Ultra Street Fighter IV/Ryu

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Ryu

SSFIV-Ryu Face.jpg

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


In a nutshell

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

Players to Watch

Alex Valle (USA)
John Choi (USA)
Yomi Joel (USA)

Ultra SFIV Changes

(From Ultra SFIV Arcade Japan)

  • Crouch MK: On block now -2 from -3
  • Diagonal Jump MP: 1st hit now cancellable any version of the Airborne Tatsumaki Senpukyaku
  • EX Shoryuken: First hit now gives Ryu a Free Juggle
  • Airborne Tatsumaki Senpukyaku: Light, Medium, and Hard versions now given Juggle Potential (exact data unknown)
  • EX Airborne Tatsumaki Senpukyaku: Hitbox expanded and vacuum effect on hit increased, easier to land all hits
  • Metsu Shoryuken (UC2): Startup invincibility increased to frames 1-9 from frames 1-8
  • L and M Shoryuken --> EX Focus Cancel --> Forward Dash now -5F on block at best

(New to Ultra SFIV Console Digital Release)

  • EX Hadoken: Startup reduced to 11 frames from 12 frames

(New to 1.04 Update)

  • Hadoken: Light version's travel speed reduced, Heavy version's travel speed increased
  • Close Stand HK: Recovery increased to 17 frames from 15 frames; hitstun and blockstun on standing characters increased by 3 frames; hitstun and blockstun on crouching characters increased by 2 frames; second hit now Super, EX Focus, and EX Red Focus cancelable

Character Specific Data

VITALS
Health: 1000 Stun: 1000 W-Ultra Scaling: 75%
WALKING DASHING
Forward Walk Speed: 0.045 Forward Dash Distance: 1.10
Back Walk Speed: 0.03 Forward Dash Total Frames: 18
JUMPING Back Dash Distance: 0.75
Jump Height Apex: 1.76 Back Dash Total Frames: 27
Jump Total Frames: 40 (4+36) Back Dash Invincibility: 8
Forward Jump Distance: 1.925 Back Dash Airborne: 10
Back Jump Distance 1.925 Back Dash Recovery: 9
THROWS WAKE-UP TIMING
Forward Throw Range: 0.923 Face Up Total Frames: 31
Back Throw Range: 0.923 Face Down Total Frames: 21
NOTABLE MOVE CLASSES
High Attacks: Collarbone Breaker Hard Knockdowns: Crouch HK
Low Attacks: Crouch LK, Crouch MK, Crouch HK Armor Breakers: Tatsumaki Senpukyaku, EX Tatsumaki Senpukyaku, Metsu Shoryuken
FOCUS ATTACK DATA
Level 1 Focus Startup Frames: 21 L1 EX Red Focus Attack Combo Lead-Ins: Close MP, Close HP, Close HK, Hadoken (Corner Only)
Level 2 Focus Startup Frames: 29
Level 3 Focus Startup Frames: 65
L1 Focus Attack Forward Dash: -2 L2 FA Forward Dash (On Block): +4
L1 Focus Attack Back Dash: -11 L2 FA Back Dash (On Block): -5

Frame Data (At A Glance)

More detailed Frame Data Table at bottom of page.

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 3 3 6 2 5
Close MP Close Strong.gif 70 100 40 HL sp/su 3 3 21 -3 3
Close HP Close Fierce.gif 100[80] 200[150] 60 HL sp/su 5 7 26 -15 -10
Close LK Close Short.gif 30 50 20 HL - 5 5 7 -1 2
Close MK Close Forward.gif 80 100 40 HL sp/su 3 5 16 -7 -2
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 8 8(2)4 17 0 5[4]
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 4 3 6 2 5
Far MP Far Strong.gif 80 100 40 HL sp/su 5 4 14 -4 -1
Far HP Far Fierce.gif 120 200 60 HL - 8 3 15 0 4
Far LK Far Short.gif 40 50 20 HL - 5 6 6 -1 2
Far MK Far Forward.gif 80 100 40 HL - 8 2 17 -5 -2
Far HK Far Roundhouse.gif 110 200 60 HL - 9 4 20 -6 -2
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 3 2 7 2 5
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 4 4 8 2 5
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 4 8 28 -18 -13
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 -1 2
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 5 12 -2 0
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 5 4 28 -14 -
Collarbone Breaker Overhead 30*50 50*50 40*20 H - 17 1(1)2 14 -2 3[1]
Solar Plexus Strike Right.gif+Fierce.gif 40*60 50*50 60*20 HL [sp/su] 17 2*2 18 0 4
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 10 7 - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 5 - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 5 - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 10 - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 4 4 - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 4 7 - - -
Angled Jump MP Angled Jump Strong.gif 50*30 50*50 40*20 H sp/su*- 7 3*4 - - -
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 6 5 - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 8 - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 6 - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 7 7 - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 -21 -21
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 -15 -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 35 -21 -21
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 35 -15 -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 65 2 35 - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 35 -15 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Shoulder Throw Forward Throw 130 140 40 0.923 - 3 2 20 - -
Somersault Throw Back Throw 130 120 40 0.923 - 3 2 20 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Hadoken Hadoken 70 100 10/20 HL su 13 - 32 -6 -2
EX Hadoken Hadoken EX.gif 50*50 50*50 -250/0 HL su 11 - 30 1 -
Shoryuken Shoryuken Jab.gif 100[70] 200[100] 30/40 HL su 3 14 14 + After landing 10 -21 -
Shoryuken Strong.gif 80*50 150*50 20/20*20 HL su*- 3 2*12 25 + After landing 18 -34 -
Shoryuken Fierce.gif 160[60] 200[50] 20/40[20] HL - 3 14 28 + After landing 18 -37 -
EX Shoryuken Shoryuken EX.gif 80*60 100*100 -250/0 HL su 3 2*12 30 + After landing 18 -39 -
Tatsumaki Senpukyaku Hurricane Kick Short.gif 100 200 30/30 HL - 11 2(6)2 12 + After landing 5 -6 -
Hurricane Kick Forward.gif 110 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 -2 -
Hurricane Kick Roundhouse.gif 120 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 -2 -
EX Tatsumaki Senpukyaku Hurricane Kick EX.gif 30x4*40 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18 + After landing 3 -1 -
Air Tatsumaki Senpukyaku Air Hurricane Short.gif 70 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - -
Air Hurricane Forward.gif 80 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - -
Air Hurricane Roundhouse.gif 90 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - -
EX Air Tatsumaki Senpukyaku Air Hurricane EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 After landing 4 - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Shinku Hadoken Super Combo 50x4*100 0 -1000/0 HL - 1+2 - 50 11 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit
Metsu Hadoken Ultra Combo 1 42x7*75 0 0/0 HL - 0+11 - 110 -25 -
Metsu Shoryuken Ultra Combo 2 270*38x4*50x3[270*233] 0 0/0 HL - 0+8 3*3x7 43+ After landing 41 -84 -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Adv On
Guard
Adv
On Hit

Moves

If an admin or someone who knows how to add pictures to the moves, check N00bdragon's contribs page here and add them please?

Standing Close Normals

  Name Nickname Command Notes
File:Example.png

Close LP

Close Jab Close Lp.png

~~ Uses and Strategies ~~

A quick elbow to the opponent. Chain, special and super cancellable. Like other close jabs/LPs, whiffs on most crouching characters. This move is strictly worse than crouching LP and is usually seen when you meant to chain into far LP (which does hit crouchers).

File:Example.png

Close MP

Close Strong Close Mp.png

~~ Uses and Strategies ~~

Quick punch to the gut. Special and super cancellable. Like many cl.MPs, this is intended for use as a frame trap, as the long recovery makes it easy to confirm into a combo on hit (though the link itself is not easy). HP Shoryuken or Super will always combo on hit and certain normals will combo on counter-hit depending on the character and range. Because of its long hitstun, cl.MP also combos into just about anything (even Ultra 1!) if it trades with something like a crouch tech. Unfortunately this move is as negative on block as it is advantageous on hit, which can end your pressure or even get you punished, so it doesn't see much use.

File:Example.png

Close HP

Close Fierce Close Hp.png

~~ Uses and Strategies ~~

An odd-looking standing uppercut. Special and super cancellable, and forces standing. Not a very important tool, but as Ryu's highest-damage special-cancellable normal, it sees use in punish combos (close HP xx HP Shoryuken is an easy 270 damage punish), corner FADC combos and frame traps. Very unsafe on both hit and block if you don't cancel it.

File:Example.png

Close LK

Close Short Close Lk.png

~~ Uses and Strategies ~~

Ryu kicks the opponent in the shin (does not need to be blocked low). With no cancel properties, slow startup for a light move, slightly negative on block and slightly positive on hit, this move has no "obvious" uses. Its surprisingly large number of active frames makes it interesting as a meaty attack. This in conjunction with its lack of cancel properties can be exploited to option select the wakeup options of certain characters--for example, close LK followed by a properly timed HP Shoryuken or Ultra will defeat most of Rufus's wakeup options (only EX Snake Strike will let him out). Still, applications like this are rare, and difficult to work into your game. More practically used before ticking into a throw, as the odd timing on this relative to Ryu's other light moves can throw off your opponent's tech timing. Overall, not a good move.

File:Example.png

Close MK

Close Forward Close Mk.png

~~ Uses and Strategies ~~

A knee to the opponent's stomach. Special and super cancellable. Does unusually high damage given its fast startup. Most interestingly, this move does very low pushback, which opens up new midscreen FADC combos and allows close MK xx EX Hadoken to combo into Ultra 1 on many characters. Outside of combos, you can try to abuse this move like Sakura's notorious close HP--waking up with close MK xx Hadoken or EX Hadoken is risky, but can turn the tables if your opponent staggers their pressure trying to bait your DP or beat a late crouch tech.

File:Example.png

Close HK

Close Roundhouse Close Hk.png

~~ Uses and Strategies ~~

Axe kick that hits twice. Both hits are super cancellable. Does huge damage and stun, but pushes you very far back on hit or block. As of the v1.04 patch, you have enough advantage on hit to combo into many far-reaching moves regardless of whether the opponent is hit standing or crouching (although some combos still do not work on certain crouching characters with "fat" hitboxes). Another change in that patch is that you can focus cancel the second hit and FADC forward to continue your combo. Both of these changes enable exceptionally high-damage and high-stun combos if Ryu lands a jumpin and combos into cl.HK when he lands.

Standing Far Normals

  Name Nickname Command Notes
File:Example.png

Far LP

Far Jab Lp.png

~~ Uses and Strategies ~~

Quick jab with okay range. Special and super cancellable. The hitbox extends well beyond the hurtbox, so it will reliably stuff just about any move that doesn't go under it. Throwing random far jabs out is an effective way to deter forward dashes and forward-moving attacks (rekkas, Honda's headbutt, Blanka's horizontal ball, etc.) without leaving yourself open to whiff punishes by players with sharp reflexes. The startup is fast enough that you can also knock moves like Blanka's horizontal ball out of the air on reaction when your opponent throws them out from long range. The low damage of far LP is a downside, but crouching MK and crouching HK will always combo after this move on hit. Also serves as a passable, low-risk anti-air against players jumping from very far away.

File:Example.png

Far MP

Far Strong Mp.png

~~ Uses and Strategies ~~

A straight punch with good range, slightly shorter than crouching MK. Special and super cancellable. Like st.LP, the hitbox extends well beyond the hurtbox, so it's an outstanding counterpoke that you'll want to two-in-one into specials like fireball, EX fireball or tatsu. Sticking this poke out into the space directly in front of your opponent (after hitting them with your forward MP overhead, for example) can greatly limit their options. Along with crouching MP, far MP is a crucial footsies tool in matchups where your opponent has low pokes that consistently beat your crouching MK (e.g. Gen's crouching MP) or high pokes that go over your crouching MK (e.g. Dictator's standing MK/HK and all versions of Scissors). One other important use that many Ryus overlook: confirm your combos into far MP if you're just outside of crouching HP range, as it does 20 more damage than crouching MK.

File:Example.png

Far HP

Far Fierce Hp.png

~~ Uses and Strategies ~~

A big hook that does hefty damage and stun. Ryu's single most damaging normal and decent as a frame trap, but the slow startup, massive pushback and lack of cancel properties/combo follow-ups make it hard to use. You can always combo into HP super on hit and crouching HK will sometimes combo on counter-hit (distance-dependent). It's not obvious in-game, but the hitbox extends significantly above the hurtbox that stops at the top of his arm, making it passable as an anti-air.

File:Example.png

Far LK

Far Short Lk.png

~~ Uses and Strategies ~~

A quick kick into the air diagonally. Has a decent hitbox around the foot, so it's an effective (albeit low-damage) anti-air if you can time it right. Most often used to stuff divekicks on reaction.

Far LK has some other advanced uses that don't involve hitting your opponent with it. If your opponent is looking to jump over a fireball on reaction (which won't earn them a full jumpin combo but is a decent way to close in on Ryu), QCF+LK is a classic way to "fake" a fireball so you can bait the jump and then anti-air it. This is especially effective offline against players who try to react to the sound of your stick motion and button presses.

In high-level shoto matches, you'll see both players throw their far LK out occasionally at midrange. All "normal" shoto far LKs (Ken, Ryu, Evil Ryu and Akuma) remove a significant part of their hurtbox around their planted foot, which will cause low pokes to whiff if you press far LK just before a crouching MK or crouching HK tries to clip your toes. This is low-risk if you have the exact spacing down and can leave your opponent vulnerable to counter-attack or even a big punish like crouching MK xx EX fireball FADC Ultra 1.

File:Example.png

Far MK

Far Forward Mk.png

~~ Uses and Strategies ~~

Decent range side kick. Flatly worse than Evil Ryu's in every way--it doesn't move Ryu forward, the hitbox is significantly worse (ends at the ankle instead of the toes) and it's negative on block and hit (it can be sweeped on block in the Ryu mirror, for example). Still a decent move for beating crouching forwards and stuffing crouch techs, just don't go too nuts with it.

File:Example.png

Far HK

Far Roundhouse Hk.png

~~ Uses and Strategies ~~

A classic roundhouse kick. Slow to start up, but goes very far (same range as your sweep) and does solid damage. Makes a good anti-air if the opponent is jumping in from afar. An alright poke to throw out sometimes against someone who's walking back and forth trying to react to a fireball or whiff punish a crouching MK or HK--the range can catch players off guard, and very few characters can punish it on block.

Crouching Normals

  Name Nickname Command Notes
File:Example.png

Crouch LP

Crouch Jab D.png + Lp.png

~~ Uses and Strategies ~~

A crouching jab, just like it says on the tin. Chain, special, and super cancellable. Crummy damage, but the ability to chain this move into itself (or crouching LK) and option select backdashes while threatening to link into/frame trap with higher-damage moves or tick throw at any time make it the foundation of Ryu's offense. Against mashy opponents, be aware that chained crouching light moves are Ryu's only frame-tight blockstring--as soon as a blocked chain ends, a mashed DP or Ultra will stop your offense cold if you don't pause to bait it.

File:Example.png

Crouch MP

Crouch Strong D.png + Mp.png

~~ Uses and Strategies ~~

Crouching straight punch. Special and super cancellable. One of Ryu's best close-range party starters as it's fast to start up, positive on block and confirms into juicy combos on hit. Also recovers quickly and has an excellent horizontal hitbox that extends well beyond its hurtbox, so you can stick this out at midrange with relative impunity and stuff many characters' pokes clean with the right timing. The significant downside of crouching MP is that it has more pushback and hitstop/recovery than crouching LP, which makes it hard to continue pressure or successfully tick throw when it gets blocked.

File:Example.png

Crouch HP

Crouch Fierce D.png + Hp.png

~~ Uses and Strategies ~~

A normal-looking uppercut. Special and super cancellable. A combo staple because it can be linked from crouching LP and crouching MP, stands your opponent on hit (which allows crouching HP xx tatsu to combo even if your opponent was hit crouching) and does high damage and stun. Exceptionally unsafe on both block and hit if you don't cancel it into a special. The first few frames of this move extend surprisingly far out in front of Ryu horizontally with a very favorable hitbox. Unfortunately whiffing crouching HP will get you killed, so this property is generally limited to confirm combos, blockstrings and punishes. The late frames of this move are a passable anti-air (albeit one that's prone to trading) if someone jumps on or over your head. It's especially useful as an anti-air if someone tries to jump over you from close range (e.g. to get out of the corner), which is otherwise difficult to stop.

File:Example.png

Crouch LK

Crouch Short D.png + Lk.png

~~ Uses and Strategies ~~

Ryu sticks his toes out a short distance. Chain, special and super cancellable, and must be blocked low. Not much range, does the least damage of any Ryu normal and leaves you at negative frames on block/slight advantage on hit, but chaining it into crouching LP leaves you with good follow-up options. If your opponent stands up to walk backwards, block an overhead or try to throw you out of your pressure, they'll get hit and you can confirm the crouching LP into a combo. If your opponent blocks, crouching LP still leaves you at enough frame advantage to attempt the classic "throw or frametrap" mixup or bait a reversal. On its own, crouching LK has a surprisingly advantageous hitbox, so it can stuff most low pokes (think Ryu and Ken's crouching MK) if you throw it out from the right range. This won't get you much reward, but it's safe to throw out crouching LK occasionally and can get in your opponent's head.

File:Example.png

Crouch MK

Crouch Forward D.png + Mk.png

~~ Uses and Strategies ~~

The shoto-patented crouching MK. Special and super cancellable, and must be blocked low. Ryu's signature normal doesn't do much damage on its own, but it has TONS of uses. It's very fast and controls a lot of space--anyone trying to walk up to Ryu or play footsies with him has to respect this normal. You will often want to throw this out from midrange and buffer HP or EX fireball into it, which will combo on hit, or push the opponent away if they block. If the opponent is outside of crouching MK range and will only get hit if they walk or dash forward into the move, you can buffer HK tatsu into the move instead to do beefy meterless damage and push your opponent into the corner.

Because crouching MK xx fireball isn't a tight (uninterruptible) blockstring at longer distances in SF4, it is not a bulletproof strategy! In high-level matches you'll see Ryus mix it up by sticking out crouching MK xx LP fireball or crouching MK on its own. Crouching MK xx HP fireball does 15 chip damage, but if they block the MK and mash out an Ultra between the two hits, you'll take 500. Be aware of the risks.

Also note that Ryu's crouching MK does not have a particularly favorable hitbox--the hurtbox and the hitbox are identical--but is effective because the hurtbox on his leg is low enough to the ground to get under most other moves (Ryu's crouching MP, for example). The unfavorable hitbox means that crouching MK will tend to trade with or cleanly lose to other properly spaced moves that are very low to the ground (e.g. Gen's crouching MP, Dudley's crouching MK), and the way the hitbox is flat on the ground will cause it to lose cleanly to moves that do not have low hurtboxes (e.g. divekicks, hopkicks like Evil Ryu's forward MK, T. Hawk's Condor Spire, E. Honda's headbutt, Dee Jay's LK Rolling Sobat... the list is long). Still, despite crouching MK's weaknesses, it beats a lot of tools that would otherwise be quite good against Ryu. A damn fine button in footsies.

In certain matchups, you can use the "low profile" ability of crouching MK (the way Ryu goes flat to the ground) to go under jumpins. This can get you out of ambiguous crossup setups, which is a common trick to avoid Burning Kick mixups in the C. Viper matchup, and can punish long-range jumpins that are otherwise difficult or dangerous to anti-air. For example, if T. Hawk forward jumps over a slow fireball trying to work his way in, taking a step forward and doing cr.MK xx EX fireball as he lands is a reasonably safe way to push him back out again. These anti-air uses are not especially important (Ryu's other tools are usually better), but the more you know.

File:Example.png

Crouch HK

Crouch Roundhouse D.png + Hk.png

~~ Uses and Strategies ~~

Sweep kick. Must be blocked low and causes a hard knockdown on hit (the opponent can't quickrise, which gives you an opening to move in and apply pressure as they stand up). Extremely fast, extremely long range and extremely negative on block/whiff, it's easy to see why bad Ryus and good Ryus alike love crouching HK. It always combos from crouching LP, far LP and crouching MP and moonlights as one of the best whiff punishes in the game if you have good reactions; if you hang tight and wait for your opponent to stick out a button, you can often punish them with crouching HK.

On hit (but not counter-hit), you can hold up-forward and do any jumping normal for a guaranteed four-frame safejump setup (beats most reversals that are four frames or slower). If you're close enough, you can also threaten a crossup tatsu (LK, MK or HK depending on spacing) for an effective, unreactable mixup. Unfortunately these setups and hard knockdowns in general are devalued in Ultra because the opponent won't have to block them if they use delayed wakeup, so it's often better to punish or end your combos with something like crouching MK xx EX fireball, which will do significantly more damage than crouching HK.

Do NOT thoughtlessly stick this move out during footsies--it's faster and has more range than other sweeps, but the downside is that someone who jumps on you, focus attacks or just plain blocks can punish you hard. If you throw out crouching HK half as often as you use crouching MK you will find it impossible to beat strong players until you break the habit.

Neutral Jumping Normals

  Name Nickname Command Notes
File:Example.png

Neutral Jump LP

Neutral Jump Jab U.png + Lp.png

~~ Uses and Strategies ~~

Drops an elbow directly below Ryu. Lower-body projectile invulnerable for the first nine frames. If you press this right as you're about to land on a fireball (wait until the last possible instant), there's a decent chance you'll land safely instead. This isn't as reliable as using EX Tatsu to hover over a fireball, but you're less likely to be punished for it too. No other uses.

File:Example.png

Neutral Jump MP

Neutral Jump Strong U.png + Mp.png

~~ Uses and Strategies ~~

Ryu sticks his fist out down and forwards. The fast startup and hitbox allow it to be used as an instant overhead/fuzzy guard. Same lower-body projectile invulnerable properties as neutral jump LP, but extends your hurtbox horizontally, which often pushes your butt into the fireball as you're falling. The hitbox around his fist is favorable, so you could plausibly use this to stuff a normal if someone tries to anti-air your neutral jump.

File:Example.png

Neutral Jump HP

Neutral Jump Fierce U.png + Hp.png

~~ Uses and Strategies ~~
Has Ryu sticks his fist right out in front of him. Most reliable starter for neutral jump combos (e.g. if you neutral jump a command throw). Along with neutral jumping HK, a premier situational air-to-air. Takes a little longer to come out and doesn't go as far as HK, but has an extra active frame and a slightly more favorable hitbox, so it's often better as a "stop sign". Works great if you do it preemptively when you KNOW someone's going to jump over you at a weird angle.

File:Example.png

Neutral Jump LK

Neutral Jump Short U.png + Lk.png

~~ Uses and Strategies ~~

Weird-looking upkick. Sometimes used in neutral jump tick throw setups.

File:Example.png

Neutral Jump MK

Neutral Jump Forward U.png + Mk.png

~~ Uses and Strategies ~~

Ryu kicks pretty far in front of him. Used in one of Ryu's three-frame safejump setups (forward throw, whiff throw, neutral jump MK). Generally unremarkable other than its good range.

File:Example.png

Neutral Jump HK

Neutral Jump Roundhouse U.png + Hk.png

~~ Uses and Strategies ~~

A spinning kick in the air. Exceptionally fast startup and puts a huge hitbox in front of Ryu. Pretty good when used on reaction to whack characters who can change their jump trajectory--any time Guy takes to the skies you can put him down with this. Definitely situational, though.

Diagonal Jumping Normals

  Name Nickname Command Notes
File:Example.png

Diagonal Jump LP

Diagonal Jump Jab Ub.png / Uf.png + Lp.png

~~ Uses and Strategies ~~

Comes out quickly and stays active for a while with a favorable hitbox around the fist. Ryu's hurtbox also compresses during this move--he's invulnerable below his lifted ankle. Useful as an air-to-air: if someone with very low life jumps at you, forward jump LP is a reliable way to close the round out without worrying about which DP strength to use against their jumpin or whether they'll change their jump arc.

Because of the favorable hitbox and the way the lower part of Ryu's jumping hurtbox vanishes, this move is also excellent air-to-ground when the tip of the fist hits. If someone baits a jump out of you from long range, this is a good way to challenge whatever anti-air they have waiting for you. LP won't beat a DP, but it's your best chance to stuff or trade with normals.

File:Example.png

Diagonal Jump MP

Diagonal Jump Strong Ub.png / Uf.png + Mp.png

~~ Uses and Strategies ~~

Hits twice and puts your opponent into a juggle state. In some previous titles Ryu's jumping MP was a decent air-to-air; in SF4, it sucks. MP takes a long time to come out and has a very bad hitbox, so it only works if you do a preemptive jump forward MP guessing that the other player will too, which isn't a great play even if you're right. Use one of Ryu's other anti-airs instead.

As of Ultra, you can cancel the first hit of jumping MP into any version of air tatsu for a two-hit air combo. There's only one practical use for this--if you connect DP FADC forward at close range, you can follow up with forward jump MP xx tatsu for some extra damage and meter build. Given the finicky ranges at which the forward jump MP will connect, the risks of DP FADC forward in Ultra (it's -5 on block) and the way this combo leaves you out of position to continue pressure, it's not a staple of Ryu's gameplan. Still, the damage is better than you'd get out of raw DP FADC otherwise without using Ultra, so it'll come up once in a while. (One piece of trivia: if you connect jump back MP and cancel it into tatsu, it will do the version of Ryu's tatsu from Vanilla and Super SF4--fondly remembered as the "roflcopter"--which sends him flying across the screen. Mostly useless, but a funny glitch!)

If you do land a raw jumping MP air-to-air for whatever reason, you can juggle different moves depending on how MP connected. If only the first hit connects, which happens when you're above the opponent and the second hit whiffs or if you cancel the first hit into a tatsu that whiffs, the other character goes into a free juggle state and you can connect any move after you land (e.g. HP DP will combo for full damage or you can get a full-animation Ultra 2). If you get two hits, you can only follow up with:

  • Strong.gif Shoryuken (the second hit will connect for low damage)
  • EX Shoryuken (does ten more damage than MP DP)
  • Another jumping MP, and then cancel into Air Tatsumaki (impractical, only works if the other character is hit extremely high up)
  • Super (all hits connect for huge damage)
  • either Ultra (all hits of U1 will connect for huge damage, U2's non-animation version will connect for mediocre damage)

One last practical use for Ryu's jumping MP: if you can find the right jumpin angle and timing to force a grounded opponent to block it, both hits must be blocked high. The height and angle at which it'll hit twice before you land are finicky against many characters, so this isn't as practical of a mixup as the air target combos that some other characters have, but it'll catch many players off-guard as they immediately switch their guard from high to low after blocking the first hit.

File:Example.png

Diagonal Jump HP

Diagonal Jump Fierce Ub.png / Uf.png + Hp.png

~~ Uses and Strategies ~~

Arguably Ryu's best jumpin and a decent air-to-air. Jumping HP is good at everything--it has a decent hitbox around the fist and it does a pile of damage, stun and hitstun/blockstun. If the fist will make contact with the other player's head and you think they'll block it or get hit, you always want this button. (If you expect to land on an anti-air, consider jumping LP or jumping LK instead.)

Most Ryus use jumping HK exclusively because it goes further than HP and has the same stats as HP otherwise. HP has two major advantages. The first is that HP can connect a frame or two earlier than jumping HK if it hits high up because its hitbox reaches lower. This can be the difference between landing on an anti-air and getting a clean combo for 400-500 damage. The second is that jumping HP's hitbox is good for an air move and jumping HK's hitbox frankly sucks. It's difficult to explain this without pictures of the hitboxes and hurtboxes, but jumping HK will trade or lose with normals every time, whereas jumping HP has a better chance of beating/trading. Sometimes you'll get beat cleanly either way, but using jumping HP well makes the other guy's job harder, so learn to take advantage of it.

Jumping HP can cross up, but it's hard to pull this off reliably. A better use of jumping HP in set play is in setups where jumping MK or air tatsu will cross the other player up but jumping HP will hit in front. If your opponent can't anti-air or use an escape like teleport (which has its own risks), this is an unreactable 50/50 mixup with potentially big reward.

In terms of air-to-air: Instant jump-back HP is a competent anti-air that sees use against characters who are good at changing their jump arcs to threaten left-right mixups. If you unexpectedly meet someone in the air while you're jumping forward, this button and jumping LP are your best options. Jumping LP is more reliable because it comes out faster, but HP gives you higher reward.

File:Example.png

Diagonal Jump LK

Diagonal Jump Short Ub.png / Uf.png + Lk.png

~~ Uses and Strategies ~~

A single hit with the knee directly below Ryu. Doesn't do much damage or hit/blockstun, but jumping LK does have a good hitbox, giving it unique uses. Anytime you're above the opponent, this move serves a similar purpose to the long-range jumping LP--it comes out quickly, raises Ryu's hurtbox and stuffs or trades with a lot of anti-airs. SF4 anti-airs are generally better at controlling the space above and in front of a character than the space directly above their head, so if you can get there with this move, the other guy has a problem.

The other major positive of jumping LK is that it hits a lot of space both in front of and behind Ryu, which makes it an effective ambiguous crossup. You won't get a combo off of ambiguous jumping LK, but it's hard to see which side you'll land on, which starts a dangerous "scramble" situation for the defender. Also note that jumping LK's massive hitbox makes it a reliable way to hit opponents that you've jumped over. If you go for a crossup MK and see that it's going to whiff (especially likely against characters with fast forward walk speeds like Akuma, Dictator and Guile), LK will force them to block and leave you in a better situation as you land.

File:Example.png

Diagonal Jump MK

Diagonal Jump Forward Ub.png / Uf.png + Mk.png

~~ Uses and Strategies ~~

Ryu's classic crossup with obvious applications. If you get the angle right with jumping MK, it's hard for the opponent to tell which way to block, and you get to confirm into pressure on block or a combo on hit. Easiest to use in set play situations; a classic one is forward throw, walk back a tiny step, whiff standing MP and do jump forward MK. These setups are somewhat devalued by delayed wakeup in Ultra, but they still work against all players some of the time, and some players all of the time.

Be aware that jumping MK setups are not inescapable even if you get the timing right. Some characters can teleport away and many can evade with moves like Cody/Juri/Cammy forward dash, Dudley's EX duck, Boxer's TAP/EX rush or Ryu's own crouching MK. Some of these escapes can be defeated with option selects but others are difficult or impossible to catch. Many characters (including Ryu) can even punish crossups with a perfectly timed autocorrect DP. Know what the other character (and the other player) are capable of and plan your attack accordingly.

File:Example.png

Diagonal Jump HK

Diagonal Jump Roundhouse Ub.png / Uf.png + Hk.png

~~ Uses and Strategies ~~

Ryu's best jumpin attack from very long range, when it's the only move that reaches. Otherwise bad. Jumping HK does a lot of damage, stun and hitstun/blockstun but it's easy to anti-air so the opponent has to make a big mistake to get hit by it. Because of its large horizontal range, you'll usually land far away from your opponent on hit (or block) with limited follow-up opportunities. At absolute max range, only sweep will reach your opponent; if you're a bit closer, crouching MK and standing MP will reach. Landing a jumpin is a big opportunity, and recognizing your maximum-damage followups and converting them (rather than just going for the easy but low-reward sweep) will win you games.

Jumping HK can cross up, but like jumping HP, it's hard to use this way. One setup that works on many cast members is forward throw in the corner, whiff far HK, jump forward HK.

Unique Attacks

  Name Nickname Command Notes
File:Example.png

Collarbone Breaker

Overhead F.png + Mp.png

~~ Uses and Strategies ~~

Ryu punches downward. Hits high, meaning that a crouching opponent has to stand up to block it. Also hits twice, so that people can't (regular) focus if they see it coming, however it is rather slow.
It makes good use at the end of a blockstring if your opponent likes to block your blockstrings crouching.
It is possible to combo afterwards, but it must hit in the last active frames of the attack and be properly spaced.

File:Example.png

Solar Plexus Strike

Rocket Punch F.png + Hp.png

~~ Uses and Strategies ~~

Ryu moves a little forward and punches forward. Hits twice, so it also breaks regular focus. On hit, leaves you a small window of time to combo afterwards, usually the Shoryuken for ease of use, or a crouching heavy punch for max damage.

Focus Attacks

  Name Nickname Command Notes
File:Example.png Focus Attack (Level 1) Level 1 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 2) Level 2 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png Focus Attack (Level 3) Level 3 Focus Mp.png + Mk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Throws

  Name Nickname Command Notes
File:Example.png

Shoulder Throw

Forward Throw F.png or N.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)

File:Example.png

Somersault Throw

Back Throw B.png + Lp.png + Lk.png

~~ Uses and Strategies ~~

(No uses/strategies)


Special Moves

  Name Nickname Command Notes
File:Example.png

Hadoken

Fireball Qcf.png + P.png Ex.png

~~ Uses and Strategies ~~

Ryu throws a blue ball of energy at his opponent. An integral move in Ryu's basic strategy. The only difference between the regular hadokens is their speed: LP goes the slowest while HP goes the fastest, and MP is in between. Does ok damage, and is relatively safe on block when spaced properly. Always end your blockstrings with a Hadoken for chip damage, also if you're not sure if a Shoryuken as a combo ender will connect.
The EX version hits twice, knocks down, and is pretty safe in general (also lights the opponent on fire as an aesthetic effect). In a fireball war with enough meter you can throw an EX fireball to pass through the opponent's regular fireball to hit them and knock them down, allowing you to move freely for a short time. On counter-hit, it also serves as a free juggle (meaning any move except for a throw WILL land, given a fast enough startup), so fishing for a counter-hit with this move in the corner can serve you very well.

File:Example.png

Shoryuken

Uppercut/Dragon Punch Dp.png + P.png Ex.png

~~ Uses and Strategies ~~

Ryu does an upper which is fully invincible, follows up with a rising punch, then remains completely defenseless as he falls back to the ground. The Hadoken's best friend.
If your opponent jumps over your Hadoken late, this is the go-to special. The LP version takes care of most of your anti-air purposes, however does not have as much invincibility as the MP and HP counterparts.
Also great for stopping pressure as it starts up really quickly and knocks the opponent down and away. However, like all great-momentum breakers, its easily punishable on block, so don't do "psychic DPs" too often unless you have the meter to back it up! (even then, don't do that all that often either, as if the opponent blocks and you FADC forward, then its -5). The LP and MP versions are focus/super cancelable, which can save your butt if you guess wrong. HP version isn't, so NEVER use the HP version unless you are ending a combo/going for a chip KO.
The EX version of the Shoryuken hits twice and is FADCable on the first hit. In Ultra, the juggle properties of the EX was changed to be a free juggle, so you can reset the opponent after you FADC it (ie: EX Shoryu FADC jump HP) or even land a full animation Metsu Shoryuken, something that is rarely seen.

File:Example.png

Tatsumaki Senpukyaku

Hurricane Kick Qcb.png + K.png Ex.png Armorbreak.png

~~ Uses and Strategies ~~

Ryu advances with a spinning kick that will knock down the opponent if it hits. The kick button used determines the distance and length. Dodges most fireballs for a good portion of the move duration a little bit after startup, but it cannot hit crouching opponents. Gives a lot of corner carry, so it makes a good combo ender on standing opponents if you want to push them to the corner.
The EX version is identical to his Shinku Tatsumaki super from the Alpha/Marvel series. It doesn't move forward, but makes a good counter like a shoryuken. Does a ton of damage, and knocks the opponent across the entire screen, and can be followed up in the corner.

File:Example.png

Air Tatsumaki Senpukyaku

Air Hurricane (in air) Qcb.png + K.png Ex.png

~~ Uses and Strategies ~~

Ryu does his Tatsumaki in the air. Changes his air trajectory when used, however, it can't be used as a corner escape like in previous SF4 versions.
On hit, you can followup with a EX Hadoken or a Shinku Hadoken. The EX version completely stops him while in the air for a time, then dropping down to the ground. Makes a good safety if you make a bad jump decision (ie accidentally jump back on a fireball that could KO you)

Super Combo

  Name Nickname Command Notes
File:Example.png

Shinku Hadoken

Super Combo Qcf.png Qcf.png + P.png

~~ Uses and Strategies ~~

An upgraded version of his Hadoken. Hits 5 times, does good damage, causes a hard knockdown. Can be a combo ender after his Hadoken, Shoryuken (excluding the Heavy version), airborne Tatsumaki, and even diagonal jumping medium punch for extra damage.

Ultra Combos

  Name Nickname Command Notes
File:Example.png

Metsu Hadoken

Ultra Combo I Qcf.png Qcf.png + 3p.png

~~ Uses and Strategies ~~

An even more upgraded version of his Hadoken. Hits 8 times, and does rather low damage for an Ultra (only 69 more than Shinku), but has numerous ways to be comboed into. Definitely his more versatile Ultra.

File:Example.png

Metsu Shoryuken

Ultra Combo II Qcf.png Qcf.png + 3k.png Armorbreak.png

~~ Uses and Strategies ~~

Ryu uses a dark enhanced version of his Shoryuken. This is the more damaging Ultra, but only if the full animation lands. Combo possibilities with the full animation include after an FADC'd Hadoken, a counter-hit EX Hadoken, an EX Shoryuken FADC, or even Red Focus. All other juggle combos that would normally work with Metsu Hadoken instead lead to the non-animation version of Metsu Shoryuken, which has less juggle potential and damage even if all of its hits connected.

The Basics

As an all rounder and a very simple character, Ryu takes a lot of work to win with. There is very little surprise factor coming from Ryu at high level, since he's essentially the most standard and studied character in the cast. As a character, he has no major strengths or glaring weaknesses, but the lack of surprise factor and linear play style makes him a character that takes a life time to master.

In order to play Ryu well, you need to understand and accept that you'll put yourself in disadvantageous situations. He does not excel particularly in anything outside of zoning, but he will have match ups where his fireball game will be rendered useless. Even in match ups where your fireball game does stay effective, you'll never truly feel like you have a big advantage over your opponent. Likewise, in disadvantageous situations, you'll feel very uncomfortable and oppressed, so it's important to have lots of patience in order to play Ryu. He takes a lot of dedication and mental fortitude, but any player who can stay vigilant can and will make him work, even at higher levels.

That said, Ryu is a very easy character to learn. If you're new to the game, it's always a good idea to start out with Ryu. Even if he isn't particularly your favourite character, just having a pocket Ryu helps. When you play Ryu, not only do you learn about the character, but you learn the core fundamentals of Street Fighter. As you get put into bad situations, you force yourself to stay disciplined and patient, which can carry over to most other characters you can play. If you want to play a fireball zoning character, Ryu has the standard fireball and anti air game that you can carry over to other projectile characters. If you want to play a more footsie based character, Ryu's footsie tools are decent enough to help you carry the skills you practice to other characters as well.

Combos

Bread and Butter

  • cr.MK →
    • xx Hadoken - (130 damage, 200 stun)
    • xx HK Tatsumaki - (180 damage, 300 stun)
  • F+HP →
    • HP Shoryuken - (260 damage, 300 stun)
  • cr.MP →
    • cr.MP cr.HK - (192 damage, 280 stun)
    • cr.HP xx HK Tatsumaki - (246 damage, 460 stun)
  • cr.LK cr.LP →
    • cr.MP cr.HK - (161 damage, 250 stun)
    • cr.MK →
      • xx Hadoken - (147 damage, 250 stun)
      • xx HK Tatsumaki - (182 damage, 320 stun)
  • cr.LP cl.LP cr.HP →
    • xx HK Tatsumaki - (216 damage, 400 stun)
    • xx HP Shoryuken - (244 damage, 400 stun)
  • (anti-air) LP Shoryuken → EX Hadoken - (170 damage, 200 stun, costs 1 meter stock)

Corner Combos

  • LK Tatsumaki →
    • MP Shoryuken - (150 damage, 250 stun) - Use this in place of a HK Tatsu in the corner
    • Shinku Hadoken - (400 damage, 200 stun)
  • EX Tatsumaki → EX Hadoken - (260 damage, 300 stun, costs 2 meter stocks)
  • LP Shoryuken → Shinku Hadoken - (400 damage, 200 stun) - This can also be done outside of the corner, but the LP Shoryuken has to hit either late on a grounded opponent or as an anti-air.

Ultra I Combos

  • (on a grounded opponent) LP Shoryuken xx FADC → Metsu Hadoken - (398 damage, 200 stun, costs 2 meter stocks) - The simplest combo into his Ultra 1.
  • (anti-air) LP Shoryuken → Metsu Hadoken - (368 damage, 100 stun)
  • EX Hadoken xx FADC → Metsu Hadoken - (364 damage, 100 stun, costs 3 meter stocks) - This combo works in the corner without FADC.
  • (corner only) EX Tatsumaki → Metsu Hadoken - (458 damage, 200 stun, costs 1 meter stock)
  • (corner only) EX Tatsumaki → EX Hadoken → Metsu Hadoken - (493 damage, 300 stun, costs 2 meter stocks)
  • LP Shoryuken xx Shinku Hadoken → Metsu Hadoken - (513 damage, 200 stun) - Be mindful that this depletes both of your meters completely!
  • j.MP → Metsu Hadoken - (378 damage, 100 stun)

Ultra II Combos

  • EX Shoryuken xx FADC → Metsu Shoruken - (483 damage, 100 stun, costs 3 meter stocks)
  • Hadoken xx FADC → Metsu Shoryuken - (??? damage, ??? stun, costs 2 meter stocks)

Strategy

Mastering Hadoken

While Ryu is a jack-of-all-trades that can perform well at any distance, it should come as no surprise that his best position is long-range zoning, and learning how to implement his use of Hadokens at is critical to mastering Ryu. Unfortunately, this is much easier said than done.

Your main strategy as a Ryu player will be to capitalize on your opponent's mistakes, so make sure you watch your opponent's reactions to your Hadokens carefully. Inch forward if they decide to neutral jump over them (LP Hadoken is especially useful for this). If they take the risk of forward jumping, find out where they would end up landing and anti-air accordingly (St. HK from a distance and MP/HP Shoryuken point-blank). If they Focus absorb your Hadoken, watch for if they forward dash or backdash. If they forward dash, analyze whether or not they are entering mid-range, and stick out Cr. MK if they are. If they backdash, press closer toward mid-range and keep them in blockstun with more Hadokens or Cr. MK blockstrings.

The only difference between the three Hadoken stregnths is the speed that it travels; LP Hadoken travels the slowest, HP travels the fastest, and MP travels somewhere in the middle. LP and MP should only be used from a distance, as a slower Hadoken in a mid-range/close-range game will not benefit you in any way. EX Hadoken is a good option is you can predict your opponent attempting to focus absorb or just to get a bit of extra chip damage in.

In projectile wars, you should still be paying attention to how your opponent reacts to every Hadoken you throw. Watch carefully if they move forward or back to determine where they want to end up, and if they're skirting towards the edge of mid-range, be ready to intercept a jump. If you can decipher a pattern in your opponent's projectiles, a well-timed EX Hadoken can give you a big advantage whether it lands or not. If it lands, your opponent will have to recover from a soft knockdown, giving you a great window to press into mid-range. If your opponent blocks, they'll be stuck in blockstun for two hits, which still gives you a good window to press forward.

Matchups

vs. Abel

SSFIV-Abel Face.jpg (No strategies)

vs. Adon

SSFIV-Adon Face.jpg (No strategies)

vs. Akuma/Gouki

SSFIV-Akuma Face.jpg (No strategies)

vs. Balrog/Boxer

SSFIV-Balrog Face.jpg (No strategies)

vs. Blanka

SSFIV-Blanka Face.jpg (No strategies)

vs. C. Viper

SSFIV-CViper Face.jpg (No strategies)

vs. Cammy

SSFIV-Cammy Face.jpg (No strategies)

vs. Chun-Li

SSFIV-ChunLi Face.jpg (No strategies)

vs. Cody

SSFIV-Cody Face.jpg (No strategies)

vs. Dan

SSFIV-Dan Face.jpg (No strategies)

vs. Decapre

SSFIV-Decapre Face.jpg (No strategies)

vs. Dee Jay

SSFIV-DeeJay Face.jpg (No strategies)

vs. Dhalsim

SSFIV-Dhalsim Face.jpg (No strategies)

vs. Dudley

SSFIV-Dudley Face.jpg (No strategies)

vs. E. Honda

SSFIV-EHonda Face.jpg (No strategies)

vs. El Fuerte

SSFIV-ElFuerte Face.jpg (No strategies)

vs. Elena

SSFIV-Elena Face.jpg (No strategies)

vs. Evil Ryu

SSFIV-Evil Ryu Face.jpg (No strategies)

vs. Fei Long

SSFIV-FeiLong Face.jpg (No strategies)

vs. Gen

SSFIV-Gen Face.jpg (No strategies)

vs. Gouken

SSFIV-Gouken Face.jpg (No strategies)

vs. Guile

SSFIV-Guile Face.jpg (No strategies)

vs. Guy

SSFIV-Guy Face.jpg (No strategies)

vs. Hakan

SSFIV-Hakan Face.jpg (No strategies)

vs. Hugo

SSFIV-Hugo Face.jpg (No strategies)

vs. Ibuki

SSFIV-Ibuki Face.jpg (No strategies)

vs. Juri

SSFIV-Juri Face.jpg (No strategies)

vs. Ken

SSFIV-Ken Face.jpg (No strategies)

vs. M.Bison/Dictator

SSFIV-MBison Face.jpg (No strategies)

vs. Makoto

SSFIV-Makoto Face.jpg (No strategies)

vs. Oni

SSFIV-Oni Face.jpg (No strategies)

vs. Poison

SSFIV-Poison Face.jpg (No strategies)

vs. Rolento

SSFIV-Rolento Face.jpg (No strategies)

vs. Rose

SSFIV-Rose Face.jpg (No strategies)

vs. Rufus

SSFIV-Rufus Face.jpg (No strategies)

vs. Ryu (self)

SSFIV-Ryu Face.jpg (No strategies)

vs. Sagat

SSFIV-Sagat Face.jpg (No strategies)

vs. Sakura

SSFIV-Sakura Face.jpg (No strategies)

vs. Seth

SSFIV-Seth Face.jpg (No strategies)

vs. T.Hawk

SSFIV-THawk Face.jpg (No strategies)

vs. Vega/Claw

SSFIV-Vega Face.jpg (No strategies)

vs. Yang

SSFIV-Yang Face.jpg (No strategies)

vs. Yun

SSFIV-Yun Face.jpg (No strategies)

vs. Zangief

SSFIV-Zangief Face.jpg (No strategies)

Frame Data

Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Close LP Close Jab.gif 30 50 20 HL ch/sp/su 3 3 6 11 2 5 11 14 Reset Reset - - - - - - -
Close MP Close Strong.gif 70 100 40 HL sp/su 3 3 21 26 -3 3 21 27 Reset Reset - - - - - - -
Close HP Close Fierce.gif 100[80] 200[150] 60 HL sp/su 5 7 26 37 -15 -10 18 23 [] refers to active frames 3~5f Forces stand Forces stand Reset Reset - - - - - - -
Close LK Close Short.gif 30 50 20 HL - 5 5 7 16 -1 2 11 14 Reset Reset - - - - - - -
Close MK Close Forward.gif 80 100 40 HL sp/su 3 5 16 23 -7 -2 14 19 Reset Reset - - - - - - -
Close HK Close Roundhouse.gif 40*70 125*75 60*20 HL su*- 8 8(2)4 17 38 0 5[4] 21 26[25] [] refers to vs crouching Reset Reset - - - - - - -
Far LP Far Jab.gif 30 50 20 HL ch/sp/su 4 3 6 12 2 5 11 14 Reset Reset - - - - - - -
Far MP Far Strong.gif 80 100 40 HL sp/su 5 4 14 22 -4 -1 14 17 Reset Reset - - - - - - -
Far HP Far Fierce.gif 120 200 60 HL - 8 3 15 25 0 4 18 22 Reset Reset - - - - - - -
Far LK Far Short.gif 40 50 20 HL - 5 6 6 16 -1 2 11 14 Reset Reset - - - - - - -
Far MK Far Forward.gif 80 100 40 HL - 8 2 17 26 -5 -2 14 17 Reset Reset - - - - - - -
Far HK Far Roundhouse.gif 110 200 60 HL - 9 4 20 32 -6 -2 18 22 Reset Reset - - - - - - -
Crouch LP Crouch Jab.gif 30 50 20 HL ch/sp/su 3 2 7 11 2 5 11 14 Reset Reset - - - - - - -
Crouch MP Crouch Strong.gif 60 100 40 HL sp/su 4 4 8 15 2 5 14 17 Reset Reset - - - - - - -
Crouch HP Crouch Fierce.gif 90 200 60 HL sp/su 4 8 28 39 -18 -13 18 23 Forces stand Forces stand Reset Reset - - - - - - -
Crouch LK Crouch Short.gif 20 50 20 L ch/sp/su 4 3 9 15 -1 2 11 14 Reset Reset - - - - - - -
Crouch MK Crouch Forward.gif 60 100 40 L sp/su 5 5 12 21 -2 0 15 17 Reset Reset - - - - - - -
Crouch HK Crouch Roundhouse.gif 90 100 60 L - 5 4 28 36 -14 - 18 - Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - - - - - - -
Collarbone Breaker Overhead 30*50 50*50 40*20 H - 17 1(1)2 14 34 -2 3[1] 14 19[17] [] refers to vs crouching Reset Reset - - - - - - -
Solar Plexus Strike Right.gif+Fierce.gif 40*60 50*50 60*20 HL [sp/su] 17 2*2 18 38 0 4 20 24 [] refers to last 3 recovery frames Reset Reset - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Neutral Jump LP Neutral Jump Jab.gif 50 50 20 H - 10 7 - 16 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump MP Neutral Jump Strong.gif 80 100 40 H - 5 5 - 9 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump HP Neutral Jump Fierce.gif 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump LK Neutral Jump Short.gif 40 50 20 H - 5 9 - 13 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump MK Neutral Jump Forward.gif 80 100 40 H - 6 10 - 15 - - Reset Reset - - - Legs: During startup - - -
Neutral Jump HK Neutral Jump Roundhouse.gif 100 200 60 H - 4 4 - 7 - - Reset Reset - - - Legs: During startup - - -
Angled Jump LP Angled Jump Jab.gif 50 50 20 H - 4 7 - 10 - - Reset Reset - - - Legs: During startup - - -
Angled Jump MP Angled Jump Strong.gif 50*30 50*50 40*20 H sp/su*- 7 3*4 - 13 - - [1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown - - - Legs: During startup - - JP: 0*1, JI: 0*1
Angled Jump HP Angled Jump Fierce.gif 100 200 60 H - 6 5 - 10 - - Reset Reset - - - Legs: During startup - - -
Angled Jump LK Angled Jump Short.gif 40 50 20 H - 4 8 - 11 - - Reset Reset - - - Legs: During startup - - -
Angled Jump MK Angled Jump Forward.gif 70 100 40 H - 6 6 - 11 - - Reset Reset - - - Legs: During startup - - -
Angled Jump HK Angled Jump Roundhouse.gif 100 200 60 H - 7 7 - 13 - - Reset Reset - - - Legs: During startup - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Focus Attack (Level 1) Level 1 Focus 60 100 20 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.818 Crumple Soft Knockdown Soft Knockdown 1~10F - - - - - -
Focus Attack (Level 2) Level 2 Focus 80 150 40 HL - 18+11 2 35 65 -15 - 22 - Range: 1.818 Crumple Crumple Free Juggle Free Juggle 1~18F - - - - - -
Focus Attack (Level 3) Level 3 Focus 140 200 60 - - 65 2 35 101 - - - - Range: 1.818 X Crumple Crumple Free Juggle Free Juggle 1~64F - - - - - -
Red Focus Attack (Level 1) Level 1 Red Focus 90 100 -500/0 HL - 10+11 2 35 57 -21 -21 16 16 Range: 1.818, Builds 10 meter on block, Opponent gains 10 meter on hit, 5 on block Crumple Soft Knockdown Soft Knockdown 1~10F (99 hits) - - - - - -
Red Focus Attack (Level 2) Level 2 Red Focus 120 150 -500/0 HL - 18+11 2 35 65 -15 - 22 - Range: 1.818, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle 1~18F (99 hits) - - - - - -
Red Focus Attack (Level 3) Level 3 Red Focus 210 200 -500/0 - - 65 2 35 101 - - - - Range: 1.818, Opponent gains 30 meter on hit, cannot hit pre-jump X Crumple Crumple Free Juggle Free Juggle 1~65F (99 hits) - - - - - -
EX Red Focus Attack (Level 1) Level 1 EX Red Focus 90 100 -750/0 HL - 10+11 2 35 57 -15 - 22 - Range: 1.818, Builds 20 meter on block, Opponent gains 20 meter on hit, 10 on block Crumple Crumple Free Juggle Free Juggle - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Shoulder Throw Forward Throw 130 140 40 0.923 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Somersault Throw Back Throw 130 120 40 0.923 - 3 2 20 24 - - - - X Hard Knockdown - - - - - - - - - -
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Hadoken Hadoken 70 100 10/20 HL su 13 - 32 45 -6 -2 - - 16~17f focus cancellable X Soft Knockdown Soft Knockdown - - - - - - -
EX Hadoken Hadoken EX.gif 50*50 50*50 -250/0 HL su 11 - 29 40 1 - - - If the first hit connects as a Counter Hit, enemy goes into Free Juggle state and, until the combo is over, the 2nd hit of the EX Fireball or any subsequent EX Fireballs will not increase the Juggle Count, 14~15f cancellable, opponent gains 10x2 meter on hit X [2nd Hit]: Soft Knockdown Free Juggle [1st hit]: Soft Knockdown, [2nd hit]: Free Juggle [1st hit]: Soft Knockdown, [2nd hit]: Free Juggle - - - - - - JP: 1*2, JI: 1*0, JS: 2*0, [Counterhit]: JS: 0*0
Shoryuken Shoryuken Jab.gif 100[70] 200[100] 30/40 HL su 3 14 14 + After landing 10 44 -21 - 21 - [] refers to active frames 3~14f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~2F Lower body: 3~16F - 3~4F 4F~ -
Shoryuken Strong.gif 80*50 150*50 20/20*20 HL su*- 3 2*12 25 + After landing 18 59 -34 - 21 - Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~5F Lower body: 6~16F - - 5F~ JP: 0*1
Shoryuken Fierce.gif 160[60] 200[50] 20/40[20] HL - 3 14 28 + After landing 18 62 -37 - 23 - [] refers to active frames 3~14f Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - All: 1~4F Loewr body: 5~16F - 3~4F 3F~ [Active frames 3~14] JP: 1
EX Shoryuken Shoryuken EX.gif 80*60 100*100 -250/0 HL su 3 2*12 30 + After landing 18 64 -39 - 21 - Opponent gains 20*10 meter on hit [1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown [1st Hit]: Free Juggle, [2nd Hit]: Soft Knockdown - All: 1~16F - - - 6F~ JP: 0*1
Tatsumaki Senpukyaku Hurricane Kick Short.gif 100 200 30/30 HL - 11 2(6)2 12 + After landing 5 37 -6 - 13 - 2nd Hit hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~20F - 7F~ -
Hurricane Kick Forward.gif 110 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 66 -2 - 21 - 2nd Hit & 4th Hit hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~45F - 7F~ -
Hurricane Kick Roundhouse.gif 120 200 30/30 HL - 12 2(6)2(6)2(6)2(6)2 18 + After landing 3 66 -2 - 21 - 2nd Hit & 4th Hit hits behind, cannot hit crouching opponents X Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 7~45F - 7F~ -
EX Tatsumaki Senpukyaku Hurricane Kick EX.gif 30x4*40 40x5 -250/0 HL - 11 1(3)1(3)1(3)1(3)1 18 + After landing 3 48 -1 - 21 - 2nd Hit & 4th Hit hits behind, opponent gains 10x5 meter on hit X [1st~4th Hit]: Forces stand, [5th Hit]: Soft Knockdown [1st~4th Hit]: Forces stand, [5th Hit]: Soft Knockdown Soft Knockdown Soft Knockdown - - - Lower body: 6~27F - 6F~ JP: 5x5
Air Tatsumaki Senpukyaku Air Hurricane Short.gif 70 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - - - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*0*0
Air Hurricane Forward.gif 80 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - - - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*0*0
Air Hurricane Roundhouse.gif 90 100 10/40 HL - 9 2(6)2(6)2 After landing 10 - - - - - 2nd Hit & 4th Hit hits behind Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*0*0
EX Air Tatsumaki Senpukyaku Air Hurricane EX.gif 40x5 50x5 -250/0 HL - 7 1(3)1(3)1(3)1(3)1 After landing 4 - - - - - 2nd Hit & 4th Hit hits behind, opponent gains 10x5 meter on hit Soft Knockdown Soft Knockdown Soft Knockdown Soft Knockdown - - - - - - JP: 7*8*9*10*11
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Shinku Hadoken Super Combo 50x4*100 0 -1000/0 HL - 1+2 - 50 53 11 - - - 5th Hit on grounded opponent puts the opponent into an unjugglable state, opponent gains 10x5 meter on hit [5th Hit]: Hard Knockdown [5th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1F - - - - JP: 4x4*5, JS:1x4*10
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info
Metsu Hadoken Ultra Combo 1 42x7*75 0 0/0 HL - 0+11 - 110 120 -25 - - - Opponent gains 10x7 meter on hit [8th Hit]: Hard Knockdown [8th Hit]: Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9F - - - - JP: 7x7*8, JS: 1x9*10
Metsu Shoryuken Ultra Combo 2 270*38x4*50x3[270*233] 0 0/0 HL - 0+8 3*3x7 43+ After landing 41 115 -84 - - - 1st Hit goes into animation, [] refers to animation, guard advantage assumes 2nd hit, opponent gains 20*10*20 meter on full animation hit, 10x7 on partial hit X Hard Knockdown Hard Knockdown Hard Knockdown Hard Knockdown - All: 1~9F Lower body: 11~31F - - 11f~ airborne JP: 0*1~6*6 sequentially
Move Name Nickname Damage Stun Meter
Gain
Hit
Level
Cancel
Ability
Startup Active Rcvry Total
Frames
Adv On
Guard
Adv On
Hit
Block
Stun
Hit
Stun
Extra
Details
Armor
Break
Proj Throw On Hit
Ground
Counter
Hit Ground
On Hit Air Counter
Hit Air
Armor Full
Invincible
Strike
Invincible
Projectile
Invincible
Throw
Invincible
Airborne Juggle
Info


Notes: