Super Street Fighter IV AE/Ryu

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Frame Data

Move Values Frame Count Frame Advantage
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Standing Close Attacks
Jab.gif HL 30 50 20 ch/sp/su 3 3 6 +2 +5 10 13
Strong.gif HL 70 100 40 sp/su 3 3 21 -3 +3 20 26
Fierce.gif HL 100[80] 200[150] 60 sp/su 5 7 26 -15 -10 17 22 Forces stand
Short.gif HL 30 50 20 - 5 5 7 -1 +2 10 13
Forward.gif HL 70 100 40 sp/su 3 5 16 -7 -2 13 18
Roundhouse.gif HL 40*70 125*75 60*20 su 8 8(2)4 17 -3 +2 17 21*22 1st hit cancellable
Standing Far Attacks
Jab.gif HL 30 50 20 ch/sp/su 4 3 6 +2 +5 10 13
Strong.gif HL 80 100 40 su 5 4 14 -4 -1 13 16
Fierce.gif HL 120 200 60 - 8 3 15 0 +4 17 21
Short.gif HL 40 50 20 - 5 6 6 -1 +2 10 13
Forward.gif HL 80 100 40 - 8 2 17 -5 -2 13 16
Roundhouse.gif HL 110 200 60 - 9 4 20 -6 -2 17 21
Crouching Attacks
Jab.gif HL 30 50 20 ch/sp/su 3 2 7 +2 +5 10 13
Strong.gif HL 60 100 40 sp/su 4 4 8 +2 +5 13 16
Fierce.gif HL 90 200 60 sp/su 4 8 28 -18 -13 17 22 Forces stand, cannot super cancel until 7f
Short.gif L 20 50 20 ch/sp/su 4 3 9 -1 +2 10 13
Forward.gif L 60 100 40 sp/su 5 5 12 -3 0 13 16
Roundhouse.gif L 90 100 60 - 5 4 28 -14 - 17 - untechable knockdown
Straight Up Jump Attacks
Jab.gif H 50 50 20 - 10 7 - - - 8 11 startup leg projectile invincibility
Strong.gif H 80 100 40 - 5 5 - - - 10 13 leg projectile invincibility
Fierce.gif H 100 200 60 - 6 5 - - - 17 20 startup leg projectile invincibility
Short.gif H 40 50 20 - 5 9 - - - 8 11 startup leg projectile invincibility
Forward.gif H 80 100 40 - 6 10 - - - 11 15 startup leg projectile invincibility
Roundhouse.gif H 100 200 60 - 4 4 - - - 15 18 startup leg projectile invincibility
Angled Jump Attacks
Jab.gif H 50 50 20 - 4 7 - - - 8 11 startup leg projectile invincibility
Strong.gif H 50*30 50*50 40*20 - 7 3*4 - - - 11 15 startup leg projectile invincibility, 1st hit launch vs air (fully hittable), 2nd hit launch vs air
Fierce.gif H 100 200 60 - 6 5 - - - 15 18 startup leg projectile invincibility
Short.gif H 40 50 20 - 4 8 - - - 8 11 startup leg projectile invincibility
Forward.gif H 70 100 40 - 6 6 - - - 11 15 startup leg projectile invincibility
Roundhouse.gif H 100 200 60 - 7 7 - - - 15 18 startup leg projectile invincibility
Unique Attacks
Right.gif + Strong.gif H 30*50 50*50 40*20 - 17 1(1)2 14 -2 +3[+1] 13 20*18​[16] {{{14}}}
Right.gif + Fierce.gif HL 40*80 50*50 60*20 - 17 2*2 18 0 +4 19 25*23 Last few frames are special/super cancellable.
Focus Attacks
Focus Attack LVL 1 HL 60 100 20 da (10~17)​+11 2 35 -21 -21 15 15 armor during charge, launch vs air, 4f~release dash cancellable
Focus attack LVL 2 HL 80 150 40 da (18~50)​+11 2 35 -15 - 21 - armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable
Focus attack LVL 3 - 140 200 60 da 51+14 2 35 - - - - 1-64f armor, armor break, crumple vs ground, launch vs air (fully hittable), 4~51f dash cancellable
Throws
Forward Throw 0.9 130 140 40 - 3 2 20 - - - - untechable knockdown
Back throw 0.9 130 120 40 - 3 2 20 - - - - untechable knockdown
Special Moves
Hadoken HL 60 100 10/20 su 12+1 - 45 (total duration) -6 -2 8+18 8+22 launch vs air, 15~16f cancellable, see notes below
Hadoken EX.gif HL 50*50 50*50 -250/0 su 11+1 - 40 (total duration) +1 - 8+13​[29] - {{{14}}}
Shoryuken Jab.gif HL 100[70] 200[100] 30/40 su 3 2+12 14+10 -17 - 20 - 1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3~30f airborne, launch, 3~4f hit cancellable
Shoryuken Strong.gif HL 80*50 150*50 20/​20*20 su 3 2*12 25+18 -34 - 20 - 1~4f invincible, 5~16f lower body invincibility, 5~41f airborne, launch, 1st hit cancellable, 2nd hit juggle(1)
Shoryuken Fierce.gif HL 100*50 150*50 20/​20*20 su 3 2*12 28+18 -37 - 20 - 1~2f invincible, 3~4f unthrowable, 3~16f lower body invincibility, 3~44f airborne, launch, 1st hit cancellable, 2nd hit juggle(1)
Shoryuken EX.gif HL 80*60 100*100 -250/0 su 3 2*1+11 30+18 -39 - 20 - 1~16f invincible, 6~46f airborne, 1st~2nd hit cancellable until airborne, launch, 2nd hit juggle(1)
Hurricane Kick Short.gif HL 100 200 30/30 - 11 2(6)2 12+5 -6 - 20 - 7~20f lower body projectile invincibility, 7~32f airborne, launch, armor break, whiff vs crouch, 2nd hit aimed backwards, advantage based on 1st hit
Hurricane Kick Forward.gif HL 110 200 30/30 - 12 2(6)2(6)​2(6)2(6)2 18+3 -2 - 20 - 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards
Hurricane Kick Roundhouse.gif HL 120 200 30/30 - 12 2(6)2(6)​2(6)2(6)2 18+3 -2 - 20 - 7~45f lower body projectile invincibility, 7~63f airborne, launch, armor break, whiff vs crouch, 2nd/4th hit aimed backwards
Hurricane Kick EX.gif HL 30x4*40 50x5 -250/0 - 11 1(3)1(3)​1(3)1(3)1 18+3 -1 - 20 - 6~27f lower body projectile invincibility, 6~45f airborne, 1~4 hit forces stand + launch vs air, 5th hit launch, armor break, juggle(5), 2nd/4th hit aimed backwards
Hurricane Kick Short.gif (air) HL 70 100 10/40 - 9 2(6)2(6)2 until ground +10 - - 20 - launch, 2nd hit aimed backwards
Hurricane Kick Forward.gif (air) HL 80 100 10/40 - 9 2(6)2(6)2 until ground +10 - - 20 - launch, 2nd hit aimed backwards
Hurricane Kick Roundhouse.gif (air) HL 90 100 10/40 - 9 2(6)2(6)2 until ground +10 - - 20 - launch, 2nd hit aimed backwards
Hurricane Kick EX.gif (air) HL 40x5 50x5 -250/0 - 7 1(3)1(3)​1(3)1(3)1 until ground +4 - - 20 - launch, 2~5 hit juggle(4), 2nd/4th hit aimed backwards
Super Combo
Super Combo HL 50x4​*100 0 -1000/0 - 1+1+1 - 52 (post-freeze duration) +11 - 8+20​[60] - {{{14}}}
Ultra Combos
Ultra Combo 1 HL 42x7*75 0 0/0 - 1+10 - 120 (post-freeze duration) -25 - 8+20​[84] - {{{14}}}
Ultra Combo 2 HL 270​*38x4​*50x3​[270*233] 0 0/0 - 1+7 2*3x7 43+41 -84 - 20 - 1~8f invincible, 9~30f lower body invincibility, 10~73f airborne, launch (untechable), 2~8 hit juggle(6), 1st hit armor break, 1st hit triggers full animation, advantage based on 2nd hit
Move Name Block (HL) Damage Stun Super Meter Gain Cancel Ability Startup Active Recovery On Guard On Hit Block Stun Hit Stun Notes
Move Values Frame Count Frame Advantage

Ryu's projectiles are spawned a frame before they hit. e.g. If Ryu is hit out of a Hadoken on 12f then it will not be a counterhit and the fireball will still appear on the next frame.