Ryu (3S)

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Ryu's Character Select Portrait
Ryu's Neutral Stance

Introduction

Street Fighter III: 3rd Strike Ryu guide.

A source of frame data has been obtained and the frame data will be passed on here when possible. Someone who wants to develop a nice table in the meantime by all means, go ahead.

Specific Character Information

  • Stamina: 1200
  • Stun Bar Length (pixels): 64 (Normal)
  • Taunt: Taunt increases your stun recovery speed. First time you taunt you get 10% stun recovery speed and 21% for the second taunt. Lasts for whole round. Maximum 3 taunts.
  • Stun Bar Recovery (frames it takes to recover 1 pixel): recovers on

22th frame

  • Stun Bar Recovery after 1 taunt: recovers on 20th frame
  • Stun Bar Recovery after 2 taunts: recovers on 18th frame, then after recovering 5 pixels Ryu recovers next pixel on 19th frame, then recovers 1 pixel on 18th frame 4 times, then recovers 1 pixel on 19th frame, then back to 18th frame 4 times, etc. Here's a pattern: 18 frames for 1 pixel recovery, repeats 5 times like that, then it's 19 frames for 1 pixel recovery, 1 time only, then it's 18 frames for 1 pixel recovery, repeats 4 times like that, then it's 19 frames for 1 pixel recovery, 1 time only, etc
  • Stun Bar Recovery after 3 taunts: recovers on 16th frame, then on 17th, then on 16th again, and repeats that pattern.
  • Best Kara-Throw: Sakotsu Wari (F+MP)
  • Standard Throw Range (pixels): 24
  • Kara-Throw Range (pixels): 40
  • Dash Forward (frames) / Moving Distance: 13 / 1,5
  • Dash Backward (frames) / Moving Distance: 13 / 1
  • Normal Wake up (frames): 77
  • Quick Stand (frames): 50

Moves List

Throws

Seoi Nage Lp.png+Lk.png
Tomoe Nage B.png+Lp.png+Lk.png

Command Moves

Sakotsu Wari F.png+Mp.png
Seichuu Nidan Tsuki F.png+Hp.png

Special Moves

Hadou Ken Qcf.png+P.png EX SC
Shouryuu Ken Dp.png+P.png EX SC
Tatsumaki Senpuu Kyaku (Air)Qcb.png+K.png EX
Joudan Sokutou Geri Hcf.png+K.png EX

Super Arts

I Shinkuu Hadou Ken Qcf.pngQcf.png+P.png 112 Gauge Dots 2 Stocks 5.6 EX Uses
II Shin Shouryuu Ken Qcf.pngQcf.png+P.png 128 Gauge Dots 1 Stock 3.2 EX Uses
III Denjin Hadou Ken Qcf.pngQcf.png+Hold P 96 Gauge Dots 1 Stock 2.4 EX Uses

Target Combo

FarHp.pngHk.png

DETAILS

» SA1: QCFx2 P : Shinkuu Hadouken (2 stocks) (5.6 EX moves) An upgraded version of the Hadouken that can hit up to 5 times.

» SA2: QCFx2 P : Shin Shoryuken (1 stock) (3.2 EX moves) An upgraded version of the Shoryuken. If the first hit connects, the move does a huge amount of damage and sends your opponent flying into the air. If it does not, the move turns into a low-damage, multi-hit Shoryuken.

» SA3: QCFx2 P (Hold P, rotate stick in 360 motion to charge faster): Denjin Hadouken (1 stock) (2.4 EX moves) An unblockable attack (must be parried), Ryu will charge up an electric fireball for max 3 seconds if the punch button was held. The fastest Denjin Hadouken fireball may come out in 75 frames if perfect 360 motions was performed.

Move Analysis

  • All those sprites are taken from the site http://www.zweifuss.ca/
  • All Framedatas in "Move Analisys" section are taken from Game Restaurant , this means the Framedata isn't from the Dreamcast version like Karathrow site, it's from Arcade version.

Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move (except taunt, dash, jump, wakeup and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame.

General

  • Move: Move name
  • Motion: What you must do to execute the move
  • Damage: Damage it does (in pixels)
  • Stun Damage: Stun Damage it does (in pixels)
  • Chains into itself: If you can combo into the same movement
  • Special Cancel: If you can cancel the move into a Special Move
  • Super Cancel: If you can cancel the move into a Super Art
  • Throw Range: Range of the throw (in pixels)
  • Num.: Super Art number
  • Super Art: Super Art name
  • Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)

Frame Data

  • Startup: Number of frames it takes to start the move
  • Hit: Number of frames that can hit the opponent
  • Recovery: Number of frames it takes to recover from the move
  • Blocked Advantage: Number of frames you are in advantage/disvantage after opponent have been blocked the hit
  • Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit
  • Crouching Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit while he's crouching
  • + # : You have # frames of advantage
  • - # : You have # frames of disvantage
  • # ~ # : Advantage/disvantage can vary from # to #
  • Down: Enemy gets knocked down
  • Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
  • Parry: How opponent must parry the move, High (H), Low (L) or both (HL)

Gauge Increase

  • Miss: Gauge you gain if you miss the move (in pixels)
  • Blocked: Gauge you gain if the move gets blocked (in pixels)
  • Hit: Gauge you gain if you hit the opponent with the move (in pixels)
  • Parry: Gauge opponent gains when he parry the move (in pixels)

Basic Moves

(ryudf).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Forward 1,5 8? - 6? 13

Comments here


(ryudb).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Backwards 1 4? - 6? 13

Comments here

(ryubjump).gif
(ryujump).gif
(ryufjump).gif
Move Motion Startup Frames
Jump BU or U or FU 3

Comments here


Move Motion Startup Frames
Super Jump DBU or DU or DFU 5

Comments here


(ryuw).gif
Move Motion Frames
Normal Wakeup - 77

Comments here


(ryutw).gif
Move Motion Frames
Quick Stand Tap D when hitting the ground 50

Comments here


(ryut).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Taunt HP+HK - - No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
- 65 -  ?  ?  ? HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
4(6)  ?  ? 8(4+4)

Comments here


(ryuhparry).gif
(ryulparry).gif
Move Motion
Parry (High) Tap F when about taking a hit
Parry (Low) Tap D when about taking a hit
Parry (Air) Tap F in air when about taking a hit

Frame Data

Move Frames you're frozen Frames opponent is frozen Frame Advantage when parry is successful Frames before you can try another parry
Parry (High) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Low) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Air) 16 16 +4(LP/LK) +3(MP/MK) +2(HP/HK) 0(Special/Super) -16(Fireball) 21(19 when attack comes from the air)*,**
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)
** (If another attack connects within 2 frames of your parry, it will automatically be parried)

Gauge Increase

Move Gauge Increase
Parry (High) 4***
Parry (Low) 4***
Parry (Air) 4***
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack)

You can buffer any motion during High or Low parry, but NOT during Air parry, also parry resets the juggle count (and thus resets all scaling).

  • Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude

Normal Moves

Standing Normals

(ryulp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Jab LP 30(3 life points) 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 3 4 +4 +4 +4 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(ryump).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Strong MP 100(17 life points) 11 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 4 9 +4 +5 +6 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here


(ryuhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Fierce HP 130(23 life points) 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
11 3 18 -3 -1 +1 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here


(ryucloselp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Jab (Close to opponent) LP 30(5 life points) 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 3 5 +3 +3 +3 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(ryuclosemp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Strong (Close to opponent) MP 100(19 life points) 7 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 4 10 +14 +5 +6 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here


(ryuclosehp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Fierce (Close to opponent) HP 130(23 life points) 15 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 4 17 -4 -2 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here


(ryulk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Short LK 40(7 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 4 7 +2 +2 +2 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(ryumk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Forward MK 90(16 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 4 15 -5 -4 -3 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here


(ryuhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Roundhouse HK 140(24 life points) 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 5 18 -5 -3 -1 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here

(ryuclosemk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Forward (Close to opponent) MK 110(19 life points) 11 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 5 11 +2 +4 +6 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here

Jumping Normals

(ryujlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Jab (Air) LP 50(60 if neutral jump)(8 life points) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 Until landing - -5~+7 -5~+7 +4~+7 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(ryujmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Strong (Air) MP 100(2 hits)(16/17 life points) 14(11 if neutral jump) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4(5 if neutral jump) 2(5 if neutral jump) - +4~+10/0~+10 +4~+10/0~+10 +10/+8~+10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5(6 if neutral jump) 11 4

Comments here


(ryujhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Fierce (Air) HP 140(24 life points) 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 4 - +3~+13 +3~+13 +10~+13 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here


(ryunjhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
_Neutral Jump Fierce (Air) HP 140(24 life points) 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 3 - +6~+13 +6~+13 +12~+13 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here


(ryujlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Short (Air) LK 50(8 life points) 5(7 if neutral jump) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 19 - -6~+7 -6~+7 0~+7 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(ryujmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Forward (Air) MK 90(16 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 6 - -2~+10 -2~+10 +6~+10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here


(ryunjmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Forward (Air) MK 90(16 life points) 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 6 - -2~+10 -2~+10 +6~+10 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here


(ryujhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Roundhouse (Air) HK 120(21 life points) 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 4 - +2~+13 +2~+13 +8~+13 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here


(ryunjhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Roundhouse (Air) HK 130(23 life points) 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 5 - +2~+13 +2~+13 +10~+13 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here


(ryuoh).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Universal Overhead MP+MK 40(7 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
15 9 6 -5~+7 0~+8 +1~+9 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here

Throws

(ryusgtr).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Seoi Nage (F)+LP+LK 120(21 life points) 9 24 F.MP / C.MK / C.HK 40 / 37 / 37

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - (F)+LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 12(6x2)

Comments here


(ryutntr).gif
Move Motion Damage Stun Damage Throw Range Kara-Throw Kara-Throw Range
Tomoe Nage B+LP+LK 110(19 life points) 15 24 F.MP / C.MK / C.HK 40 / 37 / 37

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - B+LP+LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

Comments here

Crouching Normals

(ryuclp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Jab D+LP 15(3 life points) 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 3 5 +3 +3 +3 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(ryucmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Strong D+MP 90(16 life points) 7 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 4 7 +3 +4 +5 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here


(ryuchp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Fierce D+HP 130(23 life points) 13 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 5 19 -8 -6 -4 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(ryuclk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Short D+LK 20(3 life points) 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 3 7 +1 +1 +1 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(ryucmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Forward D+MK 80(14 life points) 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 5 16 -3 -2 -1 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 6 11 4

Comments here


(ryuchk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Roundhouse D+HK 130(23 life points) 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 5 25 -13 Down Down L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 10 19 4

Comments here

Command Normals

(ryufmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Sakotsu Wari F+MP 100(60+40)(15 life points) 16(9+7) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
14 1,11 9 -1 +1 +3 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 5 11 8(4+4)

Comments here


(ryuhfp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Kyuubi Kudaki F+HP 150(70+80)(24 life points) 14(7+7) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
18 2,4 13 +2 +4 +6 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
4 12 21 8(4+4)

Comments here

Target Combo

Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Target Combo Far standing HP -> HK 130+60 13+3 No/No No/No No/No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
11 - - -9 -7 -5 HL/HL H/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3+? 10+1 19+1 8(4+4)

Comments here

Special Moves

Please note that in this section you will see mainly 3 images for the special moves, this means the image on the left its done with LP (or LK), the image on the center its done with MP (or MK), and the image on the right its done with HP (or HK). Also its the same "rule" as the sections above, its the 1rst frame it hits for every of the moves.

(ryuhdk).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Hadouken QCF+P 60(10 life points) 4 3 Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 1 36 -9 -8 -7 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 1 4

Comments here


(ryusrk).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Shoryuken (Jab) F, D, DF+LP 140(100)(13 life points) 18(8) 13(9) Yes
Shoryuken (Strong) F, D, DF+MP 155(120)(15 life points) 19(8) 15(9) Yes
Shoryuken (Fierce) F, D, DF+HP 170(130)(17 life points) 8(8) 17(9) Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Shoryuken (Jab) 3 11 29 -14~-24 Down Down HL HL
Shoryuken (Strong) 3 14 34 -20~-32 Down Down HL HL
Shoryuken (Fierce) 3 18 38 -29~-38 Down Down HL HL

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Shoryuken (Jab) 3 15 21 4
Shoryuken (Strong) 3 15 21 4
Shoryuken (Fierce) 3 15 21 4

Comments here


(ryutsk).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Tatsumaki Senpuu Kyaku (Short) QCB+LK 130(23 life points) 8 15 No
Tatsumaki Senpuu Kyaku (Forward) QCB+MK 150(26 life points) 9(x3) 15 No/No/No
Tatsumaki Senpuu Kyaku (Roundhouse) QCB+HK 170(30 life points) 11(x4) 15 No/No/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Tatsumaki Senpuu Kyaku (Short) 10 3 22 -12 Down Down HL H
Tatsumaki Senpuu Kyaku (Forward) 11・(17)・23・(29)・35 2x5 -8 Down Down -4 HL/HL/HL H/H/H
Tatsumaki Senpuu Kyaku (Roundhouse) 11・(17)・23・(29)・35 2x5 -11 Down Down -5 HL/HL/HL H/H/H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Tatsumaki Senpuu Kyaku (Short) 3 12 18 4
Tatsumaki Senpuu Kyaku (Forward) 6(3+3) 12(4x3) 21(17+2x2) 12(4x3)
Tatsumaki Senpuu Kyaku (Roundhouse) 6(3+3) 12(4x3) 21(17+2x2) 12(4x3)

Comments here


(ryuatsk).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Air Tatsumaki Senpuu Kyaku (Short) (Air) QCB+LK 160*(80x4)(17 life points) 5**(5x4) 10***(5x4) No/No
Air Tatsumaki Senpuu Kyaku (Forward) (Air) QCB+MK 160*(80x6)(19 life points) 5**(5x6) 10***(5x6) No/No
Air Tatsumaki Senpuu Kyaku (Roundhouse) (Air) QCB+HK 160*(80x8)(21 life points) 5**(5x8) 10***(5x8) No/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Air Tatsumaki Senpuu Kyaku (Short) 7・(13)・19・(25)・31・(37)・43・(49) 2 13 - Down Down HL H
Air Tatsumaki Senpuu Kyaku (Forward) 7・(13)・19・(25)・31・(37)・43・(49) 2 13 - Down Down HL H
Air Tatsumaki Senpuu Kyaku (Roundhouse) 7・(13)・19・(25)・31・(37)・43・(49) 2 13 - Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Air Tatsumaki Senpuu Kyaku (Short) 4(2+2) 6(2+4) 10 8(4+4)
Air Tatsumaki Senpuu Kyaku (Forward) 6(2x3) 6(2+4) 12(10+2) 12(4+4+4)
Air Tatsumaki Senpuu Kyaku (Roundhouse) 8(2x4) 6(2+4) 14(10+2x2) 16(4x4)

Comments here


(ryujsg).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Joudan Sokutou Geri (Short) HCF+LK 120(21 life points) 15 17 No
Joudan Sokutou Geri (Forward) HCF+MK 140(24 life points) 18 17 No
Joudan Sokutou Geri (Roundhouse) HCF+HK 160(28 life points) 20 17 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Joudan Sokutou Geri (Short) 10 3 28 -12 Down Down HL/HL H/H
Joudan Sokutou Geri (Forward) 13 3 27 -11 Down Down HL/HL/HL/HL H/H/H/H
Joudan Sokutou Geri (Roundhouse) 16 3 26 -10 Down Down HL/HL/HL/HL/HL H/H/H/H/H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Joudan Sokutou Geri (Short) 3 10 19 4
Joudan Sokutou Geri (Forward) 3 10 19 4
Joudan Sokutou Geri (Roundhouse) 3 10 19 4

Comments here

EX Moves

(ryuhdkex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel
Hadouken (EX) QCF+PP 40 120(60+60)(20 life points) 8(4+4) 6(3+3) Yes

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Hadouken (EX) 8 1 36 0 Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Hadouken (EX) - - - 8(4+4)

Comments here


(ryusrkex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel
Shoryuken (EX) F, D, DF+PP 40 190(110+80)(32 life points) 19(14+5) 14(11+3) Yes/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Shoryuken (EX) 2・4 2・7 38 -30~-37 Down Down HLx2 HLx2

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Hadouken (EX) - - - 16(4+4+4+4)

Comments here


(ryutskex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel
Tatsumaki Senpuu Kyaku (EX) QCB+KK 40 210(5 hits)(50+45+50+45+35)(35 life points) 14(3×4+2) 15(3+5+3+5+3) No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Tatsumaki Senpuu Kyaku (EX) 10・(14)・18・(22)・26・(31) 2x6 11 | align="center" | -4 Down Down align="center" | HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Tatsumaki Senpuu Kyaku (EX) - - - 40(4+4)

Comments here


(ryuatskex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel
Air Tatsumaki Senpuu Kyaku (EX) (Air) QCB+KK 40 185(40x6)(31 life points) 15(3x6) 15(5+3x3) No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Air Tatsumaki Senpuu Kyaku (EX) 6・(9)・12・(15)・18・(21) 1x6 13 - Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Air Tatsumaki Senpuu Kyaku (EX) - - - 24(4x6)

Comments here

(ryujsgex).gif
Move Motion Gauge Needed Damage Blocked Damage Stun Damage Super Cancel
Joudan Sokutou Geri (EX) HCF+KK 40 120(21 life points) 15 7 No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Joudan Sokutou Geri (EX) 13 4 27 -12 Down Down HL H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Joudan Sokutou Geri (EX) - - - 4

Comments here

Super Arts

(ryusa1).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
I Shinkuu Hadouken 2 bars (112 each bar) QCF QCF+P 315*(50 life points) 40** 0 2,81(x2)
* (70×4+65) Damage is when all hits connect.
** (8x5) Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 1 49 -12 Down Down HLx5 HLx5

Comments here


(ryusa2).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
II Shin Shoryuken 1 bar (128) QCF QCF+P 570/210*(94/33 life points) 60** 16/12 4,45/1,64
* (60+200+200+140)/(40x6) Damage is when all hits connect.
**(9x7) Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
1・9・10・11/1・3・5・7・9・11・13 1・2・2・10/2x7 40/35 -25 Down Down HLx1~7 HLx1~7

The / means Close/Far

(ryusa3).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage Damage/Gauge
III Denjin Hadouken 1 bar (96) QCF QCF+P (Hold P and Rotate 360 for fast charge) * - ** 0,63~2,81
* check Denjin Hadoken Levels.
** check Denjin Hadoken Levels.

Frame Data

Startup Hit Recovery Guard Parry
**** 1 51 HLx1~5 Hx1~5

****Denjin Hadoken Levels

'Level Startup Damage Stun Hit Advantage Crouching Hit Advantage Guard
1 2~9 60(10 life points) 17 - -31 -31
2 10~33 120(60×2)(20 life points) 34 - -24 -24
3 34~81 165(60×3)(27 life points) 48 - -16 -16
4 82~161 225(60×4)(36 life points) 65 - -10 -10
5 162~212 270(60×5)(43 life points) Max - -3 -3

Comments here

Tatsumaki Senpuu Kyaku tricks

» Crossover air Tatsumaki - Jump over your opponent and do air HK Tatsumaki. Your opponent will have to change block direction to block it. This is good way to finish off opponent when he has 1 health left. If done after Super Jump Ryu gets speed boost in air, which makes it more unpredictable at big distance. Another good usage of air Tatsumaki is to make it hit twice on Hugo's block (because he is tall). Use MK version for that.

» After SA1 or EX Hadouken use HK Tatsumaki to get in front of your opponent. It also charges super meter. Have in mind that if you use HK Tatsumaki after SA1 you can easily land another super by doing F+MP>SA1 on opponent's wakeup (with F+MP hitting with its last frames). Wakeup time is specific for all characters so this setup only works on Ryu(77), Ken(75), Akuma(77), Sean(77), Urien(76), Chun-Li(88). Numbers represent frames it takes for a character to stand up.

» Tatsumaki or EX Tatsumaki can be used as anti throw move (usually on wakeup).

» EX Tatsumaki can be used to counter crouching attacks. However it gets countered by some crouching attacks such as c.LP.

» Use Tatsumaki to get out from corners. Crossover Tatsumaki for corner escape works well too because it pushes opponent away on block.

» HK Tatsumaki is good anti air if opponent is jumping directly at Ryu.

» Jump over your opponent and do EX Tatsumaki. You will have to change QCB KK input into QCF KK. This works best on tall characters.

Ryu EX Tatsu setup.png

» Tatsumaki goes through Hadouken if you do it before fireball has reached half of the stage.

Tatsumaki vs Hadouken.png

» Do a HK Tatsumaki on your opponent's wakeup...

Tatsu setup1.png Tatsu setup2.png

Hit him from the other side to surprise him. (This is good way to finish opponent when he has 1 health left)

Super Art tips

Super Art I tips

Shinkuu Hadouken

This is Ryu's longest super gauge (5.6 EX moves)

Hit confirms

Hit confirms are important part of using SA1.

» c.LK, c.LK>SA1 - This works on every character, and you don't even need to be in closest range for both c.LK to connect.

» c.LK, c.LP, c.LK>SA1 - Works on all characters except: standing Urien, standing Q, standing Necro. It deals slightly more damage than c.LK, c.LK>SA1.

» c.MK>SA1 - This is one of harder hit confirms. But reaction time of 15 frames is possible.

» cl.MK, SA1 - This is link that works on crouching characters only. Use piano input method to link SA1 easier.

» UOH, SA1 - This link only works on certain distance.

In corner you can use c.LK, c.LP, c.LK, and if that was blocked you will have exact range for UOH, SA1. This trick works on: Dudley, Oro, Elena, Hugo, Yun, Yang, Urien, Ibuki, Alex. On all other characters you have to walk forward a bit to be in range for UOH, SA1 (or you can use c.HK Kara UOH). It's easier to use piano input method to link SA1 because timing is different on some characters.

Air reset, SA1

SA1 hits after air reset only after these moves:

From the ground: Close LP, UOH and F+MP.

From mid-air: All moves except 2 hit MP. Super will hit after air MP only if 1 out of 2 attacks hits.

» After EX Joudan Geri you can reset opponent with cl.LP and do SA1. If opponent tries to parry you can use HK Tatsumaki, which can 2 times if opponent parried 4 times. Here's how this 2-hit Tatsumaki works - First hit of Tatsumaki should end combo, but then SA1 fireball immediately hits and resets juggle limit, which allows Tatsumaki to hit opponent again.


  • SA1 is projectile super, which means you can use it to win by chip damage easily. However, opponent can parry 1 or 2 SA1 fireballs (out of 5) and do his own super to counter. Not all supers can be used for this though, only fireball invincibility supers. (Such as Q's SA1, Dudley's SA1, etc)
  • Hadouken canceled into SA1 only reduces damage, therefore you should never combo SA1 from Hadouken.
  • After SA1 you should always do HK Tatsumaki to get in front of opponent. After that, you can do meaty F+MP, SA1. F+MP must hit with its last frames. Because wakeup time is specific for all characters this only works on Ryu(77), Akuma(77), Sean(77), Urien(76), Ken(75), Chun-Li(88). Numbers represent frames it takes for a character to stand up.
  • LP SRK/MP SRK>SA1 is not effective on all characters. SA1 can hit up to 5 times, but it can also have weak damage. Here is list that shows how many fireballs from SA1 will hit after MP SRK or LP SRK. (Using MP SRK is preferred because it's stronger than LP SRK)
Done on Character Number of fireballs that hit
Makoto 5
Oro 5
Akuma 5
Ken 5
Ryu 5
Sean 5
Yun 5
Yang 5
Elena 5
Hugo 4
Necro 4
Urien 4
Dudley 3
Remy 3
Chun-Li 3
Alex 3
Twelve 2
Q 0
Ibuki 0
  • Never cancel from HP SRK to SA1. SA1 cannot hit after HP SRK.
  • EX Shoryuken canceled into SA1 is bad way to waste Super gauge. Most SA1 fireballs won't hit opponent.

Super Art II tips

Shin Shoryuken

Shin Shoryuken is Ryu's most damaging Super Art. It has 3.2 EX moves.

  • SA2 has 2 types of damage - 4 hits (better) and 6 hits. Normally it will do 4 hits and more damage, however when SA2 hits far, or far mid-air opponent, it will do 6 hits and less damage. You can sometimes juggle with SRK if you did 6 hits SA2 in corner.
  • When you have a chance to punish with combo, use cl.MK>HP SRK>SA2. If you're aiming for stun damage, use cl.HP>HP SRK>SA2.
  • Ryu's SA2 is highest priority super in the game after Akuma's KKZ. This means it can beat any other super move in the game.


What to do after Shin Shoryuken?

» Best juggle damage after SA2 is HK Tatsumaki. There is 3 frame timing where Tatsumaki (and other special moves) would cancel Ryu's recovery animation when he lands on the ground, and if you manage to do it in 3 frame timing your Tatsumaki will juggle successfully. However, if you canceled SA2 from any move, you don't need that cancel after Ryu lands, therefore timing is different.

» If you did SA2 in corner, you can Jump HP air reset and then mixup overhead and low attacks. Or you can just Dash in, HP SRK. (Easier timing than HK Tatsumaki)

» If you landed SA2 at mid screen you can - Super Jump cancel, LK air reset, dash in (crossover), Close HP. There are 3 different conditions for this to work:

1) On Urien, Alex, Hugo, Necro, Twelve, Q, Chun-Li, Makoto, Elena this works normally.

2) On Yun, Yang, Ibuki this only works if you landed SA2 while that character was in mid-air.

3) On all other characters this only works if you canceled SA2 from SRK or landed SA2 while that character was in mid-air.


Hit confirms

» c.LK, c.LK>SA2 - Standard way to hit confirm SA2.

» UOH, SA2 - UOH has to be done early on wakeup.

» cl.MP, SA2 - Works on every character. You must be at closest range for SA2 to link.

» cl.MK, SA2 - This link works on: Dudley, Alex, Makoto, st.Hugo, st.Remy, st.Twelve, c.Urien, c.Ibuki, st.Elena. It deals more stun damage than cl.MP, SA2.


Air reset, SA2

Ryu's SA2 has to be done at closest range, but most air resets push opponent too far away. Useful air resets for SA2 setup are:

» Anti air jump LK - Use SA2 when opponent is close to ground.

» cl.LP, Dash, SA2


Linking SA2 after F+MP on wakeup

There are 2 ways to do this:

1) Kara SA2. To perform Kara SA2, use c.MK or c.HK before doing SA2. Input is ↓ ↘ → ↓ ↘+MK, P

2) SA2 with extended → input. This means you will do ↓ ↘ → ↓ ↘ and now slightly hold final forward direction before pressing Punch button.

Idea of both methods is to make Ryu closer to opponent after F+MP.

Here is list of characters on which you can perform these methods after F+MP on wakeup:

When "standing" or "crouching" position is excluded, it means that SA2 cannot hit character in that position (SA2 is out of reach).

Full damage Shin Shoryuken is normal 4 hit Shin Shoryuken.

Weak Shin Shoryuken is the "far" version of Shin Shoryuken where you get little damage and sometimes possible SRK juggle in corner.


» crouching Ibuki - Full damage Shin Shoryuken

» crouching Dudley - Full damage Shin Shoryuken

» crouching Makoto - Full damage Shin Shoryuken

» crouching Alex - Full damage Shin Shoryuken

» crouching Urien - Full damage Shin Shoryuken

» standing Urien - Weak Shin Shoryuken, Kara Shoryuken juggle possible

» standing Oro - Full damage Shin Shoryuken

» standing Akuma - Weak Shin Shoryuken

» standing Alex - Weak Shin Shoryuken

» standing Sean - Weak Shin Shoryuken

» standing Ken - Weak Shin Shoryuken

» standing Chun-Li - Weak Shin Shoryuken

» standing Remy - Full damage Shin Shoryuken

» standing Q - Weak Shin Shoryuken, Shoryuken juggle possible

» standing Ryu - Weak Shin Shoryuken

» standing Elena - Full damage Shin Shoryuken

» standing Hugo - Full damage Shin Shoryuken

» standing Makoto - Weak Shin Shoryuken

» standing Twelve - Full damage Shin Shoryuken

» standing Necro - Full damage Shin Shoryuken

» standing Necro - SA2 (None of 2 methods are required on Necro) - Weak Shin Shoryuken, Kara Shoryuken juggle possible

» Yang - neither works

» Yun - neither works

In the end you will see that linking c.MK>SA2 instead of Kara SA2 is much more better, and reliable. UOH, SA2 is by far even more reliable.

Super Art III tips

Denjin Hadouken

Unblockable projectile (must be parried). Hold P and rotate stick in 360 motion to charge faster. Ryu can charge it for max 3 seconds without doing 360 motion. Fastest SA3 charge (5 hit fireball) can be done in 77 frames. This is only possible in theory because no one can truly perform 10.5 360 motions in 1.6 second.

Denjin Hadouken is Ryu's shortest Super gauge (2.4 EX moves).

Here are stun damage types for Denjin Hadouken from 1 hit to 5 hit. Minimum 4 hit charged Denjin Hadouken is required to stun characters with medium and short sun bar.

Denjin damage types.png


Denjin Setups

» Hadouken>SA3 (3 hit Denjin) - If you land HP>any knockdown special move you will damage opponent's stun bar enough to stun him with this setup. As for mid and low stun bar characters, you can land any move except c.MK into any knockdown special move and you will damage opponent's stun bar enough for this setup to work.

» SRK>SA3 (2 hit Denjin)- When your opponent's stun bar is critical enough you can use SRK>SA3 on block, usually from cl.MK or cl.HP (cl.HP deals more damage than cl.MK if it hits, but with cl.MK is better meaty attack and you don't have to be at closest range to connect SRK). You can also use SRK>SA3 when opponent expects a throw (Mixup c.LK, Throw with c.LK, SRK>SA3). Have in mind that opponent can recover before you try to start combo with jump HP. Safest thing to do is simple c.HP>HK Tatsumaki.

Use MP SRK for this setup because if SRK does hit opponent then you can connect 1 hit Denjin fireball (except on Ibuki and Q, you can't combo it on them). So when SRK hits opponent you have a choice to either connect SA3 or to keep charging until opponent gets up. You should combo 2 hit Denjin (MP SRK>SA3) only when:

- Your opponent has been stunned right after SRK. No need to try to re-stun him. By the way, re-stun would only work on medium and short stun bar characters in case combo counter didn't reach 3 hits.

- Your opponent needs 17 (pixels) more stun damage to get stunned, which is exactly how much 1 hit Denjin Hadouken would deliver.

- You want to stay safe from wakeup supers with fireball invincibility. Example - You hit Yang with MP SRK and then you cancel into SA3. You know that Yang will reversal with SA2 (fireball invincibility super) if you keep charging Denjin on his wakeup. That's why you don't charge SA3 and hit Yang with 1 fireball after SRK. You dealt decent stun damage and stayed safe from SA2. Stun damage done like this is pretty decent, keeps you safe from some wakeup supers, and gives you wakeup advantage.

» Denjin charge on opponent's wakeup without Hadouken or SRK setup. This means when you knock down opponent you immediately start SA3 without fireball. When you're charging Denjin on opponent's wakeup you will have to gamble. Your options are:

1) Release Denjin as meaty hit. Risk - Opponent can reversal with wakeup super, but only if it's super with fireball invincibility (list of fireball invincibility supers is below). Always attack with c.MK>HK Tatsumaki if opponent tries to parry. You can also connect 2 hit HK Tatsumaki in corner if opponent tries to parry 5 hit Denjin (first move of HK Tatsumaki hits opponent, then Denjin fireball hits him, then last hit of HK Tatsumaki hits opponent because Denjin resets juggle limit).

2) Delay Denjin as anti parry move. Risk - Opponent can jump over Ryu and punish with combo.

You can also get hit by fast start up supers like Ryu's SA2, Makoto's SA1, etc.


Block strings into Hadouken>SA3

This another good way to setup Denjin. It works better than other setups because Hadouken is more unpredictable, therefore harder to parry. You can also use this when you are close to build whole meter for SA3. Always use LP Hadouken for this.

» c.LK, c.LP, c.LK, Hadouken>SA3

» c.MK>Hadouken>SA3 - Must be far away of opponent when attacking with c.MK or there will be no space for Hadouken>SA3.

» cl.MK, c.MP>Hadouken>SA3

» F+HP, MP>Hadouken>SA3

» cl.MP, MP>Hadouken>SA3

» Hadouken>SA3 after air reset

Make sure Hadouken does not hit/get blocked before doing SA3. Here is example:

Good SA3 setup.png Good SA3 setup

Bad SA3 setup.png Bad SA3 setup

When you stun opponent with Denjin and he is knocked down you can whiff c.MP 5 times to charge meter enough for EX Joudan Geri after Jump HP, c.HP.

If characters with long stun bar are hit with 4 hit Denjin, you will need only one hit to stun them afterward (any move works except LP and LK). Do it in short period though, their stun bar can recover very quickly, and if you are knocked down you can miss chance for stun.

Best combo damage after stun is Jump HP, c.HP>HK Tatsumaki. If you have EX meter do Jump HP, cl.HP>EX Joudan Geri, SRK.

If you stunned opponent and he is on opposite side of the stage (regardless if you used SA3 or not) this combo will not work (too far for cl.HP to connect). Use Super Jump in HP, c.MK>HK Tatsumaki combo instead.

After you stun Oro, Yun or Yang you will have to use Jump in HP, crouching HP>HK Tatsumaki. The reason why you have to use crouching HP instead of close HP is because Ryu wouldn't have range for close HP. You might as well use c.HP on all characters because it deals same damage as cl.HP.


  • Some Super Arts can go through Denjin fireball or any other fireball. Here is list of Super Arts that have fireball invincibility:
Character Super Art(s)
Yun SA2
Q SA1
Oro SA1 (QCF PP), SA3 (QCF PP)
Chun-Li SA2, SA3
Dudley SA1, SA2, SA3
Sean SA3
Twelve SA1
Elena SA1
Hugo SA3
Alex SA3
Yang SA2
Ken SA1, SA2


  • There are also some Special and Command Normal moves that can go through Denjin fireball and other fireballs. Here is a list of them:
Character Special move Command Normal move
Akuma Ashura Senkuu (F,D,DF PP or F,D,DF KK )
Sean Zenten (QCB P)
Yang EX Senkyuutai (QCF KK)
Ibuki Sazan (DF+MK)

If Akuma didn't do Ashura Senkuu (teleport) as reversal you can hit him with Denjin if it was released as meaty hit (exactly on wakeup). As for other characters, they can't do normal/special move on wakeup and avoid getting hit by meaty Denjin fireball.

Strategies

Kara-throw setups

To perform Ryu's Kara-throw you will do F+MP, and then LP+LK (Throw) in the very next frame. The thing about Ryu's kara throw, it's not F+MP itself that gives him enough range for throw. It's the holding forward before doing MP, Throw. That way Ryu walks forward before doing kara throw and has better range.

Kara-throws work best in corner because opponent can't walk back, he will always be in range for throw as long as he's on ground. If you do Kara-throw too fast after your blocked move, then you can't throw opponent. It's because of active blocking frames. So, whenever you try Kara-throw don't do it too fast. Because of Ryu's F+MP, you should hold Forward a bit and then press MP, Throw. In result, Ryu walks up and does Kara-throw, which is more effective.


List of moves after which you can Kara-throw:

» c.LK, Kara-throw (You will not be able to Kara-throw opponent withing first 4 frames after c.LK. It's 6 frames on Chun-Li, Ryu, and Q)

» LK, Kara-throw (You will not be able to Kara-throw opponent withing first 5 frames after LK. It's 7 frames on Chun-Li, Ryu, and Q)

» cl.MP, Kara-throw (You will not be able to Kara-throw opponent withing first 4 frames after c.LK. It's 6 frames on Chun-Li, Ryu, and Q)

» cl.LP, Kara-throw (You will not be able to Kara-throw opponent withing first 6 frames after cl.LP. It's 8 frames on Chun-Li, Ryu, and Q)

» c.LP, Kara-throw (You will not be able to Kara-throw opponent withing first 6 frames after c.LP. It's 8 frames on Chun-Li, Ryu, and Q)

Air game

Jump-ins

» j.MK (crosses up)

» j.HP (to attack, hurts like hell)

» j.HK (to attack, little bit more range)

Air-to-air

» j.MP (hits twice, harder to parry, pushes you away on parry, totally safe in air-to-air)

» j.HP (to attack)

» j.HK (to attack)

» EX Tatsumaki (to attack, risky)

» LP (to attack opponent above you, and do SA1 when you land.If parried you can do it again)

» LK (if parried you can do it again)

Anti-air

» s.LP (best anti-air, if he parry it contine with SRK>SA2 or SRK SA1.If he get hit by LP you can still do SA1 or SA2)

» s.HK (quick, easy, good recovery)

» s.HP>SRK (If opponent parries HP only then you will do SRK.This is sort of SRK confirm / anti parry move.)

» c.HP (good when opponent is nearly directly above you, but slow) If opponent parry cHP continue with SRK.If he parry that too continue with SA1 or SA2.

»After Parried c.HP,s.HP,cl.MP,cl.MK,cl.LP you can do:SRK,HK Tatsumaki,Hadouken,Joudan Geri.(If he fell for it once he wont 2nd time.Mixup SRK,Tatsu,Hadouken and Joudan Geri to mess up with parry timing)

» (EX?) SRK (risky if opponent parry it)

» j.HP (you'd be surprised)

» s.MP (sometimes, and you can toss a fireball right afterwards for zoning)

Wakeup game

Possible things to do on wakeup against an opponent

» toward MP [overhead, done very early may link into c.MK]

» c.LK, toward MP [low, then overhead]

» c.LK, c.LK [hits low]

» c.LK, s.LP (whiff), Kara-throw [vs. crouching]

» c.LK, step back 2 frames, Kara-throw

» walk in, step back, Kara-throw

» meaty UOH [can link into super]

» meaty close s.MK, HP SRK xx SA3

» close s.MK, kara throw

» crossup j.MK

» crossup j.MK,c.LK,kara throw

» Jump back HK (HK after jump back must be done fast)

Jump back HK.png Jump Back + HK

» F+MP (if your opponent keeps blocking down do another f.MP) after that your opponent may jump so you will jump HP (this strategy leads to stun)

» F+HP if it hits, continue with EX SRK or SA2.If its blocked you can:Kara throw,walk in throw,SRK,c.LK,c.HP.Its very unpredictable what move will come after F+HP.Always mixup.

» Jump at same time opponent is getting up and parry his reversal.

» Throw opponent few times and jump at same time your opponent is getting up.If he tried to throw/counter punish him with combo like: neutral air HK, close MK, EX Joudan Geri, Shoryuken.

» Throw opponent few times and dash out.If opponent tried to counter next throw punish him with combo.

Meaty attacks

» towards MP [can link into c.LK if timed for last hit to land very late]

» UOH (MP MK) [can link into SA1 / SA2]

» close s.MK (hitconfirms, strong, cancels into SRK for SA3 setups)

» close s.HP



Taunt

Taunt increases your stun revovery speed. First time you taunt you get 10% stun recovery speed and 21% for the second taunt.Lasts for whole round.Maximum 2 taunts, 33% bonus.

But when you taunt you are wide open for an attack. Here are situations when you can taunt:

  • After EX Hadouken
  • After Shinkuu-Hadou-Ken (SA1)
  • After LK Tatsamaki
  • After Joudan Geri
  • After SA2>dash in HK

It is recommended that you use taunt against these characters:

  • Makoto
  • Necro
  • Alex
  • Yang

Also use it against any other character when your stun bar is critical.


Combos

Meterless

Combo Condition Works on Info
cl.HP>HP Shoryuken None All characters Strongest combo from ground that requires no use of super meter. You have to be very close to opponent when doing this. With c.MK>HP SRK you don't have to be very close because c.MK barely pushes back opponent on hit.
c.HP>HK Tatsumaki Standing All characters Deals same damage as previous combo. When you try cl.HP>HK Tatsumaki on Oro, Yun, and Yang, Tatsumaki will miss. That's why you should always use c.HP and not worry about not having enough range for SRK.
c.HP>MK Joudan Geri None All characters This is useful combo when you hit crouching opponent from distance, where SRK and Tatsumaki wouldn't connect. Joudan Geri deals better stun damage than SRK and Tatsumaki. Close HP can be replaced with crouching HP, and it is preferable if trying to counter from big distance.
c.HP>HK Joudan Geri Crouching All characters Use this instead of MK Joudan Geri only when opponent is crouching.
cl.MK, c.MP>HK Tatsumaki Standing Makoto c.MP link is 1 frame timing. It's easier to link it if your cl.MK hits as meaty attack on Makoto's wakeup.
Jump HP, c.HP>HK Tatsumaki Standing All characters This is Ryu's strongest combo that requires no use of super meter. Use this combo on stunned opponent after Denjin Hadouken.
Jump in (Early) HP, cl.HP>SRK Standing Alex, Hugo, Urien, Remy, Akuma, Sean, Q To connect SRK on any character you can: 1) Use EX SRK instead of SRK, 2) Use cl.MP instead of cl.HP, 3) Use early HK instead of early HP. This combo deals same damage as previous combo (except when using those 3 methods). You should finish combo with SRK when you want to setup meaty UOH, and follow up with combo.
Jump HP, c.HP>HK Joudan Geri None Yun, Yang, Makoto c.HP>HK Joudan Geri works on standing Yun and Yang 100% after jump in attack. Without jump in attack it works, but not always so it's unreliable. You can also use cl.MK instead of c.HP but there's no need for it.
c.HP>HK Joudan Geri Standing / Crouching Makoto When Makoto is hit she is longer in hit stun animation than other characters, and that's why this works on her only. You can also use cl.MK>HK Joudan Geri.
c.LK, c.LP>SRK Character specific Dudley, Urien, Alex, st.Hugo, st.Remy, st.Q, st.Elena (corner), st.Twelve (corner) Use HP SRK on all characters except on standing Alex, on him you can only connect MP SRK. On st.Dudley, st.Alex, st.Q, and st.Urien, SRK doesn't hit on its start up and deals less damage. On Remy and Hugo you even connect SA2 after SRK.
c.LK, cl.LP>SRK All characters must be standing except Hugo (he can either stand or crouch) Dudley, Urien, Akuma, Necro, Alex, Hugo Urien, Akuma, Alex, Necro don't get hit by SRK fully (from ground, on SRK start up) therefore they receive less damage than other characters with this combo.

Joudan Geri

  • Close HP>LK Joudan Geri - In this combo, LK Joudan Geri can whiff on some crouching characters. Here's a list of moves you should use after which LK Joudan Geri will not miss:
Done on Character List of normal moves after which LK Joudan Geri can connect on crouching character
Q Any normal move
Dudley Any normal move
Hugo Any normal move
Twelve Any normal move
Alex Any normal move
Yun Any move except close HP
Remy Any move except close HP
Necro Any move except close HP
Ibuki Any move except close HP
Yang Any move except close HP
Makoto MP, MK, c.MK, c.HP
Akuma MP, MK, c.MK
Urien MP, c.MP, c.MK
Oro MP, c.MP, c.MK
Elena MP, c.MP, c.MK
Ryu MP, c.MK
Ken MP, c.MK
Sean MP, c.MK
Chun-Li MP, c.MK

EX Moves

Combo Condition Works on Info
F+HP, EX SRK None All characters Normally opponent would have to be crouching for ordinary SRK to link, but EX SRK links on all characters regardless of their position.
c.LK, c.LP>EX SRK Character specific Dudley, Hugo, Elena, Remy, Chun-Li, Makoto, Ibuki, Urien, st.Ryu, st.Ken, st.Akuma, st.Sean, st.Q, c.Oro, st.Twelve, st.Necro EX SRK hits only once on st.Ryu, st.Ken, st.Sean, therefore deals less damage on those characters.
c.LK, cl.LP>EX SRK All characters must be standing except Hugo (he can either stand or crouch) Dudley, Urien, Akuma, Necro, Alex, Hugo, Elena, Ibuki, Yun, Yang, Q, Chun-Li EX SRK can connect on more characters than ordinary SRK, deals better damage, and always connects both hits.
cl.HP>EX Joudan Geri, SRK / Tatsumaki None All characters This is Ryu's strongest combo from ground that requires 1 EX move. SRK and Tatsumaki deal same damage, but use Tatsumaki when you want to put your opponent closer to corner. IF you use SRK you have more time to setup meaty UOH and follow up with combo. It might be difficult to use SRK in corner, but you can use this method - Walk forward until you crossover air opponent, press ↓ ↙ + P and SRK will come out (considering this was done in right corner).
cl.HP>EX Joudan Geri, cl.LP>EX SRK None All characters Better damage than in previous combo, however if you're aiming for stun damage you should use simple SRK / Tatsumaki juggle. THE most damaging juggle after EX Joudan Geri is cl.LP>SA1 (not air reset, SA1 must be canceled from cl.LP), which is very hard to do, therefore unreliable.
cl.HP>EX Joudan Geri, EX Tatsumaki, SRK Corner All characters except Q and Elena EX Tatsumaki requires different timing on different characters. On Ibuki, Makoto you can only connect c.HK Kara SRK. On Chun-Li there's only 1 frame on which EX Tatsumaki has to be done for SRK to connect.
cl.HP>EX Joudan Geri, EX Tatsumaki, SA1, HK Tatsumaki Corner All characters except Q and Elena Timing for SA1 juggle is easier than timing for SRK in previous combo.
cl.MK>EX Tatsumaki, SRK Corner Ryu, Ken, Akuma, Sean, Alex (with EX SRK only), Q (with Kara SRK), Hugo (with Kara SRK) You can replace cl.MK with c.HP to connect SRK on Twelve. If you use cl.MP>EX Tatsumaki you can do ordinary SRK on Alex, and you don't have to do Kara SRK on Q and Hugo.
c.MK>EX Tatsumaki, SRK Corner Q, st.Alex Alex must be in standing position otherwise he will be too far away for SRK to connect.
(Early) UOH, cl.HP>EX Joudan Geri, SRK / Tatsumaki Must be done on wakeup All characters If you do UOH on opponent's wakeup, and it hits with its last frames, you can link almost any move. SRK, EX SRK, SA2 are easiest to link. Linking cl.HP>SRK and cl.HP>Tatsumaki is unreliable because opponent must be either standing or crouching for one special move to connect. Linking cl.HP>EX Joudan Geri is by far the best option.

Super Art 1

Combo Condition Works on Info
c.LK, c.LK>SA1 None All characters Standard way to hit confirm Super. It doesn't have to be done at closest range.
F+HP, SA1 Crouching All characters Another way to hit confirm SA1.
c.LK, c.LP, c.LK>SA1 None All characters except st.Urien, st.Q, and st.Necro You can only confirm SA1 from this combo, not SA2. You also have to be at closest range to your opponent.
cl.MK, MP>SA1 Standing Makoto Same as previous combo.
cl.MK>MP SRK>SA1, SA1 Anywhere except corner Akuma, Ryu, Ken, Sean, Yun, Yang, Elena You can replace second SA1 with (EX) Hadouken if your meter is not full. If you're near corner you can replace second SA1 with dash forward, EX Joudan Geri. Also, if near corner, this combo can be done on Makoto and Oro.
Jump HP, c.MK>MP SRK>SA1, SA1 Anywhere except corner Akuma, Ryu, Ken, Sean, Yun, Yang, Elena Jump in version of previous combo. You can also replace c.MK with cl.MP for more damage, but you must jump forward.
 ?>SA1, LK Tatsumaki Corner All characters except Elena Standard SA1 combo in corner. It doesn't work on Elena but you can use HP SRK on her. Where ? mark stands is where you can use any normal cancel-able move.
 ?>SA1, HK Tatsumaki Corner All characters except Chun-Li, Elena, Alex On Chun-Li and Elena you can use HP SRK juggle instead, but on Alex only LK Tatsumaki juggle works. HK Tatsumaki juggle requires more strict timing than LK Tatsumaki.
 ?>EX Tatsumaki, SA1, EX Joudan Geri, SRK Corner All characters EX Joudan Geri can be replaced with HK Tatsumaki on all characters except Elena. Use LK Tatsumaki juggle on Elena.

Super Art 2

Combo Condition Works on Info
c.LK, c.LK>SA2 None All characters Standard way to hit confirm Super. It doesn't have to be done at closest range.
F+HP, SA2 None All characters Good way to hit confirm SA2. F+HP is rather slow move, so don't overuse it.
Jump HP, c.MP, MP Hadoken, SA2 None All characters
UOH, EX SRK / SA2 Crouching Oro For SA2 to link you must be at closest range to Oro.
Kara UOH, EX SRK / SA2 Crouching, Corner Chun-Li This also works on Oro but there's no need for Kara UOH, and he doesn't have to be in corner.
cl.MK>HP SRK>SA2, HK Tatsumaki None All characters Ryu's strongest SA2 combo from ground. Use cl.HP instead of cl.MK if you're aiming for stun damage.
Jump HP, c.MK>HP SRK>SA2, HK Tatsumaki None All characters You can also use Jump in HP, cl.MP>HP SRK>SA2, which is Ryu's strongest combo. Always juggle after SA2.

Super Art 3

Combo Condition Works on Info
Jump HP, cl.HP>Hadouken>SA3 None Mid and Low stun bar characters This combo will stun any character with Mid or Low stun bar. After that just use Jump HP, c.HP>HK Tatsumaki.

Parry

Parry Press Forward or Down to Parry incoming attack. There is 9 frame window for a parry.

Red Parry Press Forward or Down to Parry incoming attack while in block stun. There is 2 frame window for a red parry. If attack was part of block string (Ryu's c.LK, c.LP, c.LK for example) then there is more time for a red parry.


Ryu's option select Parry (SGGK) - Tap Forward/Down and press Attack button + Throw (for Kara Throw). When done at close range one of 2 things can happen:

» If opponent attacked - Ryu will parry attack and hit with move you used for Kara Throw. If you used cl.MK then Ryu will hit with cl.MK, if you used c.HP then Ryu will hit with c.HP, etc.

» If opponent was blocking or tried to parry - he will get thrown.


To escape SGGK you can:

» Cancel into high priority move after parry (Super for example) and counter opponent's attack.

» Throw, for a tech throw.

» Jump

» Attack on spot where opponent didn't parry. Example - If opponent taped Down before Kara Throw he will be vulnerable to mid attack, and the other way around.

Whenever you jump, always tap Forward for air parry in case opponent did some move that would usually hit you in air.

When there is more than one attack during parry freeze then all attacks will be parried. Example - Twelve's SA1 hits very fast. If you press Forward for parry once you will parry four attacks in split second.

Akuma's close range Kongou Kokuretsu Zan cannot be parried.

Anti parry tactics

» Throw - Standard way to punish opponent's parry attempt.

» Cancel into Super or Shoryuken - This works if your move that got parried can be canceled into special move. Example - Ryu's HK cannot be canceled into anything so your opponent can combo on you safely after he parried it.

» (On low health) Attack, wait for animation to end, SRK - This works only if your opponent is ready to parry your attack and follow up special move. Example - You do cl.HP>EX SRK to finish off opponent with chip damage. Opponent parries cl.HP and tries to parry SRK. However, you wait for cl.HP animation to end and then do EX SRK, which will mess opponent's parry timing. You can also use Super instead of SRK.

Notes and comments

» After EX Joudan Geri remember to do SRK when opponent is about to fall.If you do it when he is high in air he you will deal less damage with SRK.

» On wakeup do F,D,DF input but do not press 2 punches untill you see your opponent's atacking animation.And never use normal Shoryuken as reversal on wakeup, only EX Shoryuken.

» Dont fall for same tactic twice.Make profile for your opponent and remember his moves.

» Use every Ryu's move.Total mixup is needed for victory.

» EX Joudan as a follow up to anything you can link it off lets you set an opponent up for extra damage.

» After EX Joudan Geri you can do c.MP (whiff) and then SRK.Increases SA gauge a bit and looks cool.

» A blocked HP SRK is a prime candidate to be followed up with SA3. Remember that!

» MK is not always good as a crossup, it's better on crouching opponents (it also sometimes doesn't link with your ground attack unless done very deep).

» His (j.HP, s.HP, EX Joudan, SRK / HK Tatsumaki) combo deals 70 damage and 60% stun on an opponent Ryu.

» His EX Hadouken is ridiculously fast. Use it, it's good damage and generally reliable, even when tossed out randomly at somewhat close range.

» Negative edge is when you are releasing button after input for special or super instead pressing it.Example: press P and hold it, do QCF input and release P.Hadouken still comes out.

» Piano input is when you mash all 3 P or K buttons after input for special or super.This way you have more possibility for SA or Special to come out.Example: after F+HP do QCF QCF input and mash all 3 Punch buttons.Now you dont have to bother timing SA2 after F+HP, just mash all P buttons and it will come out.

» If you are walking forward but you want to do hadouken quickly you will press HCF P instead QCF P because Shoryuken would come out instead.

General playstyles

» eddieW: Ryu compared to Ken? While Ken has better and easier ways to land a super, Ryu has great damage and knockdown potential without a super. The way he plays Ryu is to select SA1 and play what he calls "Super Turbo Red Fireball Ryu", blended with some 3S tactics. The goal here is to score a knockdown, then dash in and 50/50 for some more damage (eg. with kara-throwing, or c.LK, walk back to bait the throw, punish with c.MK, MK Tatsumaki for knockdown and good damage). If they get you off, EX Hadoukens will get your opponent to jump and score some extra damage.

» Super Art 2 playstyle: This is Ryu's most damaging super. So obviously, you'll want to find ways to land it.Mixup overhead and c.MK on wakeups so opponent wont know whats coming next.You can link SA2 after UOH and c.LK>c.LK

» Denjin Hadouken: Like Shin Shoryuken, this super applies fear into the general tactics used in a match. While the most ideal setup uses a fully charged Denjin after a knockdown, players like Frankie3s have developed strategies of using half-charged Denjins to scare their opponents and catch them unaware. Example is close Strong into fireball into Denjin. Because the player controls when to release the Denjin, the opponent is forced to react immediately to the attack. While not the best super art (that belongs to Shinkuu) it can be devastating in the right hands.

Japanese and USA players (Videos and Links)

A list of Ryu players and match video demonstration. If a player has many videos you will see Search link. I suggest that you click with wheel mouse button to open links in new tab. I tend to link match video where Ryu player wins.

るー = Ruu (Search Ruu's matches)

あぶ = Abu (Search Abu's matches)

まぐ = Magu (Search Magu's matches)

ソメ = Some

JEY (Search JEY's matches)

黒衣 = Kokui (Search Kokui's matches)

木村 = Kimura

テ・ド = Te・do

オイル = Oiru ~ "Oil"

るむ1 = Rumu 1 or Rumuichi

十ぺえ = Juupe

ヒムロ = Himuro

エリル = Eriru (Search Eriru's matches)

四駆郎 = Yonkurou

降格中 = Koukakuchuu

どろっぷ = Drop (Search Drop's matches)

ヴァナオ or ヴァナヲ = Vanao (Search Vanao's matches)

デーヒー = Deehii (Search Deehii's matches)

とっとり = Tottori (Search Tottori's match)

Sケープ = S Keepu ~ "Escape?"

バンさん = Ban-san

ナカニシ = Nakanishi (Search Nakanishi's matches)

なみじん = Namijin (Search Namijin's matches)

笑瓶Hey = Shōhei HEY (Search Shōhei HEY's matches)

ネコノヒ = Nekonohi (Search Nekonohi's matches)

白露鵬(吸)= Shirorohou (Kyu)

へぼりゅう or へぼりう = Heboryu (Search Heboryu's matches)

染 = Sen (Search Sen's matches)

フランキー = Frankie3S [US player] (Search Frankie3s's matches)

ねこまんま = Nekomanma (Search Nekomanma's matches)

超銀河☆畠中仁 = Galaxy Express ☆ Tachujin(Search Tachijin's matches)

Y2J (Search Y2J's matches)

Amir [USA player] (Search Amir's matches)

Alex Valle (CaliPower) [USA Player] (Search Alex Valle's matches)

John Choi [USA player] (Search John Choi's matches)

Georgia (Search Georgia's matches)

NakinoRyu

ひなりう = Hinariu

平井 = Hirai (Search Hirai's matches)

クロダ = Kuroda (Search Kuroda's matches)

MOV

MMM (Search MMM's matches)

Gee (Search Gee's matches)

Nomoto (Search Nomoto's matches)

ボス = Boss

POT

OK

リキ = Riki

雪男 = Yuki Otono

ドウジョウ = Doujin

バシ = Bashi

電刃 = Cutting power

Jioja

SN

ブラッ = Black

たかおまん = Takaoman (Search Takaoman's matches)

たけうち = Of bamboo

ヒムロ = Himuro

Mizu

Junin

Tokido

Aruka

はやまんが = Hayamanga

レバニラ痛め = Rebaniraitame

Kazuna

C-13

Hatanaka (Search Hatanaka's matches)

Mopreme [US player] (Search Mopreme's matches)

Pierrot

Yamazaki

RX

Kashi

Nanaichi

Naoki

ちだ

ダンス = Dance (Search Dance's matches)

スライド = Slide

Tokoro

四駆郎 = Yonkurou

DOJO

CFO

ちだ = Chida

フジケン = Fujiken

モコモコフ = Mokomokufu

ふーふ

ビュ

エルドラの犬

染 = Sen

高千穂TTM

メガネ = Megane-chin

くに = Kuni

DBK

しゃぼてん = Shaboten

浅田真央 = Asado Mao

のっぽ = NOPPO

エッセンス = Essence

オペラ = Opera

Match-ups

Serious Advantage Match-ups

  • Twelve
  • Remy

Advantage Match-ups

  • Alex
  • Akuma
  • Hugo
  • Q

Fair Match-ups

  • Ken
  • Dudley
  • Urien
  • Ibuki
  • Sean
  • Ryu
  • Oro
  • Necro
  • Elena

Disadvantage Match-ups

  • Yun
  • Yang
  • Chun-Li
  • Makoto

Serious Disadvantage Match-ups

Ryu has no match-ups where he is at a serious disadvantage

Match-ups Strategy

Most important part of this tutorial. This will explain your options in certain situations but it's up to you how you use them. I will also explain here how to punish certain moves, what not to do, effective pokes, etc. Characters are sorted by tier list.

Chun-Li

Chun-Li can easily hit confirm SA2. Once she lands it you will either be in corner (if she does D+MK juggle), or she can try air LK, crossover with dash, and then hit confirm another SA2 from cl.HK. You don't want to dash in against Chun-Li, she can stop it with B+HP safely and cancel into SA2. Remember that it takes 2 throws from her corner to put Ryu in his corner. Try to avoid getting thrown when at mad screen.

Chun-Li's HK (not close HK) is option select against throws and crouching attacks. When she does it she jumps off the ground and kicks. It beats Ryu's crouching attacks, and it has throw invincibility. Ryu's standing attacks must be used to counter it (except standing LK). Also, it's not anti throw move if Ryu is close because then she would do cl.HK which can be thrown. Be aware of this move when trying to sweep Chun-Li, it works very well after empty jump.

If you try to juggle Chun-Li with HK Tatsumaki after EX Joudan Geri at mid screen, do it when she is near ground or else it will miss.

After Chun-Li's SA2 hits Ryu, your options are basically same as on your wakeup. Except that she can buffer kicks for Hyakuretsu Kyaku easier, which beats your throw attempt.

Ryu's EX Tatsumaki anti throw setup works little better against Chun-Li because she can't do c.LP to counter it when Ryu's off the ground.

On crouching Chun-Li in corner you can use c.HK Kara UOH and then link EX SRK or SA2. It works because of Chun-Li's small crouching hitbox.

Chun-Li's Hyakuretsu Kyaku (rapid kick) is only punishable with instant SRK after parry.


  • Ryu's wakeup options

Chun-Li will use mixup of Kara Throws, B+HP/c.MK/cl.HK>SA2, and UOH>SA2 on your wakeup. It's important to get out from corner as soon as possible. Remember that she controls corner space very well, she can walk back fast and try to stop your jump with anti air, or simply waiting for you to land and then throw you back in the corner.

Chun-Li can mix up c.LK, Throw with c.LK, cl.HK from which SA2 can be hit confirmed. Your options are:

» Throw - You will tech throw, but it can be punished with B+HP>SA2.

» Jump - You will escape from corner but you're vulnerable to cl.HK>SA2.

» Block - You'll get thrown but will block any move into SA2. Try to jump out from corner after blocking her attack. Also watch out for UOH>SA2.

» UOH - Beats throw but gets countered by cl.HK easily. If she tries B+HP it will beat UOH, but she can't connect SA2 since Ryu was not on the ground. If she does cancel it into SA2 you will parry her SA2 6 times after landing on the ground.

» Tatsumaki - This beats her throw but loses against any attack.


  • Punishing Chun-Li's moves

» SA2 - If you blocked SA2 always parry the last kick. Then you can Neutral jump and punish with HK, c.HP>EX Joudan Geri, SRK. If you have SA2 then use air HK, c.MK>SRK>SA2. Remember to hold UP as soon as you parried last kick, otherwise you will not have enough time for jump HK.

» Chun-Li's air D+MK - Even after you block it she is still able to parry from air or block on the ground. EX Hadouken or SA1 as anti air is not recommended near corners because she can jump off the wall and avoid it. Only use projectile anti airs only after she has jumped off the wall, or isn't near corner. You can also Super jump to her direction after wall jump and do air attack to keep her in corner. If her air D+MK missed Ryu, then you can punish it with c.MK>SRK/SA1/SA2, however if you hit her D+MK in air (basically hitting her D+MK hitbox before she landed on ground), then she will be reset from air and your SRK/SA1 will miss, but not SA2. Using c.HK to punish it would be safest move to do.

» EX Spinning Bird Kick - This move can be punished in many ways. If you blocked it while close to Chun-Li you can punish it with SRK, SA1, SA2. If you're not close, then only SA1 can punish it, if done as reversal. It's easy to parry last hit of her reversal and then punish with any combo. Lastly, you can do SRK or SA2 while she's still doing her EX Spinning Bird Kick. Just crouch, block, and do SRK in middle of it. One more impractical way to punish it is to parry or block first hit and then get hit by the rest. Ryu will crossover Chun-Li and be in close range for cl.HP combo starter. This works only at specific range so it's not very practical. Ryu's UOH and F+MP as meaty attack always beat her wakeup EX Spinning Bird Kick.

» Spinning Bird Kick - Just crouch and it will completely miss Ryu. Then you can punish Chun-Li with c.HP combo starter. If you blocked it you can punish with reversal SA2. Her HK Spinning Bird Kick travels longer so you may not be close enough to use c.HP. To punish it, block while standing and then crouch when her move is about to end. This is not one of Chun-Li's useful moves on Ryu.

» Kikoken (fireball) - LP and MP version of Kikoken is punishable with any normal canceling move even if it hits. HP Kikoken can only be punished with SRK or SA2 if Chun-Li is close, which is not the case if she canceled it from B+HP. It's very unlikely that Chun-Li will ever need LP/MP Kikoken in corner. Chun-Li often uses Kikoken (fireball) before hit confirming SA2. Always try to red parry the fireball and punish with c.HP>EX Joudan Geri (if close) and c.MK>Tatsumaki or SA1. SA2 can punish it only if done immediately after parry.

» SA1 - After blocking it you will get big pushback. To punish it you must dash, c.MK>Tatsumaki or SA1, or dash, EX Joudan Geri, SRK. Better punish combo (but with more strict timing) is jump (not super jump) late HK, c.MK>Tatsumaki or SA1.

» SA3 - It's easy to parry last hit of SA3 from ground (just the last hit) and start combo with cl.HP. If Chun-Li used SA3 as anti air then parry whole move and punish with crossup MK, cl.HP>?. If you blocked whole move you can still punish it with c.MK>Tatsumaki or SA1. If you want to have range for c.MK>SA2 you have to walk slightly forward after blocking the move.


  • Punishing Chun-Li's anti air moves

Chun-Li doesn't have good anti air moves (unless she picks SA1 or SA3). With SA2, her anti air move will be early poke, so that she can recover as soon as possible even after you parry it from air. However, all pokes parried from air are punishable if well timed. Here's how you punish her early anti air moves after air parry:

» MP - Punishable with HK, EX SRK or SA2 if you time it well. You can use HK Tatsumaki as crossover after air parry and when it crossovers Chun-Li it will beat her block attempt.

» c.HK - Punish with late air HK and then cl.HP>EX Joudan Geri, SRK which takes about half of health because crouching characters take more damage. If Ryu is right above Chun-Li use crossup MK instead of HK.

» B+HP - Same as MP, punish it with HK, EX SRK or SA2.

» LP, ? - You can't punish this move after air parry because of its fast recovery. That's why Chun-Li will probably try 2nd anti air move (usually c.HK). But if you parry that too, punishing it will be easy because it wasn't early attack.

» B+HP>Hyakuretsu Kyaku - No way to punish this, you're just gonna have to parry whole move. However your air HK can hit Chun-Li's B+HP.

Remember that Chun-Li's early anti air pokes can be countered from air with any attack, but then you risk to get your move parried and then get hit by her SA2. Also, unless you fail to punish her anti air with HK, she will probably try to use 2nd anti air (usually c.HK) after you parried her first anti air.


  • Air to Air game

You definitely want to use air MP because she will be above you in most cases, especially after you parried her air D+MK. You can also use air LP and then SA1 after reset.


  • Ryu's punishable moves

» MK - Punishable by SA2 only.

» HK -Punishable by SA2 only.

» c.HK - Punishable by HP or SA2. Use this move only when at big distance where her standing HP wouldn't have range, and when she has no meter for SA2.

» c.HP - Punishable with normal moves like MP, c.MK, c.HK. Cancel it into EX Hadouken to stay safe.

» Hadouken - Punishable by SA2 only if it was done at close range, where Hadouken would actually connect into combo.

» (EX) Tatsumaki - Punishable by SA2 only


  • Parrying Chun-Li's SA2

At mid screen Ryu parries her SA2 7-7-1 times. In corner it's 8-8-1. You can jump and parry her last attack from air and then punish with air HP, c.HP>EX Joudan Geri, SRK. You can also start combo after 7th parry, but not from jump.

Red parrying SA2 is easiest to do after first 7 kicks. There is 2 frame specific timing when you can parry it. Do it as soon as she starts 2nd series of kicks.

If you got hit by her poke while in air (after UOH, jump, etc), and you were in corner, and Chun-Li canceled poke into SA2, then you will land on the ground and be able to parry SA2. Depending on when you got hit in air it can be 6, 7 or 8 hit parry. If your UOH got countered into SA2, then after you land you will always have 6 to parry.

Yun

http://www.livejournal.com/~mopreme -- what applies to Ken in this case in general also applies to Ryu. Rush him and force him to activate Genei Jin from far away. Yun without bar is Yun racing to get bar. Yun with bar is Yun in control. Keep him from gaining control. And block the Genei Jin When Yun is on floor he can recover fast.Most Yun players recover and jump dive kick, so if you know Yun is going to jump (dive kick?) you jump and do HP or air Tatsumaki.After you parry his dive kick you can do LP air reset, SA1.Watch out from his EX Dive kick(F,D,DF KK), it is only reversal he has.

If your health is low and Yun activated Genei Jin you are screwed.That's one of rare times you will HAVE to parry.If you threw Yun while he was in Genei Jin mode, throw him Hadouken to buy time until his Genei Jin is over.

To deal with Yun's dive kick you can do Shoryuken on his dive kick or even better Jump HK and Super after air reset.

Ken

Ken is strong because of his ability to confirm SA3 easily and because his SA3 can reversal many moves after block.

Don't dash when in Ken's c.MK zone, unless he whiffed a move and you would be able to dash without getting hit by his c.MK. If you see that his c.MK whiffed punish it with your c.MK>SA1, or c.HK if he's not in range for your c.MK.

Ken's ability to hit confirm SA3 is one of things that makes him excellent character. He will do a mixup of throws and c.MP>SA3 hit confirm on your wakeup. There is really no way to get out of this situation safely, you're just gonna have to predict his move. However, if you are in corner try to get out from there as soon as possible. Just super jump out from there and do air HK Tatsumaki for speed boost, or jump and do HK Tatsumaki crossover that should hit Ken. If Ken tries to punish you in air with EX Tatsumaki it's easy to parry it, just learn the timing. When you parry Ken's move remember that he can cancel it into SRK or SA3 and counter punish. Ryu can do the same thing. Remember that Ken's standing MP is not cancel-able and it is safe to punish after parry.

After Ken's SA3 he can try Super jump for a possible crossover. This is unpredictable setup, but the way for you to guess will it be crossover or not is to watch him when he lands on ground after SA3. If he walked slightly forward it will probably be crossover, if not, he can't crossover.

Ken's taunt after SA3 in corner gives him perfect timing and range for UOH, SA3. Watch out for that.


  • Here's a list of your options after you blocked Ken's jump in attack (or crossup)

» Throw - If Ken tries to throw you will tech throw. If he tries standing attack (like MP, HP target combo) you will block it, but only if you press B+Throw at a right time, do it too late and you will be hit by standing attack. Throw loses battle against c.LK, c.LK, SA3.

» Jump - Good escape against throws, especially in corners. If you press HK as soon as you jumped you will jump back and hit Ken from air, use this only at mid screen. Ryu is vulnerable to any attack when he tries to jump.

» Dash back - This is good against Ken's throw attempt. You can punish him with c.MP>HK Tatsumaki or SA1/SA2. Ryu is vulnerable to any attack if he tries to dash back.

» c.LK, c.LK, - Confirm a super if it hits. Use this when you think Ken player will block while standing, or if he tries Back+MK overhead. If you time it well it can stop his throw too. If Ken tries any attack he will beat your c.LK attempt.

» c.MK>? - Use this when opponent is not in range for c.LK, c.LK, or when you think he will dash back. Any attack can beat it so use this only when you are sure opponent will block while standing. Remember to tap/hold Down before doing c.MK so that it parries crouching attacks.

» Tatsumaki - Use this strictly as anti throw move. Any attack will beat Tatsumaki, and it's punishable if blocked. EX Tatsumaki is punishable if blocked too, but only with Ken's SA3.

» F+MP (overhead) - Use this only if you are sure that your opponent will not attack, and that he will be blocking down. This move leaves Ryu wide open for any attack.

» Block (back) - Blocks every attack except crouching attacks such as c.LK, c.LK>SA3.

» Block (down+back) - Blocks any attack except throw and B+MK overhead.

» Parry forward - Ryu parries standing attacks like Ken's MP, HP. It loses a battle against throw and crouching attack.

» Parry down - Ryu parries crouching attacks like Ken's c.LK, c.LK. It loses a battle against throw and standing attack.

» EX Shoryuken - This beats any attack from Ken, but leaves you free for combo if it's blocked. It's not advised to use in corners because it will miss completely if Ken jumps.

So basically it's about predicting your opponent's action. Try not to get in situation where you blocked his air move in the first place.


  • Ryu's Wakeup options

What applies after Ken's jump in attack also applies here, but with few more options by Ken:

» Air EX Tatsumaki - If Ken tries this you should block down/crouch and punish with c.HP>HK Tatsumaki if he's close. If he is not in range for Ryu's c.MP then use c.MK>HK Tatsumaki. Blocking while standing will push Ryu back and you will not be able to punish Ken.

» UOH, SRK - If Ken lands this in corner he's going to follow up with another LP SRK which deals big damage.


  • Ryu's options on Ken's wakeup

» Throw - Whenever you try to throw remember to tap Down or Forward before doing Throw input. That way you stay safe against Ken's wakeup LP SRK. Ryu will also parry low or mid attacks that way. If you parried Ken's LP SRK this way Ryu's throw will whiff (can't throw Ken out of SRK), but if you react to it you can use cl.HP combo starter instead. Ken's MP SRK and HP SRK will beat Ryu's option select throw because they hit more than once.

» F+MP - If your opponent is defensive you could try another F+MP, maybe even third F+MP, but don't get too predictable with that move.

» Early F+MP, SA1 - If your F+MP hits Ken on his wakeup with its last frames you can link SA1. If you landed SA1 you can use HK Tatsumaki to get in front of Ken faster and perform early F+MP, SA1.

» UOH, HP>EX Joudan Geri, SRK - If you land UOH early enough you can link HP and start combo. If you are in corner use this - UOH, HP>EX Joudan Geri, EX Tatsumaki, SRK. You can also try c.HP reset after EX Joudan Geri, and then dash back HP>EX Joudan Geri, SRK. This is unpredictable crossover and it deals massive damage. Considering you have done it on wakeup from UOH, it means instant win after combo finish on stun.

» UOH, SA1 - Standard way to setup SA1. Good thing is that UOH doesn't have to be early meaty attack on wakeup, it can be on specific range too.

» UOH, SA2 - Very damaging combo, yet it starts from overhead move. Mix it up with c.LK, c.LK>SA2.

» UOH, SRK - If you don't have SA2 and there's not enough time to link close HP, this is good combo to use. EX SRK is easier to link because it has faster startup. If you do have SA1, use MP SRK so yo

» c.LK, c.LP, c.LK>SA1 - Standard hit confirm combo. Ryu must be close to Ken to connect all 3 hits before SA1.

» c.LK, c.LK>SA2 - Hit confirm SA2 combo. Mix it up with UOH, SA2.

» Air Tatsumaki (crossover) - This cannot be done when Ken is in corner. Good thing about this is that it beats Ken's SRK attempt. If done from big distance after Super jump, Ryu gets speed boost and it crossovers Ken in very short period, which makes in unpredictable.

» c.LK, Kara Throw - Standard throw setup. Works even if Ken is walking backward.

» Close MK, Kara throw - Another throw setup. Mix it up with cl.MK, c.MK>EX Hadouken.

» c.LK, c.LP, F+MP - F+MP overhead setup. F+MP can get interrupted by any normal move because it's slow. Use this on defensive opponent.

These are obviously not all options Ryu has on Ken's wakeup, just most important ones. Feel free to improvise with mixups like c.LK, Throw, and c.LK, walk back, c.MK>SA1 (assuming opponent tried to tech throw).


  • Anti air game

Moves you should use as anti air should be categorized in 2 groups:

1) Moves which are hard to parry (use these when you think opponent is going to parry in air):

» c.HP cancel into:

c.HP>EX Hadouken - If whole move was parried you will be safe from Ken's air attack. If Ken tried to attack after he parried c.HP he will be hit by EX Hadouken and you will be hit by his air attack. If Ken did EX Tatsumaki then he will avoid getting hit by EX Hadouken and you will be hit by his EX Tatsumaki and possibly a follow up juggle.

c.HP>SRK - If whole move was parried you are left open for a free combo. If Ken tried any attack after he parried c.HP he will get hit by SRK.

c.HP>HK Tatsumaki - Use this when you think opponent will

» SRK>SA1 - If Ken parries SRK he has bad chance of parrying SA1, but if he does, do a HK Tatsumaki.

» HK Tatsumaki - Great anti air, but hard to setup because you have to do it quickly on reaction, and on specific range. If Ken tries air EX Tatsumaki he may still get hit by HK Tatsumaki, depending when he did it.

2) Moves which can beat air attacks (use these when you think Ken will attack from air):

» (EX) SRK - Easy to parry, but it beats any attack from air that comes directly at Ryu. Ken's air EX Tatsumaki can beat it, if it crosses over Ryu. However, there is a trick to punish it. When you see Ken jumping forward you dash back. If he tries EX Tatsumaki you will be ready to hit him with SRK, if not, no harm done.

» SA1 - If SA1 was not done on time Ken's air attack may hit Ryu, but Ryu's SA1 will still hit Ken. Ken's air EX Tatsumaki can cross it over so watch out when you use this.

» Dash below airborne Ken, cl.LP air reset, SA1 - You can use this setup whether Ken tries to parry your moves or not. However, you must be right under Ken after you dash forward.


Ken's anti airs

Ken's useful anti air moves are:

» HP SRK - 3 hit, easy to parry if you predict it. His EX SRK is 4 hit.

» c.HP>SRK / LK Tatsumaki - If his LK Tatsumaki hits he will juggle with SRK. So when you parried his c.HP expect another move.


  • Air to Air game

» Ken's best move in air is EX Tatsumaki. You can either parry it or counter it. If you chose to parry, treat first hit of EX Tatsumaki like any other move, and then parry the rest.

If you parried whole EX Tatsumaki you can't punish Ken if he's blocking down (unless he's below crossup MK), but you can punish him if he's blocking while standing (unless he's below crossup MK). Ken also can't punish Ryu unless Ryu is still in air after parry, which depends when air EX Tatsumaki was done. After EX Tatsumaki parry Ken's SRK can be punished with air MK but if Ken was crouching and then did SRK at a right time, air MK will be countered by Ken's SRK. Options after EX Tatsumaki parry are rather complicated, and they depend on when EX Tatsumaki was done in air. There is no universal punish combo by Ryu or Ken. To sum it up - After parried air EX Tatsumaki, Ryu's crossup MK can't punish crouching Ken unless he's below it, but standing Ken can be punished with crossup MK unless he's crouching. If Ryu was still in air after parry he can't do anything else but to try to parry SRK.

» When Ken hits Ryu with air LP he will probably try to crossover with dash and then hit confirm SA3.


  • Punishing Ken's moves

» SA3 - Ken's SA3 hits 5 times on block or parry. If you blocked it you should simply punish with HP>EX Joudan Geri, SRK. If you don't have meter for EX move, simply use HP>HK Tatsumaki. If you have SA2 use cl.MK>HP SRK>SA2, HK Tatsumaki.

But if you red parry his SA3 you can punish him even better. In Ken's 5 hit SA3, you are able to jump on his 3rd kick. So, you red parry 2nd kick and jump on 3rd, now you do air HK, cl.HP>?. With SA2 you should do Jump HK, c.MK>HP SRK>SA2, HK Tatsumaki.

» SRK - Punishing SRK on block is easy. However with more effort you can punish it even better. If you parried Ken's HP SRK you can jump after 3rd hit and start combo with air HP, c.HP>EX Joudan Geri/Tatsumaki. You can also do this to Ken's MP SRK but timing is more strict and you have to start combo with air HK instead of air HP.

There is a trick to punish Ken's SRK and hit him while he's crouching (crouching characters receive more damage on hit). This only works if Ken is trying to block your incoming attack after his SRK by holding B+D. Last frame of Ken's SRK recovery is where you can hit Ken and he will be in crouching position, which means more damage. This is unreliable and you can miss whole combo if you fail to do it, but if you try it, use c.HP>EX Joudan Geri, or cl.HP>SRK. Never use Tatsumaki for this because it misses on crouching Ken.

» Hadouken (corner) - If you blocked or got hit by Ken's ordinary Hadouken in corner you can start combo with c.HP, c.MP, or c.MK.

» Tatsumaki - Ken's Tatsumaki can be longer or shorter version. Either way, it's punishable by crouching and then start combo with c.HP if he is close enough. If not, use c.MK>HK Tatsumaki/SA1, or just sweep him. You can also interrupt Ken's Tatsumaki with c.HP if you're blocking down and Ken is in the air, above you.

If you blocked or got hit by Ken's HK Tatsumaki you can punish it with SA2. EX Tatsumaki is also punishable by SA2 but only if you blocked it.

» Air EX Tatsumaki - Simply crouch to avoid getting hit. If Ken is close to you can use c.HP combo starter, if he's at bigger distance start combo with c.MK. When Ken's air EX Tatsumaki is used for escape (Super jump, EX Tatsumaki) you can only punish him with SA1.

» c.HK - Blocked c.HK can be punished with SA1, but if you're at closer range use c.MK>SA1. With no use of meter you can just sweep Ken.

» Denjin vs Ken's SA3 - When you're charging Denjin on Ken's wakeup, and he reversals with SA3, release P button and Denjin will hit Ken, but Ken's SA3 will still hit you and cancel your animation. Now you can punish Ken with c.HP>HK Tatsumaki which gives guaranteed stun.


  • Ryu's Punishable moves

» cl.HP - Punishable with SA3 only.

» c.HP - Very slow recovery move, Ken can even punish it with c.MK>SA3. It's advised not to use this unless canceling into EX Hadouken.

» HP - Punishable with SA3 only.

» Far MK - Punishable with SA3 only.

» c.MK - Punishable with SA3 only if it was done as reversal. If c.MK was done at big distance then Ken can't punish it. First hit of his SA3 would whiff.

» HK - Punishable on block, you can't cancel it into other moves. Be careful when you use it.

» c.HK - Depending on what range was Ryu's c.HK blocked, Ken can punish it with c.MK>SA3 or c.HK. When he's not in range for c.MK or c.HK, Ken can punish it SA3. When Ryu's c.HK is blocked at near max distance Ken can't punish it at all.

» Hadouken - If done in range of Ken's SA3, it's punishable. EX Hadouken isn't, use it instead.

» Tatsumaki - Punishable even with normal moves. EX Tatsumaki is punishable only with SA3.

» Joudan Geri - Punishable even with normal moves.

This doesn't mean Ken players will actually punish your every normal move. It is just something you should be aware of. You can cancel most moves into EX Hadouken to stay safe.


Ryu and Ken share some similar moves, but they have different speed. Here's a comparison of their similar moves in important areas:

Ryu's move vs Ken's move Faster move Faster recovery Better damage
LP Ryu's LP (by 1 frame) Same speed Same damage
close LP Same speed Same speed Ryu's close LP (by 2 pixels)
MP Ryu's MP (by 1 frame) Ken's MP (by 1 frame) Ryu's MP (by 1 pixel)
close MP Ken's cl.MP (by 1 frame) Same speed Ryu's close MP (by 1 pixel)
HP Ken's HP (by 2 frames) Ken's HP (by 3 frames) Same damage
close HP Ryu's cl.HP (by 2 frames) Ken's close HP (by 2 frames) Same damage
c.LP Same speed Same speed Same damage
c.MP Same speed Same speed Same damage
c.HP Ryu's c.HP (by 2 frames) Ken's c.HP (by 2 frames) Same damage
LK Same speed Same speed Same damage
c.LK Same speed Same speed Same damage
c.MK Ken's c.MK (by 1 frame) Ken's c.MK (by 1 frame) Ken's c.MK (by 1 pixel)
c.HK Ken's c.HK (by 1 frame) Ryu's c.HK (by 1 frame) Same damage
EX Hadouken Ryu's EX Hadouken (by 1 frame) Ryu's EX Hadouken (by 2 frames) Same damage


  • Ryu vs Ken - Advantages

» Ryu's punish combo with 1 EX move is stronger than Ken's.

» Ryu's SA1 deals more damage than Ken's SA3, but Ken's SA3 is easier to land, and he has 3 stocks while Ryu has 2.

» Ryu has a projectile super.

» Ryu is able to connect EX Hadouken from more range than Ken. If Ken is not at closest range and he tries MP, HP>EX Hadouken then it's safe to parry EX Hadouken.

» Ken can connect 2 Shoryukens in corner (or at mid screen with Kara SRK) and deal a lot of damage without any use of meter.

» Ryu's Tatsumaki knocks down and has good damage, Ken's can't knock down and it has weaker damage.

» Ryu has good kara throw, Ken doesn't.

Overall - Ryu's punish combos are better, but Ken can land his supers easier.

Dudley

There is Shin Shoryuken glitch that works only on Dudley. First you must throw Dudley in corner and right after throw you do SA2.Timing is hard but piano input technique helps.

Standing HK is good poke against Dudley, it can beat most of his moves.

When Dudley taunts on your wakeup, he will throw rose which beats any of your move except Shin Shoryuken.His taunt increases damage for his next hit/combo by 25%.

Things you can try after Dudley's taunt:

  • Parry rose and do EX SRK to stop Dudley's upcoming move.
  • Parry rose, c.LK to stop his next move.
  • Happy parry rose and his next move.
  • Block

Dudley can hit confirm Super after Dart Shot (F+HK) overhead.But his Dart Shot overhead can also be punished with Ryu's Shin Shoryuken if opponent didn't chain MK. see video

Makoto

Makoto could be Ryu's toughest match-up. All of her normal moves are safe on block. Makoto's only weakness is lack of good wakeup reversals (except SA1). Her grab deals massive stun damage and if she does it twice in a row and then hits you it basically means stun, and then win. If she grabs you near corner she can do 100% combo with SA2. Staying away from corners is still not recommended because you have to take advantage of wakeup game.

Ryu's lack of pokes against Makoto is another thing that makes this match-up hard. Standing MP, HP, will miss her on dash, and then she has opportunity to combo. c.MK, c.HK will stop her dash but if you miss with those attacks she gets clear chance to dash and throw, or to do Hayate (and link SA1). With exception of c.MK having better recovery so Ryu can avoid getting thrown. Mid range EX Hadouken should not be wasted because she can easily counter it with Jump EX Tsurugi.


  • Makoto's dash is fastest dash in the game. She can Dash and Throw in minimum 10 frames. To stop her fast dash you can use:

» c.LK - Confirm SA1 if it hits twice.

» c.LP - Use Kara throw after it stops her dash.

» MK - Standard move to push opponent away. Just don't do it in her c.HP range.

» c.MK - As mentioned before, whiffed c.MK is very easy to punish if it whiffs. Start up is 7 frames so you can't expect to use this on reaction.

» HK - This is slower move so expect to get punished if it whiffs near her.


After Makoto hits with Hayate, your options are basically same as on your wakeup with exception that she can't do meaty attack. After she does 2 Hayate moves in a row she will not have enough range for a grab, unless you're in corner. This is the time when she might dash forward and try grab, so your dash back will not prevent her from grabbing you.

Whiffing c.MP to charge meter from distance is not safe because of her EX Hayate. Try to predict full screen EX Hayate, parry, and punish with combo.

After Makoto grabbed you with Karakusa it's advised that you hold jump in case she tries to do another one to charge meter.


Ryu's Wakeup options

Makoto's wakeup game is unpredictable because of her Karakusa grab which turns everything into a guess game. Your options on wakeup are:

» Dash back - It's good against Makoto's grab. After her grab whiffs, use appropriate combo starter (c.HP, c.MP, or c.MK) depending on range. You don't need to think about range if you're using c.MK, it will always have range for punish. If you're using dash back on wakeup you will be vulnerable to any meaty attack.

» Jump - Neutral jump can be good if you want to punish her grab (read more about it in "Punishing Makoto's moves" section). Jump back if you just want to escape from her. However this can get predictable so Makoto can jump forward to follow, so use air HK after jump back.

» EX/MK/HK/Tatsumaki - Good anti throw/grab move. Remember to use it as reversal if you don't want to be grabbed.

» Block - After you blocked Makoto's meaty attack beware of her: cancel into EX Oroshi (overhead chop move), Karakusa (grab), c.HP (sweep). Remember to block high after blocking her normal move to prevent her EX overhead from knocking you down. You can't neutral jump and punish her grab after meaty MP because she has advantage on block. It's best to try to dash back if you expect grab and then punish it.

Be aware of her ability to confirm SA1 on wakeup. She can do it from UOH, MP, c.LK>Hayate. EX Shoryuken and Parry is always an option.


Ryu's options on Makoto's wakeup

Not much different than Ryu's general wakeup game. Use throws on Makoto's wakeup. Mixup c.LK, Throw and cl.MP, Throw to stop her wakeup SA2. Occasionally try to punish her tech throw attempt.

Because of her lack of good wakeup reversals, her only good wakeup move is c.LK, which comes out fast. After c.LK she may grab you, or connect Hayate and then grab you.


Anti air game

Makoto has long range air attacks such as MK and Tsurugi. The moves you should use for anti air depend on range between you and Makoto.


  • Dealing with Makoto's Neutral jump on mid range:

» Early HK - It beats her air MK but will get hit by Tsurugi. Early HK means that HK must hit with its last frames.

» Late HK - Early HK would miss her Tsurugi here because her Tsurugi really changes Makoto's hitbox. That's why you should use well timed HK.

» HP SRK - It beats both air MK and Tsurugi. If Makoto doesn't do anything then your HP SRK will miss, and you'll get punished.

» Dash forward, c.HP - You will be under air Makoto where her moves are easy to counter with c.HP. If you didn't dash fast you can get hit by her air MK.

» Dash back, EX Hadouken - This will beat Tsurugi but it doesn't have enough time to beat air MK, unless you dashed quickly after her neutral jump. Expect Ryu to get hit by air MK whenever you try anti air EX Hadouken, however Hadouken will hit Makoto so it's worth it.

» Dash back, EX Joudan Geri - This beats Tsurugi but not air MK.

If Makoto's Neutral jump was empty (no moves done in air), then your anti air moves will whiff and you will get punished.


» SRK - Beats anything on close range but easy to parry.

» Walk forward, cl.HP - After walk forward/dash forward you will crossover under Makoto. After that you can try any anti air. You can also walk forward to get under Makoto where her moves can be countered easier with c.HP.


  • Dealing with Makoto's full screen jump forward. Makoto often does this because of her long range MK, which gives her advantage on block. You can:

» Parry - You can punish her with SA1 or EX Joudan Geri (if her MK was not done late from air) after parry. If she attempts Tsurugi you will fail to parry.

» HK - Well timed HK can stop both air MK and Tsurugi from full screen jump, but can also get hit if not timed well.

» Dash forward, c.HP - You should be able to counter her full screen jump successfully with this if done on time. You can also walk forward before c.HP.

Makoto can always parry your anti air move and punish it. Projectile anti air against her full screen jump can work, but you can also get hit by her Tsurugi.


Air to Air game

If you try to parry from air you can get hit by Makoto's Tsurugi. Other times she can do normal air attack. If Ryu and Makoto jumped from full screen and Ryu parried her air MK, she cannot be hit with Ryu's air attack. It's best that you be the one who will attack first from air. Don't attempt to parry. If you used air MK you can setup SA1 after air reset.


Punishing Makoto's moves

» Hayate - After blocking it you can punish it with c.HP, c.MP, c.MK, and cancel into Super or Tatsumaki depending on range. c.HP deals better damage, and you can connect EX Joudan Geri, so aim for that over c.MP. Her charged Hayate cannot be punished.

» Karakusa (grab) - If you neutral jumped at same time, or before Karakusa was done, you can start combo with late air HK. That's different on wakeup. Perfectly timed Karakusa on your wakeup cannot be punished, which means Makoto has 1 frame where her grab is not punishable on your wakeup. If Makoto did not time it at that certain "safe" frame, you can punish it with air LK, and then try Kara throw. If it was done 3 or more frames slower, then you can punish it with air MK, cl.HP>EX Joudan Geri or Tatsumaki. Of course you cannot count frames so use your judgement. Also watch out if you're trying Kara Throw after air LK, Makoto players don't risk much if they try another Karakusa. Neutral jump air MK punish cannot work if Makoto has tried to setup Karakusa after meaty attack such as MP, where advantage after your block. That's why it's best to dash back to dodge Karakusa and start combo with c.HP, c.MP, or c.MK combo starters, depending on range. c.MK will always have range though.

» SA1 - Start combo with cl.HP and follow up into anything.

» SA2 - After blocking her first 3 hits of SA2, always jump and parry the last hit and then punish with air HP, c.MK>MP SRK>SA1/SA2. With no meter just use air HP, c.MP>Tatsumaki.

Now for the punish combo that's not so familiar. After blocking her 1st hit of SA2, crouch and block, then her 3rd attack will miss, so Ryu will not get pushback and you will be able to jump parry 4th attack and do air HP, cl.HP>EX Joudan Geri, or simply air HP, cl.HP>Tatsumaki.

» SA3 - Makoto's SA3 gives her damage boost but she cannot block. It is good as wakeup move because she can see what move is coming next on super freeze. If you predict her wakeup SA3, use c.MK (which will probably be parried) and then cancel into SA1. If you don't have meter for SA1 don't use SRK, it's too obvious. Cancel into HK Joudan Geri instead. If Makoto attacks after parried c.MK she will counter your HK Joudan Geri. If you have SA2, get your c.MK parried and use SA2 after whole c.MK animation was completed.

Yang

Yang is most effective as rushdown character. With Dive kick, Yang can get in front of Ryu very quickly. He is low stamina character, so Ryu's SA2 works well against him. SA2 can also punish his 2 hit LP Mantis Slash.

Yang's Mantis Slash is relatively safe move. It has good range and it comes out fast, especially EX version. Expect a lot of random EX Mantis Slashes when fighting against Yang. After you parried Yang's move, expect him to cancel into EX Mantis Slash and counter your punish attempt. In that case you should try to parry

If you're using SA3, never charge Denjin on Yang's wakeup because he can reversal with SA2. If he doesn't have SA2, then you can charge it on Yang's wakeup, but only if you release it as meaty hit, otherwise he will use Senkyuutai (QCF K) which goes under fireballs, meaty hit Denjin will prevent that. Most effective Denjin setups are Hadouken>SA3 and MP SRK>SA3.

Yang's dive kick gives him many options, nearly same as on his wakeup.

Ryu's Wakeup options

» Dash back/Neutral Jump/Tatsumaki - Dash back and Tatsumaki will punish his grab/throw attempt. With Neutral jump, you can only punish his grab if Yang didn't do it at a right time.

» Wakeup c.LP - This will stop Yang's grab. If Yang is close enough you can connect c.LP, c.LK, c.LK, and hit confirm SA1.

Don't try to poke Yang straight on your wakeup. Yang's moves are fast, and he can connect Mantis Slash safely.


Ryu's options on Yang's wakeup

No exceptions from Ryu's general wakeup game. If you're using SA2, it's important to mixup throws and hit confirms on his wakeup.


Anti air game

If you jump on time you can stop his Dive kick with Neutral jump, MK (air MK has good range). Any normal move from ground can easily be countered by Yang's Dive kick on close range. Any poke can be used to stop Yang's full screen jump Dive kick, when he's trying to land in front of you.


Air to Air game

The only thing you should watch out for in air is Yang's air target combo - MK>Dive kick. Parry both attacks and then punish Yang. Jump LK air reset, SA2 works well and does a lot of damage.


Ryu's Punishable moves

» c.HK - Punishable with Mantis Slash, or with c.MK>? if done at close range.

» c.HP - Easily punishable with c.LK>EX Mantis Slash, or just EX Mantis Slash. You better cancel it into EX Hadouken.

» Hadouken - EX Mantis Slash can punish Hadouken from corner. It's possible at mid screen too if Yang is close enough to Ryu, which happens only when you did Hadouken on closest range, without canceling from normal move.

Punishing Yang's moves

» Tourou Zan (Mantis Slash) - There are 3 versions of this move: LP, MP, HP. If you want to parry 3rd hit of Yang's Mantis Slash, always stand while blocking, otherwise parry will be red parry, with harder timing.

  • LP Mantis Slash:
    • 1 hit Mantis Slash is not punishable.
    • 2 hit Mantis Slash is punishable with SA2 if Yang is close enough.
    • 3 hit Mantis Slash is punishable with SRK, SA1, SA2. Third hit of Mantis Slash is generally easy to parry, so try to do that.
  • MP Mantis Slash:
    • 1 hit Mantis Slash is punishable with SA1 if Yang is close enough. Ryu must block while standing to punish with SA1.
    • 2 hit Mantis Slash is punishable with c.MP>HK Tatsumaki, SA1, SA2, EX SRK, and SRK if Yang is close enough, which he will be if Ryu blocked 2nd move from corner.
    • 3 hit Mantis Slash move is punishable with c.HP>EX Joudan Geri, if you blocked 3rd hit while standing. If you don't have range for c.HP, use c.MP>HK Tatsumaki. If you have full meter, use SRK>SA1/SA2 (If you're using SA1 remember to use MP SRK). c.HP>HK Tatsumaki wouldn't work (Tatsumaki would miss). With no meter you can use c.HP>MK Tatsumaki.
  • HP Mantis Slash:
    • 1 hit Mantis Slash is punishable with c.MP>HK Tatsumaki, SA1, SA2, EX SRK (NOT ordinary SRK).
    • 2 hit Mantis Slash is punishable same way as 1 hit Mantis Slash.
    • 3 hit Mantis Slash is punishable with any combo starter from ground.

Unfortunately for Ryu, Yang can do QCF MP, QCF LP, and make his second Mantis Slash hit safer. However, it's still punishable with SA2.


» EX Tourou Zan (EX Mantis Slash) - 3 hit EX Mantis Slash is punishable with SA1, and also c.MK/c.HK which requires 1 frame timing, so it's unreliable. 4 hits move can be punished with SA1 and c.MK/c.HK, this time timing is not hard. 5 hits can be punished with cl.HP>EX Joudan Geri, or any other combo.

EX Mantis Slash hits fast. After parrying first hit of EX Mantis Slash you can only counter with SRK or Super. Any other move will be countered by incoming hit. So, you can either parry once and counter with SRK/Super, or parry first 2 hits and start combo with any move.

» Zenpou Tenshin (Grab) - If you dodged it with Neutral jump you can start combo with c.HK. If you dodged it with Dash back, you can start combo with c.HP>EX Joudan Geri. c.HP has range because Yang's hitbox is big when he does his grab. You basically hit Yang's arms. You can also punish it with HK Tatsumaki.

» Raigeki Shuu (Dive kick) - Not punishable on block, only after parry. After you parried his Dive kick hit Yang as soon as he lands on ground. Any move can punish him if you walk forward to get in close range, but c.MK requires least strict timing. Ryu's jump LK air reset, SA1/SA2 works well too. If Yang completely missed with Dive kick, you can punish it with any move if you attack as quickly as he landed on ground (c.MK works best for that).

» c.HK - Punishable with SA1.

» Senkyuutai - Very punishable move. Use cl.HP>SRK or cl.HP>EX Joudan Geri. Using ?>Tatsumaki is not recommended because if Yang was trying blocking down, Tatsumaki will miss. Walk forward to be in necessary range before starting combo.

» EX Senkyuutai - Harder timing for punishing, but it's still punishable just like ordinary Senkyuutai. This move is 3 hit on parry while ordinary is 2 hit.

» Kaihou (Teleport) - Just like any special move, this move has recovery frames. If Yang cancels normal move into Kaihou you can punish it with any move.

» SA1 - Yang's SA1 is safe move.

» SA2 - After Yang does SA2 he can hold down+back to crouch and block. When Yang gets hit while crouching it means more damage. Because of that, don't use Tatsumaki because it whiffs on crouching opponents.

After you blocked SA2 you can start any combo from ground. Better combo is Dash forward, Jump forward, air HK, c.HP>EX Joudan Geri.

  • Dodging SA2 from corner:
    • If you dodge SA2 with Neutral Jump, the only way to punish Yang is with SA1 or Hadouken.
    • If you dodge SA2 with Jump back, Dash forward twice and start combo with Jump HK.
    • If you dodge SA2 with UOH, you can do HK Tatsumaki, Dash forward, and do c.HK, HK Joudan Geri, or EX Joudan Geri. Or you can do Super jump, Super jump, air HK, c.MK>?. Air HK must be done as late as possible, in case Yang tries to crouch block.
  • Dodging SA2 from mid screen:
    • If you dodge SA2 with Neutral Jump, do HK Tatsumaki and start combo with c.HP.
    • If you dodge SA2 with Jump back, Dash forward twice and start combo with Jump HK.
    • If you dodge SA2 with UOH, you can do 2 Super jumps, and on second one start combo with air HK.

Dodging SA2 with Jump forward will make Ryu too far away for any advanced punish combo. The only thing you can do is SA1 or Hadouken.

Urien

Keep the game in the middle of the screen -- you don't want to fight Urien in the corner. Urien loves j.HK, so counter with s.HK or j.MP. If you've cornered Urien and have Denjin, use it. If he's almost stunned, start poking: abuse far s.MK and s.HK. s.MK may trade with Urien's s.HP, but don't worry: you're aiming to stun, a trade is acceptable. j.MP does a lot of stun and so does f MP, but in the corner don't get close enough that he can parry you once and put you in the corner. If Urien is knocked down in the corner and you don't wan to take the game to the middle of the screen, meaty far s.MP > EX Fireball is amazing. It'll stuff his headbutts, and if he parries your s.MP, he cannot throw you. If he parries and does fierce, it'll trade, but he gets knocked down so you remain in control. New: If he tries to do random fireball into Aegis and you're a bit cornered, super jump forward into HK Tatsumaki to bail out.

When Urien tries unblockable setups you will HAVE to parry.It is best thing you can do in that situation.Beware of his overheads when you're blocking Aegis Reflector(SA3) in corner.If Urien did Aegis in mid-screen then you will have to recover to prevent him from getting any unblockable setups.When Aegis is out of range you can do c.LK to counter Urien's attacks.

Ryu's SA2 can be done on Aegis even when it's touching Ryu's hitbox.This will prevent any Aegis setups.

Akuma

Use Denjin setups (crossup MK, c.LK, s.MP, LP Hadouken > SA3.Works perfectly because his stun bar is shortest (56).

SA2 deals most damage and Akuma's stamina is lowest in game.You can punish his Tatsumaki if you do SA2 or EX SRK right after he lands.You can also red parry his MK Tatsu or HK Tatsu and deal devastating combos.Be sure to counter his air fireball if he is doing it while high in air.When he tries air fireball, you dash below it and punish it by doing MK>SRK>SA2 or HP>EX Joudan Geri>HK Tatsumaki(or SA1 instead HK Tatsumaki).When Akuma is rushing and doing Demon Flip setups, you can try neutral jump HK to push him away.Also, when he is rushing down with Demon Flips it is good way for him to land kara Raging Demon. Don't let him do it many times, dash below Demon flip and get away from that situation.

Akuma cant be thrown when he is doing Zugai Hasatsu (F+MP).

If Akuma tries to win with Shakunestu Hadouken(HCB+P)>SA1 to win trough block, you will parry it.If he lands it right on you it will be 9 hit combo, but if you parry it you will only need to press forward 6 times instead 9.It is because his Shakunestu Hadouken will hit at same time as SA1 so it can be ignored on parry.

Ryu

Oro

Hugo

Elena

Ibuki

Alex

Necro

Twelve

Remy

Q

Sean

Other Video Tutorials

PS2 Limited Edition Special DVD Ryu tutorial

This video shows some basic combos, dash crossover and Super Art hit confirm, F+MP into SA1 confirm, and corner EX Tatsumaki combos.

3S Ryu Tutorial P1

3S Ryu Tutorial P2

3S Ryu Tutorial P3

This tutorial shows how Ryu's every single move can be used.

Denjin Setups Tutorial

Denjin Setups 2 Tutorial

This video shows some Denjin Hadouken (SA3) setups.

"I hate Chun-Li"

This video shows some Kara-throw setups and block strings against Chun-Li.

Credits

If you edited this Tutorial enter your name here.

  • Ryukenden
  • C-Royd - Matchups (Urien)
  • Thanks to TheShend, kal el, MajinRyu, eddieW,