Super Street Fighter IV AE/Ryu

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Ryu

SSFIV-Ryu Face.jpg

Ryu only has one goal in life: to perfect his skills and become the ultimate martial artist. A fairly aloof warrior, Ryu continually travels the globe in search of stronger and stronger opponents to help him achieve this goal. After defeating Sagat for the World Champion Street Fighter title, he was considered by most to be the most powerful fighter in the world. And yet, Ryu's true potential may still remain untapped, and only a glimpse of it was seen in his climactic battle with Shadaloo's leader, M. Bison. Only time will tell if Ryu can avoid being swallowed up by the dangerous power of the Satsui no Hado...


In a nutshell

Ryu epitomizes the saying of "A minute to learn, a lifetime to master" the most of any Street Fighter character. Ryu has all the basic tools you need: great normals, a projectile, an effect anti-air, FADC combos, etc. But as a result, he has very few gimmicks and shenanigans. You can get by playing Ryu with a solid understanding of his basic strategy, but learning Ryu at the highlest level requires very solid mind games and very solid fundamentals.

Players to Watch

Daigo, Alex Valle, Laugh, Air, John Choi, XsK Samurai

Moves

Unique Attacks

Name
Command
Notes
Collarbone Breaker
F.png + Mp.png
High.png
Solar Plexus Strike
F.png + Hp.png

Throws

Name
Command
Notes
Shoulder Throw
F.png or N.png + Lp.png + Lk.png
Throw.png
Somersault Throw
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Hadoken
Qcf.png + P.png
Ex.png
Shoryuken
Dp.png + P.png
Ex.png
Tatsumaki Senpukyaku
Qcb.png + K.png
Ex.png Armorbreak.png
Airborne Tatsumaki Senpukyaku
(in air) Qcb.png + K.png
Ex.png Armorbreak.png

Super Combo

Name
Command
Notes
Shinku Hadoken
Qcf.png qcf + P.png

Ultra Combos

Name
Command
Notes
Metsu hadoken
Qcf.png qcf + 3p.png
Metsu Shoryuken
Qcf.png qcf + 3k.png
Armorbreak.png


AE ver. 2012 Changes

Metsu Shoryuken

Extended hitbox upward in 3rd active frame.


Hadoken

Changed light/medium/heavy version damage from 60 to 70. Chip damage is the same as SSFIV AE, at 15. Changed follow-up restrictions when a counter-hit is landed with the EX version so that follow-up is possible with any move.


Airborne Tatsumaki Senpukyaku

Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump.


Solar Plexus Strike

Changed damage from 40 + 50 (90 total) to 40 + 60 (100 total).


Near Standing Heavy Kick

Equalized normal hit and counter-hit frame advantage.


Heavy Shoryuken

Made this a 1-hit move. Set damage in 1st and 2nd active frames to 160, and in 3rd to 14th active frames to 60. Made from start to 4th frame totally invincible. Made mid-air follow-up impossible. Removed possibility for EX Focus Attack and super canceling.


Crouching Medium Kick

Hit detection extended from 3F to 5F.


AE Changes

  • Far version Standing MP is now special cancelable.
  • Near version Standing MK damage increased.
  • Near version Standing HK now has more frame advantage. They mentioned it's possible to link Close Standing HK into Shoryuken.
  • Less active frames on Crouching MK.
  • F + HP damage decreased.
  • Jump arc changed on his diagonal jump Tatsu. They say it's harder to run away with the Tatsu, but also says that its cross-up will be more ambiguous when jumping in.
  • Did something about EX air tatsu whiffing the last few kicks on hit.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30 50 20 ch/sp/su 3 3 6 +2 +5
Close Strong.gif HL 70 100 40 sp/su 3 3 21 -3 +3
Close Fierce.gif HL 100[80] 200[150] 60 sp/su 5 7 26 -15 -10 Forces stand, [] refers to active frames 3~5f
Close Short.gif HL 30 50 20 - 5 5 7 -1 +2
Close Forward.gif HL 80 100 40 sp/su 3 5 16 -7 -2
Close Roundhouse.gif HL 40*70 125*75 60*20 su*- 8 8(2)4 15 -1 +4
Far Jab.gif HL 30 50 20 ch/sp/su 4 3 6 +2 +5
Far Strong.gif HL 80 100 40 sp/su 5 4 14 -4 -1
Far Fierce.gif HL 120 200 60 - 8 3 15 0 +4
Far Short.gif HL 40 50 20 - 5 6 6 -1 +2
Far Forward.gif HL 80 100 40 - 8 2 17 -5 -2
Far Roundhouse.gif HL 110 200 60 - 9 4 20 -6 -2
crouch Jab.gif HL 30 50 20 ch/sp/su 3 2 7 +2 +5
crouch Strong.gif HL 60 100 40 sp/su 4 4 8 +2 +5
crouch Fierce.gif HL 90 200 60 sp/su 4 8 28 -18 -13 Forces stand
crouch Short.gif L 20 50 20 ch/sp/su 4 3 9 -1 +2
crouch Forward.gif L 60 100 40 sp/su 5 5 12 -3 0
crouch Roundhouse.gif L 90 100 60 - 5 4 28 -14 - Untechable knockdown
Jump up Jab.gif H 50 50 20 - 10 7 - - - Legs projectile invincible until end of startup frames
Jump up Strong.gif H 80 100 40 - 5 5 - - - Legs projectile invincible until end of active frames
Jump up Fierce.gif H 100 200 60 - 6 5 - - - Legs projectile invincible until end of startup frames
Jump up Short.gif H 40 50 20 - 5 9 - - - Legs projectile invincible until end of startup frames
Jump up Forward.gif H 80 100 40 - 6 10 - - - Legs projectile invincible until end of startup frames
Jump up Roundhouse.gif H 100 200 60 - 4 4 - - - Legs projectile invincible until end of startup frames
Jump forward Jab.gif H 50 50 20 - 4 7 - - - Legs projectile invincible until end of startup frames
Jump forward Strong.gif H 50*30 50*50 40*20 - 7 3*4 - - - Legs projectile invincible until end of startup frames, [1st air hit] floats opponent, [2nd air hit] knock down and can juggle
Jump forward Fierce.gif H 100 200 60 - 6 5 - - - Legs projectile invincible until end of startup frames
Jump forward Short.gif H 40 50 20 - 4 8 - - - Legs projectile invincible until end of startup frames
Jump forward Forward.gif H 70 100 40 - 6 6 - - - Legs projectile invincible until end of startup frames
Jump forward Roundhouse.gif H 100 200 60 - 7 7 - - - Legs projectile invincible until end of startup frames
Overhead Right.gif + Strong.gif H 30*50 50*50 40*20 - 17 1(1)2 14 -2 +3 Only +1 hit advantage on crouching opponents
Right.gif + Fierce.gif HL 40*60 50*50 60*20 [sp/su] 17 2*2 18 0 +4 [] refers to last 3 recovery frames
Focus Attack LVL 1 HL 60 100 20 - 10+11 2 35 -21 -21
Focus Attack LVL 2 HL 80 150 40 - 18+11 2 35 -15 -
Focus Attack LVL 3 - 140 200 60 - 65 2 35 - -
Forward Throw 0.9 130 140 40 - 3 2 20 - - Untechable knockdown
Back Throw 0.9 130 120 40 - 3 2 20 - - Untechable knockdown
Hadoken HL 70 100 10/20 su 13 - Total 45 -6 -2 [air hit] knock down, 16~17f focus cancellable
Hadoken EX.gif HL 50*50 50*50 -250/0 su 12 - Total 40 +1 - knock down, can juggle, [counterhit] floats opponent, 15~16f focus cancellable
Shoryuken Jab.gif HL 100[70] 200[100] 30/40 su 3 14 14 + After landing 10 -17 - 1~2f Invincible, 3~4f unthrowable, 3~16f lower body invincibility, 4f~ airborne, knock down, [] refers to active frames 3~14f
Shoryuken Strong.gif HL 80*50 150*50 20/20*20 su*- 3 2*12 25 + After landing 18 -34 - 1~5f Invincible, 6~16f lower body invincibility, 5f~ airborne, knock down, [2nd hit] can juggle
Shoryuken Fierce.gif HL 160[60] 200[50] 20/40[20] - 3 14 28 + After landing 18 -37 - 1~4f Invincible, 3~4f unthrowable, 5~16f lower body invincibility, 3f~ airborne, knock down, [] refers to active frames 3~14f
Shoryuken EX.gif HL 80*60 100*100 -250/0 su 3 2*12 30 + After landing 18 -39 - 1~16f Invincible, 6f~ airborne, knock down, [2nd hit] can juggle
Hurricane Kick Short.gif HL 100 200 30/30 - 11 2(6)2 12 + After landing 5 -6 - 7~20f lower body immune to projectiles, 7f~ airborne, knock down, armor break, cannot hit crouching opponents, [2nd hit] aimed backwards
Hurricane Kick Forward.gif HL 110 200 30/30 - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 -2 - 7~45f lower body immune to projectiles, 7f~ airborne, knock down, armor break, cannot hit crouching opponents, [2nd hit, 4th hit] aimed backwards
Hurricane Kick Roundhouse.gif HL 120 200 30/30 - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 -2 - 7~45f lower body immune to projectiles, 7f~ airborne, knock down, armor break, cannot hit crouching opponents, [2nd hit, 4th hit] aimed backwards
Hurricane Kick EX.gif HL 30x4*40 40x5 -250/0 - 11 1(3)1(3)1(3)1(3)1 18 + After landing 3 -1 - 6~27f lower body immune to projectiles, 6f~ airborne, [1st-4th hit] forces stand, [air hit, 5th hit] knock down, armor break, can juggle, [2nd, 4th hit] aimed backwards
Hurricane Kick Short.gif (air) HL 70 100 10/40 - 9 2(6)2(6)2 After landing 10 - - knock down, [2nd, 4th hit] aimed backwards
Hurricane Kick Forward.gif (air) HL 80 100 10/40 - 9 2(6)2(6)2 After landing 10 - - knock down, [2nd, 4th hit] aimed backwards
Hurricane Kick Roundhouse.gif (air) HL 90 100 10/40 - 9 2(6)2(6)2 After landing 10 - - knock down, [2nd, 4th hit] aimed backwards
Hurricane Kick EX.gif (air) HL 40x5 50x5 -250/0 - 7 1(3)1(3)1(3)1(3)1 After landing 4 - - knock down, can juggle, [2nd, 4th hit] aimed backwards
Super Combo HL 50x4*100 0 -1000/0 - 1+2 - Total 52 +11 - 1f Invincible, [1st-4th air hit] untechable knockdown, [5th hit] untechable knockdown, can juggle
Ultra Combo 1 HL 42x7*75 0 0/0 - 0+11 - Total 120 -25 - 1~9f Invincible, [1st-7th air hit] or [8th hit] untechable knockdown, can juggle
Ultra Combo 2 HL 270*38x4*50x3[270*233] 0 0/0 - 0+8 3*3x7 43+ After landing 41 -84 - 1~10f Invincible, 11~31f lower body invincibility, 11f~ airborne, untechable knockdown, [2nd hit] (translate) can juggle, armor break, 1st hit goes into animation, [] refers to animation, guard advantage assumes 2nd hit
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes