Marvel vs Capcom 3/Ryu

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Ryu

Ryuface.jpg

In a nutshell

Ryu is the most basic of all of Marvel vs Capcom 3's characters. While this may make him appear weak, he does bring a few undeniable advantages to the table. First, his Shinkuu Hadouken is an aimable and fast beam super. Playing Ryu with meter stocked really limits your opponent's options, especially if you show them that you are capable of punishing their mistakes. He hits reasonably hard, too, with very simple combos dealing very respectable damage. This, along with a level 1 super that has Startupinv.png make him a threat that relies on having meter to scare people into playing his game. Fortunately, his assists hit pretty hard, and you can play him as an assist until you have the meter needed to rock Ryu.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Shoryuken
Direct.png Upward.png
150,000
Shinku Tatsumaki Senpuyaku
Beta.png Hadoken
Shot.png Front.png
100,000
Shinku Hadoken
Gamma.png Tatsumaki Senpukayku
Direct.png Front.png
135,000
Softknockdown.png
Shinku Tatsumaki Senpuyaku

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
L.png
50,000
Crouching Light
D.png + L.png
45,000
Low.png
Standing Medium
M.png
75,000
Crouching Medium
D.png + M.png
68,000
Low.png
Overhead Punch
F.png + M.png
63,000
High.png Nocancel.png
Standing Heavy
H.png
90,000
Crouching Heavy
D.png + H.png
80,000
Low.png Hardknockdown.png
High Kick
F.png + H.png
95,000
Standing Special
S.png
100,000
Launch.png
Jumping Light
air L.png
55,000
High.png
Jumping Medium
air M.png
48,000, 68,000 2 hits
High.png
Jumping Heavy
air H.png
90,000
High.png
Jumping Special
air S.png
95,000
High.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Hadoken
Qcf.png + Atk.png
100,000
Airok.png
Shoryuken
Dp.png + Atk.png
100,000 L.png
120,000 M.png
150,000 H.png
Startupinv.png
Tatsumaki Senpukyaku
Qcb.png + Atk.png
90,000, air 100,000 L.png
114,000, air 117,600 M.png
143,500, air 135,800 H.png
Airok.png
Joudan
Rdp.png + Atk.png
100,000
Wallbounce.png

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Shinku Hadoken
Qcf.png + Atk.png + Atk.png
266,300 (18,000 x 25)
Damage scales by 0.95
Aim F.png or U.png with the joystick
Air Shinku Hadoken
Aironly.png Qcf.png + Atk.png + Atk.png
266,300 (18,000 x 25)
Damage scales by 0.95
Aim F.png or D.png with the joystick
D.png can Otg.png
Shinku Tatsumaki Senpukyaku
Qcb.png + Atk.png + Atk.png
266,300 (12,000 x 43)
Startupinv.png
Damage scales by 0.96
Shin Shoryuken
Dp.png + Atk.png + Atk.png
380,000
invulnerable

Apprentice Combos

Strategy

Tips and Tricks

  • Ryu has one of the better jump in attacks in the game, in his light Tatsumaki. This thing has a stellar hitbox and can cross up like a champ. If you do it jumping backwards, it moves forwards anyway. Unfortunately, it only comes in at one angle, so you have to change up when you input it to get people to block incorrectly.
  • Remember, even though Ryu's fireballs will lose in a lot of projectile wars, he can super cancel into a Shinkuu Hadouken to punish an opponent's mistake.
  • Ryu can throw three fireballs in the air before landing, or throw two and then tatsumaki his way back to the ground. Fireballs are a large part of Ryu's game, due to his uncancelable dash and poor mobility options, so learn when and where to throw them.
  • Ryu's Shoryuken is one of the only normal moves in the game with invincibility on startup. It is highly punishable on block, but may save you here and there.

Combos

These Ryu combos come courtesy of SaishuuKessen.

Basic Strategy

Advanced Strategy