- 1 Games
- 2 Move List
- 2.1 Standing Normal Punches
- 2.2 Standing Normal Kicks
- 2.3 Crouching Normals
- 2.4 Normal Air Punches
- 2.5 Normal Air Kicks
- 2.6 Throws
- 2.7 Special Normals
- 2.8 Special Moves
- 2.9 Super Moves
- 2.10 Non-Attack Moves
- Street Fighter
- Street Fighter Alpha
- Street Fighter Alpha 2 (Strategy)
- Street Fighter Alpha 3 (Strategy)
- Street Fighter II
- Street Fighter II Champion Edition
- Street Fighter II Hyper Fighting (Strategy)
- Street Fighter II Turbo
- Super Street Fighter II
- Super Street Fighter II Turbo (Strategy)
- Street Fighter III: New Generation
- Street Fighter III: Second Impact
- Street Fighter III: 3rd Strike (Strategy)
- Street Fighter EX
- Street Fighter EX 2
- Street Fighter EX 3
- Capcom Vs. SNK 2 (Strategy)
- X-Men Vs. Street Fighter
- Marvel Vs. Capcom
- Marvel Vs. Capcom 2 (Strategy)
Standing Normal Punches
"Left Handed Jab"
"Right Handed Punch"
Standing Normal Kicks
"Low Roundhouse Kick"
"High Side Kick"
"Mid Side Kick"
"Reverse Roundhouse Kick"
"Quick Low Kick"
"Long Low Kick"
"Right Low Kick"
Normal Air Punches
LP while in air (all games)
Ryu jabs with is (near) left hand diagonally downwards.
"Raised Air Punch"
Ryu raises his left fist into any opponents who happens to be in front of and above him while jumping (in SF3, his legs are bent at an odd angle and his feet are touching each other).
"Forwards Air Punch"
Normal Air Kicks
"Air High Kick"
"Air Forwards Kick"
"Air Fowards High Kick"
JD + LK (SF2, SF3), J + LK (SF3)
While in the air, Ryu bends his left knee and aims it downwards and forwards. In SF2, his left hand also punches parallel to his knee, while in the SF3 version it just hangs down.
"Parallel Jump Kick"
Punch Throw (all games)
Ryu grapples his opponent and tosses him over his shoulder.
Kick Throw (all games)
Ryu grapples his opponents with his foot against his stomach, rolls onto his back, and tosses them across the stage with his foot away from his head.
Seichu Nidan Tsuki
Double Air Upper
Tenma Kuujin Kyaku
QCF+P (all games)
The Hadouken is the signature move of Ryu and of fighting games in general. Ryu gathers Chi into an energy ball and releases that energy towards an opponent. Ryu had this capability in the original Street Fighter I game and has had it in every appearance. When Ken was altered to play slightly differently than Ryu, Ryu was given a more powerfull Hadouken than Ken, while Ken was given a more powerfull Shoryuken. This move is always performed with QCF+P. The higher the strength of the punch button pressed, the faster the hadouken travels across the screen. The Hadouken is about half the size of a Ryu and is released at chest-level. In games that don't have a Shakunetsu Hadouken, this move will knock down an opponent and set them on fire if it lands while they are very near to Ryu. The Shinku Hadouken is a super-version of this move.
Shakunetsu Hadouken (Red Fireball)
HCF+P (SSF2T, CvS2, SFA3,CvS2); QCF+2P (SF3TS)
In Super Street Fighter 2 Turbo, Ryu gained a slower, more powerfull, and red version of the Hadouken. This move will set an opponent on fire. If thrown from a distance, they will be stunned for a short time. If performed close-up, they will be knocked down. In most games, this move can be performed by doing a half circle instead of a quarter circle forward (HCF+P). In Street Fighter 3: Third Strike, Ryu can perform a similar red fireball (the EX version of the Hadouken, consumes energy) by pressing two punch buttons at the same time while performing a normal Hadouken.
Shoryuken (Dragon Punch)
DP+P (all games), DP+2P (SF3TS-EX)
Ryu and Ken have had had the Shoryuken move since Street Fighter I. It is a rising dragon uppercut attack which moves slightly forwards (though not as forwards as Ken's would later do). This move eventually became Ken's signature move and Ryu was given a less powerfull version of the attack. Ryu's version is typically much more vertical than Ken's, though it does have some forwards motion. The higher the strength of the punch button used, the higher, farther, and harder the attack. The EX version of this move in Street Fighter 3: Third Strike happens when two punches are pressed at the same time while executing the move, hits twice when starting from the ground, has a faster startup, and has more forward motion like Ken's Shoryuken.
Tatsumaki Senpukyaku (Hurricane Kick)
The Tatsumaki Senpukyaku is the third basic move characteristic of the Shotokan style of martial arts. Ryu leaps straight in the air with one leg while the other spins around in a fierce hurricane kick. While spinning, Ryu travels horizontally forwards across the screen. In Street Fighter II Turbo and most games since, this move can be performed in the air. The "Shinkuu Tatsumaki Senpuu Kyaku" is a super-version of this move.
Joudan Sokotou Geri
HCF+K (SF3), HCF+2K (SF3-EX)
In the Street Fighter 3 Series of games, Ryu has a special forwards sidekick that sends his opponent flying. It is performed with HCF+K. The EX version (consumes energy meter) bounces your opponent off of the wall for a juggling opportunity.
Shinku Tatsumaki Senpu Kyaku
DQCB+K (SFA,CvS2 - Good Ryu), QCB+2P (SF3TS)
A super-Tatsumaki Senpu Kyaku move. Ryu spins furiously in the air while remaining in the same spot. The opponent does not get knocked out of the attack range, but instead is continuously juggled between kicks to take many hits. In Street Fighter 3: Third Strike, this is the EX version of the Tatsumaki Senpu Kyaku.
LP,LP,F,LK,HP (SFA2, CvS2: Evil Ryu)
Evil Ryu is able to perform Akuma's Shun Goku Satsu. He performs a Ashura Senku, then grabs his opponent, and then causes his opponent to explode, dealing massive damage.
Hado no Kamae
(RDP or DP)+(3P or 3K) (SFA2,CvS2)
Evil Ryu is able to perform Akuma's Ashura Senku move. He pulls back slightly, then moves towards or away from the opponent and is able to move through without getting hit.