Ultimate Marvel vs Capcom 3/Ryu

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Contents

Ryu

Image:umvc3_ryu_face.jpg

Ryu trained for years with his friend Ken under the Shotokan master Gouken. As the champion of the first Street Fighter tournament, defeating the Muay Thai king Sagat, Ryu is known as one of the most dedicated fighters. Since his victory Ryu has traveled the globe, participating in subsequent tournaments and continuing his quest to perfect his training.


In a nutshell As the quintessential Street Fighter, Ryu's game plan is focused on the ability to produce a variety of special moves to counter opponent's strategies, along with strong mix-up capabilities. He now has additional projectile attacks that are useful in response to a variety of situations as well as his traditional tactics such as the shoryuken and the tatsumakisenpukyaku. Ryu's new Hado Kakusei mode allows from some additional over-the-top hyper attacks which means he can burn hyper meter pretty quickly. If a new twist on an old favorite sounds good to you then Ryu just might be your newest team member.


Character Specific Information

CHARACTER DATA
Health:
1,000,000
Double Jump:
No
Air Dash:
No
Air Action Count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
35.0 %
60.0 %
85.0 %
X-Factor Speed Boost:
5.0 %
10.0%
15.0 %
X-Factor Duration:
10.5 s
15.5 s
20.5 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
10 %
35 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
35 %

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
File:Alpha.png Shoryuken
File:direct.png File:tiltup.png
150,000
File:strk.png
Shinku Tatsumaki Senpukyaku
File:Beta.png Hadoken
File:shot.png File:front.png
100,000
File:proj.png
Shinku Hadoken
File:Gamma.png Tatsumaki
Senpukyaku H
File:direct.png File:front.png
50,000 X 2
+ 60,000
(143,500)
File:softknockdown.png
Shinku Tatsumaki Senpukyaku

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
File:l.png
50,000
File:rpdfire.png
Crouching Light
File:d.png + File:l.png
45,000
File:low.png File:rpdfire.png
Standing Medium
File:m.png
75,000
Crouching Medium
File:d.png + File:m.png
68,000
File:low.png
Standing Heavy
File:h.png
90,000
Crouching Heavy
File:d.png + File:h.png
80,000
File:hardknockdown.png
Special
File:s.png
100,000
File:launch.png File:nocancel.png
Collarbone Breaker
File:f.png + File:m.png
35,000 X 2
(63,000)
File:high.png
Roundhouse Kick
File:f.png + File:h.png
95,000
Jumping Light
air File:l.png
55,000
File:high.png
Jumping Medium
air File:m.png
60,000 X 2
(108,000)
File:high.png
Jumping Heavy
air File:h.png
90,000
File:high.png
Jumping Special
air File:s.png
95,000
File:high.png File:aircombofinisher.png
File:nocancel.png

Throws

Name
Command
Damage
Special Properties (glossary)
Forward Throw
File:f.png + File:h.png
80,000
File:throw.png File:hardknockdown.png
Back Throw
File:b.png + File:h.png
80,000
File:throw.png File:hardknockdown.png
Forward Air Throw
air File:f.png + File:h.png
80,000
File:airthrow.png File:hardknockdown.png
Back Air Throw
air File:b.png + File:h.png
80,000
File:airthrow.png File:hardknockdown.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Hadoken
File:qcf.png + File:atk.png
100,000
File:airok.png File:proj.png
Ren Hadoken
File:qcf.png + File:s.png
50,000 X 1 ~ 5
(50,000 ~ 204,600)
File:airok.png
File:proj.png
File:rpdfire.png
Baku Hadoken
File:qcf.png + File:s.png charge
150,000
File:airok.png
File:proj.png
File:wallbounce.png
File:softknockdown.png
Shoryuken L
File:dp.png + File:l.png
100,000
File:strk.png
Shoryuken M
File:dp.png + File:m.png
120,000
File:strk.png
Shoryuken H
File:dp.png + File:h.png
150,000
File:strk.png
Hado Shoryuken
File:dp.png + File:s.png
130,000 + 30,000 X 3
(203,000)
File:strk.png
File:proj.png for hits 2-4
Tatsumaki Senpukyaku L
File:qcb.png + File:l.png
90,000
File:softknockdown.png
Tatsumaki Senpukyaku M
File:qcb.png + File:m.png
60,000 X 2
(114,000)
File:softknockdown.png
Tatsumaki Senpukyaku H
File:qcb.png + File:h.png
50,000 X 2 + 60,000
(143,500)
File:softknockdown.png
Air Tatsumaki Senpukyaku L
air File:qcb.png + File:l.png
100,000
File:stagger.png vs grounded opponent
File:softknockdown.png vs airborne opponent
Air Tatsumaki Senpukyaku M
air File:qcb.png + File:m.png
30,000 X 3 + 50,000
(117,600)
File:stagger.png vs grounded opponent
File:softknockdown.png vs airborne opponent
Air Tatsumaki Senpukyaku H
air File:qcb.png + File:h.png
30,000 X 4 + 50,000
(135,800)
File:stagger.png vs grounded opponent
File:softknockdown.png vs airborne opponent
Jodan Sokuto Geri
File:rdp.png + File:atk.png
100,000
File:wallbounce.png
File:softknockdown.png

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Shinku Hadoken
File:qcf.png + File:atk.png + File:atk.png
18,000 X 25 (~50)
(261,700 ~ 313,900)
File:proj.png
can be aimed up
during startup by holding File:u.png
can be steered.
Air Shinku Hadoken
air File:qcf.png + File:atk.png + File:atk.png
18,000 X 25 (~50)
(261,700 ~ 313,900)
File:proj.png
can be aimed down
during startup by holding File:d.png
can be steered.
File:otg.png when aimed down
Shinku Tatsumaki Senpukyaku
File:qcb.png + File:atk.png + File:atk.png
12,000 X 43 (~83)
(266,300 ~ 315,200)
File:hardknockdown.png on final hit
Hado Kakusei
"Denjin Mode"
"Evil Ryu"
File:d.png , File:d.png + File:atk.png + File:atk.png
0
Enters a powered-up state
increasing speed and upgrading
decrease into red health, regenerate after being tag-in does not affected>
some hypers below.
lasts 5 seconds.
Shin Hadoken
while in Hado Kakusei, File:qcf.png + File:atk.png + File:atk.png
20,000 X 25 (~50)
(290,800 ~ 349,300)
File:airok.png
File:proj.png
File:strk.png on final hit
Shin Tatsumaki Senpukyaku
while in Hado Kakusei, File:qcb.png + File:atk.png + File:atk.png
15,000 X 43 (~83)
(332,500 ~ 394,600)
File:hardknockdown.png on final hit
Shin Shoryuken
File:dp.png + File:atk.png + File:atk.png
380,000 over 3 hits
File:hardknockdown.png
Level 3 Hyper.

Mission Mode

Strategy

Tips and Tricks

  • Ryu can throw three fireballs in the air before landing, or throw two and then Tatsumaki his way back to the ground. Fireballs are a large part of Ryu's game due to his poor mobility options, so learn when and where to throw them. For example, if Ryu is about to find himself descending into a hyper attack he can use the hard Tatsumaki Senpukyak or air Fireballs to maintain his position in the air and in really desparate situations he can use the Shinkuhadouken to stay above the attack or perhaps even retaliate against the opponent.

Combos

Basic Combo 01) File:d.png + File:l.png , File:d.png + File:m.png , File:d.png + File:h.png , File:f.png + File:h.png , File:rdp.png + File:h.png (or File:l.png ), dash ,
File:m.png , File:h.png , File:f.png + File:h.png , File:s.png (launcher), air File:l.png , air File:m.png , air File:h.png , air File:qcb.png + File:h.png ,
air File:qcf.png + File:atk.png + File:atk.png 
Basic Combo 02) File:f.png + File:m.png , File:rdp.png + File:h.png (or File:l.png ), File:d.png File:d.png + File:atk.png + File:atk.png , dash , File:m.png ,
File:h.png , File:f.png + File:h.png , File:qcb.png + File:l.png , File:m.png , File:h.png , File:f.png + File:h.png , File:qcb.png + File:l.png , File:h.png , File:f.png + File:h.png , File:s.png (launcher), air File:l.png ,
air File:m.png , air File:h.png , air File:qcb.png + File:h.png , air File:qcf.png + File:atk.png + File:atk.png 
Corner Combo 01) File:f.png + File:m.png , File:rdp.png + l, File:d.png File:d.png + File:atk.png + File:atk.png , File:m.png , File:h.png , File:f.png + File:h.png ,
File:qcb.png + File:l.png , File:m.png , File:h.png , File:f.png + File:h.png , File:qcb.png + File:l.png , File:m.png , File:h.png , File:f.png + File:h.png , File:qcb.png + File:l.png , File:h.png , File:s.png (launcher),
File:qcb.png + File:atk.png + File:atk.png , File:s.png (launcher) , File:qcf.png + File:atk.png + File:atk.png (hold u) 
Corner Combo 02) File:d.png + File:l.png , File:d.png + File:m.png , File:d.png + File:h.png , File:f.png + File:h.png , File:rdp.png + File:l.png , walk back,
File:m.png , File:h.png , File:f.png + File:h.png , File:s.png (launcher), air File:m.png , air File:h.png , air File:qcf.png + File:s.png (rapidly for 5 hits),
air File:qcf.png + File:atk.png + File:atk.png , air File:h.png (while falling then land), File:ub.png ,
air File:qcf.png + File:atk.png + File:atk.png (hold df) 

Basic Strategy

Ryu functions as a very basic Ultimate Marvel vs Capcom 3 fighter. His rapid fire light attacks allow for a frame advantage when guarded or provide an opportunity for hit confirm combo when the attack hits. This makes Ryu a safe character to use for beginning players but he can also help the player develop some habits that won't fuction effectly on other cast members. Ryu's light attacks are a great way to combo into the Collarbone Breaker which opens the opponent up for big combos.

Ryu can play keep away pretty well with his ground and air Hadouken but he usually lose in a projectile fight fairly easliy. With the addition of the the Ren Hadouken which rapid fires and the Baku Hadouken that can hit a ground opponent at any distance Ryu can now coax an opponent into movement. Causing the opponent to jump in towards Ryu provides a variety of options. The basic Shoryuken leaves Ryu wide open to retaliation so if you are not familiar with the movement patterns of your opponent then the Shoryuken should be reserved for a close in counter move, which it's invincible start up is especially effective. This tactic should feel comfortable for anyone who has a history of playing Ryu in fighting games.

Ryu's Shinkuhadouken is one of the most versatile hyper attacks in the game since it reaches full screen and can be set in different directions, up, diagonal or forward. It also is very difficult to punsish when guarded since it pushes the opponent away. Ryu's air throws can be followed up with an OTG Shinkuhahouken. To maximize the chances of getting an air throw to link to a Shinkuhadouken you can start an air asault with f + hard, if a throw doesn't connect Ryu will perform his air hard attack instead which can then be canceled into his air Tatsumaki Senpukyaku for a safe landing. This approach also has the possibility of causing a cross up or it may force your opponent to gaurd. When you use the light Tatsumaki Senpukyaku on a guarding opponent Ryu will gain a frame advantage.


Advanced Strategy

Since Ryu can do amazing damage by linking hyper attacks together on a cornered opponent through the use of the Hado Kakusei this makes Ryu even more valuable after he has built a good level of hyper meter. You may want to consider using him as an anchor character matched up with a point character who is good at building hyper meter such as Haggar or Dr. Doom.

Strategy vs. Ryu

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