Ryu only has one goal in life: to perfect his skills and become the ultimate martial artist. A fairly aloof warrior, Ryu continually travels the globe in search of stronger and stronger opponents to help him achieve this goal. After defeating Sagat for the World Champion Street Fighter title, he was considered by most to be the most powerful fighter in the world. And yet, Ryu's true potential may still remain untapped, and only a glimpse of it was seen in his climactic battle with Shadaloo's leader, M. Bison. Only time will tell if Ryu can avoid being swallowed up by the dangerous power of the Satsui no Hado...
Ryu epitomizes the saying of "A minute to learn, a lifetime to master" the most of any Street Fighter character. Ryu has all the basic tools you need: great normals, a projectile, an effect anti-air, FADC combos, etc. But as a result, he has very few gimmicks and shenanigans. You can get by playing Ryu with a solid understanding of his basic strategy, but learning Ryu at the highlest level requires very solid mind games and very solid fundamentals.
Extended hitbox upward in 3rd active frame.
Changed light/medium/heavy version damage from 60 to 70. Chip damage is the same as SSFIV AE, at 15.
Changed follow-up restrictions when a counter-hit is landed with the EX version so that follow-up is possible with any move.
Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump.
Changed damage from 40 + 50 (90 total) to 40 + 60 (100 total).
Equalized normal hit and counter-hit frame advantage.
Made this a 1-hit move. Set damage in 1st and 2nd active frames to 160, and in 3rd to 14th active frames to 60.
Made from start to 4th frame totally invincible. Made mid-air follow-up impossible.
Removed possibility for EX Focus Attack and super canceling.
Hit detection extended from 3F to 5F.
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
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Close
| HL
| 30
| 50
| 20
| ch/sp/su
| 3
| 3
| 6
| +2
| +5
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Close
| HL
| 70
| 100
| 40
| sp/su
| 3
| 3
| 21
| -3
| +3
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Close
| HL
| 100[80]
| 200[150]
| 60
| sp/su
| 5
| 7
| 26
| -15
| -10
| Forces stand, [] refers to active frames 3~5f
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Close
| HL
| 30
| 50
| 20
| -
| 5
| 5
| 7
| -1
| +2
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Close
| HL
| 80
| 100
| 40
| sp/su
| 3
| 5
| 16
| -7
| -2
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Close
| HL
| 40*70
| 125*75
| 60*20
| su*-
| 8
| 8(2)4
| 15
| -1
| +4
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Far
| HL
| 30
| 50
| 20
| ch/sp/su
| 4
| 3
| 6
| +2
| +5
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Far
| HL
| 80
| 100
| 40
| sp/su
| 5
| 4
| 14
| -4
| -1
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Far
| HL
| 120
| 200
| 60
| -
| 8
| 3
| 15
| 0
| +4
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Far
| HL
| 40
| 50
| 20
| -
| 5
| 6
| 6
| -1
| +2
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Far
| HL
| 80
| 100
| 40
| -
| 8
| 2
| 17
| -5
| -2
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Far
| HL
| 110
| 200
| 60
| -
| 9
| 4
| 20
| -6
| -2
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crouch
| HL
| 30
| 50
| 20
| ch/sp/su
| 3
| 2
| 7
| +2
| +5
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crouch
| HL
| 60
| 100
| 40
| sp/su
| 4
| 4
| 8
| +2
| +5
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crouch
| HL
| 90
| 200
| 60
| sp/su
| 4
| 8
| 28
| -18
| -13
| Forces stand
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crouch
| L
| 20
| 50
| 20
| sp/su
| 4
| 3
| 9
| -1
| +2
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crouch
| L
| 60
| 100
| 40
| sp/su
| 5
| 5
| 12
| -3
| 0
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crouch
| L
| 90
| 100
| 60
| -
| 5
| 4
| 28
| -14
| -
| Untechable knockdown
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Jump up
| H
| 50
| 50
| 20
| -
| 10
| 7
| -
| -
| -
| Legs projectile invincible until end of startup frames
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Jump up
| H
| 80
| 100
| 40
| -
| 5
| 5
| -
| -
| -
| Legs projectile invincible until end of active frames
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Jump up
| H
| 100
| 200
| 60
| -
| 6
| 5
| -
| -
| -
| Legs projectile invincible until end of startup frames
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Jump up
| H
| 40
| 50
| 20
| -
| 5
| 9
| -
| -
| -
| Legs projectile invincible until end of startup frames
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Jump up
| H
| 80
| 100
| 40
| -
| 6
| 10
| -
| -
| -
| Legs projectile invincible until end of startup frames
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Jump up
| H
| 100
| 200
| 60
| -
| 4
| 4
| -
| -
| -
| Legs projectile invincible until end of startup frames
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Jump forward
| H
| 50
| 50
| 20
| -
| 4
| 7
| -
| -
| -
| Legs projectile invincible until end of startup frames
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Jump forward
| H
| 50*30
| 50*50
| 40*20
| -
| 7
| 3*4
| -
| -
| -
| Legs projectile invincible until end of startup frames, [1st air hit] floats opponent, [2nd air hit] knock down and can juggle
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Jump forward
| H
| 100
| 200
| 60
| -
| 6
| 5
| -
| -
| -
| Legs projectile invincible until end of startup frames
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Jump forward
| H
| 40
| 50
| 20
| -
| 4
| 8
| -
| -
| -
| Legs projectile invincible until end of startup frames
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Jump forward
| H
| 70
| 100
| 40
| -
| 6
| 6
| -
| -
| -
| Legs projectile invincible until end of startup frames
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Jump forward
| H
| 100
| 200
| 60
| -
| 7
| 7
| -
| -
| -
| Legs projectile invincible until end of startup frames
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Overhead +
| H
| 30*50
| 50*50
| 40*20
| -
| 17
| 1(1)2
| 14
| -2
| +3
| Only +1 hit advantage on crouching opponents
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+
| HL
| 40*60
| 50*50
| 60*20
| -
| 17
| 2*2
| 18
| 0
| +4
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| Focus Attack LVL 1
| HL
| 60
| 100
| 20
| -
| 21
| 2
| 35
| -21
| -21
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| Focus attack LVL 2
| HL
| 80
| 150
| 40
| -
| 17+12
| 2
| 35
| -15
| -
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| Focus attack LVL 3
| -
| 140
| 200
| 60
| -
| 65
| 2
| 35
| -
| -
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| Forward Throw
| 0.9
| 130
| 140
| 40
| -
| 3
| 2
| 20
| -
| -
| Untechable knockdown
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| Back throw
| 0.9
| 130
| 120
| 40
| -
| 3
| 2
| 20
| -
| -
| Untechable knockdown
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| Hadoken
| HL
| 70
| 100
| 10/20
| su
| 13
| -
| Total 45
| -6
| -2
| [air hit] knock down, 16~17f focus cancellable
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Hadoken
| HL
| 50*50
| 50*50
| -250/0
| su
| 12
| -
| Total 40
| +1
| -
| knock down, can juggle, 15~16f focus cancellable
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Shoryuken
| HL
| 100[70]
| 200[100]
| 30/40
| su
| 3
| 14
| 14 + After landing 10
| -17
| -
| 1~2f Invincible, 3~4f unthrowable, 3~16f lower body invincibility, 4f~ airborne, knock down, [] refers to active frames 3~14f
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Shoryuken
| HL
| 80*50
| 150*50
| 20/20*20
| su*-
| 3
| 2*12
| 25 + After landing 18
| -34
| -
| 1~5f Invincible, 6~16f lower body invincibility, 5f~ airborne, knock down, [2nd hit] can juggle
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Shoryuken
| HL
| 160[60]
| 200[50]
| 20/40
| -
| 3
| 14
| 28 + After landing 18
| -37
| -
| 1~4f Invincible, 3~4f unthrowable, 5~16f lower body invincibility, 3f~ airborne, knock down, [] refers to active frames 3~14f
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Shoryuken
| HL
| 80*60
| 100*100
| -250/0
| su
| 3
| 2*12
| 30 + After landing 18
| -39
| -
| 1~16f Invincible, 6f~ airborne, knock down, [2nd hit] can juggle
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Hurricane Kick
| HL
| 100
| 200
| 30/30
| -
| 11
| 2(6)2
| 12 + After landing 5
| -6
| -
| 7~20f lower body immune to projectiles, 7f~ airborne, knock down, armor break, cannot hit crouching opponents, [2nd hit] aimed backwards
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Hurricane Kick
| HL
| 110
| 200
| 30/30
| -
| 12
| 2(6)2(6)2(6)2(6)2
| 18 + After landing 3
| -2
| -
| 7~45f lower body immune to projectiles, 7f~ airborne, knock down, armor break, cannot hit crouching opponents, [2nd hit, 4th hit] aimed backwards
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Hurricane Kick
| HL
| 120
| 200
| 30/30
| -
| 12
| 2(6)2(6)2(6)2(6)2
| 18 + After landing 3
| -2
| -
| 7~45f lower body immune to projectiles, 7f~ airborne, knock down, armor break, cannot hit crouching opponents, [2nd hit, 4th hit] aimed backwards
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Hurricane Kick
| HL
| 30x4*40
| 40x5
| -250/0
| -
| 11
| 1(3)1(3)1(3)1(3)1
| 18 + After landing 3
| -1
| -
| 6~27f lower body immune to projectiles, 6f~ airborne, [1st-4th hit] forces stand, [air hit, 5th hit] knock down, armor break, can juggle, [2nd, 4th hit] aimed backwards
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Hurricane Kick (air)
| HL
| 70
| 100
| 10/40
| -
| 9
| 2(6)2(6)2
| After landing 10
| -
| -
| knock down, [2nd, 4th hit] aimed backwards
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Hurricane Kick (air)
| HL
| 80
| 100
| 10/40
| -
| 9
| 2(6)2(6)2
| After landing 10
| -
| -
| knock down, [2nd, 4th hit] aimed backwards
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Hurricane Kick (air)
| HL
| 90
| 100
| 10/40
| -
| 9
| 2(6)2(6)2
| After landing 10
| -
| -
| knock down, [2nd, 4th hit] aimed backwards
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Hurricane Kick (air)
| HL
| 40x5
| 50x5
| -250/0
| -
| 7
| 1(3)1(3)1(3)1(3)1
| After landing 4
| -
| -
| knock down, can juggle, [2nd, 4th hit] aimed backwards
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| Super Combo
| HL
| 50x4*100
| 0
| -1000/0
| -
| 1+2
| -
| Total 52
| +11
| -
| 1f Invincible, [1st-4th air hit] untechable knockdown, [5th hit] untechable knockdown, can juggle
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| Ultra Combo 1
| HL
| 42x7*75
| 0
| 0/0
| -
| 0+11
| -
| Total 120
| -25
| -
| 1~9f Invincible, [1st-7th air hit] or [8th hit] untechable knockdown, can juggle
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| Ultra Combo 2
| HL
| 270*38x4*50x3[270*233]
| 0
| 0/0
| -
| 0+8
| 3*3x7
| 43+ After landing 41
| -84
| -
| 1~10f Invincible, 11~31f lower body invincibility, 11f~ airborne, untechable knockdown, [2nd hit] (translate) can juggle, armor break, 1st hit goes into animation, [] refers to animation, guard advantage assumes 2nd hit
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| Block
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| Super Meter
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| Frames
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| Move Name
| HL
| Damage
| Stun
| Gain
| Cancel Ability
| Startup
| Active
| Recovery
| On Guard
| On Hit
| Notes
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