100 / 50 V-Gauge on Hit / Block
Juggle Limit / Increase / Start: 10 / 0 / 0

V-Trigger 1

HPHK (VT1)
Denjin Renki
HPHK (VT1)
SFV Ryu HPHK (VT1).png
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 1000 frames (~16.6 seconds)
Enhances Shinku Hadoken to Denjin Hadoken
Improves all of Ryu's punches / Fireballs / Shoryukens
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236P (hold lvl2)
Hadoken Lvl 2
236P (hold lvl2)
SFV Ryu 236P (hold lvl2).png
Startup Active Recovery Hit
19+5 - 31 KD
Damage Stun Attack Block
50*50 (100) 200 H 0
  • Knockdown: 97 KD Adv, 38 Quick Rise Adv, 43 Back Rise Adv.
  • Cancel options: su
2-hit projectile
Projectile Speed: 0.12
Not projectile invincible on extended arms or leg during startup
Takes 20 frames to charge (Startup can vary from 25 -> 64 depending on how long button is held down)
Juggle Limit / Increase / Start: 2*3 / 0*4 / 0*4
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236P (hold lvl3)
Hadoken Lvl 3
236P (hold lvl3)
SFV Ryu 236P (hold lvl3).png
Startup Active Recovery Hit
59+6 - 31 KD
Damage Stun Attack Block
40x2*50 (130) 300 H 32
  • Knockdown: 103 KD Adv, 42 Quick Rise Adv, 49 Back Rise Adv.
  • Cancel options: su
Breaks guard on block (+32)
3-hit projectile
Projectile Speed: 0.125
Not projectile invincible on extended arms or leg during startup
Takes 59 frames to charge
Juggle Limit / Increase / Start: 2*3 / 0*4 / 0*4
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236PP (hold)
EX Hadoken Lvl 2
236PP (hold)
SFV Ryu 236PP (hold).png
Startup Active Recovery Hit
59+5 - 32 KD
Damage Stun Attack Block
50x3 (150) 300 H*H 32(GB)
  • Knockdown: 102 KD Adv, 43 Quick Rise Adv, 48 Back Rise Adv.
Breaks guard on block (+32)
3-hit projectile
Projectile Speed: 0.13
Not projectile invincible on extended arms or leg during startup
Takes 59 frames to charge
Juggle Limit / Increase / Start: 6*6 / 0*6 / 0*2
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V-Trigger 2

HPHK (VT2)
Kakko Fubatsu
HPHK (VT2)
SFV Ryu HPHK (VT2).png
Startup Active Recovery Hit
1 - 4 -
Damage Stun Attack Block
- - - -
2 bar V-Trigger
Duration of 3000 frames (50 seconds)
Allows Ryu to perform an enhanced parry via the HP+HK input
Can also perform a strike version of the parry when canceling from non-EX Shoryuken, non-EX Donkey Kick, and all Fireballs
FATonline.png
HPHK
Isshin (Parry)
HPHK
Startup Active Recovery Hit
2(1) 10 36 KD
Damage Stun Attack Block
150 200 H 5
  • Knockdown: 63 KD Adv, 63 Quick Rise Adv, 63 Back Rise Adv.
Can perform the attack portion from non-EX Shoryuken, non-EX Donkey Kick, and all Fireballs
On a successful parry, Ryu becomes fully invincible and a 2-frame active strike hitbox surrounds Ryu. Any hurtboxes hit in that area will immediately be pulled to in front of Ryu and put into a free juggle crumple state
If parried but the attack whiffs; Ryu can cancel this into another 1F startup V-Skill or V-Trigger 2 parry
V-Trigger 2 parry has only 1-frame startup if canceled into from a successful V-Skill or V-Trigger 2 parry
Does not crumple opponents if the parry trigger hitbox is blocked (but still pulls them closer and is +5 on block)
The crumple attack that the parry triggers is a Hard Knockdown
Ryu is fully invincible the entire time after a succesful parry (so he can block any immediate follow-up hits after recovery such as a 2-hit fireball string up close)
Can cancel a successful parry into any Shoryuken or an EX Donkey Kick early on during the recovery frames for a follow-up combo
Ryu is susceptible to counter-hits during recovery frames (but has no counter-hit frames if canceling into this parry from a previous V-Skill or VT2 Parry)
Spends 1500 V-Timer (50%) and the rest of the V-Timer if the parry was successful
Spends 1500 V-Timer (50%) when canceling into the attack version of this move from Fireballs / Shoryuken / Donkey Kick
FATonline.png
HPHK
Isshin (Attack)
HPHK
Startup Active Recovery Hit
- 2 35 KD
Damage Stun Attack Block
140 200 H -22
  • Cancel options: su
Cancelable into Super on Hit and Block (adds one extra hit of dmg scaling)
Follow-up does 10 less damage than the parry crumple
Follow-up KDA varies; see notes on Fireball, EX Fireball, DP, and Donkey Kick
FATonline.png

V-Shift

MKHP
V-Shift
MKHP
SFV Ryu MKHP.png
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
Shifts back 1.09 range
Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
Throw invincible on frames 1-16 on an empty / raw V-Shift
Counter-Hit state on frames 10-31 on an empty / raw V-Shift
Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit
FATonline.png

V-Shift Break

MKHP
Fumikomi Joden Kagizuki
MKHP
SFV Ryu MKHP break.png
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
Fully invincible during startup and active frames
FATonline.png

V-Reversal

6PPP
Hashogeki
6PPP
SFV Ryu 6PPP.png
Startup Active Recovery Hit
17 2 24 KD
Damage Stun Attack Block
60 0 H -2
  • Knockdown: 73 KD Adv, 14 Quick Rise Adv, 19 Back Rise Adv.
Strike and Projectile invincible on frames 1-30
FATonline.png


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