Super Street Fighter 2 Turbo/Ryu: Difference between revisions

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[[Super Street Fighter 2 Turbo|ST Main Page]]<br>
{{Infobox Character SSF2T
[[Super Street Fighter 2 Turbo#STCharacters|The Characters]]
|name=Ryu
[[Image:Ryu.png|right|Ryu's portrait in Super Turbo]]
|image = ryu.png
|dmgscal = 27/32
|fwalk = 48
|bwalk = 32
|prejump = 4
|njumpdr = 44
|fjumpdr = 44
|bjumpdr = 43
|landing = {{Tooltip | text=7* | hovertext = Can be canceled into a throw from Frame 1 onward, or jumps, attacks, or blocks on Frame 2 onward.}}
|jumpa = 78
|fjumpdt = 134
|bjumpdt = 163
|skdr = 38
|hkdr = 74
}}
{{TOClimit|3}}


==Introduction==
Ryu is the game's protagonist. He is considered a good all around character. Even though he is not the strongest in any aspect, he does have very good moves overall. Say, his projectile, the Hadouken, is the second best in the game, only after O.Sagat's tiger. His special anti-air, the Shoryuken, is also the one with second best priority among the ones that do not demand a charge to execute. Finally, he has a good super move, which helps him in tight situations.


Ryu's strategy in the Street Fighter II series is, mostly, to employ his Hadoukens wisely so as to pressure enemies and either force them to take risks or get pushed into the corner. Would the enemy jump forward, Ryu has several moves to deal with that, being the Shoryuken the most damaging one. However, unlike Ken, his projectile has a relatively fast start-up, which allows him to use it as a poke tool. This is the main reason why he has less trouble against a number of characters which have the advantage or fair match-ups against Ken.


Super Street Fighter II Turbo Ryu does not have a completely invulnerable Shoryuken nor a Hurricane Kick that is invulnerable up until it hits, like he did in CPS-1 Street Fighter II Champion Edition and Hyper Fighting. However, he gains better mobility with a short Tatsu that recovers much faster and a command punch that works as a dash. In addition, he has another command punch that is unblockable against crouching characters.


Among all characters (old versions included), Ryu is considered the fifth or sixth best character on the game, only behind the so called "big four" or "big five", which consists of Dhalsim, Vega (Claw), Old Sagat and Balrog (Boxer), plus Chun Li if she is included. However, he actually has a small advantage against Chun Li in head-to-head combat. If mastered, Ryu can deal with pretty much any situation.
==Normal Moves==
<b>Disclaimer</b>: To better understand the diagrams, read [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/FAQ#SSF2T.27s_Wiki_Diagram_Conventions this].


If you want to check Youtube and Nico Nico Douga for high level footage, check players such as ShootingD, Daigo, Futachan, Gotoh, Kurahashi, DGV (Dark Gaiden), Mike Watson, John Choi and Alex Valle, among others.
===Standing Normals===


===Competitive Overview===
===== <span class="invisible-header">cllp</span> =====
{{MoveData
| name    = Close Jab
| input    = 5LP / cl.{{lp}}
| subtitle = Close Light Punch
| image    = Ryu_stcljab2.png
| imageSize = 82x99px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = Special, Super
|guard = Mid
|actrange = 0-25
|startup= 3
|active= 4
|recovery= 5
|total = 12
|frameAdv = +4
|invul = N/A
|meter =2/1
|description= A quick elbow smash in front and above Ryu's head.
*Fast start-up.
*Works as an anti-air if you're close enough.
*OK priority.
}}
}}


===Strengths & Weaknesses===
<span class="mw-customtoggle-cllp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
*Strong special moves, but with long recovery;
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-cllp">
*N.Ryu's Shoryuken is not fully invincible: it often loses cleanly against Buffalo Headbutt, Scarlet Terror, Rising Hawk and Short Maximum Jacknife;
*Ryu's Hadouken speed and special properties allow it to be used as a poke;
*Two special moves to deal with ticks and meaties: Shoryuken and Tatsu;
*Second best super in the game;
*Average throw range;
*Most normals have average range;
*The normals with most range have a very long recovery time;
*All shotos's diagonal jumping Fierce and Roundhouse attacks have nerfed dizzy properties;
*Most supers will beat Ryu's from mid to close range.


===New & Old Versions Comparison===
{{STDiagramHeader}}
 
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab2.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}}
To select O.Ryu, choose Ryu and then press → → → ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
 
Here is the list of differences:
 
*Obvious stuff: O.Ryu can't tech throws, does not have the new punches (dash, overhead, and air juggle) and Super;
*O.Ryu has a faster pre-jump animation by 1 frame;
*O.Ryu has some differences in some of his normals:
**Far Standing Jab has a fatter hitbox;
**Far Standing Short has a slower startup and is chain cancellable;
**Crouching Short has much better priority;
**Far Standing Forward has a slower startup;
**Crouching Forward has much better priority;
**Close Standing Roundhouse activates from a closer distance;
**Crouching Roundhouse has much better priority and do more damage;
**Diagonal Jumping Strong behaves exactly like the Neutral Jumping one while for N.Ryu its a new Juggling Punch;
**Both Jumping Fierces do more damage;
**Diagonal Jumping Short has worse priority during the first 10 active frames;
**Diagonal Jumping Forward has better air-to-air priority but has somewhat worse air-to-ground priority;
**Neutral Jumping Roundhouse has better air-to-air priority but worse air-to-ground priority and do more damage;
**Diagonal Jumping Roundhouse has better air-to-air priority but has somewhat worse air-to-ground priority. It also does more damage;
*O.Ryu's ordinary (blue) Hadoukens have one less start-up and one less recovery frame, making the overall recovery 2 frames faster. Thus, they are better for zoning;
*O.Ryu's Shoryukens are completely invincible until the recovery frames, while for N.Ryu he is vulnerable during the rising/hitting part;
*O.Ryu's Shoryukens have many more active frames, but the same overall recovery;
*O.Ryu's Forward and Roundhouse Tatsumakis spin two less times than N.Ryu's;
*O.Ryu's air Tatsumakis have a bigger hitbox, do more damage and have a 50% chance of being unblockable if they connect on the first frame;
 
===Color Options===
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Jab || align="center" | Strong || align="center" | Fierce || align="center" | Start || align="center" | Old
|-
|-
| align="center" | [[File:Ryu-lp.gif]] || align="center" | [[File:Ryu-mp.gif]] || align="center" | [[File:Ryu-hp.gif]] || align="center" | [[File:Ryu-start.gif]] || align="center" | [[File:Ryu-old1.gif]]
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|-
|-
| align="center" | [[File:Ryu-lk.gif]] || align="center" | [[File:Ryu-mk.gif]] || align="center" | [[File:Ryu-hk.gif]] || align="center" | [[File:Ryu-hold.gif]] || align="center" | [[File:Ryu-old2.gif]]
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|-
| align="center" | Short || align="center" | Forward || align="center" | Roundhouse || align="center" | Hold || align="center" | Old Alternative
|}
|}
--[[User:Born2SPD|Born2SPD]]
</div>
 
==== <span class="invisible-header">frlp</span> ====
{{MoveData
| name    = Far Jab
| input    = 5LP / fr.{{lp}}
| subtitle = Far Light Punch
| image    = Ryu_stfarjab2.png
| imageSize = 93x92px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = Chain, Special, Super
|guard = Mid
|actrange = 26+
|startup= 3
|active= 4
|recovery= 5
|total = 12
|frameAdv = +4
|meter =2/1
|description= A simple jab.
*Chainable, ok reach, good priority.
*Fast start-up.
}}
}}


==Moves Analysis==
<span class="mw-customtoggle-frlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<b>Disclaimer</b>: To better understand the diagrams, read [http://wiki.shoryuken.com/Super_Street_Fighter_2_Turbo#SSF2T.27s_Wiki_Diagram_Conventions this].
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frlp">
===Normal Moves===


====Ground Normals====
*<b>Close Standing Jab:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[0]}} |{{STDiagramImageCell| 7 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 7 | Ryu_stcljab2.png}} |{{STDiagramImageCell| 7 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stfarjab1&3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab2.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab1&3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}  
|-
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +4}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|}
|}
Ryu performs an elbow smash in front and above his head. Fast start-up anti-air up close, with just OK priority.
</div>
 
 
==== <span class="invisible-header">clmp</span> ====
{{MoveData
| name    = Close Strong
| input    = 5MP / cl.{{mp}}
| subtitle = Close Medium Punch
| image    = Ryu_stclstrng3.png
| imageSize = 97x98px
| caption  =
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|actrange = 0-31
|startup= 4
|active= 2
|recovery= 17
|total = 23
|frameAdv = -1
|meter =4/3
|description= Ryu performs a hook, then another one that doesn't hit for some reason.
*Terrible recovery, so try canceling this into a special like a Hadoken.
}}
}}
 
<span class="mw-customtoggle-clmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clmp">


*<b>Far Standing Jab:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[0]}} |{{STDiagramImageCell| 7 | Ryu_stfarjab1&3.png}} |{{STDiagramImageCell| 7 | Ryu_stfarjab2.png}} |{{STDiagramImageCell| 7 | Ryu_stfarjab1&3.png}} |{{STDiagramImageCell| 7 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng2&6.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng4.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng5.png}} |{{STDiagramImageCell| 1 | Ryu_stclstrng2&6.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}}  
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 4 | 17}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +4}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 5}}
|}
|}
Rapid-fire Jab that has very good priority (Ryu's arm is completely invulnerable) but just acceptable reach and very low damage.
</div>
 
==== <span class="invisible-header">frmp</span> ====
{{MoveData
| name    = Far Strong
| input    = 5MP / fr.{{mp}}
| subtitle = Far Medium Punch
| image    = Ryu_stfarstrng3.png
| imageSize = 114x98px
| caption  =
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|actrange = 32+
|startup= 4
|active= 4
|recovery= 7
|total = 15
|frameAdv = +7
|meter =4/3
|description= Ryu performs a straight punch.
*Very good recovery, reach and priority.
*Works as anti-air against moves whose extended limbs are vulnerable, but Ryu's body moves forward a bit, so you'll need some room to use it correctly.
}}
}}
<span class="mw-customtoggle-frmp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frmp">


*<b>Crouching Jab:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[0]}} |{{STDiagramImageCell| 7 | Ryu_crjab1&3.png}} |{{STDiagramImageCell| 7 | Ryu_crjab2.png}} |{{STDiagramImageCell| 7 | Ryu_crjab1&3.png}} |{{STDiagramImageCell| 7 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng5_stfarfrc5.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 7}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +4}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 5}}
|}
|}
Rapid-fire ducking Jab with average reach and very good priority. Ryu's arm is completely invincible.
</div>
 
 
==== <span class="invisible-header">clhp</span> ====
{{MoveData
| name    = Close Fierce
| input    = 5HP / cl.{{hp}}
| subtitle = Close Heavy Punch
| image    = Ryu_stclfrc2.png
| imageSize = 104x98px
| caption  =
| image2    = Ryu_stclfrc3.png
| imageSize2 = 110x114px
| caption2  =
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9 / 10~16
|dizzytime= 40 / 80
|cancel = Special, Super / None
|guard = Mid
|actrange = 0~41
|startup= 4
|active= 8 (2 / 6)
|recovery= 23
|total = 34
|frameAdv = -9 / -7
|meter= 5/4
|description= A close uppercut.
*Only the first hitbox can be Special or Super canceled.
*Hitbox gets much bigger after 2 frames.
*If you're close to your enemy, it can be canceled into any special attack for a basic but damaging combo. Bad recovery.
*Good priority anti-air if you're up close.
}}
}}
 
<span class="mw-customtoggle-clhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clhp">


*<b>Close Standing Strong:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[0]}} |{{STDiagramImageCell| 7 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 7 | Ryu_stclstrng2&6.png}} |{{STDiagramImageCell| 7 | Ryu_stclstrng3.png}} |{{STDiagramImageCell| 7 | Ryu_stclstrng4.png}} |{{STDiagramImageCell| 7 | Ryu_stclstrng5.png}} |{{STDiagramImageCell| 7 | Ryu_stclstrng2&6.png}} |{{STDiagramImageCell| 7 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stclfrc1.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrc2.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrc5.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 13}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -1}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCellColSpan | 2 | 23}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 4 | 17}}
|}
|}
Ryu performs a hook. This move has a not very good recovery, so try canceling it into some special such as the hadouken to avoid punishment.
</div>
 
==== <span class="invisible-header">frhp</span> ====
{{MoveData
| name    = Far Fierce
| input    = 5HP / fr.{{hp}}
| subtitle = Far Heavy Punch
| image    = Ryu_stfarfrc3.png
| imageSize = 122x98px
| caption  =
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 10~16
|dizzytime= 80
|cancel = Super
|guard = Mid
|actrange = 42+
|startup= 6
|active= 6
|recovery= 23
|total = 35
|frameAdv = -7
|meter =5/4
|description= Similar to Far Strong.
*Higher damage and longer reach, but hideous recovery and the same extended hurtbox. Better make sure it hits.
}}
}}
<span class="mw-customtoggle-frhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frhp">


*<b>Far Standing Strong:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[0]}} |{{STDiagramImageCell| 7 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 7 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 7 | Ryu_stfarstrng3.png}} |{{STDiagramImageCell| 7 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 7 | Ryu_stfarstrng5_stfarfrc5.png}} |{{STDiagramImageCell| 7 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng5_stfarfrc5.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +7}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 3 | 7}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 6}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 23}}
|}
|}
Ryu performs a straight punch. This move has very good recovery, reach and priority. Works as anti-air against moves whose extended limbs are vulnerable, but notice Ryu's body moves forward a bit, so you need some room to use it correctly. Ryu's whole arm is invincible in this attack.
</div>
 
==== <span class="invisible-header">cllk</span> ====
{{MoveData
| name    = Close Short
| input    = 5LK / cl.{{lk}}
| subtitle = Close Light Kick
| image    = Ryu_stclshrt3.png
| imageSize = 115x98px
| caption  = Yes, this hits low.
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=12[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = Chain, Super
|guard =<ref></ref> Low
|actrange = 0
|startup= 6
|active= 2
|recovery= 8
|total = 16
|frameAdv = +3
|meter = 2/1
|description= A low kick.
*Can be canceled into another far Short or crouching Short.  
*This move must be blocked low, which can be used as a simple knowledge check. Unfortunately somewhat hard to use due to the strict activation range.
}}
}}
 
<span class="mw-customtoggle-cllk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-cllk">


*<b>Crouching Strong:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[0]}} |{{STDiagramImageCell| 7 | Ryu_crstrng1&5.png}} |{{STDiagramImageCell| 7 | Ryu_crstrng2&4.png}} |{{STDiagramImageCell| 7 | Ryu_crstrng3.png}} |{{STDiagramImageCell| 7 | Ryu_crstrng2&4.png}} |{{STDiagramImageCell| 7 | Ryu_crstrng1&5.png}} |{{STDiagramImageCell| 7 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt2&5_stclrh5.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt3.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt4.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt2&5_stclrh5.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 6}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 3 | 8}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +7}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 3 | 7}}
|}
|}
Ryu does a crouching straight. Good damage, stun, recovery and priority. Ryu's whole arm is completely invincible. This move can be used as a safe meaty against several invulnerable special attacks from the correct distance. However, this can be countered by standing still (which shrinks the hurtbox horizontally) and then either attacking or walking up and throwing. It is also unsafe against most supers, which is yet another reason to (always) have an eye on the enemy's super bar.


*<b>Close Standing Fierce:</b>
</div>
 
==== <span class="invisible-header">frlk</span> ====
{{MoveData
| name    = Far Short
| input    = 5LK / fr.{{lk}}
| subtitle = Far Light Kick
| image    = Ryu_stfarshrt3_stfarfrwrd3.png
| imageSize = 118x102px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=14[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = Special, Super
|guard = Mid
|actrange = 1+
|startup= 5
|active= 8
|recovery= 5
|total = 18
|frameAdv = 0
|invul = N/A
|meter =2/1
|description= High side kick.
*Good priority, but sort of slow.
*Works as an anti-air.
}}
}}
 
<span class="mw-customtoggle-frlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frlk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 28[1]}} |{{STDiagramImageCell| 7 | Ryu_stclfrc1.png}} |{{STDiagramImageCell| 7 | Ryu_stclfrc2.png}} |{{STDiagramImageCell| 7 | Ryu_stclfrc3.png}} |{{STDiagramImageCell| 7 | Ryu_stclfrc4.png}} |{{STDiagramImageCell| 7 | Ryu_stclfrc5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt3_stfarfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 3~9 / 10~16}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40 / 80}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 5}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan | 2 | 5}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes / No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes / Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -9 / -7}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 13}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 2 | 23}}
|}
|}
Ryu does a close upper. Good priority anti-air if the enemy is on top of you, and if he is close it can be canceled into any special attack for a basic but damaging combo. Bad recovery.


*<b>Far Standing Fierce:</b>
</div>
 
 
==== <span class="invisible-header">clmk</span> ====
{{MoveData
| name    = Close Forward
| input    = 5MK / cl.{{mk}}
| subtitle = Close Medium Kick
| image    = Ryu_stclfrwrd3.png
| imageSize = 103x103px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=24[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|actrange = 0
|startup= 4
|active= 6
|recovery= 9
|total = 19
|frameAdv = +3
|meter = 4/3
|description= A hearty knee bash.
*Good recovery. Surprisingly good overall, even if you need to be REALLY close to use it.
}}
}}
 
<span class="mw-customtoggle-clmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clmk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 28[1]}} |{{STDiagramImageCell| 7 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 7 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 7 | Ryu_stfarfrc3.png}} |{{STDiagramImageCell| 7 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 7 | Ryu_stfarstrng5_stfarfrc5.png}} |{{STDiagramImageCell| 7 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_stclfrwrd6.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 9}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -7}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 23}}
|}
|}
Similar to far.strong, but with higher damage and longer reach, but the head hitbox moves forward just as much and the recovery is hideous. This move can not be canceled into specials, so make sure it hits or you will pay the price.
</div>
 
==== <span class="invisible-header">frmk</span> ====
{{MoveData
| name    = Far Forward
| input    = 5MK / fr.{{mk}}
| subtitle = Far Medium Kick
| image    = Ryu_stfarshrt3_stfarfrwrd3.png
| imageSize = 118x102px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=24[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
|cancel = None
|guard = Mid
|actrange = 1+
|startup= 8
|active= 8
|recovery= 7
|total = 23
|frameAdv = +3
|meter =4/3
|description= Another high side kick.  
*Good priority, but very slow start-up.
*Also a good anti-air if you can press the button fast enough.
}}
}}
 
<span class="mw-customtoggle-frmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frmk">


*<b>Crouching Fierce:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 28[1] / 22[1]}} |{{STDiagramImageCell| 7 | Ryu_crfrc1&5.png}} |{{STDiagramImageCell| 7 | Ryu_crfrc2.png}} |{{STDiagramImageCell| 7 | Ryu_crfrc3.png}} |{{STDiagramImageCell| 7 | Ryu_crfrc4.png}} |{{STDiagramImageCell| 7 | Ryu_crfrc1&5.png}} |{{STDiagramImageCell| 7 | Ryu_crfrc6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt3_stfarfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarfrwrd5.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 3~9 / 10~16}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40 / 80}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes / No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes / No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -12 / -9}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1}}  
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCellColSpan| 2 | 11}} |{{STDiagramCellColSpan| 3 | 23}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan | 2 | 7}}
|}
|}
Uppercut from crouching position. It does good damage and has a deceptively long horizontal reach, but just average to low priority and quite long recovery. This move is unsafe on block or hit and is mainly used in combos or as close-up anti-air. Favor standing Fierce if you can for the latter.


*<b>Close Standing Short:</b>
</div>
 
==== <span class="invisible-header">clhk</span> ====
{{MoveData
| name    = Close Roundhouse
| input    = 5HK / cl.{{hk}}
| subtitle = Close Heavy Kick
| image    = Ryu_stclrh3.png
| imageSize = 95x125px
| caption  = First Hit
| image2    = Ryu_stclrh4.png
| imageSize2 = 127x112px
| caption2  = Second Hit
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=30[1] + 4[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 10~16 + 1~7
|dizzytime= 80 + 70
|cancel = None
|guard = Mid
|actrange = 0-56
|startup = 8
|active = 12 (8 + 4)
|recovery= 11
|total = 31
|frameAdv = -1 / +7(+6)
|meter = 5/4 x 2
|description= Ryu's axe kick.
*Hits twice if the enemy is close enough. The second hit deals much less damage and dizzy, while only dealing a little less dizzy time.
*Not very useful, but it is safe on block from point-blank range and often trades with aerial attacks.
*If you use it as a meaty, you can combo into a crouching kick for two or three hits. You often have better options, though.
}}
}}
 
<span class="mw-customtoggle-clhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clhk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[0]}} |{{STDiagramImageCell| 7 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 7 | Ryu_stclshrt2&5_stclrh5.png}} |{{STDiagramImageCell| 7 | Ryu_stclshrt3.png‎‎}} |{{STDiagramImageCell| 7 | Ryu_stclshrt4.png‎‎}} |{{STDiagramImageCell| 7 | Ryu_stclshrt2&5_stclrh5.png}} |{{STDiagramImageCell| 7 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stclrh2.png}} |{{STDiagramImageCell| 1 | Ryu_stclrh3.png}} |{{STDiagramImageCell| 1 | Ryu_stclrh4.png}} |{{STDiagramImageCell| 1 | Ryu_stclshrt2&5_stclrh5.png}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 10}} |{{STDiagramCell| 1}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 11}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +3}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 3 | 8}}
|}
|}
Ryu performs a low kick that can be canceled into a far Short or crouching Short. This move must be blocked low.


*<b>Far Standing Short:</b>
</div>
 
==== <span class="invisible-header">frhk</span> ====
{{MoveData
| name    = Far Roundhouse
| input    = 5HK / fr.{{hk}}
| subtitle = Far Heavy Kick
| image    = Ryu_stfarrh2.png
| imageSize = 99x103px
| caption  = Only this hitbox can be canceled.
| image2    = Ryu_stfarrh3.png
| imageSize2 = 125x101px
| caption2  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=30[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 10~16
|dizzytime= 80
|cancel = Special, Super / None
|guard = Mid
|actrange = 57+
|startup = 3
|active = 12 (4 / 8)
|recovery= 17
|total = 32
|frameAdv = -7 / -3
|meter = 5/4
|description= Ryu's staple Roundhouse kick.
*Mediocre anti-air that can be canceled in the odd event that it hits during the first active part.
*Hitbox and hurtbox get wider after 4 frames.
}}
}}
 
<span class="mw-customtoggle-frhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frhk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[0]}} |{{STDiagramImageCell| 7 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 7 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 7 | Ryu_stfarshrt3_stfarfrwrd3.png}} |{{STDiagramImageCell| 7 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 7 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stfarrh1.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh2.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarrh5.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 7}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan | 2 | 12}} |{{STDiagramCellColSpan| 2 | 17}}  
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +0}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 5}}
|}
|}
High side kick with good priority, but sort of slow. Good anti-air.


*<b>Crouching Short:</b>
</div>
 
===Crouching Normals===
 
 
 
==== <span class="invisible-header">crlp</span> ====
{{MoveData
| name    = Crouching Jab
| input    = 2LP / {{d}}+{{lp}}
| subtitle = Crouching Light Punch
| image    = Ryu_crjab2.png
| imageSize = 100x65px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, 1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = Chain, Special, Super
|guard = Mid
|actrange = N/A
|startup= 3
|active= 4
|recovery= 5
|total = 12
|frameAdv = +4
|meter = 2/1
|description= Another jab.
*Average reach and very good priority.
}}
}}
 
<span class="mw-customtoggle-crlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crlp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[0]}} |{{STDiagramImageCell| 7 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 7 | Ryu_crshrt2.png}} |{{STDiagramImageCell| 7 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 7 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crjab1&3.png}} |{{STDiagramImageCell| 1 | Ryu_crjab2.png}} |{{STDiagramImageCell| 1 | Ryu_crjab1&3.png}} |{{STDiagramImageCell| 1 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +4}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 5}}
|}
|}
Rapid fire crouching low kick. Mediocre priority but good reach.


*<b>Close Standing Forward:</b>
</div>
 
 
==== <span class="invisible-header">crmp</span> ====
{{MoveData
| name    = Crouching Strong
| input    = 2MP / {{d}}+{{mp}}
| subtitle = Crouching Medium Punch
| image    = Ryu_crstrng3.png
| imageSize = 110x65px
| caption  = And you thought Alpha 2 Rose's Cr.MP had good priority.
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|actrange = N/A
|startup= 4
|active= 4
|recovery= 7
|total = 15
|frameAdv = +7
|meter = 4/3
|description=*Ryu does a crouching straight.
*Good damage, stun, recovery and priority.
*This move can be used as a safe meaty against several invulnerable special attacks from the correct distance. However, this can be countered by standing still (which shrinks the hurtbox horizontally) and then either attacking or walking up and throwing. It's also unsafe against most supers.
}}
}}
 
<span class="mw-customtoggle-crmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crmp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[0]}} |{{STDiagramImageCell| 7 | Ryu_stclfrwrd1&5.png}} |{{STDiagramImageCell| 7 | Ryu_stclfrwrd2&4.png}} |{{STDiagramImageCell| 7 | Ryu_stclfrwrd3.png}} |{{STDiagramImageCell| 7 | Ryu_stclfrwrd2&4.png}} |{{STDiagramImageCell| 7 | Ryu_stclfrwrd1&5.png}} |{{STDiagramImageCell| 7 | Ryu_stclfrwrd6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crstrng1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crstrng2&4.png}} |{{STDiagramImageCell| 1 | Ryu_crstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_crstrng2&4.png}} |{{STDiagramImageCell| 1 | Ryu_crstrng1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 7}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +3}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 9}}
|}
|}
Knee bash with a good recovery.


*<b>Far Standing Forward:</b>
</div>
 
 
==== <span class="invisible-header">crhp</span> ====
{{MoveData
| name    = Crouching Fierce
| input    = 2HP / {{d}}+{{hp}}
| subtitle = Crouching Heavy Punch
| image    = Ryu_crfrc2.png
| imageSize = 95x98px
| caption  = First Hitbox
| image2    = Ryu_crfrc3.png
| imageSize2 = 85x127px
| caption2  = Second Hitbox. <br> Diet Close Fierce.
| data  =
{{AttackData-SSF2T
|damage ={{tooltip|text=28[1] / 22[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9 / 10~16
|dizzytime= 40 / 80
|cancel = Special, Super / None
|guard = Mid
|actrange = N/A
|startup= 4
|active= 11 (3 / 8)
|recovery= 23
|total = 37
|frameAdv = -12 / -9
|meter = 5/4
|description= Ryu brings an uppercut from crouching position.
*Good damage and has a deceptively long horizontal reach.
*Average to low priority and quite long recovery.
*Mainly used in combos.
*Works as an anti-air, but favor close Fierce if you can.
}}
}}
 
<span class="mw-customtoggle-crhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crhp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[0]}} |{{STDiagramImageCell| 7 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 7 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 7 | Ryu_stfarshrt3_stfarfrwrd3.png}} |{{STDiagramImageCell| 7 | Ryu_stfarshrt2&4_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 7 | Ryu_stfarfrwrd5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crfrc1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc2.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crfrc6.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 11}} |{{STDiagramCellColSpan | 3 | 23}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +3}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 7}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 7}}
|}
|}
High side kick with good priority, but very slow start-up. Good anti-air if you can hit the button early enough.


*<b>Crouching Forward:</b>
</div>
 
 
===== <span class="invisible-header">crlk</span> =====
{{MoveData
| name    = Crouching Short
| input    = 2LK / {{d}}+{{lk}}
| subtitle = Crouching Light Kick
| image    = Ryu_crshrt2.png
| imageSize = 119x65px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 0~5
|dizzytime= 40
|cancel = Chain, Special, Super
|guard = Low
|actrange = N/A
|startup= 3
|active= 4
|recovery= 5
|total = 12
|frameAdv = +4
|meter = 2/1
|description= Crouching low kick.
*Mediocre priority but good reach.
*Great for simple combos.
}}
}}
 
<span class="mw-customtoggle-crlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crlk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[0]}} |{{STDiagramImageCell| 7 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 7 | Ryu_crfrwrd2&4.png}} |{{STDiagramImageCell| 7 | Ryu_crfrwrd3.png}} |{{STDiagramImageCell| 7 | Ryu_crfrwrd2&4.png}} |{{STDiagramImageCell| 7 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 7 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crshrt2.png}} |{{STDiagramImageCell| 1 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +3}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 9}}
|}
|}
Crouching side kick. This move has good reach and recovery, but is has projected vulnerable hitboxes before and after it becomes active. It is an important tool when closing the gap on the enemy and trying to push him into the corner as it can be canceled into Hadoukens. It is also used in bread and butter combos.


*<b>Close Standing Roundhouse:</b>
</div>
 
 
===== <span class="invisible-header">frmk</span> =====
{{MoveData
| name    = Crouching Forward
| input    = 2MK / {{d}}+{{mk}}
| subtitle = Crouching Medium Kick
| image    = Ryu_crfrwrd3.png
| imageSize = 146x65px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Low
|actrange = N/A
|startup= 4
|active= 6
|recovery= 9
|total = 19
|frameAdv = +3
|meter = 4/3
|description= *Crouching side kick.
*Good reach and recovery, but  has projected vulnerable hitboxes before and after it becomes active.
*An important tool when closing the gap on the enemy as it can be canceled into Hadokens.
*Also used in bread and butter combos.
}}
}}
 
<span class="mw-customtoggle-crmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crmk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 30[1] + 4[1]}} |{{STDiagramImageCell| 7 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 7 | Ryu_stclrh2.png}} |{{STDiagramImageCell| 7 | Ryu_stclrh3.png}} |{{STDiagramImageCell| 7 | Ryu_stclrh4.png}} |{{STDiagramImageCell| 7 | Ryu_stclshrt2&5_stclrh5.png}} |{{STDiagramImageCell| 7 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_crfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_crfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ryu_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ryu_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16 + 1~7}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80 + 70}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCell| No}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -1 / +7(+6)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}  
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 10}} |{{STDiagramCell| 1}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 9}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 7}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 11}}
|}
|}
Ryu performs an axe kick that hits twice if the enemy is close enough. This is not a very useful move, but it is safe on block from point-blank range and often trades with aerial attacks. If you use it as a meaty, you can combo a crouching kick for two or three hits. you often have better options, though.


*<b>Far Standing Roundhouse:</b>
</div>
 
===== <span class="invisible-header">crhk</span> =====
{{MoveData
| name    = Crouching Roundhouse
| input    = 2HK / {{d}}+{{hk}}
| subtitle = Crouching Heavy Kick
| image    = Ryu_crrh2.png
| imageSize = 134x65px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 5~11
|dizzytime= 130
|cancel = Special, Super
|guard = Low
|actrange = N/A
|startup = 4
|active = 6
|recovery = 25
|total = 35
|frameAdv = Hit: Soft KD<br>Block: -9
|meter = 5/4
|description= Ryu's Sweep kick.
*Soft knockdown on hit.
*Good range and the priority is such that it beats or trades with a number of moves.
*Very long recovery however, so good players will often bait and punish this move.
*Top shoto players will often cancel this move into either a LP Shoryuken (harder to punish and generates meter) or a Hadoken (the pushback makes the move practically unpunishable).
*Walking up cr.Roundhouse xx Hadouken is an important skill for shoto players to master, due to the spacing it generates.
*Tied with Ken for the fastest sweep startup in the game (3 frames), which makes it really good in pressure situations.
}}
}}
 
<span class="mw-customtoggle-crhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crhk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 30[1]}} |{{STDiagramImageCell| 7 | Ryu_stfarrh1.png}} |{{STDiagramImageCell| 7 | Ryu_stfarrh2.png}} |{{STDiagramImageCell| 7 | Ryu_stfarrh3.png}} |{{STDiagramImageCell| 7 | Ryu_stfarrh4.png}} |{{STDiagramImageCell| 7 | Ryu_stfarrh5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_crrh1.png}} |{{STDiagramImageCell| 1 | Ryu_crrh2.png}} |{{STDiagramImageCell| 1 | Ryu_crrh3.png}} |{{STDiagramImageCell| 1 | Ryu_crrh4.png}} |{{STDiagramImageCell| 1 | Ryu_crrh5.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 25}}  
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes / No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes / No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -7 / -3}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 7}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCellColSpan| 2 | 12}} |{{STDiagramCellColSpan| 2 | 17}}
|}
|}
Ryu's staple Roundhouse kick. Mediocre anti-air that can be canceled in the odd event that it hits during the first active part. This move can not be canceled into specials if it hits while the leg is fully extended.


*<b>Crouching Roundhouse:</b>
</div>
 
===Jumping Normals===
 
 
 
===== <span class="invisible-header">jlp</span> =====
{{MoveData
| name    = Jumping Jab
| input    = 8LP / {{u}}+{{lp}}
| subtitle = Neutral Jumping Light Punch
| image    = Ryu_njjab2.png
| imageSize = 82x110px
| caption  = Neutral Jump version
| image2    = Ryu_djjab2.png
| imageSize2 = 82x110px
| caption2  = Diagonal Jump version.
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=12[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = Special
|guard = High
|actrange = N/A
|startup = 2
|active = ∞
|recovery = N/A
|total = 2+∞
|frameAdv = Dependent
|meter = 2/1
|description= Ryu performs a jumping jab that is active throughout the whole jump.
*The only difference between the Neutral Jump and the Diagonal Jump versions is that the diagonal version has a smaller vertical hitbox.
*Ryu's hand has a relatively large active hitbox around it, making this a good air-to-air move.
*It can be used for jumping on your opponent after a knockdown. The small amount of pushback allows for mixups such as throw, cr.forward xx Hadoken/Super, or delayed Jab Shoryuken (to beat reversal throws).
*Beats Zangief's Lariats from the right distance and still hits him if he crouches.
}}
}}
 
<span class="mw-customtoggle-jlp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-jlp">
'''Neutral Jump Version:'''
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 26[1]}} |{{STDiagramImageCell| 7 | Ryu_crrh1.png}} |{{STDiagramImageCell| 7 | Ryu_crrh2.png}} |{{STDiagramImageCell| 7 | Ryu_crrh3.png}} |{{STDiagramImageCell| 7 | Ryu_crrh4.png}} |{{STDiagramImageCell| 7 | Ryu_crrh5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_njjab2.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 130}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| }}  
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -9}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 25}}
|}
|}
Ryu's sweep kick. This move generates a fast knockdown if it hits. It has good range and the priority is such that it beats or trades with a number of moves. The recovery, however, is very long, so good players will try to bait this move so as to punish it afterward. This can be canceled into Hadoukens so you can push the enemy towards his corner or Shoryukens and Short tatsus for super meter. Knowing the timing for walking up cr.Rounhouse xx Hadouken is an important skill for shoto players.
<br>
 
'''Diagonal Jump Version:'''
====Aerial normals====
*<b>Neutral Jumping Jab:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[0]}} |{{STDiagramImageCell| 5 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 5 | Ryu_njjab2.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_djjab2.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7(-2)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}}  
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}}
|}
|}
Ryu performs a jumping jab that is active throughout the whole jump. Ryu's hand has a relatively large active hitbox around it, making this a good air-to-air move. It can be used for jumping on you opponent after a knockdown and not generate much push-back, allowing you to apply mix-ups such as throw, cr.forward xx Hadouken/super or delayed Jab SRK (to beat reversal throws).
</div>
 
===== <span class="invisible-header">njmp</span> =====
{{MoveData
| name    = Neutral Jumping Strong
| input    = 8MP / {{u}}+{{mp}}
| subtitle = Neutral Jumping Medium Punch
| image    = Ryu_njstrng3.png
| imageSize = 96x110px
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 50
|cancel = Special
|guard = High
|actrange = N/A
|startup = 4
|active = 20
|recovery = ∞
|total = 24+∞
|frameAdv = Dependent
|meter = 4/3
|description= An aerial punch that stays active for a while.  
*Very good horizontal reach and priority.
*A move to be considered when afraid of wall dives crossing you or aerial attacks in general.
*This attack does not hit crouching opponents.
}}
}}
 
<span class="mw-customtoggle-njmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njmp">


*<b>Diagonal Jumping Jab:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[0]}} |{{STDiagramImageCell| 5 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 5 | Ryu_djjab2.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng2.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng3.png}} |{{STDiagramImageCell| 1 |Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}}  |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7(-2)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}  |{{STDiagramCell| 4}}  |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 4 | ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}}
|}
|}
Ryu performs a jumping jab that is active throughout the whole jump. Ryu's hand has a relatively large active hitbox around it, making this a good air-to-air move. It can be used for jumping on you opponent after a knockdown and not generate much push-back, allowing you to apply mix-ups such as throw, cr.forward xx Hadouken/super or delayed Jab SRK (to beat reversal throws). This beats Zangief's Lariats from the right distance and still hits him if he crouches.


*<b>Neutral Jumping Strong:</b>
</div>
 
===== <span class="invisible-header">djmp</span> =====
{{MoveData
| name    = Diagonal Jumping Strong
| input    = 7MP or 9MP <br> {{ub}} or {{uf}}+{{mp}}
| subtitle = Diagonal Jumping Medium Punch
| image    = Ryu_djstrng4.png
| imageSize =108x110px
| caption  = First Hit
| image2    = Ryu_djstrng5.png
| imageSize2 =74x119px
| caption2  = Second Hit
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=24[1] + 4[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, 1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9 + 0~5
|dizzytime= 40 + 20
|cancel = Special / None
|guard = High
|actrange = N/A
|startup = 4
|active = 9 (5 + 4)
|recovery = ∞
|total = 13+∞
|frameAdv = Dependent
|meter = 4/3 x 2
|description= Ryu jumps with an upper punch that hits twice and juggles in the air.
*The first active part has good horizontal reach and priority.
*Creates a three hit juggle state if it hits.
*Can be considered as anti-air, specially if you react early and you expect the opponent to try a late aerial attack.
*A Super can also be comboed after this move, for a total of 5 hits.
*From the right distance, this move beats Lariats and Blanka's rolling attacks.
*Any grounded enemy can avoid the attack by crouching, which is specially dangerous against Zangief, E. Honda and Hawk, as they can throw while crouching (stomach press, Oicho and typhoon, in this order).
}}
}}
 
<span class="mw-customtoggle-djmp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djmp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[0]}} |{{STDiagramImageCell| 5 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng2.png‎‎}} |{{STDiagramImageCell| 5 | Ryu_njstrng3.png‎‎}} |{{STDiagramImageCell| 5 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_djstrng1.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng2.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng3.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng4.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng5.png}} |{{STDiagramImageCell| 1 | Ryu_djstrng6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 50}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 4 | ∞}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 5 | ∞}}  
|}
|}
This aerial punch stays active for quite some time, for a Strong punch. It has very good horizontal reach and Ryu's arm is completely invincible. A move to be considered when afraid of wall dives crossing you or aerial attacks in general. This attack does not hit crouching opponents.


*<b>Diagonal Jumping Strong:</b>
</div>
 
===== <span class="invisible-header">jhp</span> =====
{{MoveData
| name    = Jumping Fierce
| input    = 8HP / {{u}}+{{hp}}
| subtitle = Jumping Heavy Punch
| image    = Ryu_njfrc3_djfrc3.png
| imageSize = 99x110px
| caption =
| data  =
{{AttackData-SSF2T
|version = {{u}} + {{hp}}
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 11~17(-1)
|dizzytime= 60(+20)
|cancel = Special
|guard = High
|actrange = N/A
|startup = 4
|active = 8
|recovery = ∞
|total = 12+∞
|frameAdv = Dependent
|meter = 5/4
|description= The only difference between this version and the diagonal jump version is that this version does more stun.
}}
{{AttackData-SSF2T
|version = {{ub}} or {{uf}} + {{hp}}
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, 1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 40
|cancel = Special
|guard = High
|actrange = N/A
|startup = 4
|active = 8
|recovery = ∞
|total = 12+∞
|frameAdv = Dependent
|meter = 5/4
|description= Ryu's strongest jumping punch.
*Very good air to ground priority.
*Can be used as anti-air from certain distances, and also beats or trades most other aerial attacks.
}}
}}
 
<span class="mw-customtoggle-jhp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-jhp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[1] + 4[1]}} |{{STDiagramImageCell| 5 | Ryu_djstrng1.png}} |{{STDiagramImageCell| 5 | Ryu_djstrng2.png}} |{{STDiagramImageCell| 5 | Ryu_djstrng3.png}} |{{STDiagramImageCell| 5 | Ryu_djstrng4.png}} |{{STDiagramImageCell| 5 | Ryu_djstrng5.png}} |{{STDiagramImageCell| 5 | Ryu_djstrng6.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njfrc1_djfrc1.png}} |{{STDiagramImageCell| 1 | Ryu_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 1 | Ryu_njfrc3_djfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 3~9 / 0~5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}  |{{STDiagramCell| 4}}  |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40 / 20}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes / No}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 4}} |{{STDiagramCell| 5}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
|}
Ryu jumps with an upper punch that hits twice and juggles in the air. The first active part has good horizontal reach and priority. If you successfully land this attack in the air, you may use it again until you obtain three aerial hits. This can be considered as anti-air, specially if you react early and you believe the opponent will try a late aerial attack. A super can also be comboed after this move, for a total of 5 hits. From the right distance, this move beats Lariats and Blanka's rolling attacks. However, any grounded enemy can avoid the attack by crouching, which is specially dangerous against Zangief, E. Honda and Hawk, as they can throw while crouching (stomach press, Oiicho and typhoon, in this order).
</div>
 
===== <span class="invisible-header">njlk</span> =====
{{MoveData
| name    = Neutral Jumping Short
| input    = 8LK / {{u}}+{{lk}}
| subtitle = Neutral Jumping Light Kick
| image    = Ryu_njshrt2.png
| imageSize = 79x110px
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=14[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = Special
|guard = High
|actrange = N/A
|startup = 3
|active = 40
|recovery = ∞
|total = 43+∞
|frameAdv = Dependent
|meter = 2/1
|description= A jumping split kick.
*Stays active for a while, but has a pitiful reach.
*Mostly useless.
}}
}}
 
<span class="mw-customtoggle-njlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njlk">


*<b>Neutral Jumping Fierce:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 26[1]}} |{{STDiagramImageCell| 5 | Ryu_njfrc1_djfrc1.png}} |{{STDiagramImageCell| 5 | Ryu_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 5 | Ryu_njfrc3_djfrc3.png‎‎}} |{{STDiagramImageCell| 5 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 1 | Ryu_njshrt2.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 11~17(-1)}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60(+20)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 40}} |{{STDiagramCell| ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
|}


*<b>Diagonal Jumping Fierce:</b>
</div>
 
===== <span class="invisible-header">djlk</span> =====
{{MoveData
| name    = Diagonal Jumping Short
| input    = 7LK/9LK <br>{{ub}} or {{uf}}+{{lk}}
| subtitle = Diagonal Jumping Light Kick
| image    = Ryu_djshrt3.png
| imageSize = 77x110px
| caption  = His hurtbox gets a bit bigger after 10 frames.
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=12[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = None
|guard = High
|actrange = N/A
|startup = 5
|active = ∞ (10 / ∞)
|recovery = N/A
|total = 5+∞
|frameAdv = Dependent
|meter = 2/1
|description= Ryu's jumping knee.
*Stays out for quite some time, but safe jumps aside, this does not have many uses.
*Its main downside is the short reach.
}}
}}
<span class="mw-customtoggle-djlk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djlk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 26[1]}} |{{STDiagramImageCell| 5 | Ryu_njfrc1_djfrc1.png}} |{{STDiagramImageCell| 5 | Ryu_njfrc2_djfrc2.png}} |{{STDiagramImageCell| 5 | Ryu_njfrc3_djfrc3.png‎‎}} |{{STDiagramImageCell| 5 | Ryu_njjab1_djjab1_njstrng1&4_njfrc4_djfrc4.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_djshrt1.png}} |{{STDiagramImageCell| 1 | Ryu_djshrt2.png}} |{{STDiagramImageCell| 1 | Ryu_djshrt3.png}} |{{STDiagramImageCell| 1 | Ryu_djshrt4.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 3~9}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCellColSpan| 2 | ∞}}  
|}
|}
This move has very good air to ground priority, and Ryu's arm is also completely invincible. It can be used as anti-air from certain distances, and also beats or trades most other aerial attacks.


*<b>Neutral Jumping Short:</b>
</div>
 
===== <span class="invisible-header">njmk</span> =====
{{MoveData
| name    = Neutral Jumping Forward
| input    = 8MK / p{{u}}+{{mk}}
| subtitle = Neutral Jumping Medium Kick
| image    = Ryu_njfrwrd2.png
| imageSize = 90x110px
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 50
|cancel = None
|guard = High
|actrange = N/A
|startup = 5
|active = 13
|recovery = ∞
|total = 18+∞
|frameAdv = Dependent
|meter = 4/3
|description= A slightly better jumping split kick.
*Stays active for some time.
*Can be used in certain crossup situations, but neutral Strong/Fierce has a lower hitbox and neutral Roundhouse has better reach and damage.
}}
}}
 
<span class="mw-customtoggle-njmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njmk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[0]}} |{{STDiagramImageCell| 5 | Ryu_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 5 | Ryu_njshrt2.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 1 | Ryu_njfrwrd2.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7(-2)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}} 
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCellColSpan| 3 | ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 40}} |{{STDiagramCell| ∞}}
|}
|}
This stays out for quite some time, but it has a very short reach. Mostly useless.


*<b>Diagonal Jumping Short:</b>
</div>
 
===== <span class="invisible-header">djmk</span> =====
{{MoveData
| name    = Diagonal Jumping Forward
| input    = 7MK or 9MK<br>{{ub}} or {{uf}}+{{mk}}
| subtitle = Diagonal Jumping Medium Kick
| image    = Ryu_djfrwrd3.png
| imageSize = 110x112px
| caption  = Zero Calorie dj.hk
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 50(+10)
|cancel = None
|guard = High
|actrange = N/A
|startup = 5
|active = 13
|recovery = ∞
|total = 18+∞
|frameAdv = Dependent
|meter = 4/3
|description= Rather long aerial kick with poor priority.
*Can be used as a cross-up aerial attack, but diagonal Roundhouse is better for that.
*Can be used in safe jumps to get less push-back if it gets blocked.
*Does the most stun out of all of Ryu's diagonal jumping normals.
}}
}}
<span class="mw-customtoggle-djmk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djmk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[0]}} |{{STDiagramImageCell| 5 | Ryu_djshrt1.png}} |{{STDiagramImageCell| 5 | Ryu_djshrt2.png}} |{{STDiagramImageCell| 5 | Ryu_djshrt3.png}} |{{STDiagramImageCell| 5 | Ryu_djshrt4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd1_djrh1.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd2%264_djrh2%264.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd3.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd2%264_djrh2%264.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 |Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 |Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7(-2)}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 13}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 13}} |{{STDiagramCellColSpan| 4 | ∞}}  
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCellColSpan| 2 | ∞}}
|}
|}
This stays out for quite some time, but safe jumps aside, this does not have many uses. Its main downside is the short reach.


*<b>Neutral Jumping Forward:</b>
</div>
 
 
===== <span class="invisible-header">njhk</span> =====
{{MoveData
| name    = Neutral Jumping Roundhouse
| input    = 8HK / {{u}}+{{hk}}
| subtitle = Neutral Jumping Heavy Kick
| image    = Ryu_njrh2.png
| imageSize = 73x115px
| caption  = First Hitbox
| image2    = Ryu_njrh3.png
| imageSize2 = 102x111px
| caption2  = Second Hitbox
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=28[0] / 26[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 11~17(-1)
|dizzytime= 60(+20)
|cancel = Special / None
|guard = High
|actrange = N/A
|startup = 2
|active = 8 (4 / 4)
|recovery = ∞
|total = 10+∞
|frameAdv = Dependent
|meter = 5/4
|description= Neutral spin kick.
*The first active part becomes active very fast, saving you from some troublesome situations.
*The second part has good reach, making it an effective normal to keep your opponent away. In fact, it can even beat Dhalsim's slides.
}}
}}
 
<span class="mw-customtoggle-njhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njhk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[0]}} |{{STDiagramImageCell| 5 | Ryu_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 5 | Ryu_njfrwrd2.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_njrh1.png}} |{{STDiagramImageCell| 1 | Ryu_njrh2.png}} |{{STDiagramImageCell| 1 | Ryu_njrh3.png}} |{{STDiagramImageCell| 1 | Ryu_njrh4.png}} |{{STDiagramImageCell| 1 | Ryu_njrh5.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}  |{{STDiagramCell| 3}}  |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 50}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 4 | ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCellColSpan| 3 | ∞}}
|}
|}
OK kick that stays active for some time. It can be used in certain situations where the enemy has trouble knowing which way to block. That aside, prefer neutral Strong, Fierce or Roundhouse.


*<b>Diagonal Jumping Forward:</b>
</div>
 
===== <span class="invisible-header">djhk</span> =====
{{MoveData
| name    = Diagonal Jumping Roundhouse
| input    = 7HK or 9HK<br>{{ub}} or {{uf}}+{{hk}}
| subtitle = Diagonal Jumping Heavy Kick
| image    = Ryu_djrh3.png
| imageSize = 123x112px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 40
|cancel = None
|guard = High
|actrange = N/A
|startup = 5
|active = 7
|recovery = ∞
|total = 12+∞
|frameAdv = Dependent
|meter = 5/4
|description= A full power kick.
*Ryu's best cross-up attack.
*Has good reach, but can be countered if you whiff due to projected hurtboxes.
*Can be used as an anti air from certain distances, in the same fashion as diagonal jumping Fierce, hitting your enemy from above his attack or around the head.
}}
}}
<span class="mw-customtoggle-djhk" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djhk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[0]}} |{{STDiagramImageCell| 5 | Ryu_djfrwrd1_djrh1.png}} |{{STDiagramImageCell| 5 | Ryu_djfrwrd2&4_djrh2&4.png}} |{{STDiagramImageCell| 5 | Ryu_djfrwrd3.png}} |{{STDiagramImageCell| 5 | Ryu_djfrwrd2&4_djrh2&4.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd1_djrh1.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd2%264_djrh2%264.png}} |{{STDiagramImageCell| 1 | Ryu_djrh3.png}} |{{STDiagramImageCell| 1 | Ryu_djfrwrd2%264_djrh2%264.png}} |{{STDiagramImageCell| 1 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 1 |Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 |Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 7}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 50(+10)}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 7}} |{{STDiagramCellColSpan| 4 | ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 13}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 13}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
|}
Rather long aerial kick with poor priority. It can be used as a cross-up aerial attack, but diagonal Roundhouse is better for that. It can be used in safe jumps, to get less push-back if it gets blocked.


*<b>Neutral Jumping Roundhouse:</b>
</div>
{{STDiagramHeader}}
 
{{STDiagramCell| Damage}} |{{STDiagramCell| 28[0] / 26[0]}} |{{STDiagramImageCell| 5 | Ryu_njrh1.png}} |{{STDiagramImageCell| 5 | Ryu_njrh2.png}} |{{STDiagramImageCell| 5 | Ryu_njrh3.png}} |{{STDiagramImageCell| 5 | Ryu_njrh4.png}} |{{STDiagramImageCell| 5 | Ryu_njrh5.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 11~17(-1)}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60(+20)}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes / No}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
Neutral spin kick that has good reach. The first active part becomes active very fast, saving you from some troublesome situations.


*<b>Diagonal Jumping Roundhouse:</b>
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 26[1]}} |{{STDiagramImageCell| 5 | Ryu_djfrwrd1_djrh1.png}} |{{STDiagramImageCell| 5 | Ryu_djfrwrd2&4_djrh2&4.png}} |{{STDiagramImageCell| 5 | Ryu_djrh3.png}} |{{STDiagramImageCell| 5 | Ryu_djfrwrd2&4_djrh2&4.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng5_djstrng7_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd5_djrh5.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng6_djstrng8_njfrc6_djfrc6_njfrwrd4_djfrwrd6_njrh6_djrh6.png}} |{{STDiagramImageCell| 5 | Ryu_njstrng7_djstrng9_njfrc7_djfrc7_njfrwrd5_djfrwrd7_njrh7_djrh7.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 3~9}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 7}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 7}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
Ryu's best cross-up attack. This also has good reach, but as it projects vulnerable hitboxes, it can also be countered if you whiff. From certain distances, this can also be used as anti-air, in the same fashion as diagonal jumping Fierce, hitting your enemy from above his attack or around the head.


===Command Normals===
===Command Normals===
*<b>Swing (Over head) punch:</b> (On ground, → + Strong)
 
 
 
===== <span class="invisible-header">swingp</span> =====
{{MoveData
| name    = Collarbone Breaker
| input    = 6MP / {{f}}+{{mp}}
| subtitle = Swing Punch
| image    = Ryu_swing3.png
| imageSize = 97x91px
| caption  = First Hit
| image2    = Ryu_swing4.png
| imageSize2 = 108x93px
| caption2  = Second Hit
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} + {{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 1~7 x 2
|dizzytime= 70 x 2
|cancel = None
|guard = High
|actrange = N/A
|startup = 17
|active = 5 (2 + 3)
|recovery = 10
|total = 31
|frameAdv = Hit standing: -2 / 0(-1)<br>Hit crouching/Block: +7 / +9(+8)
|meter = 5/4 x 2
|description= Ryu's overhead.
*Fastest ground overhead in the game.
*The 1st active part will miss agaisnt a crouching Blanka and Cammy.
*It has properties similar to those of aerial heavy attacks, which can be checked on the different recovery times depending on hitting standing or crouching opponents.
*Ryu is still, however, considered on the ground and can be thrown out of the move if the enemy reacts to its slow start-up or attempts a reversal counter throw.
}}
}}
<span class="mw-customtoggle-swingp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-swingp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[0] + 28[1]}} |{{STDiagramImageCell| 4 | Ryu_swing1anm.png}} |{{STDiagramImageCell| 4 | Ryu_swing2.png}} |{{STDiagramImageCell| 4 | Ryu_swing3.png}} |{{STDiagramImageCell| 4 | Ryu_swing4.png}} |{{STDiagramImageCell| 4 | Ryu_swing5.png}} |{{STDiagramImageCell| 4 | Ryu_swing6anm.png}} |{{STDiagramImageCell| 4 | Ryu_swing7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_swing1anm.gif}} |{{STDiagramImageCell| 1 | Ryu_swing2.png}} |{{STDiagramImageCell| 1 | Ryu_swing3.png}} |{{STDiagramImageCell| 1 | Ryu_swing4.png}} |{{STDiagramImageCell| 1 | Ryu_swing5.png}} |{{STDiagramImageCell| 1 |Ryu_swing6anm.gif}} |{{STDiagramImageCell| 1 |Ryu_swing7.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7 + 1~7}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 70 + 70}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| Hit standing: -2 / +0(-1)<br>Else: +7 / +9(+8)}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 14}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 14}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}  
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 16}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 3 | 10}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 17}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 3 | 10}}  
|}
|}
<!-- TEMPORARY NOTE: Crouching recovery: 20, Standing recovery: 11 -->
This move can only be blocked while standing. It has properties similar to those of aerial heavy attacks, which can be checked on the different recovery times depending on hitting standing or crouching opponents. However, Ryu is considered on the ground and can be thrown out of the move if the enemy reacts to its slow start-up or attempts a reversal counter throw.


*<b>Rush/Dash punch:</b> (On ground, → + Fierce)
</div>
 
===== <span class="invisible-header">rushp</span> =====
{{MoveData
| name    = Solar Plexus Strike
| input    = 6HP / {{f}}+{{hp}}
| subtitle = Rush Punch
| image    = Ryu_dash3.png
| imageSize = 92x94px
| caption  = First Hit
| image2    = Ryu_dash4.png
| imageSize2 = 112x93px
| caption2  = Second Hit. The closest thing ST Ryu has to a dash.
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=4[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}} + {{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 1~7 x 2
|dizzytime= 70 x 2
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = 3 (1 + 2)
|recovery = 12
|total = 26
|frameAdv = +9 / +8(+7)
|meter = 5/4 x 2
|description= Ryu rushes forward with a punch to the solar plexus.
*A good move to push you forward so as to close the gap between you and the enemy.
*Works as an impromptu dash if you want to get in position for an anti-air Shoryuken or simply get face-to-face to the enemy and throw before they react.
*You can use a Hadoken as soon as you recover, whereas doing the same while simply walking will likely get you a Shoryuken due to command overlapping.
*Can also be used to punish enemies from close range, as it gives you enough time to link most of your normals after it. For example, standing Fierce or crouching Forward into Red Hadoken.
}}
}}
<span class="mw-customtoggle-rushp" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-rushp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[0] + 28[1]}} |{{STDiagramImageCell| 5 | Ryu_dash1.png}} |{{STDiagramImageCell| 5 | Ryu_dash2.png}} |{{STDiagramImageCell| 5 | Ryu_dash3.png}} |{{STDiagramImageCell| 5 | Ryu_dash4.png}} |{{STDiagramImageCell| 5 | Ryu_dash5anm.png}} |{{STDiagramImageCell| 5 | Ryu_dash6.png}} |{{STDiagramImageCell| 5 | Ryu_dash7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_dash1.png}} |{{STDiagramImageCell| 1 | Ryu_dash2.png}} |{{STDiagramImageCell| 1 | Ryu_dash3.png}} |{{STDiagramImageCell| 1 | Ryu_dash4.png}} |{{STDiagramImageCell| 1 | Ryu_dash5anm.gif}} |{{STDiagramImageCell| 1 |Ryu_dash6.png}} |{{STDiagramImageCell| 1 |Ryu_dash7.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7 + 1~7}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 8}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 70 + 70}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 11}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 3 | 12}}  
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +9 / +8(+7)}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 8}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 10}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 3 | 12}}
|}
|}
<!-- TEMPORARY NOTE: Recovery: 20 -->
This is a good move to push you forward so as to close the gap between you and the enemy. It works as a dash if you want to get in position for an anti-air Shoryuken or simply get face-to-face to the enemy and throw before he reacts. A main advantage of using this move instead of walking while exchanging projectiles is that you can use a Hadouken as soon as you recover, while walking forward and attempting a Hadouken immediately will give you a Shoryuken instead due to command overlapping. It can also be used to punish enemies from close range, as it gives you enough time to link most your normals after it. For example, standing Fierce or crouching Forward into red Hadouken.


===Throws===
</div>
Ryu can throw using Strong, Fierce, Forward, and Roundhouse. The direction of the joystick determines the direction the enemy gets thrown at. All his throws have the same range and do 32 points of damage (plus two more if behind in rounds). Due to the start-up and recovery properties if it fails, the towards+Fierce throw is often preferred.
 
==Throws==
 
Ryu can throw with {{Icon-Capcom|mp}}, {{Icon-Capcom|hp}}, {{Icon-Capcom|mk}}, and {{Icon-Capcom|hk}}.
 
{{MoveData
| name    = Seoi Nage
| input    = cl. 4/6 + MP/HP<br>cl.{{b}} or {{f}}+{{mp}} or {{hp}}
| subtitle = Shoulder Throw
| image    = ssf2t_ryu_pthrow.png
| imageSize = 201x90px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{Tooltip | text=32* | hovertext = 34 if behind in rounds.}}
|dizzy= 7~13
|dizzytime= 100
|cancel =
|guard = Grab
|actrange = 48 (from axis)<br>19 (from throwable box)
|startup = 0
|active = 1
|recovery = Dependent
|total = 1
|frameAdv = N/A
 
|description= Ryu's Punch throw, where he throws his enemy above his head.
*Can be activated with either Strong or Fierce.  
*The direction you're holding determines the direction you'll throw in.  
*Functionally identical to his kick throw, though using 6HP is usually the best option since Solar Plexus Strike gives you the least amount of recovery to deal with.
}}
}}
 
 
{{MoveData
| name    = Tomoe Nage
| input    = cl.4/6 + MK/HK<br>cl. {{b}} or {{f}}+{{mk}} or {{hk}}
| subtitle = Circle Throw
| image    = ssf2t_ryu_kthrow.png
| imageSize = 167x118px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = {{Tooltip | text=32* | hovertext = 34 if behind in rounds.}}
|dizzy= 7~13
|dizzytime= 100
|cancel =
|guard = Grab
|actrange = 48 (from axis)<br>19 (from throwable box)
|startup = 0
|active = 1
|recovery = Dependent
|total = 1
|frameAdv = N/A
 
|description= Ryu's Kick throw, where he throws his enemy with his leg.
*Can be activated with either Forward or Roundhouse.
*The direction you're holding determines the direction you'll throw in.  
*Functionally identical to his punch throw, though using 6HP is usually the best option since Solar Plexus Strike gives you the least amount of recovery to deal with.
}}
}}
 
<span class="mw-customtoggle-throw" style="color: cyan">'''Click to toggle throwbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-throw">


*<b>Normal Throws Throwboxes:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCellColSpan| 2 | Damage}} |{{STDiagramCell| 32}} |{{STDiagramImageCell| 5 | Ryu_throwb.png}} |{{STDiagramImageCell| 5 | Ryu_throw.png}} |{{STDiagramImageCell| 5 | Ryu_throwf.png}}
{{STDiagramImageCell| 1 | Ryu_throwb.png}} |{{STDiagramImageCell| 1 | Ryu_throw.png}} |{{STDiagramImageCell| 1 | Ryu_throwf.png}}  
|-
{{STDiagramCellColSpan| 2 | Stun}} |{{STDiagramCell| 7~13}}
|-
{{STDiagramCellColSpan| 2 | Stun Timer}} |{{STDiagramCell| 100}}
|-
{{STDiagramCell| <b>Range</b>}} |{{STDiagramCell| (from axis)}} |{{STDiagramCell| 48}}
|-
{{STDiagramCellColSpan| 2 | (from throwable box)}} |{{STDiagramCell| 19}}
|}
|}
*<b>Shoulder Throw a.k.a. Seoi Nage:</b> (←/→ + Strong/Fierce)
Both punch throws are the same, which allow Ryu to grab the enemy and throw him above his head.


*<b>Circle Throw a.k.a. Tomoe Nage:</b> (←/→ + Forward/Roundhouse)
</div>
The kick throws are also the same and have Ryu pull the enemy towards himself, lay down and throw them with the aid of his leg.


===Special Moves===
==Special Moves==
*<b>Hadouken a.k.a. Fireball:</b> (↓↘→ + P)
 
<b>Detailed Input:</b> (↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)
=== <span class="invisible-header">Hadoken</span> ===
*<b>Startup:</b>
{{MoveData
| name    = Hadoken
| input    = {{tooltip|text=236P / {{qcf}}+{{p}}|hovertext=Detailed Input: (↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)}}
| subtitle = Fireball
| image    = Ryu_fb10bjab.png
| imageSize = 166x85px
| caption  = Get ready to hear this a lot.
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lp}}
|damage = {{tooltip|text=18[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 7~13
|dizzytime= 110
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = Traveling
|recovery = {{Tooltip | text=41* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}}
|total = 52
|frameAdv = -5 (Point Blank)
|meter = 2
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mp}}
|damage = {{tooltip|text=20[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, 1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 7~13
|dizzytime= 110
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = Traveling
|recovery = {{Tooltip | text=42* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}}
|total = 53
|frameAdv = -6 (Point Blank)
|meter = 2
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hp}}
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 7~13
|dizzytime= 110
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = Traveling
|recovery = {{Tooltip | text=43* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}}
|total = 54
|frameAdv = -7 (Point Blank)
|meter = 2
|description= Ryu's iconic fireball.
*Each version does increasing amounts of damage, speed, and recovery frames.
*Deals high amounts of stun damage. Three hits in a row and pretty much any enemy falls dizzy.
*Some characters such as Claw can punish Hadokens on block or hit from close distance, so watch out for that.
*This move can miss completely when used from point-blank range, as some characters' attacks move their hitboxes towards a bit.
*Ryu's fireballs (blue or red) downgrade in strength after some time, and on the last downgrade they disappear, similar to Chun's Kikokens. When a downgrade happens, the projectile will inherit the damage and sprite of the lower strength, keeping the speed used for the button press. The time required for them to actually disappear is rather long such that only Jab projectiles may ever disappear before leaving the screen, and that is if both players walk or jump in the same direction the projectile is going for some distance. Special setups are usually required for a Strong or Fierce projectile to ever disappear. The data for that is in the detailed hitbox data below.
*Due to a glitch, it's possible to change the recovery of any Hadoken to that of a Jab by either whiffing or kara-canceling a Jab or Short normal. You can read more about it [[Super Street Fighter 2 Turbo/System#Projectile special moves recovery shortening | here]].
}}
}}
 
<span class="mw-customtoggle-hadoken" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-hadoken">
 
'''Startup:'''
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb1.png}} |{{STDiagramImageCell| 1 | Ryu_fb2.png}} |{{STDiagramImageCell| 1 | Ryu_fb3.png}} |{{STDiagramImageCell| 1 | Ryu_fb4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb1.png}} |{{STDiagramImageCell| 1 | Ryu_fb2.png}} |{{STDiagramImageCell| 1 | Ryu_fb3.png}} |{{STDiagramImageCell| 1 | Ryu_fb4.png}}
Line 748: Line 1,476:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 11}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 11}}
|}
|}
*<b>Active:</b>
'''Active:'''
*<b>Jab Version:</b>
 
*'''Jab Version:'''
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[0]}} |{{STDiagramImageCell| 4 | Ryu_fb5.png}} |{{STDiagramImageCell| 4 | Ryu_fb7bjab.png}} |{{STDiagramImageCell| 4 | Ryu_fb10bjab.png}} |{{STDiagramImageCell| 4 | Ryu_fb13bjab.png}} |{{STDiagramImageCell| 4 | Ryu_fb14bjab.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7bjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb10bjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb13bjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb14bjab.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 110}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 41}}
|-
|}
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 2}}
 
*'''Strong Version:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7bstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb10bstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb13bstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb14bstrng.png}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 5 | 41}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 42}}
|}
|}
*<b>Strong Version:</b>
 
*'''Fierce Version:'''
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[0]}} |{{STDiagramImageCell| 4 | Ryu_fb5.png}} |{{STDiagramImageCell| 4 | Ryu_fb7bstrng.png}} |{{STDiagramImageCell| 4 | Ryu_fb10bstrng.png}} |{{STDiagramImageCell| 4 | Ryu_fb13bstrng.png}} |{{STDiagramImageCell| 4 | Ryu_fb14bstrng.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7bfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb10bfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb13bfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb14bfrc.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 110}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
|-
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 2}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 43}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 5 | 42}}
|}
|}
*<b>Fierce Version:</b>
NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.
 
'''Dissipation Data:'''
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[0] / 20[0]}} |{{STDiagramImageCell| 4 | Ryu_fb5.png}} |{{STDiagramImageCell| 4 | Ryu_fb7bfrc.png}} |{{STDiagramImageCell| 4 | Ryu_fb10bfrc.png}} |{{STDiagramImageCell| 4 | Ryu_fb13bfrc.png}} |{{STDiagramImageCell| 4 | Ryu_fb14bfrc.png}}
{{STDiagramCellNull| 1}} |{{STDiagramCell| 1st downgrade}} |{{STDiagramCell| 2nd downgrade}} |{{STDiagramCell| 3rd downgrade}} |{{STDiagramCell| Total duration}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
{{STDiagramCell| Jab}} |{{STDiagramCell| 129f/384px (disappears)}} |{{STDiagramCellNull| 1}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 129f/384px}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 110}}
{{STDiagramCell| Strong}} |{{STDiagramCell| 48f/192px (downgrades to Jab)}} |{{STDiagramCell| 49f/192px (disappears)}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 97f/384px}}
|-
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 2}}
{{STDiagramCell| Fierce}} |{{STDiagramCell| 26f/128px (downgrades to Strong)}} |{{STDiagramCell| 26f/128px (downgrades to Jab)}} |{{STDiagramCell| 24f/128px (disappears)}} |{{STDiagramCell| 76f/384px}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 5 | 43}}
|}
|}
<b>NOTE:</b> A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.<br>
<br>
Ryu throws a blue ball of energy at his opponent. The strength of the punch determines its speed: Jab flies the slowest, while Fierce flies the fastest. The Jab and Strong versions do 12% damage while the Fierce one does 13% from point-blank range to mid screen, and 12% from further away. <br>


Although all 3 versions (Jab, Strong, Fierce) have Ryu release the fireball at the same interval, Ryu will recover from the vulnerable "after-throw" state fastest after a Jab fireball and slowest after a Fierce fireball. However, the difference is almost imperceptible. You can reduce the recovery of strong and Fierce Hadoukens by kara or special canceling a jab or short into them. Conversely, all versions will have the longest recovery when canceled out of a Fierce or Roundhouse. Some characters such as Vega can punish Hadoukens on block or hit from close distance, so watch out for that. In addition to it, the move can evade completely when used from point-blank range, as some characters' attacks move their hitboxes towards a bit. This leaves Ryu wide open for throws or any ground combo they want to use. <br>
</div>
 
=== <span class="invisible-header">Shakunetsu Hadoken</span> ===
{{MoveData
| name    = Shakunetsu Hadoken
| input    = {{tooltip|text=41236P / {{hcf}} + {{p}}|hovertext=Detailed Input: (← [7~14f] ↙ [7~14f] ↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)}}
| subtitle = Red Fireball
| image    = Ryu_fb10rjab.png
| imageSize = 166x85px
| caption  = Trades stun damage for knockdown, and looks cooler too.
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lp}}
|damage = {{tooltip|text=18[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 100
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = Traveling
|recovery = {{Tooltip | text=41* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}}
|total = 52
|frameAdv = Hit: Hard KD (Close)<br>Block: -5 (Point Blank)
|meter = 2
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mp}}
|damage = {{tooltip|text=20[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 100
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = Traveling
|recovery = {{Tooltip | text=42* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}}
|total = 53
|frameAdv = Hit: Hard KD (Close)<br>Block: -6 (Point Blank)
|meter = 2
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hp}}
|damage = {{tooltip|text=22[0]|hovertext=[0] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 78.125%, +1 = 6.25%, +2 = 6.25%, +3 = 3.125%}}
|dizzy= 5~11
|dizzytime= 100
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = Traveling
|recovery = {{Tooltip | text=43* | hovertext = Decrements during hitfreeze. Affected by the Fireball Recovery Glitch.}}
|total = 54
|frameAdv = Hit: Hard KD (Close)<br>Block: -7 (Point Blank)
|meter = 2
|description= An alternate fireball that does less stun, but knocks down when hit during the first 9 active frames.  
*Damage, speed, and recovery increases with strength.
*Due to the lesser stun, you'll likely be using regular fireballs more often, but these still have plenty of uses in close range setups.
*As for a curiosity, this is one of the few special attacks that do not force a standing state on the enemy if it hits. Ryu doesn't gain any advantage or disadvantage from this.
*Landing a knockdown with one of these is a good opportunity to use a short Tatsumaki to build meter, or throw another meaty Hadoken.
}}
}}


This move is known to do high amounts of stun damage. Three hits in a row and pretty much any enemy falls dizzy.
<span class="mw-customtoggle-shhadoken" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-shhadoken">


*<b>Shakunetsu Hadouken a.k.a. Red Fireball:</b> (←↙↓↘→ + P)
'''Startup:'''
<b>Detailed Input:</b> (← [0~6f] ↙ [0~6f] ↓ [0~6f] ↘ [0~6f] → [0~10/9/7f] Jab/Strong/Fierce)
*<b>Startup:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb1.png}} |{{STDiagramImageCell| 1 | Ryu_fb2.png}} |{{STDiagramImageCell| 1 | Ryu_fb3.png}} |{{STDiagramImageCell| 1 | Ryu_fb4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb1.png}} |{{STDiagramImageCell| 1 | Ryu_fb2.png}} |{{STDiagramImageCell| 1 | Ryu_fb3.png}} |{{STDiagramImageCell| 1 | Ryu_fb4.png}}
Line 809: Line 1,593:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 11}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 11}}
|}
|}
*<b>Active:</b>
'''Active:'''
*<b>Jab Version:</b>
 
*'''Jab Version:'''
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[0]}} |{{STDiagramImageCell| 4 | Ryu_fb5.png}} |{{STDiagramImageCell| 4 | Ryu_fb7rjab.png}} |{{STDiagramImageCell| 4 | Ryu_fb10rjab.png}} |{{STDiagramImageCell| 4 | Ryu_fb13rjab.png}} |{{STDiagramImageCell| 4 | Ryu_fb14rjab.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7rjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb10rjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb13rjab.png}} |{{STDiagramImageCell| 1 | Ryu_fb14rjab.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 41}}
|}
 
*'''Strong Version:'''
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7rstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb10rstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb13rstrng.png}} |{{STDiagramImageCell| 1 | Ryu_fb14rstrng.png}}
|-
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 2}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 42}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 5 | 41}}
|}
|}
*<b>Strong Version:</b>
 
*'''Fierce Version:'''
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[0]}} |{{STDiagramImageCell| 4 | Ryu_fb5.png}} |{{STDiagramImageCell| 4 | Ryu_fb7rstrng.png}} |{{STDiagramImageCell| 4 | Ryu_fb10rstrng.png}} |{{STDiagramImageCell| 4 | Ryu_fb13rstrng.png}} |{{STDiagramImageCell| 4 | Ryu_fb14rstrng.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_fb5.png}} |{{STDiagramImageCell| 1 | Ryu_fb7rfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb10rfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb13rfrc.png}} |{{STDiagramImageCell| 1 | Ryu_fb14rfrc.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 43}}
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 2}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 5 | 42}}
|}
|}
*<b>Fierce Version:</b>
NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.
 
'''Dissipation Data:'''
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[0] / 20[0]}} |{{STDiagramImageCell| 4 | Ryu_fb5.png}} |{{STDiagramImageCell| 4 | Ryu_fb7rfrc.png}} |{{STDiagramImageCell| 4 | Ryu_fb10rfrc.png}} |{{STDiagramImageCell| 4 | Ryu_fb13rfrc.png}} |{{STDiagramImageCell| 4 | Ryu_fb14rfrc.png}}
{{STDiagramCellNull| 1}} |{{STDiagramCell| 1st downgrade}} |{{STDiagramCell| 2nd downgrade}} |{{STDiagramCell| 3rd downgrade}} |{{STDiagramCell| Total duration}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Jab}} |{{STDiagramCell| 129f/384px (disappears)}} |{{STDiagramCellNull| 1}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 129f/384px}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100}}
{{STDiagramCell| Strong}} |{{STDiagramCell| 48f/192px (downgrades to Jab)}} |{{STDiagramCell| 49f/192px (disappears)}} |{{STDiagramCellNull| 1}} |{{STDiagramCell| 97f/384px}}
|-
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 2}}
{{STDiagramCell| Fierce}} |{{STDiagramCell| 26f/128px (downgrades to Strong)}} |{{STDiagramCell| 26f/128px (downgrades to Jab)}} |{{STDiagramCell| 24f/128px (disappears)}} |{{STDiagramCell| 76f/384px}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3...}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 5 | 43}}
|}
|}
<b>NOTE:</b> A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.<br>
<br>
This is very similar to the normal fireball, except it will knock a grounded opponent down if it hits at close range or put them in a burning hitstun if it hits a grounded opponent from farther away. Both damage and recovery are the same as those of ordinary hadoukens. As for some curiosity, this is one of the few special attacks that do not force a standing state on the enemy if it hits, but Ryu does not take any advantage or disadvantage from this. <br>


Some Ryu players use plenty of red fireballs, while others opt for the normal one almost exclusively. It seems to be at least partially a matter of taste.<br>
</div>


Getting a knockdown with a red fireball can be a good opportunity to flick in a Short Hurricane Kick just to build meter. You have a moment or two of free time as the opponent falls and rises anyway, so you can look to land from the Hurricane Kick in time to throw another meaty fireball onto the opponent who's just standing up and continue your pressure. <br>
=== <span class="invisible-header">Shoryuken</span> ===
<br>
{{MoveData
| name    = Shoryuken
| input    = {{tooltip|text=623P / {{dp}} + {{p}}|hovertext=Detailed Input: (→ [7~14f] ↓ [7~14f] ↘ [10/9/7f] Jab/Strong/Fierce)}}
| subtitle = Dragon Punch/DP
| image    = Ryu_srk2.png
| imageSize = 81x89px
| caption  = Grounded hitbox
| image2    = Ryu_srk3.png
| imageSize2 = 81x128px
| caption2  = Rising hitbox. Jab version depicted.
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lp}}
|damage = {{tooltip|text=32[2] / 22[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}}
|dizzy= 9~15 / 2~8
|dizzytime= 100 / 90
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 4
|active = 14 (4 + 10)
|recovery = 26
|total = 44
|frameAdv = Hit: Hard KD<br>Block: -18 / -15(-16)
|meter = 7
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mp}}
|damage = {{tooltip|text=34[2] / 22[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}}
|dizzy= 9~15 / 2~8
|dizzytime= 100 / 90
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 4
|active = 18 (4 / 14)
|recovery = 33
|total = 55
|frameAdv = Hit: Hard KD<br>Block: -29 / -25(-26)
|meter = 7
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hp}}
|damage = {{tooltip|text=38[2] / 22[2]|hovertext=[2] Random Damage Table: -3 = 3.125%, -2 = 3.125%, -1 = 3.125%, +0 = 46.875%, +1 = 12.5%, +2 = 15.625%, +3 = 6.25%, +4 = 9.375%}}
|dizzy= 9~15 / 2~8
|dizzytime= 100 / 90
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 4
|active = 22 (4 / 18)
|recovery = 40
|total = 66
|frameAdv = Hit: Hard KD<br>Block: -40 / -36(-37)
|meter = 7
|description= *Ryu's undefeatable Sheng Lo-er, Shoryuken. A jumping uppercut that's invincible from frames 1-8.
*Damage and distance risen increase with strength.
*Properly time the Jab version and you'll beat any normal your opponent might throw out. Miss and you'll definitely get punished. Some high level players like to do two in a row, reasoning that the second might connect with an opponent's counterattack if they time it a bit too late.
*Also can be used to avoid projectiles due to the invincibility frames, but this is very difficult.
*All of Ryu's Shoryukens make for incredible anti airs, due to the wide hitbox and the rising invincibility.
*As a reversal, this is an incredibly risky move, as there are plenty of safe jump setups out there that can land just as you're about to uppercut. Since Ryu's Shoryuken is only invincible for 8 frames, that means your opponent has all that extra time to punish you. You're also vulnerable to throws during the first 2 frames of the second hitbox, since you're now vulnerable and technically not airborne yet.
*As an aside, only the first, grounded hitbox on each Shoryuken does more damage, so when performing an anti air keep in mind that a Jab will be just as effective at close range as a Fierce.
}}
}}


Ryu's fireballs (blue or red) will disappear if they do not hit anyone after some time, but this is rather long such that only Jab projectiles may ever disappear before leaving the screen, and that if both players walk or jump in the same direction the projectile is going for some distance.
<span class="mw-customtoggle-shoryuken" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-shoryuken">


*<b>Shouryuken a.k.a. Dragon Punch:</b> (→↓↘ + P)
<b>Detailed Input:</b> (→ [0~6f] ↓ [0~6f] ↘ [0~10/9/7f] Jab/Strong/Fierce)
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCellNull| 1}} |{{STDiagramCellMinWidth| Jab}} |{{STDiagramCellMinWidth| Strong}} |{{STDiagramCellMinWidth| Fierce}} |{{STDiagramImageCell| 6 | Ryu_srk1.png}} |{{STDiagramImageCell| 6 | Ryu_srk2.png}} |{{STDiagramCell| Jab}} |{{STDiagramCell| Strong & Fierce}} |{{STDiagramCell| Jab}} |{{STDiagramCell| Strong & Fierce}} |{{STDiagramImageCell| 6 | Ryu_srk5.png}} |{{STDiagramImageCell| 6 | Ryu_srk6.png}} |{{STDiagramImageCell| 6 | Ryu_srk7.png}}
{{STDiagramCellBorderRight|}} |{{STDiagramImageCell| 2 | Ryu_srk1.png}} |{{STDiagramImageCell| 2 | Ryu_srk2.png}} |{{STDiagramCell| Jab}} |{{STDiagramCell| Strong & Fierce}} |{{STDiagramCell| Jab}} |{{STDiagramCell| Strong & Fierce}} |{{STDiagramImageCell| 2 | Ryu_srk5.png}} |{{STDiagramImageCell| 2 | Ryu_srk6.png}} |{{STDiagramImageCell| 2 | Ryu_srk7.png}}
|-
{{STDiagramCell| Damage}} |{{STDiagramCell| 32[2] / 22[2]}} |{{STDiagramCell| 34[2] / 22[2]}} |{{STDiagramCell| 38[2] / 22[2]}} |{{STDiagramImageCellBorderLeft| 5 | Ryu_srk3jab.png}} |{{STDiagramImageCellBorderRight| 5 | Ryu_srk3.png}} |{{STDiagramImageCellBorderLeft| 5 | Ryu_srk4jab.png}} |{{STDiagramImageCellBorderRight| 5 | Ryu_srk4.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCellColSpan| 3 | 9~15 / 2~8}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCellColSpan| 3 | 100}}
|-
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCellColSpan| 3 | 7}}
{{STDiagramCellBorderRight|}} |{{STDiagramImageCellBorderLeft| 1 | Ryu_srk3jab.png}} |{{STDiagramImageCellBorderRight| 1 | Ryu_srk3.png}} |{{STDiagramImageCellBorderLeft| 1 | Ryu_srk4jab.png}} |{{STDiagramImageCellBorderRight| 1 | Ryu_srk4.png}}
|-
|-
{{STDiagramCellColSpan| 4 | <br><br>}}
{{STDiagramCell| Frame Count (Jab)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 11}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCellColSpan| 4 | Frame Count (Jab)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 11}} |{{STDiagramCell| 5}}
{{STDiagramCell| Simplified (Jab)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 10}} |{{STDiagramCellColSpan| 3 | 26}}
|-
|-
{{STDiagramCellColSpan| 4 | Simplified (Jab)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 10}} |{{STDiagramCellColSpan| 3 | 26}}
{{STDiagramCell| Frame Count (Strong)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCellColSpan| 2 | 12}} |{{STDiagramCell| 14}} |{{STDiagramCell| 14}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCellColSpan| 4 | Frame Count (Strong)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCellColSpan| 2 | 12}} |{{STDiagramCell| 14}} |{{STDiagramCell| 14}} |{{STDiagramCell| 5}}
{{STDiagramCell| Simplified (Strong)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 14}} |{{STDiagramCellColSpan| 3 | 33}}
|-
|-
{{STDiagramCellColSpan| 4 | Simplified (Strong)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 14}} |{{STDiagramCellColSpan| 3 | 33}}
{{STDiagramCell| Frame Count (Fierce)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCellColSpan| 2 | 16}} |{{STDiagramCell| 14}} |{{STDiagramCell| 21}} |{{STDiagramCell| 5}}
|-
|-
{{STDiagramCellColSpan| 4 | Frame Count (Fierce)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 2}} |{{STDiagramCellColSpan| 2 | 16}} |{{STDiagramCell| 14}} |{{STDiagramCell| 21}} |{{STDiagramCell| 5}}
{{STDiagramCell| Simplified (Fierce)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 18}} |{{STDiagramCellColSpan| 3 | 40}}
|-
{{STDiagramCellColSpan| 4 | Simplified (Fierce)}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 4 | 18}} |{{STDiagramCellColSpan| 3 | 40}}
|}
|}
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. Hit anyone with this move and they will take a [http://wiki.shoryuken.com/Super_Street_Fighter_2_Turbo#Knockdowns full knockdown]. Jab makes him jump the lowest and most vertical, does 20% if it hits early and is only vulnerable around the head. This move is very good for evading projectiles, it's Ryu's best reversal. The Strong version rises a bit higher and does 21% damage, but it is vulnerable around most Ryu's torso too. Fierce rises up the highest, does the most damage (24%), but has the same worse vulnerability during the rising part and the longest recovery. It is much harder - sometimes impossible - to evade projectiles with these moves, and they trade or lose cleanly to a number of other attacks after the initial invulnerable frames. If Ryu hits the enemy during the rising part of the move, it will deal 18% damage for all versions. <br>


Since a properly-timed Dragon Punch will beat most other moves, its simplest and most common application is as a general anti-air counter, because you have a lot of time to react and time the attack as you see the opponent approaching through the air. Because it'll knock down, you can continue pressuring with whatever you like, such as a meaty fireball or a cross-up attack. In addition to it, any character that can not alter its jump arc will be unable to evade the move if you time it late, for highest damage, as Ryu will be invulnerable. <br>
</div>


You can also use it to stuff virtually any normal ground attack from your opponent, but the timing for this is much more difficult. It's high-reward but also high-risk strategy, since missing can result in you being wide open to punishment. Unless your opponent is very predictable, this can be considered a very high-level strategy that should only be attempted with caution. Again, it seems largely a matter of taste; some excellent Ryu players attempt a lot of ground Dragon Punches, while other great players almost never try them. Sometimes players will immediately do another ground Dragon Punch if the first one misses, reasoning that the second might connect with the opponent's counterattack if they time it just a bit too late. <br>
=== <span class="invisible-header">Tatsumaki Senpukyaku</span> ===
{{MoveData
| name    = Tatsumaki Senpukyaku
| input    = {{tooltip|text=214K / {{qcb}} + {{k}}|hovertext=Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)}}
| subtitle = Hurricane Kick
| image    = Ryu_tatsu4shrt_4%268%2612%2616frwrd_4%268%2612%2616%2620rh.png
| imageSize = 99x114px
| caption  =
| image2    = Ryu_tatsu6shrt_6%2610%2614%2618frwrd_6%2610%2614%2618%2622rh.png
| imageSize2 = 100x114px
| caption2  =
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lk}}
|damage = {{tooltip|text=24[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 90
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = 3(3)3(3)
|recovery = {{Tooltip | text=18* | hovertext = Last six frames can be canceled into blocking or jump, and last five can be canceled into an attack.}}
|total = 44
|frameAdv = Hit: Hard KD<br>Block: -2 (Last Front Hit)
|meter = 6
|description= <br>


The Dragon Punch is an excellent reversal move in general. Bear in mind, however, that the first frames when Ryu raises his fist are not anymore invulnerable while still considered on the ground. Thus, Ryu can be thrown out of the move that precise instant.
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mk}}
|damage = {{tooltip|text=26[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 90
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = 3(3)3(3) x4
|recovery = {{Tooltip | text=18* | hovertext = Last six frames can be canceled into blocking or jump, and last five can be canceled into an attack.}}
|total = 77
|frameAdv = Hit: Hard KD<br>Block: -2 (Last Front Hit)
|meter = 6
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hk}}
|damage = {{tooltip|text=28[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 90
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 11
|active = 3(3)3(3) x5
|recovery = {{Tooltip | text=18* | hovertext = Last six frames can be canceled into blocking or jump, and last five can be canceled into an attack.}}
|total = 89
|frameAdv = Hit: Hard KD<br>Block: -2 (Last Front Hit)
|meter = 6
|description= Ryu's iconic spinning kick. Propels you forward with hitboxes ahead and behind you.
*Invincible from frames 1-4.
*Hard knockdown on hit.
*Speed, number of hits, and damage increase with strength. Short spins once, Forward 4 times, and Roundhouse 5.
*The landing recovery can be canceled into a block or a jump on the first frame, and then into an attack, special move, or throw on the second frame onwards. This goes for all versions.
*Heavier versions of this attack will likely be VERY unsafe on block, as pushback almost guarantees not all of the hits will connect.
*Since your hurtbox shrinks while using this move, you can use Tatsus to travel straight over Guile's Sonic Booms and Dhalsim's Yoga Flames. You may be able to do this with Dee Jay's Air Slashers/Max Outs, but only the Strong/Fierce versions.  
*This move can't be used as a reversal after an air reset (Getting hit with an attack while in the air) since you can't activate the move during the 1st frame after waking up from one. The Shoryuken will work for these situations, however.


*<b>Tatsumaki Senpuu Kiaku a.k.a. Hurricane Kick:</b> (↓↙← + K)
'''General Strategies'''
<b>Detailed Input:</b> (↓ [0~6f] ↙ [0~6f] ← [0~10/9/7f] Short/Forward/Roundhouse)
 
*<b>Startup:</b>
*Since Ryu is invulnerable for the first 4 frames of this move and airborne by the time the invincibility ends, this makes for a decent reversal for safe jumps, meaty cross-ups, and tick throws like Zangief's Spinning Pile Driver or T. Hawk's Mexican Typhoon.
*You can use this move to set up throws (Usually the Short version). Using a well spaced Tatsu, if you stop just outside of your opponent's hurtbox, you might be able to catch them trying to block an attack that will never hit, and then go for the throw.
*The Tatsumaki can be used to counter some safe jump setups that would work on a Shoryuken. Since the invincibility period for the Tatsumaki is the same as the Shoryuken's startup, Ryu can use a Tatsu Reversal to deny an opponent's aerial attack. This can be countered itself by installed attacks however, since the Tatsumaki's invincibility period is short.
}}
}}
 
<span class="mw-customtoggle-tatsu" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-tatsu">
 
'''Startup:'''
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu1.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu2.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu3.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu1.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu2.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu3.png}}
Line 908: Line 1,814:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 11}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 11}}
|}
|}
*<b>Active:</b>
'''Active:'''
**<b>Short Version:</b> This happens only once.
*'''Short Version:''' This happens only once.
**<b>Forward Version:</b> This happens 4 times.
*'''Forward Version:''' This happens 4 times.
**<b>Roundhouse Version:</b> This happens 5 times.
*'''Roundhouse Version:''' This happens 5 times.
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCellNull| 1}} |{{STDiagramCellMinWidth| Short}} |{{STDiagramCellMinWidth| Forward}} |{{STDiagramCellMinWidth| Rh}} |{{STDiagramImageCell| 5 | Ryu_tatsu4shrt_4&8&12&16frwrd_4&8&12&16&20rh.png}} |{{STDiagramImageCell| 5 | Ryu_tatsu5shrt_5&9&13&17frwrd_5&9&13&17&21rh.png}} |{{STDiagramImageCell| 5 | Ryu_tatsu6shrt_6&10&14&18frwrd_6&10&14&18&22rh.png}} |{{STDiagramImageCell| 5 | Ryu_tatsu7shrt_7&11&15&19frwrd_7&11&15&19&23rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu4shrt_4%268%2612%2616frwrd_4%268%2612%2616%2620rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu5shrt_5%269%2613%2617frwrd_5%269%2613%2617%2621rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu6shrt_6%2610%2614%2618frwrd_6%2610%2614%2618%2622rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu7shrt_7%2611%2615%2619frwrd_7%2611%2615%2619%2623rh.png}}
|-
|-
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[1]}} |{{STDiagramCell| 26[1]}} |{{STDiagramCell| 28[1]}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCellColSpan| 3 | 3~9}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCellColSpan| 3 | 90}}
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCellColSpan| 3 | 6}}
|-
{{STDiagramCellColSpan| 4 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|}
|}
*<b>Recovery:</b>
'''Recovery:'''
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu8shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu9shrt_21frwrd_25rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu10shrt_22frwrd_26rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu11shrt_23frwrd_27rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu8shrt_20frwrd_24rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu9shrt_21frwrd_25rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu10shrt_22frwrd_26rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu11shrt_23frwrd_27rh.png}}
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 0}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6*}}
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 12}} |{{STDiagramCell| 0}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 12}} |{{STDiagramCell| 6*}}
|}
|}
Ryu advances with a spinning kick that will knock down the opponent if it hits. Different kicks have different effects: Short has the lowest duration and speed, while Roundhouse has the highest. The Short and Forward versions do 15% damage; the Roundhouse version does 16%. Ryu is invulnerable during the first four frames of the move and is airbone by the time he can be hit again: this makes this attack a good option for evading safe jumps, meaty cross-ups and tick throws such as Zangief's spinning pile driver or T. Hawk's typhoon: he can never be thrown out of the move from the ground, unlike a Shoryuken. As soon as Ryu recovers from the move, he can only jump or block, thus the recovery listed as of zero frame. The next frame, he can not throw.


The use of the Tatsumaki for evading jumps is when they are timed so that you Shoryuken will not hit before they touch the ground, that is, it is a proper safe jump. The start-up of the move has the same length as the Tatsumaki's invulnerability, which lasts for 4 frames, before frame skipping. Thus, Ryu can deny a blocked aerial attack if it is a safe jump by using a reversal Tatsumaki, but as his invulnerability ends quickly, this can be countered by installed attacks ([http://www.youtube.com/watch?v=6jTY43b7cPs example1] [http://www.youtube.com/watch?v=0NTr7ryrlf0 example2] [http://www.youtube.com/watch?v=ak12Obf2x7g example3]).
</div>
 
=== <span class="invisible-header">Kuuchuu Tatsumaki Senpukyaku</span> ===
{{MoveData
| name    = Kuuchuu Tatsumaki Senpukyaku
| input    = {{tooltip|text=AIR 214K<br>AIR {{qcb}} + {{k}}|hovertext=Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)}}
| subtitle = Air Hurricane Kick
| image    = Ryu_atatsu1shrt_1&5frwrd_1&5&9rh.png
| imageSize = 99x114px
| caption  = 
| image2    = Ryu_atatsu3shrt_3&7frwrd_3&7&11rh.png
| imageSize2 = 100x114px
| caption2  =
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lk}}
|damage = {{tooltip|text=18[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 90
|cancel = None
|guard = High
|actrange = N/A
|startup = 0
|active = 3(3)3(3)
|recovery = ∞+5
|total = 12+∞+5
|frameAdv = Hit: Hard KD<br>Block: Dependent
|meter = 6
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mk}}
|damage = {{tooltip|text=20[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 90
|cancel = None
|guard = High
|actrange = N/A
|startup = 0
|active = 3(3)3(3) x2
|recovery = ∞+5
|total = 24+∞+5
|frameAdv = Hit: Hard KD<br>Block: Dependent
|meter = 6
|description= <br>
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hk}}
|damage = {{tooltip|text=22[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}}
|dizzy= 3~9
|dizzytime= 90
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 0
|active = 3(3)3(3) x3
|recovery = ∞+5
|total = 36+∞+5
|frameAdv = Hit: Hard KD<br>Block: Dependent
|meter = 6
|description= The Tatsumaki Senpukyaku except airborne.
*Instead of propelling you forward like a normal Tatsu, each kick temporarily decreases your gravity value (How fast you fall from a jump) as well as slightly boosting your horizontal velocity. This means you'll fall slower if performed on the way down, and gain more height on the way up. Your gravity returns to normal once the kick ends.
*Damage and number of spins increase with strength. Short spins once, Forward twice, and Roundhouse thrice.
*You'll likely be using the HK version most often, as the recovery frames won't matter as much since you'll be landing soon.
*Keep in mind that the priority on air Tatsus isn't as good as the grounded version.
*Also keep in mind that once you land, you have 5 frames of landing animation you can't cancel out of whatsoever.
*


The Hurricane Kick safely travels right over some projectiles and, with good positioning and timing, can be used to punish characters like Dhalsim and Guile for trying to use them. More information can be found in the specific character matchups.
'''General Strategies'''


Another trick with the Hurricane Kick is to use it to set up throws. Often this is done at close range with the Short version so that it takes place quickly, hopefully before the opponent can react in time. They see the Hurricane Kick come out and stay ducking, and then you land and throw them.
*This move has a variety of uses. You can use it as an alternative aerial since the hitbox is pretty far out (but so is the hurtbox).
*You can also surprise the enemy with a sudden movement change, or you can simply use it to build meter on the way down from a jump.
*Skillful use allows you to cross-up enemy air counters like the Flash Kick to hit the opponent from behind, too!


*<b>Kuuchuu Tatsumaki Senpuu Kiaku a.k.a. Air Hurricane Kick:</b> (In air, ↓↙← + K)
 
*<b>Active:</b> (The Air version does not have a startup animation)
}}
**<b>Short Version:</b> This happens only once.
}}
**<b>Forward Version:</b> This happens twice.
 
**<b>Roundhouse Version:</b> This happens 3 times.
<span class="mw-customtoggle-airtatsu" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-airtatsu">
 
'''Active:'''
*'''Short Version:''' This happens only once.
*'''Forward Version:''' This happens twice.
*'''Roundhouse Version:''' This happens 3 times.
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCellNull| 1}} |{{STDiagramCellMinWidth| Short}} |{{STDiagramCellMinWidth| Forward}} |{{STDiagramCellMinWidth| Rh}} |{{STDiagramImageCell| 5 | Ryu_atatsu1shrt_1&5frwrd_1&5&9rh.png}} |{{STDiagramImageCell| 5 | Ryu_atatsu2shrt_2&6frwrd_2&6&10rh.png}} |{{STDiagramImageCell| 5 | Ryu_atatsu3shrt_3&7frwrd_3&7&11rh.png}} |{{STDiagramImageCell| 5 | Ryu_atatsu4shrt_4&8frwrd_4&8&12rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_tatsu4shrt_4%268%2612%2616frwrd_4%268%2612%2616%2620rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu5shrt_5%269%2613%2617frwrd_5%269%2613%2617%2621rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu6shrt_6%2610%2614%2618frwrd_6%2610%2614%2618%2622rh.png}} |{{STDiagramImageCell| 1 | Ryu_tatsu7shrt_7%2611%2615%2619frwrd_7%2611%2615%2619%2623rh.png}}
|-
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[1]}} |{{STDiagramCell| 20[1]}} |{{STDiagramCell| 22[1]}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCellColSpan| 3 | 3~9}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCellColSpan| 3 | 90}}
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCellColSpan| 3 | 6}}
|-
|-
{{STDiagramCellColSpan| 4 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|}
|}
*<b>Recovery:</b>
'''Recovery:'''
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_atatsu5shrt_9frwrd_13rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu6shrt_10frwrd_14rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu7shrt_11frwrd_15rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu8shrt_12frwrd_16rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu9shrt_13frwrd_17rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu10shrt_14frwrd_18rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_atatsu5shrt_9frwrd_13rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu6shrt_10frwrd_14rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu7shrt_11frwrd_15rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu8shrt_12frwrd_16rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu9shrt_13frwrd_17rh.png}} |{{STDiagramImageCell| 1 | Ryu_atatsu10shrt_14frwrd_18rh.png}}
Line 967: Line 1,930:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | ∞}} |{{STDiagramCell| 5}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | ∞}} |{{STDiagramCell| 5}}
|}
|}
The Tatsumaki can also be done while airborne. Again, stronger kicks give it longer duration. Unlike the ground version, it does not always move Ryu forward; if performed while jumping backwards, Ryu will continue moving in that direction.
The Air Hurricane Kick has some interesting effects on the speed and trajectory of the jump, as felineki writes:
''The character's vertical velocity is not directly affected. Rather, their gravity value is temporarily adjusted. Every character has their own jump gravity value (as I'm sure you've noticed, Dhalsim falls much more slowly from a jump than Claw). This normally stays constant throughout a jump. However, when a shoto performs a mid-air hurricane kick, their gravity value is temporarily decreased. This gives them the effect of falling more slowly if it is performed on the way down, or allowing them to gain more height if done on the way up.''


''The decreased gravity value lasts as long as the character's leg is out, able to hit. As soon as they pull their leg back in, the gravity value returns to normal.''
</div>


''In addition, they are given a slight boost in horizontal velocity as the kick starts (a forward boost if jumping forward or straight up, a backward boost if jumping back). This additional velocity lasts until they actually touch the ground.''
--Original Edit by [[User:Raisin|Raisin]] (March 29, 2007) <br>
--Special thanks to felineki for the info on the Air Hurricane Kick.


The Air Hurricane Kick has a multitude of uses. It serves as an alternative air attack with alternative properties than Ryu's normal attacks and may interact with opponent anti-air moves differently. As it changes jump properties, it can surprise the opponent. Done correctly, it can actually cross-up enemy air counters like the Flash Kick to hit the opponent from behind. Or it can be used for purposes as simple as building meter on the way down from a jump that you otherwise aren't interested in doing an attack in, such as when jumping far back away from an opponent or jumping straight up over a projectile from a distance.
==Super Combo==


While the Air Hurricane Kick looks like the grounded one, in fact it has much worse priority. Also, it does not recover instantly when Ryu touches the ground.
{{MoveData
| name    = Shinku Hadoken
| input    = {{tooltip|text=236236P / {{qcf}}{{qcf}}+{{p}}|hovertext=Detailed Input: (↓ [15~22f] ↘ [15~22f] → [15~22f] ↓ [15~22f] ↘ [15~22f] → [9f] P)}}
| subtitle =
| image  = Ryu_super12.png
| imageSize = 196x84px
| caption  = It's invincible! It does like half a lifebar! It juggles! It anti-airs! It has a fuckton of frame advantage! It slices! It dices! It'll get you a good deal on a preowned vehicle!
| data  =
{{AttackData-SSF2T
|damage = {{tooltip|text=16[1]|hovertext=[1] Random Damage Table: -2 = 3.125%, -1 = 3.125%, +0 = 68.75%, +1 = 9.375%, +2 = 9.375%, +3 = 6.25%}} x 5
|dizzy= 0~4 x 5
|dizzytime= 20 x 5
|cancel = None
|guard = Mid
|actrange = N/A
|startup = 10
|active = Traveling
|recovery = {{tooltip|text=41|hovertext=Decrements during hitfreeze.}}
|total = 51
|frameAdv = Hit: {{tooltip|text=+3 (Point Blank)|hovertext=From point blank, when it does only 3 hits.}} / Far KD<br>Block: {{tooltip|text=+14 (Point Blank)|hovertext=From point blank, when it does only 3 hits.}} / +21
|description= *Ryu becomes invincible through sheer willpower and throws a powered-up Hadoken that deals 5 hits. Any other projectile in its path will be dissipated.
*Since this move juggles, it makes a great anti-air, hitting up to 4 times. Combine that with the invincibility and this might make for a powerful, if predictable reversal.
*You'll also get absurd frame advantage if the move is blocked, meaning ''you can use this as a tick throw starter.''
*If used from point blank, however, some of the hits will pass straight through your opponent, and you'll be left open for punishment.
*When fighting characters with projectiles, you may be tempted to burst this straight through any projectiles they though, but keep in mind that this game was programmed on a Speak and Spell. When throwing a Shinku through other projectiles, whether or not they have time to block is determined by not only whether or not they're cornered, but how many hits they took during the round. Cornered opponents will always take the full Super, but if they're someplace else, they will have time to block or avoid the Super if they took an odd number of hits during the round. They'll always take the full Super if they were hit by an even number of hits, however. This affects all versions (Japan, World, Asia, and USA).
}}
}}


--[[User:Raisin|Raisin]] (March 29, 2007) <br>
<span class="mw-customtoggle-shinku" style="color: cyan">'''Click to toggle detailed hitbox data.'''</span>
--Special thanks to [[User:felineki|felineki]] for the info on the Air Hurricane Kick.
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-shinku">


===Super Move===
'''Invincible part:'''
*<b>Shinkuu Hadouken:</b> (↓↘→↓↘→ + P)
<b>Detailed Input:</b> (↓ [0~14f] ↘ [0~14f] → [0~14f] ↓ [0~14f] ↘ [0~14f] → [0~9f] P)
*<b>Invincible part:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 16[1] * 5}} |{{STDiagramImageCell| 4 | Ryu_super1.png}} |{{STDiagramImageCell| 4 | Ryu_super2.png}} |{{STDiagramImageCell| 4 | Ryu_super3.png}} |{{STDiagramImageCell| 4 | Ryu_super4.png}} |{{STDiagramImageCell| 4 | Ryu_super5.png}} |{{STDiagramImageCell| 4 | Ryu_super6.png}} |{{STDiagramImageCell| 4 | Ryu_super7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_super1.png}} |{{STDiagramImageCell| 1 | Ryu_super2.png}} |{{STDiagramImageCell| 1 | Ryu_super3.png}} |{{STDiagramImageCell| 1 | Ryu_super4.png}} |{{STDiagramImageCell| 1 | Ryu_super5.png}} |{{STDiagramImageCell| 1 | Ryu_super6.png}} |{{STDiagramImageCell| 1 | Ryu_super7.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~4 * 5}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 20 * 5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1 + [18] + 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCellColSpan| 2 | <br>}}
{{STDiagramCell | Simplified}} |{{STDiagramCellColSpan| 3 | 10}} |{{STDiagramCellColSpan| 4 | 4... (41)}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1 + [18] + 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 10}} |{{STDiagramCellColSpan| 4 | 4... (41)}}
|}
|}
*<b>Non-invincible part:</b>
'''Non-invincible part:'''
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_super8.png}} |{{STDiagramImageCell| 1 | Ryu_super9.png}} |{{STDiagramImageCell| 1 | Ryu_super10.png}} |{{STDiagramImageCell| 1 | Ryu_super11.png}} |{{STDiagramImageCell| 1 | Ryu_super12.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_super8.png}} |{{STDiagramImageCell| 1 | Ryu_super9.png}} |{{STDiagramImageCell| 1 | Ryu_super10.png}} |{{STDiagramImageCell| 1 | Ryu_super11.png}} |{{STDiagramImageCell| 1 | Ryu_super12.png}}
Line 1,009: Line 1,985:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | ...37 (41)}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | ...37 (41)}}
|}
|}
Ryu becomes invulnerable and throws a projectile that hits up to 5 times and dissipates ''any other'' projectile it comes across. It can be used as a juggle, often as anti-air, in case it may hit up to four times. It gives you a long frame advantage if blocked. Note that if you use it from point-blank range, it will only hit couple of times, and then you will be wide open for punishment.


This move does 10% damage per hit, causes the hitstun of a Jab or Short and a blockstun as long as that of Fierce or Roundhouse attacks.
</div>


====Shinkuu vs Hadouken====
==Misc Animations==
 
====Jump Animations====
When fighting other shoto characters -- Ryu, Ken, O.Ryu, O.Ken, and even Akuma -- you may want to burst your super through their projectiles. However, this often fails from time to time, and the opponent has time to block the remaining hits from the super, or evade them entirely with reversal Jab Shoryuken. It turns out this depends not only whether they are cornered or not at their side of the screen (when it is guaranteed that they will not have time to block), but on how many hits they took during that round. Any even number of hits taken means the full super connects, while an odd number of hits means they can block it. This has been tested to work on all ST/X versions (Japan, World, Asia, and USA).
*<b>Neutral Jump:</b>
 
{{STDiagramHeader}}
==Combos==
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_bj10_nj1&10_fj1&11.png}} |{{STDiagramImageCell| 1 | Ryu_nj2_fj2.png}} |{{STDiagramImageCell| 1 | Ryu_nj3.png}} |{{STDiagramImageCell| 1 | Ryu_nj4.png}} |{{STDiagramImageCell| 1 | Ryu_nj5.png}} |{{STDiagramImageCell| 1 | Ryu_nj6.png}} |{{STDiagramImageCell| 1 | Ryu_nj7.png}} |{{STDiagramImageCell| 1 | Ryu_nj8_fj9.png}} |{{STDiagramImageCell| 1 | Ryu_nj9_fj10.png}} |{{STDiagramImageCell| 1 | Ryu_bj10_nj1&10_fj1&11.png}}
 
|-
This section lists useful combos that are plausible for match play. Combos that end in a hadouken can use either the blue or red versions, and may knock down if the red version is used.
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
 
|-
[[image:Ryu Combo 1.png]]
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 6 | 44}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
 
|}
===Bread & Butter===
*<b>Back Jump:</b>
*j.hk, cr.mk xx fp hadouken
{{STDiagramHeader}}
*j.fp, cr.fp xx fp hadouken
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_bj1.png}} |{{STDiagramImageCell| 1 | Ryu_bj2.png}} |{{STDiagramImageCell| 1 | Ryu_bj3_fj8.png}} |{{STDiagramImageCell| 1 | Ryu_bj4_fj7.png}} |{{STDiagramImageCell| 1 | Ryu_bj5_fj6.png}} |{{STDiagramImageCell| 1 | Ryu_bj6.png}} |{{STDiagramImageCell| 1 | Ryu_bj7_fj4.png}} |{{STDiagramImageCell| 1 | Ryu_bj8_fj3.png}} |{{STDiagramImageCell| 1 | Ryu_bj9.png}} |{{STDiagramImageCell| 1 | Ryu_bj10_nj1&10_fj1&11.png}}
*j.hk, st.fp xx fp hadouken
|-
 
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 15}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 18}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
===Meaty Combos===
|-
*meaty f + fp, cr.fp xx hadouken
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 6 | 43}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
*meaty f + fp, cr.mp, cr.hk (xx fp hadouken if blocked)
|}
*meaty cl.hk, cr.hk (xx fp hadouken if blocked)
*<b>Forward Jump:</b>
*meaty cl.mk, cr.mk xx hadouken
{{STDiagramHeader}}
 
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_bj10_nj1&10_fj1&11.png}} |{{STDiagramImageCell| 1 | Ryu_nj2_fj2.png}} |{{STDiagramImageCell| 1 | Ryu_bj8_fj3.png}} |{{STDiagramImageCell| 1 | Ryu_bj7_fj4.png}} |{{STDiagramImageCell| 1 | Ryu_fj5.png}} |{{STDiagramImageCell| 1 | Ryu_bj5_fj6.png}} |{{STDiagramImageCell| 1 | Ryu_bj4_fj7.png}} |{{STDiagramImageCell| 1 | Ryu_bj3_fj8.png}} |{{STDiagramImageCell| 1 | Ryu_nj8_fj9.png}} |{{STDiagramImageCell| 1 | Ryu_nj9_fj10.png}} |{{STDiagramImageCell| 1 | Ryu_bj10_nj1&10_fj1&11.png}}
===Crouching Opponent Only===
|-
*f + mp, cr.hk
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCell| 13}} |{{STDiagramCell| 5}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} |{{STDiagramCell| 11}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
*cross up j.hk, f + fp, cr.fp xx fp hadouken
|-
 
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 7 | 43}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}}
===Cross Up Only===
|}
*cross up j.hk, cr.mp, cr.mk xx fp hadouken (this combo also works in corner w/o the crossup)
New Ryu's prejump animation was nerfed on ST by 1 frame, so unlike Old Ryu, who has a considerably fast prejump animation, New Ryu's prejump is of average speed. This for the most part is a disadvantage.<br>
*cross up j.hk, cr.mp, (hit-confirm) xx fp shoryuken
 
===Corner Only===
*meaty cr.mk, cr.mk xx fp hadouken
*meaty jab hadouken, (walk up if needed) cr.rh
*meaty jab hadouken, strong or fierce hadouken
*meaty jab hadouken, super
 
===Juggles===
*j.mp (2 hits), j.mp (xx hurricance kick for meter)
*j.mp (2 hits), j.mp (1 hit), super (2 hits)
*j.mp (2 hits), super (3 hits)
*anti-air super (2 hits), j.mp (xx hurricane kick to regain some meter)
If you use super as anti-air and it hits three or four times, you can not combo jumping strong punch after it.
 
===Super Combos===
*Any of the above combos that end with a crouching move xx hadouken can be modified to end with a super instead. To cancel a crouching normal into Ryu's super, press the button for the normal at the beginning of the second fireball motion for the super. Examples:
**cr.mk xx super (↓↘→, ↓ + mk, ↘→ + Jab)
**cr.fp xx super (↓↘→, ↓ + Fierce, ↘→ + Jab)
**cr.mp, cr.mk xx super (↓ + mp, pause, ↘→ ,↓ + Forward, ↘→ + Jab)
**j.Fierce/Roundhouse, cr/st.Fierce xx super (↓↘→ + Fierce in the air, ↓/neutral + Fierce, ↓↘→ + Strong)
In order to cancel a punch into super, you have to pause for a split second before pressing the button, or you will get a hadouken instead of a normal. If using a kick, instead of pausing, you can just walk forward. This can be used to do walk-up cr.forward xx super.
 
[[User:Goryus|Goryus]] 18:44, 22 May 2007 (UTC)
 
==Strategies==
===Overview===
Super Turbo Ryu is a very flexible character. He has powerful combos, solid mixups, dangerous traps, and a great super. His moves provide him with an amazing toolbox, allowing him to avoid projectiles and punish mistakes easily and on the fly.
 
 
===Basics===
Ryu's basic game centers around two moves: the Hadouken (Fireball) and the Shoryuken (Dragon Punch).
 
The Hadouken is a powerful move - it advances across the screen independently of Ryu, harming anything it touches. Even if blocked, it ''still'' does damage (albeit only a little). As a result, throwing one forces the opponent to react; they have to try and find a way around it, or they will eventually succumb to the constant chip damage.
 
Every character has an easy way to try and avoid the Hadouken: jumping over it. Unfortunately for them, Ryu has also been equipped with the game's best anti-air move: the Shoryuken. If an opponent reacts to a Hadouken by jumping over it, Ryu can respond by performing a Shoryuken as they are coming down. Since they cannot block while in the air, there is nothing they can do to prevent it from hitting them.
 
If a character jumps over a Hadouken from a distance, out of the range of Ryu's Shoryuken, he can still walk forward and force them to land on a cr.hk (depending on the range of his jumping attacks). They cannot block this when timed correctly, and it will knock them down.
 
===Zoning===
Ryu's ideal positioning against most characters is at the very end of their jump arc - this gives him the maximum amount of time to recover from a Hadouken, while still being in range to hit them with a Shoryuken if they try to jump.
 
 
'''The Fireball Trap'''
 
Ryu's famous Fireball Trap is a simple but deadly pattern he can follow on a cornered opponent. After scoring a knock-down on an opponent in the corner, Ryu can first position himself at the end of their jump arc, and then throw a Jab Hadouken as they are getting up. The Jab Hadouken hits meaty, after which Ryu can immediately throw a second Jab Hadouken, which hits just after the first. Finally, he throws a Fierce Hadouken just as the second Jab Hadouken ends.
 
If done correctly, the enemy cannot jump out of this pattern. If they try to jump between any of these fireballs, the next fireball will hit them on the way up, they will be knocked down, and the pattern can be begun again. If they decide to jump after the last fireball in the pattern, Ryu can use his Shoryuken to knock them out of the sky and back into the corner. Then he can throw a meaty Jab Hadouken as they are getting up, and repeat the process all over again.
 
A few characters can break the pattern by evading the Jab Hadouken with an invulnerable move. Ryu and Ken can use their Jab Shoryukens to escape. Honda can use a Buttslam, which can be countered by a Shoryuken, but if you have committed to throwing a Fierce Hadouken, you can get a move to whiff and be punished for it as Honda descends. In order to avoid this problem, consider using the button-release Hadouken.
 
'''Hadouken tick'''
 
If you knock an enemy down at their corner, try getting from close to mid distance and throwing a Jab Hadouken so that it hits near their back. This gives you time to walk up and throw them while their are worried about cr.forward xx red Hadouken, walk up and retreat to bait reversals and walk-up Jab shoryuken. If the Hadouken hits, you can combo a crouching kick as they recover. Note that this strategy has risks: as the Hadouken has to land really meaty, many special attacks that have short periods of invulnerability can be used to evade the projectile completely, which would not be possible otherwise. This includes Ryu's short tatsu, short flash kick, Dee Jay and Vega's (Claw) flip kicks and many supers.
 
'''Tencho bait'''
 
Throw a few Fierce or Strong Hadoukens at your enemy. If they get blocked and you feel they are about to jump in, step back and throw a Jab Hadouken for them to land on it.
 
'''Feints'''
 
Ryu (or Ken) have to duck for a split second if they throw a Hadouken while walking or standing still. Other players can react to this and the move's initial frames to evade the projectile or even punish you for using it. Ryu can fake Hadouken by simply ducking and standing, or throwing some standing Jab or Strong punches. Use this against enemies that can punish Hadoukens on reaction, such as Vega (Claw), M. Bison (Dictator), Sagat and others. If they jump in, punish with a Fierce Shoryuken. Against charge characters, mix up Hadoukens with rush punches and short tatsus so as to be at the end of their jump arc while pushing them back to their corner at the same time. That is the most dangerous distance for you to be if they guess right, but with mix-ups it should get difficult for your enemies to jump the right time.
 
'''The Super'''
 
Ryu's super is one of the best in the game, and he is capable of charging it up very quickly. It has three important properties that make it so dangerous:
 
*It blows through lesser projectiles, and will hit the character that threw them. In matches against other characters with projectiles, such as Dhalsim or Sagat, getting the super charged is a major turning point - it neutralizes their fireball, and let's Ryu play the game at ''his'' pace.
 
*It can easily be combo'ed into for massive damage (see Combos, above). A basic combo into super does around 70% of an opponent's health in damage, and will almost certainly end the round if it hits them.
 
*When blocked, it keeps the opponent trapped in blockstun for a long time, allowing Ryu to close the distance and follow up with one of his deadly mixups (see Mixups, below). The additional blockstun can also be used to extend his fireball trap, with the pattern: meaty Jab Hadouken, super, Jab Hadouken, Fierce Hadouken.
 
===Button-Release Hadouken===
 
Check [http://curryallergy.blogspot.com/2010/01/minimum-logic-2-button-release-fireball.html this article] at Nohoho's blog for an explanation on how to use negative-edge special attacks to avoid whiffed normals.
 
===Built-In Shoryuken===
 
The built-in Shoryuken is an advanced technique that takes precise execution to be effective. When mastered, it will allow you to safe-jump on certain characters without the risk of getting countered ([http://www.youtube.com/watch?v=9Zkq2rfk0Pw video example]). It is explained in [http://curryallergy.blogspot.com/2010/01/minimum-logic-1-built-in-dragon-punch.html this post] at Nohoho's blog. Do not try to use this technique against characters you are not comfortable safe-jumping at.
 
===Buffered-Motion Shoryuken===
 
After a Ryu player performs the Shoryuken motion, he or she is allowed some time before pressing (or releasing) the punch button, and the move will still come out. This time is greatest when using a Jab Shoryuken, which is handy, since that's the version with least vulnerability. This technique can be important as it allows you to counter things in a way that wouldn't be possible otherwise, since the Shoryuken motion is relatively slow.
 
For instance, when dealing with moves with fast start-up, like Blanka's rolling attack, you can realize your enemy is likely to attempt such an attack, and buffer the →↓↘ motion. If the enemy does perform the move you are expecting, simply press the Jab button to counter it. On the other hand, would he not perform the attack you wanted to counter, simply avoid pressing punch buttons for a brief moment, and behave accordingly.
 
This technique can also be used with projectile wars. Often, you want to advance (walking, rush punch, short tatsu) instead of using your Hadoukens, because 1) this would push your enemy close to his corner, 2) it is safer than being trapped in the Hadouken's long recovery, and 3) allows you to react to some-random jumps. However, would your enemy keep on throwing projectiles, you are likely to block one them, accept the corresponding chip damage, and get pushed back to your own corner in the process, which is bad. Since the Jab Shoryuken makes Ryu's legs and body invulnerable, you can use it to avoid such projectiles. From a distance, you can easily input the full motion on reaction, but this is not true when closing the gap. Thus, you can advance and buffer the motion when you expect he might throw a projectile.
 
A similar strategy can be used when you are cornered by projectile characters. It is not possible to react to all projectiles from such a range, but if you buffer the motion and pay attention to the projectiles themselves, then you will be able to react and avoid some of them, which may give you room to try and escape the trap. Simply predicting them is risky, since most players will throw in some feints so as to make you whiff the move and punish you.
 
===Mixups===
Once Ryu scores a knockdown, he has one of two choices: he can continue pressuring with his Hadouken, or he can move in and attack with his [http://youtu.be/4K9vKpLGTsA powerful mixups] as they are regaining their feet.
 
 
'''Cross Ups'''
 
Ryu can cross up his opponents as they are getting up by jumping a little over them and pressing Roundhouse. When done correctly, this has to be blocked in the opposite direction, because Ryu is no longer in front of them when the Roundhouse kick connects. If Ryu deliberately aims at the spot right above his opponent's head, it is often very difficult to tell whether the attack will cross up or not - and if the opponent guesses wrong, regardless of which side Ryu ends up on, Ryu gains a huge opportunity to hit the opponent with one of his Bread & Butter combos. A common technique is to follow with a cr.Strong as you land so you can confirm whether you are hitting the enemy or he blocked. If your enemy did not block, immediately cancel the crouching Strong into a Shoryuken, for high damage and a full knockdown. Else, apply Ryu's usual mix-ups such as throw, cr.Roundhouse, cr.Forward xx red Hadouken, late Shoryuken or simply waiting for him to make a mistake.
 
In addition to the previous strategy, Ryu can jump forward the way he normally would for a safe jump, from the front. As he is at the apex of the jump, perform an air tatsu to cross the enemy up as you land, obtaining another knock down. You can also jump above your enemy in a way that a cross-up Roundhouse would whiff. Before landing, perform an air Tatsumaki to hit your enemy if he tries to walk up and throw you.
 
Other mix-ups from an aerial roundhouse can be found in the strategy section of the Yoga Book Hyper (translated into English [http://youtu.be/4K9vKpLGTsA here]). The general idea is to keep the enemy guessing whether they should reverse or not, stand or not, even if he correctly blocks the aerial attack.
 
 
'''High/Low'''
 
Ryu's → + Strong command normal has to be blocked high - it will hit any opponent who is blocking low. In addition, it can be linked into his cr.RH for a 3 hit combo, and a knockdown. Similarly, Ryu's cr.Fwd xx red Hadouken has to be blocked low - it will hit any opponent who is blocking high (also scoring a knockdown).
 
If your opponent is not fast enough, randomly choosing one of these two patterns as he is recovering from a knockdown or cross-up Roundhouse will give you a 50/50 chance of hitting him again, scoring another knockdown, and continuing the assault. However, know that Ryu's overhead swing has a long start-up, which allows players with good reactions to block or even counter it.
 
 
'''Throw Baiting'''
 
Ryu has two normal moves after which he can always link cr.Forward: → + Fierce, and cr.Strong. In addition, he can link cr.Forward after a ''meaty'' st.Forward or cr.Forward.
 
By performing one of these moves as an opponent is getting up, Ryu is threatening to hit the opponent with a powerful combo. To prevent this, the opponent will likely block the move. However, these attacks are also excellent throw set-ups - simply wait until the move has finished, and then press → and Fierce to throw the opponent. If the timing fails, you will obtain the rush punch again, setting up a new basic guessing game. The more you repeat this, the move the enemy is likely to try a reversal, else he will be pushed towards his corner while you gain a lot of super meter.
 
Savvy opponents will know that they can escape the throw by either A) counter-throwing, or B) performing a reversal move. But here is the trick to this mixup: doing either requires them to stand up. Since cr.mk can be linked after these moves, you can link cr.Forward xx red Hadouken instead of trying to throw them. This will hit them if they try to counter-throw or perform a reversal move, knock them down, and let you follow up with another mixup.
 
===Additional Notes===
It is important to pay attention to what happens to your Hadoukens after you throw them. Ryu can only ever have one Hadouken on the screen at a time, so if an opponent jumps straight up to pass over the Hadouken, attempting to throw a second one will simply fail and result in a normal move. This gives the opponent plenty of time to close the gap and fight the game on ''his'' terms.
 
In order to play Ryu well, you must be able to react to how your opponent reacts to your Hadoukens.
 
[[User:Goryus|Goryus]] 17:24, 23 May 2007 (UTC)
 
==Match-ups==
Matchups classified with this [http://curryallergy.blogspot.com/2008/11/super-turbo-new-arcadia-diagram.html diagram] in mind, for the old characters i guessed the positions.
 
--[[User:Born2SPD|Born2SPD]]
 
Dark Gaiden has given some match-up advice on [http://shoryuken.com/f223/super-street-fighter-ii-turbo-player-interview-dgv-255341/ his interview on Shoryuken.com]. In addition to it, the SRK user zaspacer has organized many high level footage in his [http://streetfighterdojo.com/superturbo/ryu/ryumatches.html Street Fighter Dojo]. Be sure to check those out!
 
===Serious Advantage Match-ups===
====Vs. E. Honda:====
*8 - 2
 
'''Round start'''
 
Block; step back a bit then use crouching Strong (beats HHS and Dos Koi headbutt); jump back.
 
'''Main Strategy'''
 
Use your projectile game to zone him, and cr.Roundhouse or SRK to punish jump-ins. Against Buttslams, prefer Shoryukens, back + strong or cr.strong xx red Hadouken, as N.Ryu's increased crouching kick vulnerability gets them stuffed, usually. If he gets up close, do not panic. Watch out for opportunities such as a jump-in or a Buttslam. Try red Hadoukens between his pokes occasionally. If he does a super, either SRK him right away if you got the time or simply block the first hit and use a reserval Shoryuken to knock him out of the air. If you score a knockdown, simply have him wake up on meaty Hadoukens and continue with your zone game. Do not attempt normal meaties against him: odds are you will eat a free Oiicho throw.
 
====Vs. O. E. Honda:====
 
====Vs. Blanka:====
*7.5 - 2.5
 
'''Round Start'''
 
Block, walk up block, walk up cr.kick xx Hadouken, cr.Strong.
 
'''Main Strategy'''
 
Stay on the ground. Crouching Strong beats a number of his pokes, but does not have enough reach to guarantee that you will control him in footsies. Use Hadoukens from a distance to push him back. If he uses his horizontal rolling attack, block it standing and do a reversal Fierce Hadouken to punish him. If Blanka jumps in on top of you, use a Shoryuken. If he jumps from a distance such that it would whiff, use cr.Roundhouse, standing Strong and jumping Fierce as anti-air. Blanka can often counter those moves, so mix them up to keep him off balance. If you score a knockdown, use your projectile game or jumping Fierce if you believe he will try a reversal. Do a Hadouken as you land to punish a possible reversal back hop. The horizontal rolling part of Blanka's super can be hit by Hadoukens.
 
====Vs. O. Blanka:====
He is strictly weaker than Blanka. No cross-up aerial Short means you only need to worry about dizzy combos from the front.
 
====Vs. Cammy:====
*7.5 - 2.5
 
'''Round start'''
 
Block, rush punch into throw, jump back, backwards juice kick.
 
'''Main strategy'''
 
Use your projectile game to zone her, and use standing Strong or cr.Roundhouse to punish jump-ins. If she gets up close, try a red Hadouken between her pokes, or a walk-up cr.Forward or Roundhouse into Hadouken only if she does not have super. Jump ins, Spinning Backfist and Hooligan Combination can all be punished with a Shoryuken on reaction.
 
====Vs. O. Cammy:====
Mostly the same as Cammy, but she has no super, Hooligan Combination and cross-up aerial Short, giving her less chances of delivering high damage.
 
====Vs. Dee Jay:====
*7 - 3
 
'''Round Start'''
 
Walk up and block, walk up cr.kick into Haoduken, block.
 
'''Main Strategy'''
 
Use a barrage of Hadoukens to cancel his Max Out game, and rush punches or short Tatsus to close the gap and push him into the corner. If he jumps, you will be in position for a Shoryuken for high damage and a full knockdown. At the corner, keep the pressure up with Hadoukens, rush punches into throw and crouching kicks into Hadoukens. Do not threat him with whiffed normals: most his normals have good priority and will either beat or trade with your attacks. This is specially true for cr.Forward, which gets beaten cleanly by Dee Jay's cr.Strong and cr.Forward. If he tries to escape, use close standing Fierce or Shoryuken. If he jumps from a distance such that a SRK is unsafe, try a perfectly spaced sweep, diagonal Fierce or check his usual action after he lands. Due to the threat of cr.roundhouse, you may be able to simply walk up and throw him. Neutral jumping roundhouse will stuff his diagonal jumping Roundhouse, but it is very risky. Only use it if you know for sure it will get used.
 
If you score a knockdown against Dee Jay, consider either safe jumping, meaty Hadouken, cross-up tatsu or meaty cr.Forward into cr.RH or another cr.Forward. Dee Jay's reversals have trouble hitting low, so you can usually punish him afterwards (Up kicks) or simply stuff him (Machine Gun Upper). Avoid meaty Jab Shoryukens, as his standing Roundhouse will punish it on block and his Short upkicks will beat it cleanly.
 
As it is usual against charge projectile characters, pay attention to his style, the clock and your life lead. The more jumpy the enemy gets, the more dangerous it is to throw Hadoukens, but the more damage you deal if you feint and punish with Shoryukens. Also, as his projectiles are fast and some of his normals have long reach, watch out when throwing a Hadouken if the previous one has been blocked or if you are at a frame disadvantage. You may eat a Max Out or a standing Roundhouse and get hit out of your projectile.
 
If cornered, stay calm. Dee Jay may get a sort of long block-string pressure going, but he will eventually have to either give up frame advantage or take some risk such as jumping in or trying to predict a Hadouken with standing RH. Be ready to sweep, SRK or get a red Hadouken in between his pokes. Also, be wary of supers, which will surely get all hits if you are cornered.
 
Watch out for trying to reversal throw after his awesome cross-up aerial Forward kick. Talented Dee Jays will use cr.Jab linked into cr.Short either once or twice, canceling it into MGU for major damage. Concentrate on softening the throw in that situation, and consider yourself lucky if your opponent always goes for the st.Strong xx Dread Kicks, which can be simply blocked.
 
====Vs. O. Dee Jay:====
Mostly the same as N.Dee Jay, but he has no Super and must rely only on MGU for a special anti-air.
 
====Vs. O. Fei Long:====
He is Fei Long without the Rekka Kicks but with a few more cancels. Zone him, and get your cr.Roundhouse well spaced. He is also easily cross-up on full knockdowns.
 
====Vs. O. M. Bison (dictator):====
 
===Advantage Match-ups===
====Vs. Chun-Li:====
*6 - 4
 
Use a barrage of hadoukens to cancel her kikouken game, and rush punches or short tatsus to close the gap and push her into the corner. If she jumps, you will be in position for a shoryuken for high damage and a full knockdown. At the corner, keep the pressure up with hadoukens, rush punches into throw and crouching kicks into hadoukens. If she tries to escape, use close standing fierce or shoryuken. If she jumps from a distance such that a SRK is unsafe, block or jump back . Her super is a threat when charged. Because she can store it while walking forward, be extra careful with your projectiles. If she uses the neckbraker on your wake-up, block it low. It will change sides and hit as a cross-up if she does it from point-blank range. She can hit you out of hadoukens with a number of safe pokes such as standing forward kick. Time a projectile between pokes to avoid getting countered, but know you will be wide open for a dizzy combo if she guesses right and jumps in.
 
====Vs. O. Chun-Li:====
She has no super, which is a big help to you, but her aerial game is boss-like. You will only beat her jump-ins with deep Shoryukens or close Fierces: all other normals are likely to get stuffed. That aside, a less troublesome match for you.
 
====Vs. Fei Long:====
*6.5 - 3.5
 
====Vs. Guile:====
*6.5 - 3.5
 
'''Round Start'''
 
Walk up and block, walk up and RH Tatsu if he uses Sonic Boom, walk up cr.kick into Haoduken, block.
 
'''Main Strategy'''
 
Use a barrage of Hadoukens to cancel his sonic boom game, and rush punches or short Tatsus to close the gap and push him into the corner. If he jumps, you will be in position for a shoryuken for high damage and a full knockdown. At the corner, keep the pressure up with Hadoukens, rush punches into throw and crouching kicks into Hadoukens. If he tries to escape, use close standing Fierce or Shoryuken. If he jumps from a distance such that a SRK is unsafe, crouching Strong should beat all his jump-ins.
 
Guile can be easily crossed up. If you score a knockdown and you are either losing or near your own corner, try the safe and tested cross-up RH then cr.Strong combo, or other mix ups, such as throw, Jab into throw or cr.Forward xx Hadouken as he recovers.
 
====Vs. O. Guile:====
 
Same as above.
 
====Vs. Ken:====
*6.5 - 3.5
 
'''Round Start'''
 
Hadouken, walk up and block, walk up st.Strong, wait.
 
'''Main Strategy'''
 
Your fireball game is better: you have faster projectiles, shorter start-up and shorter overall recovery. Force him to take risks and punish accordingly, closing the distance when possible to push him into the corner.
 
If he whiffs a Fierce or Strong Shoryuken, or a Shoryureppa, it might be hard to guess which side he will land. By crouching and using the Forward kick, you will get the right direction everytime. As it is not that safe and his Jab Shoryuken is a threat, do cr.Forward, ←↙↓↘→ + P + K so as to cancel the kick into either a red Hadouken or a Tatsu. If you are cornered and you have super, do a cr.Forward xx super as you normally would when the enemy lands in front of you.
 
If you feel like pressuring his wake-up with Shoryukens for chip damage (mostly recommended if Ken is about to die), always use the Jab one, and make sure he wakes on on it. Else, Ken's Jab Shoryuken will stuff yours due to its better horizontal and vertical range. Conversely, if Ken is pressuring your wake-up with a Jab SRK, just accept the chip, as Strong and Fierce Shoryukens lose cleanly and Jab Shoryuken may also get hit around Ryu head cleanly, which is easier for Ken to do than the other way around.
 
Ken's cross-up Tatsu causes the hit or blockstun of a Fierce or Roundhouse, take that into account when trying to reverse knee bash attempts.
 
====Vs. O. Ken:====
*6-4
 
'''Round Start'''
 
Hadouken, walk up and block, walk up st.Strong, wait.
 
'''Main Strategy'''
 
Old Ken's Hadoukens can be annoying, but you still have a better start-up on your Hadouken and, more importantly, a faster projectile speed. Because of that, he has to constantly throw Hadoukens at you if he wants to get a projectile exchange going, which makes him more predictable.
 
You can not counter his diagonal Roundhouse with standing punches, as the leg is invulnerable, so get your walk-up Shoryuken ready or simply block. Else, keep your Hadou-Shoryu game going, sweep him if he jumps from a distance or do a late Jab Hadouken or walk up standing punch if he is happy with Shoryukens when landing.
 
His close game can be very dangerous, as if he is worked with the shotos' option selects, his Shoryuken will beat yours, resetting the situation. You need reversal throws to escape if he does not make a mistake.
 
====Vs. M. Bison (dictator):====
*6.5 - 3.5
 
'''Round Start'''
 
Block, Strong Hadouken, rapid-fire st.Jab.
 
'''Main Strategy'''
 
Dictator will try to poke you with his kicks and hit you out of your projectiles, then force you to throw a Hadouken or predict one and punish with a ToD combo. Also, he will want to put you in a defensive position and tick throw you from a range only Shoryuken will work, as Tatsus get beat by his punches. To avoid that, Ryu will use well placed projectiles, which will put Dictator on defense and force him to either play patiently and carefully, or take constant risks.
 
If you get him cornered, pressure him with Hadoukens. He is particularly vulnerable to your [[http://wiki.shoryuken.com/Ryu_%28ST%29#Zoning projetile trap]].
 
From full screen, Dictator can punish Hadoukens on reaction with Headstomps. Thus, keep constantly feinting so you can throw occasional Hadoukens (Fierce only). If you bait a Headstomp, diagonal Strong can punish it for some good damage and a full knockdown.
 
Learn the timing for crossing him on on knockdowns. This will put Dictator in a situation his only hope is to block correctly. If he does not, he will eat aerial Roundhouse, cr.Strong and either a Hadouken or a Shoryuken, which can be hit-confirmed. If he blocks correctly, he still has to deal with guessing games between throw, cr.kick (xx Hadouken) and Shoryuken. Avoid Tatsu as a follow-up as Dictator can react with diagonal Strong for a 3-hit juggle combo.
 
Training should help you differentiate jump-ins from Headstomps and Devil's Reverse. You must punish the jump-ins with Shoryukens: allowing Dictator to land aerial attacks on you is a losing strategy, even if you manage to block them. His tick throw game is very strong, and his block strings will allow him to get meter early, limiting your options.
 
If he tries a super from mid or long distance, use a Shoryuken on reaction. If you bait a super by jumping, Fierce beats it on the way down, if he is not anymore invulnerable, which is usually the case. Do not throw Jab Hadoukens from close and mid distance when he has bar: he will punish with the super on reaction.
 
If he tries a Headstomp while you are standing, crouch to avoid it. Zone him carefully and be ready to Shoryuken jump-ins.
 
====Vs. O. Ryu:====
 
'''Round Start'''
 
Block, walk up and block.
 
'''Main Strategy'''
 
Be careful here. His blue projectiles are better than yours, so he will zone better. Try to build your super bar while staying away from the corner, where he is deadly. Also, notice his blue Hadoukens have better start-up, which can cause some confusion if you are not used to facing him instead of N.Ryu. Be careful when trying to reverse with a Hadouken after having blocked a Hadouken of his, as there is a good chance you will get hit out of your projectile. As soon as you have super, his game will be ijn your favor and he will hve to be extra careful with his projectiles, the with difference from N.Ryu that he has no hope of ever building a super of his. Watch out for random jumps and juice kick shennanigans.
 
Do not challenge his wake-up with any Shoryukens and do not challenge his Shoryukens on your wake-up. Remember: he is invincible during the whole active part of the move.
 
====Vs. Sagat:====
*6.5 - 3.5
 
'''Round Start'''
 
Block.
 
'''Main Strategy'''
 
This match-up has some interesting aspects regarding zoning. Ryu has the better recovery on his projectile, the Hadouken, but Sagat's has options among which area of the screen he covers and either a faster or slower projectile than those of Ryu. Also, while Ryu remains vulnerable for more time after throwing his projectile, Sagat happens to have a faster punishment for extended limbs with his aerial Roundhouse than Ryu with any of his jump-ins. However, Ryu has the option of either ducking high Tigers or using Tatsu through or above low Tigers, together with modifying his jump arc on reaction with the air Tatsus if he mistimes a neutral jump.
 
While both characters are strong from a distance, Ryu has trouble due to Sagat's fast projectiles and his worse ability to punish limbs from further away. Ryu's super through low Tigers also allows Sagat to block the remaining hits due to the extended limbs giving enough time to recover, so accepting damage while getting cornered is risky. On the other hand, while Sagat's Tiger Uppercut has more range than Ryu's Shoryuken and is safer on block, it has much less invulnerability. Up close, Ryu has stronger tools: the threat of the Shoryuken, longer range on his cancelable crouching kicks, Shakunetsu Hadouken that knocks down, negates Sagat a range where he can jump in and not eat a Shoryuken, punishes any high fast Tiger on reaction after ducking them and punishes slow projectiles with reaction super. Thus most Ryu players will choose to rush Sagat down.
 
To close the gap, keep feinting to bait a jump in, Short Tatsu through low tigers and rush punches when Sagat can not throw a projectile on your face. You can get Sagat to jump by throwing many projectiles, but as his jump arc is short and his aerial Roundhouse has good damage and range, this is riskier than usual. Do not get carried away when trading projectiles.
 
Your usual anti-airs (Shoryuken, st.Short, st.Strong, diagonal Fierce) work well in this match, but you must be aware of his range. As for Sagat, a Ryu player will soon learn not to spam jumps against him, as just three of his options - Tiger Uppercut, far Fierce and crouching Roundhouse - are enough to negate almost any air attack.
 
If you score a knockdown, your two main options are meaty Hadouken or cross-up Tatsu. A safe jump is possible (same timing as against Claw), but harder to time due to Sagat's Uppercut having a start-up of just three frames, and maybe useless, if he gets a Jab one to come out, which is safe on block. Also due to the fast start-up, built-in Shoryukens are hard. Consider the cross-up Tatsu if you are not about to corner the opponent, and the Hadouken otherwise, naturally. Tiger Uppercut has a deceiving range when he gets cross-up, and as Ryu's leg is partially vulnerable, he can be hit out of the move if he lands close, even it Sagat's move comes out the wrong way. Favor Tatsus at the apex of Ryu's jump, to hit Sagat safely and land outside the range of his crouching Roundhouse. Avoid Shoryukens on his wake-up, unless he is spamming Jab Tiger Uppercut: he can simply block and punish with a Fierce punch, every time.
 
It s a good idea to save your super for punishing slow high Tigers and as a mix-up in the corner, where Sagat will have very few options. Do not go for unavoidable chip damage, unless that will get him to die or at least deny him block against special moves. Also, recall that the extended limbs on low Tigers will allow Sagat to block the remaining hits almost every time, even if the corner or the end of the screen limit his reeling animation. Sagat's super is invulnerable: punish the recovery, and watch-out for predictable Hadoukens from mid and close range.
 
====Vs. T. Hawk:====
*6 - 4
 
'''Round Start'''
 
Crouching Strong, wait, jump back.
 
'''Main Strategy'''
 
Hawk can kill you with his Typhoon loop. Fast. You have to keep him out if you want to survive. Hawk's plan, on the other hand, is to get in. This is the match-up, not trying to escape the loop, which means you are already counting on luck or an execution mistake.
 
Hawk has several ways of getting in, but all of them put him in range for some of Ryu's melee attacks, or force him to give up blocking, which also leaves him wide open to Hadoukens. He can simply walk up and do a typhoon, which you can counter with a crouching kick or Red Hadouken. We can whiff a normal outside your range and throw you faster by previously buffering the command, which you can also stop with a crouching kick or Hadouken. The normal whiff can be a warning. This, however, force you to throw a normal or a projectile which he can predict and punish with cr.RH, getting a fast knockdown, or even walk-up and Rising Hawk, which gives him the full knockdown, to great advantage. From a range, he can control some space with Roundhouse, which gets stuffed by your Strong punch, and can be hit if he attacks again by a properly timed Hadouken.
 
Other ways of getting in are aerial normals (Jab "wall" or Fierce) and the Condor Dive, or simply dive, for short. Both are extremely dangerous: the dive knocks you down while even accepting a jumping normal will probably lead to you getting sucked into Mexican Typhoon. The dive gives Ryu some time to either block it or punish it, which can be done with a Shoryuken, standing Jab or standing Short, depending on the angle. Notice he can only dive until the apex of his jump. As he falls, he can only use normals. The normals, usually Jab, can be swept from the right range, or punished with a Shoryuken from closer range. Know your options (SRK, sweep, standing/jumping punches) and be ready to use them. If the jump is ambiguous, try to simply jump back, as accepting it will lead to a safe option-select throw attempt. If you have super, you can use it as anti-air in that situation. Crouching Roundhouse gives you a safe jump on Hawk, if it hits. You have to wait for a split second before jumping, or your aerial attack will whiff.
 
If he gets you in his loop, your only way out is the super. Among Ryu's specials, the one that has the best chance of escaping the loop is Short Tatsu. Rarely, the Tatsus can also allow Ryu to [http://youtu.be/r5xnaWz4z98?t=6s escape the installed Rising Hawk] after safe jumps, but this demands certain fortunate distances and timing from Hawk as he jumps. It may also help before the typhoon, as a Rising Hawk, crouching Strong or Fierce do less damage than the command throw, and there is a small chance that they mistime a move and you get away with a throw or Shoryuken. Hawk players know that the super will push them back, so they will often try to predict it and punish with a dive, jump or Rising Hawk. Watch out, try to read his intentions and not be predictable.
 
====Vs. O. Vega (claw):====
 
====Vs. O. Zangief:====
 
===Fair Match-ups===
====Vs. O. Balrog (boxer):====
 
====Vs. O. Dhalsim:====
 
====Vs. Ryu (self):====
 
Ryu is you, so keep your zoning and footsie tricks in mind, and make good use of aerial Tatsus to avoid getting hit by Hadoukens. Do not throw slow Hadoukens from close range when he gets his super: motion buffering and reactions will allow the opponent to punish it on reaction. Also, do not cancel the tip of crouching kicks into Hadouken: the opponent can reversal super after the kick. If you are about to kill him, never use Strong of Fierce Shoryukens to chip him to death: the vulnerability with allow them to be stuff cleanly by reversal Shoryukens.
 
====Vs. O. T. Hawk:====
 
====Vs. Zangief:====
*4.5 - 5.5
 
'''Round Start'''
 
Stand still and wait, Red Hadouken, walk up cr.Forward xx Hadouken, walk up cr.kick, jump back + tatsu.
 
'''Main Strategy'''
 
Here's your objective: 1) don't get knocked down, 2) don't block jumps if you can trade or beat them, 3) don't get overwhelmed by his footsie arsenal and 4) don't get cornered. His objective is to land SPDs, get in melee range so as to put you on pressure and corner you, so you are vulnerable to safe jumps into SPD loops.
 
Your projectile game mostly fails against Zangief, as 1) he can evade Hadoukens with Lariats and 2) his jumps are short, often allowing him to hit your extended arms before you can react with a Shoryuken. You will want to throw projectiles in the hope he messes up and with timing such that he will get hit if he tries to predict them with a Green Hand. He can also use his st.Forward kick to poke you from outside your normal move range. If it whiffs, you can try crouching or standing Strong to stuff it, but recall these two options project your hitboxes forward a bit. That aside, you can try walk up sweep or cr.Forward, simply faint or use a Red Hadouken between his pokes. While Zangief can counter all these, mixing up between them all makes it troublesome for Zangief to use his many ground tools. You must try not to default to blocking, at it allows Zangief to Lariat in front of you freely, getting meter and position while you stay pinned due to block recovery. If you see a Lariat and you are not blocking, however, you can walk up and sweep him with your crouching Roundhouse. Also, keep in mind that kick Lariats are vulnerable at the end of the move and punch Lariats have the range increase as Zangief spins. This means you risk getting stuffed if you guess a kick lariat wrong (hadouken) or SPDed or punched if you guess a punch Lariat wrong (while walking forward for a crouching kick). From middle distance, use rush punches to quickly advance and punish Lariats, being ready to use a SRK in case he jumps.
 
Do not default to Shoryukens as a reversal move against Zangief. First of all, it is not safe on block, and due to Zangief's SPD range, he can usually throw you as you land. In addition to it, the move is throwable before getting airbone. If Zangief tries a delayed SPD or even a Running Bear grab from maximum range, he may throw you out of the Shoryuken. Ryu's Short tatsu will be very helpful in such situations, but do not overuse the move: after a safe jump, if Gief sees it coming, he can Lariat you out of it and earn a cross-up guessing game that will most like end in you taking a lot of damage. In the worst case, you may be dizzied and lose the round there.
 
This is one of the many match-ups where you must not allow the opponent to freely jump on you. Unless he is out of range, have the Shoryuken, standing RH kick or the sweep ready. Each time you block a jump-in, you are vulnerable to guessing games which are on his favor. Know the ranges of your different anti-airs and apply them. Also, be careful with your sweeps, since overusing the move can lead to eating a deadly combo into a knockdown.
 
If you score a knockdown, know your jumping Strong and Jab punches will stuff his reversal Lariat. This will force him to block, which then gives you some mean guessing games with options among throw, delayed Jab Shoryuken or Short Tatsu (for throw mashers) and crouching kicks into Hadouken or super. If you get him on his corner, pressure him with cr.kicks into Hadouken, sweeps and projectiles. Lariats are risky for him there, as he has little room to walk back and avoid sweeps, but he is forced to try something risky in that situation. Be on the safe side, though: if he grabs you, he can steer his SPDs to spin in the direction of his own corner, extending his pressure in both sides of the screen.
 
In this match-up, ''do not''
*try cross-up Tatsus;
*try meaty grounded normal attacks;
*spam Forward and Roundhouse Tatus;
*default to Shoryuken as a reversal;
*default to Red Hadouken between his pokes;
*default to backward or down back, getting pinned down during Lariats;
*try meaty aerial kicks;
*try any meaty aerial attack on top of him;
*discard the risk of him jumping on you.
 
Zangief does have a slight advantage against Ryu, but if Ryu is on his toes, he can give Zangief a lot of trouble.
 
===Disadvantage Match-ups===
====Vs. Balrog (boxer):====
*4 - 6
 
'''Round Start'''
 
Block, wait a bit and st.Strong, small step towards and cr.Forward, jump Back.
 
'''Main Strategy'''
 
Your plan is to somehow prevent Boxer from getting his offense going and killing you before you can try something. His offense comes from his many awesome rush punches, TAP, high priority special headbutt, good range and priority normals and the best super in the game. Use standing Strong to punish predictable or random rushes, and zone him with Hadoukens. Mix their speeds to make it harder for him to simply ignore them while building meter by headbutting though them, punish jumps and Fierce headbutts appropriately. If you score a knockdown, use safe jumps, cross-up tatsus, or simply have him wake up on a Hadouken.
 
Safe jump -> Block
1. throw
2. cr short, throw
3. wait 1 frame or 2, cr forward xx fireball
4. cr mp, frame trap cr RH
 
 
If he gets close, watch out for predictable Hadoukens, as he can headbutt though them for a knockdown and then apply a mean guessing game on your wake-up. His main options are Jab Heabutt (beats anything but blocking), bait (so as to punish a reversal or whiffed Fierce), cr.Jab (x1/2) into hold or bait, meaty cr.Forward into hold or linked into cr.Strong xx Low Rush. This last combo dizzies almost every time when you are waking up, so be on your toes with your reversals or simply block. When he builds super, try to build yours and minimize risks. In no account should throw slow Hadoukens near him when he has full bar. Take note that his super will beat yours almost always, so be careful if using frame traps. If you can bait his super, jumping Fierce beats it after the invulnerability wears off. Your cr.Strong can beat his cr.Strong from the right range, and it will also stuff his standing Fierce. You can eat a cr.RH from that range, though.
 
====Vs. Vega (claw):====
*4 - 6
 
'''Round Start'''
 
Block, walk back, jump back, jump back and tatsu.
 
'''Main Strategy'''
 
There are two main strategies for fighting Claw: total rushdown (Gotoh, Futachan) or turtling (ShootingD).
 
Total rushdown will be trying to get close, use normals on prediction to try and stuff his pokes (e.g., if both attack at the same time, cr.RH usually beat or trade with most his moves, but can lead to a 3-hit combo if he jumps or at least a slide or cr.Strong if it misses), and counter his wall dives by mixing up your many options. While he can hit you out of any attack but a Shoryuken with proper timing, he has no way of beating all options among Hadouken, let him land and Hadouken, Shoryuken, rush punch to dash and Shoryuken, st.Short, towards diagonal RH, towards diagonal Strong, neutral Jab/Short/Strong, backwards diagonal RH/Fierce/Strong. Attacking early so as to hit aerial attacks means he will no longer be active as he lands while trying to throw or hit Hadoukens or standing normals will leave him vulnerable to most aerial options. If you do not jump as the proper direction, though, he will often have the initiative or be able to hit you as you land.
 
Learning to safe jump Claw is extremely important. That is your only chance, together with mixing up cross-up tatsus, to try a comeback when he gets a life lead, which will happen many times. While Claw has control of both ground and air, he can get dizzied around 75% of the time if you score a 3-hit combo on his wake-up. Else, if he reversals, knock him down again to continue your offense.
 
There is a distance where, if Claw jumps in, he can get swept him for free. Naturally, he will rarely jump from that distance, which means you can try to throw occasional projectiles as he tries to advance or back off to reposition himself. Most his pokes are vulnerable at the height of his stomach, which is a region most Ryu's far and crouching normals can not reach. However, this means a Hadouken can hit him out of most his pokes, if it does not get stuffed. If he jumps in from close distance, you can react immediately with a Shoryuken, or use st.Short. From a slightly larger distance, st.Strong will hit most his jump-ins.
 
The main threat of being offensive against Claw is the chance of dying from a single knockdown. A series of ambiguous dives can make it hard to block and reverse, leading to other full knockdowns and high damage. Your best bet, usually, is to try a Shoryuken and a Tatsu. Shoryukens will meaty and close to meaty dives, but get stuffed by cross-up dives with proper timing and trade with reversal Shoryukens from the front. Meaty dives will be beat by reversal tatsus, and beat them otherwise. The command →↓↘→+punches (piano) + kicks (piano) has a good chance of option-selecting between Shoryuken and Tatsu on ambiguous cross-ups. This is used by DGV, damdai and several top Japanese players. Else, you can try to hold all punches and use →↓↘→ + punches (piano release), to try an option select between Shoryuken and blocking.
 
The power of the Flying Barcelona Attack is precisely the reason why another strategy is employed: total turtle. The Japanese player ShootingD is famous for this approach. Basically, you will walk back, crouch block and jump back into tatsu, Strong, RH or nothing and get your back to the corner, so you can not be cross-up with wall dives. The only way to cross you up is by using super, Izuna Drop or by throwing you out of the corner first. Here, the Ryu player will rely on fast reflexes to punish Claw's jump-ins and rolling attacks (Rolling Cristal Flash), punish or evade wall dives, stuff or counter walk-up throws and block everything else. In between Claws pokes, he can throw seemingly random Hadoukens to deal damage and try to get a life lead, which will be exploited for more damage as Claw gets more reckless or predictable trying to equalize. If you socre a knockdown, the plan is to either have him wake up on a Hadouken, unless you are losing. If you need the comeback, either safe jump or cross-up tatsu, with occasional walk up and either use the overhead swing or fake it, in the hope he tries a flip kick.
 
In this match, Claw has the clear advantage, but with fast reflexes and good execution you can make it much harder for him to obtain damage from his offense. Ryu has the chance of killing Vega every time he knocks him down, and if the player is fast enough to SRK his jump-ins, his offesnive options are quite limited in terms of damage.
 
===Serious Disadvantage Match-ups===
====Vs. Dhalsim:====
*3 - 7
 
'''Round Start'''
 
*Wait and cr.Strong;
*Small step and Jab SRK;
*Block, small step and block.
 
'''Main Strategy'''
 
Dhalsim has lots of ways around your Hadoukens if he has room, so you need to constantly feint before using them, and use them sparingly anyway. Particularly, he can jump and drill from most distances to hit your extended limbs. While his far attacks have awesome reach and recovery, they have poor priority. Ryu can often punish whiffed normals with his own normals from just outside Dhalsim's reach. Dhalsim players will avoid poking from those distances, though, harassing you with standing kicks and Yoga Fires. Do not jump at him honestly: he has several normals that beat your aerial normals cleanly or hit you around the apex of your jump, before you decide to attack. If you predict a Yoga Fire or react to one from close range, use Roundhouse Tatsu for good damage and a full knockdown.
 
After full knockdowns, always use meaty jumps, else he will either punish or avoid your attacks with slides. His hitbox is relatively fat, so he is vulnerable to cross-ups, but remember you have to hit meaty, or he will slide below you, then use a hold or a throw afterward. Dhalsim also has bad reversals, so meaty attacks are interesting. Meaty cr.Forward into cr.Forward xx Hadouken will dizzy almost every time. If he ever uses Yoga Teleport to surprise you (odds are he will not, it just does not work unless you are about to block a slow projectile), cr.Strong x2 xx Hadouken should dizzy him most the time.
 
When he gets super and you are cornered, control your impulses. Predictable pokes, jumps or Hadoukens can be punished with his super.
 
Your main plan is to 1) constantly feint while throwing a few Hadoukens to get some damage, maybe a life lead, with some luck, 2) pay attention to his Yoga Fire pattern, as the knockdown after a Tatsu gives you the chance to win the round right there, 3) get full super so you are able to scare him, shutting down his constant poking, super on reaction to mid-screen Yoga Fire or Flame and super in between his pokes as he tries to push you back and 4) use Shoryuken, air Tatsus or diagonal Strong against his air game (these last two options demand acting early).
 
====Vs. O. Sagat:====
*3 - 7
 
'''Round Start'''
 
*Strong/Fierce Hadouken (loses to standing Fierce, sort of beats doing nothing);
*Short Tatsu (avoids low Tigers, loses to standing Fierce);
*Step up cr.RH (against whiffed st.Fierce and straight jump RH);
*wait a bit and Hadouken (if he whiffs anything);
*wait, block, step up and block (most stable options).
 
'''Main Strategy'''
 
O.Sagat has even faster projectiles than O.Ryu, and the overall recovery is also faster. He will wear you down in a projectile war. In addition to it, his jump has a shorter arc, making it easy for him to hit extended arms after Hadoukens, while his low Tiger is much harder to hit (only by prediction). Thus, committing to throwing projectiles is more dangerous to Ryu than to Sagat. Sagat also has the longer reach of his Tiger Uppercut and cr.RH in relation to Ryu's Shoryuken and cr.RH. Ryu, on the other hand, has ways of avoiding projectiles with Jab Shoryuken, Short Tatsu, jump, jump and air Tatsu. In addition to it, he has his super move, which will force O.Sagat to be more careful with his Tigers.
 
Your plan is to fire projectiles as appropriate to gain meter while avoiding, blocking or nullifying his Tigers as safely as you can; use standing normals (st.Strong, st.Short) and Shoryukens if he jumps, and be on your toes if he ever tries a surprise Tiger Knee. If you score a knockdown, your most stable option is meaty Hadouken and then another Hadouken to push him back or a Short Tatsu to get closer and apply pressure (better with full bar). The idea of throwing as many projectiles while feinting is still valid, but as his Tigers recover so much quicker than your Hadoukens, he will be with the advantage when it comes to hitting the enemy out of his projectiles and punishing extended limbs. Try to obtain a full bar so he will hesitate and give you more room to advance and apply a Hadouken/cr.kick xx Hadouken pressure and eventually take him to the corner or force him to take risks such as Tiger Knee, Tiger Uppercut jump-ins and normals by prediction.
 
Sagat's extended limbs will mean that he will have time to recover if you use super against a low Tiger and he is neither cornered or on the other side of the screen. Keep that in mind before using super or reaction to a slower low Tiger midscreen just to see Sagat get away with less damage than you have accumulated to obtain full bar. Only the high Tiger will make him vulnerable to the full super anywhere in the screen.


Sagat has some trouble with cross-up Tatsus. However, his Tiger Uppercut does have good reach in the early stages. Do not try cross-up Tatsus that land close to him, but favor timings that will allow you to hover past him, hitting him from behind as he is already rising in the air. If you are one attack away from killing him, consider jumping in a way you could do a cross-up Tatsu, and simply using Roundhouse, hitting him just before crossing him up.
There's a small gap between the leg hurtbox and chest hurtbox on Ryu's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.<br>


If you mess-up a jump so that O.Sagat is likely to Tiger Uppercut you, there is nothing that can avoid damage if he times his move right. It is no different than him jumping at you honestly. However, if he messes up and uses the move too early, know that you may trade or even beat the move cleanly with your aerial Fierce punch. In other words, it does not hurt to try. From close distance, consider a hovering air Tatsu, which sometimes evades his retaliation Tiger Uppercut, would he try to hit with the deep part of the move. Good Sagat players will simply use early st.Roundhouse to beat anything you try when jumping from closer range (similarly to your cl.Fierce, but with no proximity requirements), so do not consider this a reliable option, at all.
{{STSharedJumpDescription}}


This can not be stressed enough: be on your toes, many tournament matches have ended with Ryu losing for having accepted (read "blocked") a single jump in that was either his only chance of a comeback or a sure kill if he reacted and used (Fierce) Shoryuken in time.
{{Character Subnav SSF2T|name=Ryu}}


{{Super Turbo}}
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[[Category:Super Street Fighter 2 Turbo]]
[[Category:Super Street Fighter 2 Turbo]]


[[Category:Hyper Street Fighter 2]]
[[Category:Hyper Street Fighter 2]]

Latest revision as of 10:00, 7 October 2023


Story

Date of Birth: 7/21/1964
Height: 5'10"
Weight: 150lbs
Measurements: B44", W 31", H 33"
Blood Type: O
Likes: Martial arts, Mizuyokan (Japanese sweet bean jelly)
Dislikes: Spiders

Found as a baby by the legendary Anatsuken martial artist Gouken, Ryu trained in the art from childhood and quickly discovered his love for fighting. During this time he would find a surrogate brother in Ken, his fellow trainee and rival. At the age of 23, his fighting career truly began when he defeated the world champion Sagat in the last World Martial Arts tournament. He began to show his solitary lifestyle after the tournament's end, preferring to travel alone and focus on improving himself. He joins the World Warrior tournament to not only defend his title, but to exceed his own limits by challenging new fighters.


Overview

Ryu is the protagonist of the Street Fighter series, and in Super Turbo he's considered a good all around character. Even though he is not the strongest in any aspect, he does have very good moves overall. Say, his projectile, the Hadoken, is the second best in the game, only after Old Sagat's Tiger Shot. His special anti-air, the Shoryuken, has the second best priority among those that don't require a charge to execute. Finally, he has a great Super move, which helps him in tight situations.

Ryu's strategy in the SF2 series is mostly to employ his Hadoukens wisely so as to pressure enemies and either force them to take risks or get pushed into the corner. Would the enemy jump forward, Ryu has several moves to deal with that, being the Shoryuken the most damaging one. However, unlike Ken, his projectile has a relatively fast start-up, which allows him to use it as a poke tool. This is the main reason why he has less trouble against a number of characters which have the advantage or fair match-ups against Ken.

ST Ryu does not have a completely invulnerable Shoryuken nor a Hurricane Kick that is invulnerable up until it hits like he did in Champion Edition and Hyper Fighting. In this game, he rather gains better mobility with a short Tatsu that recovers much faster, and two new command normals; one that's a useful advancing attack, and another that's a standing overhead.

Among all characters (old versions included), Ryu is considered the fifth or sixth best character on the game, only behind the so called "big four" or "big five", which consists of Dhalsim, Vega (Claw), Old Sagat and Balrog (Boxer), plus Chun Li if she is included. However, he actually has a small advantage against Chun Li in head-to-head combat. If mastered, Ryu can deal with pretty much any situation.

If you want to check YouTube and Nico Nico Douga for high level footage, check players such as ShootingD, Daigo, Futachan, Sasori, Sashishi, Kawamata, Gotoh, Kurahashi, DGV (Dark Gaiden), Mike Watson, John Choi and Alex Valle, among others.


Strengths Weaknesses
  • THE Shoto: Ryu's moveset is easy to grasp, and it's relatively easy to play well with him.
  • They Get Knocked Down: A lot of Ryu's special moves knock down on hit, leading to a plentiful mixup game.
  • Zoned In: Ryu has great fireballs in the Hadoken and the Shakunetsu Hadouken, and a relatively quick startup allows them to be used as pokes.
  • Double Reversal: Both the Shoryuken and the Tatsumaki Senpukyaku act as reversals, important when dealing with ticks and meaties.
  • Poster Boy Super: Ryu's Super Combo (Shinkuu Hadouken) is one of the best in the game with high damage, high hitstun, high chip, massive plus frames and even invincibility frames, making it well usable in many situations.
  • Easy, To A Fault: Due to the simplicity of Ryu's moveset, it's also very easy to figure out what he will be doing, and counter his moves.
  • Not Much Reach: Ryu's throw range and normals have average range, with his longer reaching normals having a long recovery.
  • Not So Dizzying: Ryu, along with Ken, has nerfed dizzy damage on his diagonal jumping Heavy Punches and Heavy Kicks.
  • Too Close, Too Close!: While Ryu's Super is still excellent, most other Supers will beat it flat out from mid range to close range.
  • Enormous Follow Through: Ryu's special moves can easily be baited out, and their long recovery doesn't help either.


New & Old Versions Comparison

To select O.Ryu, choose Ryu and then press → → → ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Here is the list of differences:

  • Obvious stuff: Old Ryu can't tech throws, does not have the new punches (dash, overhead, and air juggle) and Super;
  • Old Ryu has a faster pre-jump animation by 1 frame;
  • Old Ryu has some differences in some of his normals:
    • Far Standing Jab has a fatter hitbox;
    • Far Standing Short has a slower startup and is chain cancellable;
    • Crouching Short has much better priority;
    • Far Standing Forward has a slower startup;
    • Crouching Forward has much better priority;
    • Close Standing Roundhouse activates from a closer distance;
    • Crouching Roundhouse has much better priority and does more damage;
    • Diagonal Jumping Strong behaves exactly like the Neutral Jumping one, while for New Ryu its a new Juggling Punch;
    • Both Jumping Fierces do more damage;
    • Diagonal Jumping Short has worse priority during the first 10 active frames;
    • Diagonal Jumping Forward has better air-to-air priority but has somewhat worse air-to-ground priority;
    • Neutral Jumping Roundhouse has better air-to-air priority but worse air-to-ground priority and does more damage;
    • Diagonal Jumping Roundhouse has better air-to-air priority but has somewhat worse air-to-ground priority. It also does more damage;
  • Old Ryu's ordinary (blue) Hadoukens have one less start-up and one less recovery frame, making the overall recovery 2 frames faster. Thus, they are better for zoning;
  • Old Ryu's Shoryukens are completely invincible until the recovery frames, while for New Ryu he is vulnerable during the rising/hitting part;
  • Old Ryu's Shoryukens have many more active frames, but the same overall recovery;
  • Old Ryu's Forward and Roundhouse Tatsumakis spin two less times than New Ryu's;
  • Old Ryu's air Tatsumakis have a bigger hitbox, do more damage and have a 50% chance of being unblockable if they connect on the first frame;

Picking between Old Ryu and New Ryu can be seen as a matter of taste. While New Ryu benefits from ST's system changes, his new command normals, and his incredible Super Combo, Old Ryu has better Shoryukens, better fireballs, and a knowledge check of an Air tatsu.


Color Options

Jab Strong Fierce Start Old
Ryu-lp.gif Ryu-mp.gif Ryu-hp.gif Ryu-start.gif Ryu-old1.gif
Ryu-lk.gif Ryu-mk.gif Ryu-hk.gif Ryu-hold.gif Ryu-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD


Video Overview

Ryu
Ryu's portrait in Super Turbo.
Character Data
Damage Scaling Factor 27/32
Forward Walk Speed 48
Backwards Walk Speed 32
Pre-Jump Frames 4
Forwards Jump Duration 44
Backwards Jump Duration 43
Landing Frames 7*
Jump Height Apex 78
Forwards Jump Distance 134
Backwards Jump Distance 163
Soft Knockdown Recovery 38
Hard Knockdown Recovery 74



Normal Moves

Disclaimer: To better understand the diagrams, read this.

Standing Normals

cllp
Close Jab
Close Light Punch
5LP / cl.Lp.png
Ryu stcljab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] 0~5 40 Special, Super Mid 0-25
Startup Active Recovery Total Frame Adv. Meter
3 4 5 12 +4 2/1

A quick elbow smash in front and above Ryu's head.

  • Fast start-up.
  • Works as an anti-air if you're close enough.
  • OK priority.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stcljab2.png Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Frame Count 1 + 2 4 5
Simplified 3 4 5

frlp

Far Jab
Far Light Punch
5LP / fr.Lp.png
Ryu stfarjab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] 0~5 40 Chain, Special, Super Mid 26+
Startup Active Recovery Total Frame Adv. Meter
3 4 5 12 +4 2/1

A simple jab.

  • Chainable, ok reach, good priority.
  • Fast start-up.

Click to toggle detailed hitbox data.

Ryu stfarjab1&3.png Ryu stfarjab2.png Ryu stfarjab1&3.png Ryu stfarjab4 stfarstrng6 stfarfrc6.png
Frame Count 1 + 2 4 4 1
Simplified 3 4 5


clmp

Close Strong
Close Medium Punch
5MP / cl.Mp.png
Ryu stclstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 Special, Super Mid 0-31
Startup Active Recovery Total Frame Adv. Meter
4 2 17 23 -1 4/3

Ryu performs a hook, then another one that doesn't hit for some reason.

  • Terrible recovery, so try canceling this into a special like a Hadoken.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stclstrng2&6.png Ryu stclstrng3.png Ryu stclstrng4.png Ryu stclstrng5.png Ryu stclstrng2&6.png Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Frame Count 1 + 1 2 2 6 4 3 4
Simplified 4 2 17

frmp

Far Strong
Far Medium Punch
5MP / fr.Mp.png
Ryu stfarstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 Special, Super Mid 32+
Startup Active Recovery Total Frame Adv. Meter
4 4 7 15 +7 4/3

Ryu performs a straight punch.

  • Very good recovery, reach and priority.
  • Works as anti-air against moves whose extended limbs are vulnerable, but Ryu's body moves forward a bit, so you'll need some room to use it correctly.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stfarstrng2&4 stfarfrc2&4.png Ryu stfarstrng3.png Ryu stfarstrng2&4 stfarfrc2&4.png Ryu stfarstrng5 stfarfrc5.png Ryu stfarjab4 stfarstrng6 stfarfrc6.png
Frame Count 1 + 1 2 4 3 3 1
Simplified 4 4 7


clhp

Close Fierce
Close Heavy Punch
5HP / cl.Hp.png
Ryu stclfrc2.png
Ryu stclfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] 3~9 / 10~16 40 / 80 Special, Super / None Mid 0~41
Startup Active Recovery Total Frame Adv. Meter
4 8 (2 / 6) 23 34 -9 / -7 5/4

A close uppercut.

  • Only the first hitbox can be Special or Super canceled.
  • Hitbox gets much bigger after 2 frames.
  • If you're close to your enemy, it can be canceled into any special attack for a basic but damaging combo. Bad recovery.
  • Good priority anti-air if you're up close.

Click to toggle detailed hitbox data.

Ryu stclfrc1.png Ryu stclfrc2.png Ryu stclfrc3.png Ryu stclfrc4.png Ryu stclfrc5.png
Frame Count 1 + 3 2 6 10 13
Simplified 4 8 23

frhp

Far Fierce
Far Heavy Punch
5HP / fr.Hp.png
Ryu stfarfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] 10~16 80 Super Mid 42+
Startup Active Recovery Total Frame Adv. Meter
6 6 23 35 -7 5/4

Similar to Far Strong.

  • Higher damage and longer reach, but hideous recovery and the same extended hurtbox. Better make sure it hits.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stfarstrng2&4 stfarfrc2&4.png Ryu stfarfrc3.png Ryu stfarstrng2&4 stfarfrc2&4.png Ryu stfarstrng5 stfarfrc5.png Ryu stfarjab4 stfarstrng6 stfarfrc6.png
Frame Count 1 + 2 3 6 10 12 1
Simplified 6 6 23

cllk

Close Short
Close Light Kick
5LK / cl.Lk.png
Ryu stclshrt3.png
Yes, this hits low.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[0] 0~5 40 Chain, Super <ref></ref> Low 0
Startup Active Recovery Total Frame Adv. Meter
6 2 8 16 +3 2/1

A low kick.

  • Can be canceled into another far Short or crouching Short.
  • This move must be blocked low, which can be used as a simple knowledge check. Unfortunately somewhat hard to use due to the strict activation range.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stclshrt2&5 stclrh5.png Ryu stclshrt3.png Ryu stclshrt4.png Ryu stclshrt2&5 stclrh5.png Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Frame Count 1 + 2 3 2 4 3 1
Simplified 6 2 8

frlk

Far Short
Far Light Kick
5LK / fr.Lk.png
Ryu stfarshrt3 stfarfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 0~5 40 Special, Super Mid 1+
Startup Active Recovery Total Frame Adv. Meter
5 8 5 18 0 2/1

High side kick.

  • Good priority, but sort of slow.
  • Works as an anti-air.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stfarshrt2&4 stfarfrwrd2&4.png Ryu stfarshrt3 stfarfrwrd3.png Ryu stfarshrt2&4 stfarfrwrd2&4.png Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Frame Count 1 + 2 2 8 4 1
Simplified 5 8 5


clmk

Close Forward
Close Medium Kick
5MK / cl.Mk.png
Ryu stclfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[0] 5~11 60 Special, Super Mid 0
Startup Active Recovery Total Frame Adv. Meter
4 6 9 19 +3 4/3

A hearty knee bash.

  • Good recovery. Surprisingly good overall, even if you need to be REALLY close to use it.

Click to toggle detailed hitbox data.

Ryu stclfrwrd1&5.png Ryu stclfrwrd2&4.png Ryu stclfrwrd3.png Ryu stclfrwrd2&4.png Ryu stclfrwrd1&5.png Ryu stclfrwrd6.png
Frame Count 1 + 2 1 6 4 4 1
Simplified 4 6 9

frmk

Far Forward
Far Medium Kick
5MK / fr.Mk.png
Ryu stfarshrt3 stfarfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[0] 5~11 60 None Mid 1+
Startup Active Recovery Total Frame Adv. Meter
8 8 7 23 +3 4/3

Another high side kick.

  • Good priority, but very slow start-up.
  • Also a good anti-air if you can press the button fast enough.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stfarshrt2&4 stfarfrwrd2&4.png Ryu stfarshrt3 stfarfrwrd3.png Ryu stfarshrt2&4 stfarfrwrd2&4.png Ryu stfarfrwrd5.png
Frame Count 1 + 3 4 8 6 1
Simplified 8 8 7

clhk

Close Roundhouse
Close Heavy Kick
5HK / cl.Hk.png
Ryu stclrh3.png
First Hit
Ryu stclrh4.png
Second Hit
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] + 4[1] 10~16 + 1~7 80 + 70 None Mid 0-56
Startup Active Recovery Total Frame Adv. Meter
8 12 (8 + 4) 11 31 -1 / +7(+6) 5/4 x 2

Ryu's axe kick.

  • Hits twice if the enemy is close enough. The second hit deals much less damage and dizzy, while only dealing a little less dizzy time.
  • Not very useful, but it is safe on block from point-blank range and often trades with aerial attacks.
  • If you use it as a meaty, you can combo into a crouching kick for two or three hits. You often have better options, though.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stclrh2.png Ryu stclrh3.png Ryu stclrh4.png Ryu stclshrt2&5 stclrh5.png Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Frame Count 1 + 3 4 8 4 10 1
Simplified 8 8 4 11

frhk

Far Roundhouse
Far Heavy Kick
5HK / fr.Hk.png
Ryu stfarrh2.png
Only this hitbox can be canceled.
Ryu stfarrh3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 10~16 80 Special, Super / None Mid 57+
Startup Active Recovery Total Frame Adv. Meter
3 12 (4 / 8) 17 32 -7 / -3 5/4

Ryu's staple Roundhouse kick.

  • Mediocre anti-air that can be canceled in the odd event that it hits during the first active part.
  • Hitbox and hurtbox get wider after 4 frames.

Click to toggle detailed hitbox data.

Ryu stfarrh1.png Ryu stfarrh2.png Ryu stfarrh3.png Ryu stfarrh4.png Ryu stfarrh5.png
Frame Count 1 + 2 4 8 10 7
Simplified 3 12 17

Crouching Normals

crlp

Crouching Jab
Crouching Light Punch
2LP / D.png+Lp.png
Ryu crjab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] 0~5 40 Chain, Special, Super Mid N/A
Startup Active Recovery Total Frame Adv. Meter
3 4 5 12 +4 2/1

Another jab.

  • Average reach and very good priority.

Click to toggle detailed hitbox data.

Ryu crjab1&3.png Ryu crjab2.png Ryu crjab1&3.png Ryu crjab4 crstrng6 crshrt4 crfrwrd6.png
Frame Count 1 + 2 4 4 1
Simplified 3 4 5


crmp

Crouching Strong
Crouching Medium Punch
2MP / D.png+Mp.png
Ryu crstrng3.png
And you thought Alpha 2 Rose's Cr.MP had good priority.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 Special, Super Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 4 7 15 +7 4/3
  • Ryu does a crouching straight.
  • Good damage, stun, recovery and priority.
  • This move can be used as a safe meaty against several invulnerable special attacks from the correct distance. However, this can be countered by standing still (which shrinks the hurtbox horizontally) and then either attacking or walking up and throwing. It's also unsafe against most supers.

Click to toggle detailed hitbox data.

Ryu crstrng1&5.png Ryu crstrng2&4.png Ryu crstrng3.png Ryu crstrng2&4.png Ryu crstrng1&5.png Ryu crjab4 crstrng6 crshrt4 crfrwrd6.png
Frame Count 1 + 1 2 4 3 3 1
Simplified 4 4 7


crhp

Crouching Fierce
Crouching Heavy Punch
2HP / D.png+Hp.png
Ryu crfrc2.png
First Hitbox
Ryu crfrc3.png
Second Hitbox.
Diet Close Fierce.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] / 22[1] 3~9 / 10~16 40 / 80 Special, Super / None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 11 (3 / 8) 23 37 -12 / -9 5/4

Ryu brings an uppercut from crouching position.

  • Good damage and has a deceptively long horizontal reach.
  • Average to low priority and quite long recovery.
  • Mainly used in combos.
  • Works as an anti-air, but favor close Fierce if you can.

Click to toggle detailed hitbox data.

Ryu crfrc1&5.png Ryu crfrc2.png Ryu crfrc3.png Ryu crfrc4.png Ryu crfrc1&5.png Ryu crfrc6.png
Frame Count 1 + 3 3 8 10 12 1
Simplified 4 11 23


crlk
Crouching Short
Crouching Light Kick
2LK / D.png+Lk.png
Ryu crshrt2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] 0~5 40 Chain, Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
3 4 5 12 +4 2/1

Crouching low kick.

  • Mediocre priority but good reach.
  • Great for simple combos.

Click to toggle detailed hitbox data.

Ryu crshrt1&3 crfrwrd1&5.png Ryu crshrt2.png Ryu crshrt1&3 crfrwrd1&5.png Ryu crjab4 crstrng6 crshrt4 crfrwrd6.png
Frame Count 1 + 3 4 4 1
Simplified 4 4 5


frmk
Crouching Forward
Crouching Medium Kick
2MK / D.png+Mk.png
Ryu crfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
4 6 9 19 +3 4/3
  • Crouching side kick.
  • Good reach and recovery, but has projected vulnerable hitboxes before and after it becomes active.
  • An important tool when closing the gap on the enemy as it can be canceled into Hadokens.
  • Also used in bread and butter combos.

Click to toggle detailed hitbox data.

Ryu crshrt1&3 crfrwrd1&5.png Ryu crfrwrd2&4.png Ryu crfrwrd3.png Ryu crfrwrd2&4.png Ryu crshrt1&3 crfrwrd1&5.png Ryu crjab4 crstrng6 crshrt4 crfrwrd6.png
Frame Count 1 + 1 2 6 4 4 1
Simplified 4 6 9
crhk
Crouching Roundhouse
Crouching Heavy Kick
2HK / D.png+Hk.png
Ryu crrh2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 5~11 130 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
4 6 25 35 Hit: Soft KD
Block: -9
5/4

Ryu's Sweep kick.

  • Soft knockdown on hit.
  • Good range and the priority is such that it beats or trades with a number of moves.
  • Very long recovery however, so good players will often bait and punish this move.
  • Top shoto players will often cancel this move into either a LP Shoryuken (harder to punish and generates meter) or a Hadoken (the pushback makes the move practically unpunishable).
  • Walking up cr.Roundhouse xx Hadouken is an important skill for shoto players to master, due to the spacing it generates.
  • Tied with Ken for the fastest sweep startup in the game (3 frames), which makes it really good in pressure situations.

Click to toggle detailed hitbox data.

Ryu crrh1.png Ryu crrh2.png Ryu crrh3.png Ryu crrh4.png Ryu crrh5.png
Frame Count 1 + 3 6 6 8 11
Simplified 4 6 25

Jumping Normals

jlp
Jumping Jab
Neutral Jumping Light Punch
8LP / U.png+Lp.png
Ryu njjab2.png
Neutral Jump version
Ryu djjab2.png
Diagonal Jump version.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[0] 1~7(-2) 40 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
2 N/A 2+∞ Dependent 2/1

Ryu performs a jumping jab that is active throughout the whole jump.

  • The only difference between the Neutral Jump and the Diagonal Jump versions is that the diagonal version has a smaller vertical hitbox.
  • Ryu's hand has a relatively large active hitbox around it, making this a good air-to-air move.
  • It can be used for jumping on your opponent after a knockdown. The small amount of pushback allows for mixups such as throw, cr.forward xx Hadoken/Super, or delayed Jab Shoryuken (to beat reversal throws).
  • Beats Zangief's Lariats from the right distance and still hits him if he crouches.

Click to toggle detailed hitbox data.

Neutral Jump Version:

Ryu njjab1 djjab1 njstrng1&4 njfrc4 djfrc4.png Ryu njjab2.png
Frame Count 2


Diagonal Jump Version:

Ryu njjab1 djjab1 njstrng1&4 njfrc4 djfrc4.png Ryu djjab2.png
Frame Count 2
njmp
Neutral Jumping Strong
Neutral Jumping Medium Punch
8MP / U.png+Mp.png
Ryu njstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 50 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
4 20 24+∞ Dependent 4/3

An aerial punch that stays active for a while.

  • Very good horizontal reach and priority.
  • A move to be considered when afraid of wall dives crossing you or aerial attacks in general.
  • This attack does not hit crouching opponents.

Click to toggle detailed hitbox data.

Ryu njjab1 djjab1 njstrng1&4 njfrc4 djfrc4.png Ryu njstrng2.png Ryu njstrng3.png Ryu njjab1 djjab1 njstrng1&4 njfrc4 djfrc4.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 2 2 20 4 4 4
Simplified 4 20
djmp
Diagonal Jumping Strong
Diagonal Jumping Medium Punch
7MP or 9MP
Ub.png or Uf.png+Mp.png
Ryu djstrng4.png
First Hit
Ryu djstrng5.png
Second Hit
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] + 4[1] 3~9 + 0~5 40 + 20 Special / None High N/A
Startup Active Recovery Total Frame Adv. Meter
4 9 (5 + 4) 13+∞ Dependent 4/3 x 2

Ryu jumps with an upper punch that hits twice and juggles in the air.

  • The first active part has good horizontal reach and priority.
  • Creates a three hit juggle state if it hits.
  • Can be considered as anti-air, specially if you react early and you expect the opponent to try a late aerial attack.
  • A Super can also be comboed after this move, for a total of 5 hits.
  • From the right distance, this move beats Lariats and Blanka's rolling attacks.
  • Any grounded enemy can avoid the attack by crouching, which is specially dangerous against Zangief, E. Honda and Hawk, as they can throw while crouching (stomach press, Oicho and typhoon, in this order).

Click to toggle detailed hitbox data.

Ryu djstrng1.png Ryu djstrng2.png Ryu djstrng3.png Ryu djstrng4.png Ryu djstrng5.png Ryu djstrng6.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 1 2 1 5 4 4 4 4
Simplified 4 5 4
jhp
Jumping Fierce
Jumping Heavy Punch
8HP / U.png+Hp.png
Ryu njfrc3 djfrc3.png
U.png + Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 11~17(-1) 60(+20) Special High N/A
Startup Active Recovery Total Frame Adv. Meter
4 8 12+∞ Dependent 5/4

The only difference between this version and the diagonal jump version is that this version does more stun.

Ub.png or Uf.png + Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 3~9 40 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
4 8 12+∞ Dependent 5/4

Ryu's strongest jumping punch.

  • Very good air to ground priority.
  • Can be used as anti-air from certain distances, and also beats or trades most other aerial attacks.

Click to toggle detailed hitbox data.

Ryu njfrc1 djfrc1.png Ryu njfrc2 djfrc2.png Ryu njfrc3 djfrc3.png Ryu njjab1 djjab1 njstrng1&4 njfrc4 djfrc4.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 2 2 8 4 4 4
Simplified 4 8
njlk
Neutral Jumping Short
Neutral Jumping Light Kick
8LK / U.png+Lk.png
Ryu njshrt2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 1~7(-2) 40 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
3 40 43+∞ Dependent 2/1

A jumping split kick.

  • Stays active for a while, but has a pitiful reach.
  • Mostly useless.

Click to toggle detailed hitbox data.

Ryu njshrt1 njfrwrd1.png Ryu njshrt2.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png
Frame Count 3 40
djlk
Diagonal Jumping Short
Diagonal Jumping Light Kick
7LK/9LK
Ub.png or Uf.png+Lk.png
Ryu djshrt3.png
His hurtbox gets a bit bigger after 10 frames.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[0] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 ∞ (10 / ∞) N/A 5+∞ Dependent 2/1

Ryu's jumping knee.

  • Stays out for quite some time, but safe jumps aside, this does not have many uses.
  • Its main downside is the short reach.

Click to toggle detailed hitbox data.

Ryu djshrt1.png Ryu djshrt2.png Ryu djshrt3.png Ryu djshrt4.png
Frame Count 2 3 10
Simplified 5
njmk
Neutral Jumping Forward
Neutral Jumping Medium Kick
8MK / pU.png+Mk.png
Ryu njfrwrd2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 50 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 13 18+∞ Dependent 4/3

A slightly better jumping split kick.

  • Stays active for some time.
  • Can be used in certain crossup situations, but neutral Strong/Fierce has a lower hitbox and neutral Roundhouse has better reach and damage.

Click to toggle detailed hitbox data.

Ryu njshrt1 njfrwrd1.png Ryu njfrwrd2.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 5 13 6 6
Simplified 5 13
djmk
Diagonal Jumping Forward
Diagonal Jumping Medium Kick
7MK or 9MK
Ub.png or Uf.png+Mk.png
Ryu djfrwrd3.png
Zero Calorie dj.hk
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 13 18+∞ Dependent 4/3

Rather long aerial kick with poor priority.

  • Can be used as a cross-up aerial attack, but diagonal Roundhouse is better for that.
  • Can be used in safe jumps to get less push-back if it gets blocked.
  • Does the most stun out of all of Ryu's diagonal jumping normals.

Click to toggle detailed hitbox data.

Ryu djfrwrd1 djrh1.png Ryu djfrwrd2&4 djrh2&4.png Ryu djfrwrd3.png Ryu djfrwrd2&4 djrh2&4.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 2 3 13 3 3 3
Simplified 5 13


njhk
Neutral Jumping Roundhouse
Neutral Jumping Heavy Kick
8HK / U.png+Hk.png
Ryu njrh2.png
First Hitbox
Ryu njrh3.png
Second Hitbox
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[0] / 26[0] 11~17(-1) 60(+20) Special / None High N/A
Startup Active Recovery Total Frame Adv. Meter
2 8 (4 / 4) 10+∞ Dependent 5/4

Neutral spin kick.

  • The first active part becomes active very fast, saving you from some troublesome situations.
  • The second part has good reach, making it an effective normal to keep your opponent away. In fact, it can even beat Dhalsim's slides.

Click to toggle detailed hitbox data.

Ryu njrh1.png Ryu njrh2.png Ryu njrh3.png Ryu njrh4.png Ryu njrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 2 4 4 4 3 3
Simplified 2 8
djhk
Diagonal Jumping Roundhouse
Diagonal Jumping Heavy Kick
7HK or 9HK
Ub.png or Uf.png+Hk.png
Ryu djrh3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 3~9 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 7 12+∞ Dependent 5/4

A full power kick.

  • Ryu's best cross-up attack.
  • Has good reach, but can be countered if you whiff due to projected hurtboxes.
  • Can be used as an anti air from certain distances, in the same fashion as diagonal jumping Fierce, hitting your enemy from above his attack or around the head.

Click to toggle detailed hitbox data.

Ryu djfrwrd1 djrh1.png Ryu djfrwrd2&4 djrh2&4.png Ryu djrh3.png Ryu djfrwrd2&4 djrh2&4.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 2 3 7 3 3 3
Simplified 5 7


Command Normals

swingp
Collarbone Breaker
Swing Punch
6MP / F.png+Mp.png
Ryu swing3.png
First Hit
Ryu swing4.png
Second Hit
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] + 28[1] 1~7 x 2 70 x 2 None High N/A
Startup Active Recovery Total Frame Adv. Meter
17 5 (2 + 3) 10 31 Hit standing: -2 / 0(-1)
Hit crouching/Block: +7 / +9(+8)
5/4 x 2

Ryu's overhead.

  • Fastest ground overhead in the game.
  • The 1st active part will miss agaisnt a crouching Blanka and Cammy.
  • It has properties similar to those of aerial heavy attacks, which can be checked on the different recovery times depending on hitting standing or crouching opponents.
  • Ryu is still, however, considered on the ground and can be thrown out of the move if the enemy reacts to its slow start-up or attempts a reversal counter throw.

Click to toggle detailed hitbox data.

Ryu swing1anm.gif Ryu swing2.png Ryu swing3.png Ryu swing4.png Ryu swing5.png Ryu swing6anm.gif Ryu swing7.png
Frame Count 1 + 14 2 2 3 2 4 4
Simplified 17 2 3 10
rushp
Solar Plexus Strike
Rush Punch
6HP / F.png+Hp.png
Ryu dash3.png
First Hit
Ryu dash4.png
Second Hit. The closest thing ST Ryu has to a dash.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] + 28[1] 1~7 x 2 70 x 2 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 3 (1 + 2) 12 26 +9 / +8(+7) 5/4 x 2

Ryu rushes forward with a punch to the solar plexus.

  • A good move to push you forward so as to close the gap between you and the enemy.
  • Works as an impromptu dash if you want to get in position for an anti-air Shoryuken or simply get face-to-face to the enemy and throw before they react.
  • You can use a Hadoken as soon as you recover, whereas doing the same while simply walking will likely get you a Shoryuken due to command overlapping.
  • Can also be used to punish enemies from close range, as it gives you enough time to link most of your normals after it. For example, standing Fierce or crouching Forward into Red Hadoken.

Click to toggle detailed hitbox data.

Ryu dash1.png Ryu dash2.png Ryu dash3.png Ryu dash4.png Ryu dash5anm.gif Ryu dash6.png Ryu dash7.png
Frame Count 1 + 8 2 1 2 6 2 4
Simplified 11 1 2 12

Throws

Ryu can throw with Mp.png, Hp.png, Mk.png, and Hk.png.

Seoi Nage
Shoulder Throw
cl. 4/6 + MP/HP
cl.B.png or F.png+Mp.png or Hp.png
Ssf2t ryu pthrow.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
32* 7~13 100 - Grab 48 (from axis)
19 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
0 1 Dependent 1 N/A -

Ryu's Punch throw, where he throws his enemy above his head.

  • Can be activated with either Strong or Fierce.
  • The direction you're holding determines the direction you'll throw in.
  • Functionally identical to his kick throw, though using 6HP is usually the best option since Solar Plexus Strike gives you the least amount of recovery to deal with.


Tomoe Nage
Circle Throw
cl.4/6 + MK/HK
cl. B.png or F.png+Mk.png or Hk.png
Ssf2t ryu kthrow.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
32* 7~13 100 - Grab 48 (from axis)
19 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
0 1 Dependent 1 N/A -

Ryu's Kick throw, where he throws his enemy with his leg.

  • Can be activated with either Forward or Roundhouse.
  • The direction you're holding determines the direction you'll throw in.
  • Functionally identical to his punch throw, though using 6HP is usually the best option since Solar Plexus Strike gives you the least amount of recovery to deal with.

Click to toggle throwbox data.

Ryu throwb.png Ryu throw.png Ryu throwf.png

Special Moves

Hadoken

Hadoken
Fireball
236P / Qcf.png+P.png
Ryu fb10bjab.png
Get ready to hear this a lot.
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[0] 7~13 110 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 41* 52 -5 (Point Blank) 2


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 7~13 110 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 42* 53 -6 (Point Blank) 2


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 7~13 110 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 43* 54 -7 (Point Blank) 2

Ryu's iconic fireball.

  • Each version does increasing amounts of damage, speed, and recovery frames.
  • Deals high amounts of stun damage. Three hits in a row and pretty much any enemy falls dizzy.
  • Some characters such as Claw can punish Hadokens on block or hit from close distance, so watch out for that.
  • This move can miss completely when used from point-blank range, as some characters' attacks move their hitboxes towards a bit.
  • Ryu's fireballs (blue or red) downgrade in strength after some time, and on the last downgrade they disappear, similar to Chun's Kikokens. When a downgrade happens, the projectile will inherit the damage and sprite of the lower strength, keeping the speed used for the button press. The time required for them to actually disappear is rather long such that only Jab projectiles may ever disappear before leaving the screen, and that is if both players walk or jump in the same direction the projectile is going for some distance. Special setups are usually required for a Strong or Fierce projectile to ever disappear. The data for that is in the detailed hitbox data below.
  • Due to a glitch, it's possible to change the recovery of any Hadoken to that of a Jab by either whiffing or kara-canceling a Jab or Short normal. You can read more about it here.

Click to toggle detailed hitbox data.

Startup:

Ryu fb1.png Ryu fb2.png Ryu fb3.png Ryu fb4.png
Frame Count 2 6 2 1
Simplified 11

Active:

  • Jab Version:
Ryu fb5.png Ryu fb7bjab.png Ryu fb10bjab.png Ryu fb13bjab.png Ryu fb14bjab.png
Frame Count 1 2 3 3 3...
Simplified 41
  • Strong Version:
Ryu fb5.png Ryu fb7bstrng.png Ryu fb10bstrng.png Ryu fb13bstrng.png Ryu fb14bstrng.png
Frame Count 1 2 3 3 3...
Simplified 42
  • Fierce Version:
Ryu fb5.png Ryu fb7bfrc.png Ryu fb10bfrc.png Ryu fb13bfrc.png Ryu fb14bfrc.png
Frame Count 1 2 3 3 3...
Simplified 43

NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.

Dissipation Data:

1st downgrade 2nd downgrade 3rd downgrade Total duration
Jab 129f/384px (disappears) 129f/384px
Strong 48f/192px (downgrades to Jab) 49f/192px (disappears) 97f/384px
Fierce 26f/128px (downgrades to Strong) 26f/128px (downgrades to Jab) 24f/128px (disappears) 76f/384px

Shakunetsu Hadoken

Shakunetsu Hadoken
Red Fireball
41236P / Hcf.png + P.png
Ryu fb10rjab.png
Trades stun damage for knockdown, and looks cooler too.
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[0] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 41* 52 Hit: Hard KD (Close)
Block: -5 (Point Blank)
2


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 42* 53 Hit: Hard KD (Close)
Block: -6 (Point Blank)
2


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 43* 54 Hit: Hard KD (Close)
Block: -7 (Point Blank)
2

An alternate fireball that does less stun, but knocks down when hit during the first 9 active frames.

  • Damage, speed, and recovery increases with strength.
  • Due to the lesser stun, you'll likely be using regular fireballs more often, but these still have plenty of uses in close range setups.
  • As for a curiosity, this is one of the few special attacks that do not force a standing state on the enemy if it hits. Ryu doesn't gain any advantage or disadvantage from this.
  • Landing a knockdown with one of these is a good opportunity to use a short Tatsumaki to build meter, or throw another meaty Hadoken.

Click to toggle detailed hitbox data.

Startup:

Ryu fb1.png Ryu fb2.png Ryu fb3.png Ryu fb4.png
Frame Count 2 6 2 1
Simplified 11

Active:

  • Jab Version:
Ryu fb5.png Ryu fb7rjab.png Ryu fb10rjab.png Ryu fb13rjab.png Ryu fb14rjab.png
Frame Count 1 2 3 3 3...
Simplified 41
  • Strong Version:
Ryu fb5.png Ryu fb7rstrng.png Ryu fb10rstrng.png Ryu fb13rstrng.png Ryu fb14rstrng.png
Frame Count 1 2 3 3 3...
Simplified 42
  • Fierce Version:
Ryu fb5.png Ryu fb7rfrc.png Ryu fb10rfrc.png Ryu fb13rfrc.png Ryu fb14rfrc.png
Frame Count 1 2 3 3 3...
Simplified 43

NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.

Dissipation Data:

1st downgrade 2nd downgrade 3rd downgrade Total duration
Jab 129f/384px (disappears) 129f/384px
Strong 48f/192px (downgrades to Jab) 49f/192px (disappears) 97f/384px
Fierce 26f/128px (downgrades to Strong) 26f/128px (downgrades to Jab) 24f/128px (disappears) 76f/384px

Shoryuken

Shoryuken
Dragon Punch/DP
623P / Dp.png + P.png
Ryu srk2.png
Grounded hitbox
Ryu srk3.png
Rising hitbox. Jab version depicted.
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
32[2] / 22[2] 9~15 / 2~8 100 / 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 14 (4 + 10) 26 44 Hit: Hard KD
Block: -18 / -15(-16)
7


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
34[2] / 22[2] 9~15 / 2~8 100 / 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 18 (4 / 14) 33 55 Hit: Hard KD
Block: -29 / -25(-26)
7


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
38[2] / 22[2] 9~15 / 2~8 100 / 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 22 (4 / 18) 40 66 Hit: Hard KD
Block: -40 / -36(-37)
7
  • Ryu's undefeatable Sheng Lo-er, Shoryuken. A jumping uppercut that's invincible from frames 1-8.
  • Damage and distance risen increase with strength.
  • Properly time the Jab version and you'll beat any normal your opponent might throw out. Miss and you'll definitely get punished. Some high level players like to do two in a row, reasoning that the second might connect with an opponent's counterattack if they time it a bit too late.
  • Also can be used to avoid projectiles due to the invincibility frames, but this is very difficult.
  • All of Ryu's Shoryukens make for incredible anti airs, due to the wide hitbox and the rising invincibility.
  • As a reversal, this is an incredibly risky move, as there are plenty of safe jump setups out there that can land just as you're about to uppercut. Since Ryu's Shoryuken is only invincible for 8 frames, that means your opponent has all that extra time to punish you. You're also vulnerable to throws during the first 2 frames of the second hitbox, since you're now vulnerable and technically not airborne yet.
  • As an aside, only the first, grounded hitbox on each Shoryuken does more damage, so when performing an anti air keep in mind that a Jab will be just as effective at close range as a Fierce.

Click to toggle detailed hitbox data.

Ryu srk1.png Ryu srk2.png Jab Strong & Fierce Jab Strong & Fierce Ryu srk5.png Ryu srk6.png Ryu srk7.png
Ryu srk3jab.png Ryu srk3.png Ryu srk4jab.png Ryu srk4.png
Frame Count (Jab) 4 4 2 8 10 11 5
Simplified (Jab) 4 4 10 26
Frame Count (Strong) 4 4 2 12 14 14 5
Simplified (Strong) 4 4 14 33
Frame Count (Fierce) 4 4 2 16 14 21 5
Simplified (Fierce) 4 4 18 40

Tatsumaki Senpukyaku

Tatsumaki Senpukyaku
Hurricane Kick
214K / Qcb.png + K.png
Ryu tatsu4shrt 4&8&12&16frwrd 4&8&12&16&20rh.png
Ryu tatsu6shrt 6&10&14&18frwrd 6&10&14&18&22rh.png
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 3~9 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 3(3)3(3) 18* 44 Hit: Hard KD
Block: -2 (Last Front Hit)
6


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 3~9 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 3(3)3(3) x4 18* 77 Hit: Hard KD
Block: -2 (Last Front Hit)
6


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] 3~9 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 3(3)3(3) x5 18* 89 Hit: Hard KD
Block: -2 (Last Front Hit)
6

Ryu's iconic spinning kick. Propels you forward with hitboxes ahead and behind you.

  • Invincible from frames 1-4.
  • Hard knockdown on hit.
  • Speed, number of hits, and damage increase with strength. Short spins once, Forward 4 times, and Roundhouse 5.
  • The landing recovery can be canceled into a block or a jump on the first frame, and then into an attack, special move, or throw on the second frame onwards. This goes for all versions.
  • Heavier versions of this attack will likely be VERY unsafe on block, as pushback almost guarantees not all of the hits will connect.
  • Since your hurtbox shrinks while using this move, you can use Tatsus to travel straight over Guile's Sonic Booms and Dhalsim's Yoga Flames. You may be able to do this with Dee Jay's Air Slashers/Max Outs, but only the Strong/Fierce versions.
  • This move can't be used as a reversal after an air reset (Getting hit with an attack while in the air) since you can't activate the move during the 1st frame after waking up from one. The Shoryuken will work for these situations, however.

General Strategies

  • Since Ryu is invulnerable for the first 4 frames of this move and airborne by the time the invincibility ends, this makes for a decent reversal for safe jumps, meaty cross-ups, and tick throws like Zangief's Spinning Pile Driver or T. Hawk's Mexican Typhoon.
  • You can use this move to set up throws (Usually the Short version). Using a well spaced Tatsu, if you stop just outside of your opponent's hurtbox, you might be able to catch them trying to block an attack that will never hit, and then go for the throw.
  • The Tatsumaki can be used to counter some safe jump setups that would work on a Shoryuken. Since the invincibility period for the Tatsumaki is the same as the Shoryuken's startup, Ryu can use a Tatsu Reversal to deny an opponent's aerial attack. This can be countered itself by installed attacks however, since the Tatsumaki's invincibility period is short.

Click to toggle detailed hitbox data.

Startup:

Ryu tatsu1.png Ryu tatsu2.png Ryu tatsu3.png
Frame Count 4 4 3
Simplified 11

Active:

  • Short Version: This happens only once.
  • Forward Version: This happens 4 times.
  • Roundhouse Version: This happens 5 times.
Ryu tatsu4shrt 4&8&12&16frwrd 4&8&12&16&20rh.png Ryu tatsu5shrt 5&9&13&17frwrd 5&9&13&17&21rh.png Ryu tatsu6shrt 6&10&14&18frwrd 6&10&14&18&22rh.png Ryu tatsu7shrt 7&11&15&19frwrd 7&11&15&19&23rh.png
Frame Count 3 3 3 3

Recovery:

Ryu tatsu8shrt 20frwrd 24rh.png Ryu tatsu9shrt 21frwrd 25rh.png Ryu tatsu10shrt 22frwrd 26rh.png Ryu tatsu11shrt 23frwrd 27rh.png
Frame Count 4 4 4 6*
Simplified 12 6*

Kuuchuu Tatsumaki Senpukyaku

Kuuchuu Tatsumaki Senpukyaku
Air Hurricane Kick
AIR 214K
AIR Qcb.png + K.png
Ryu atatsu1shrt 1&5frwrd 1&5&9rh.png
Ryu atatsu3shrt 3&7frwrd 3&7&11rh.png
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 3~9 90 None High N/A
Startup Active Recovery Total Frame Adv. Meter
0 3(3)3(3) ∞+5 12+∞+5 Hit: Hard KD
Block: Dependent
6


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[1] 3~9 90 None High N/A
Startup Active Recovery Total Frame Adv. Meter
0 3(3)3(3) x2 ∞+5 24+∞+5 Hit: Hard KD
Block: Dependent
6


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 3~9 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
0 3(3)3(3) x3 ∞+5 36+∞+5 Hit: Hard KD
Block: Dependent
6

The Tatsumaki Senpukyaku except airborne.

  • Instead of propelling you forward like a normal Tatsu, each kick temporarily decreases your gravity value (How fast you fall from a jump) as well as slightly boosting your horizontal velocity. This means you'll fall slower if performed on the way down, and gain more height on the way up. Your gravity returns to normal once the kick ends.
  • Damage and number of spins increase with strength. Short spins once, Forward twice, and Roundhouse thrice.
  • You'll likely be using the HK version most often, as the recovery frames won't matter as much since you'll be landing soon.
  • Keep in mind that the priority on air Tatsus isn't as good as the grounded version.
  • Also keep in mind that once you land, you have 5 frames of landing animation you can't cancel out of whatsoever.

General Strategies

  • This move has a variety of uses. You can use it as an alternative aerial since the hitbox is pretty far out (but so is the hurtbox).
  • You can also surprise the enemy with a sudden movement change, or you can simply use it to build meter on the way down from a jump.
  • Skillful use allows you to cross-up enemy air counters like the Flash Kick to hit the opponent from behind, too!

Click to toggle detailed hitbox data.

Active:

  • Short Version: This happens only once.
  • Forward Version: This happens twice.
  • Roundhouse Version: This happens 3 times.
Ryu tatsu4shrt 4&8&12&16frwrd 4&8&12&16&20rh.png Ryu tatsu5shrt 5&9&13&17frwrd 5&9&13&17&21rh.png Ryu tatsu6shrt 6&10&14&18frwrd 6&10&14&18&22rh.png Ryu tatsu7shrt 7&11&15&19frwrd 7&11&15&19&23rh.png
Frame Count 3 3 3 3

Recovery:

Ryu atatsu5shrt 9frwrd 13rh.png Ryu atatsu6shrt 10frwrd 14rh.png Ryu atatsu7shrt 11frwrd 15rh.png Ryu atatsu8shrt 12frwrd 16rh.png Ryu atatsu9shrt 13frwrd 17rh.png Ryu atatsu10shrt 14frwrd 18rh.png
Frame Count 4 4 4 4 5
Simplified 5

--Original Edit by Raisin (March 29, 2007)
--Special thanks to felineki for the info on the Air Hurricane Kick.

Super Combo

Shinku Hadoken
236236P / Qcf.pngQcf.png+P.png
Ryu super12.png
It's invincible! It does like half a lifebar! It juggles! It anti-airs! It has a fuckton of frame advantage! It slices! It dices! It'll get you a good deal on a preowned vehicle!
Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[1] x 5 0~4 x 5 20 x 5 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
10 Traveling 41 51 Hit: +3 (Point Blank) / Far KD
Block: +14 (Point Blank) / +21
-
  • Ryu becomes invincible through sheer willpower and throws a powered-up Hadoken that deals 5 hits. Any other projectile in its path will be dissipated.
  • Since this move juggles, it makes a great anti-air, hitting up to 4 times. Combine that with the invincibility and this might make for a powerful, if predictable reversal.
  • You'll also get absurd frame advantage if the move is blocked, meaning you can use this as a tick throw starter.
  • If used from point blank, however, some of the hits will pass straight through your opponent, and you'll be left open for punishment.
  • When fighting characters with projectiles, you may be tempted to burst this straight through any projectiles they though, but keep in mind that this game was programmed on a Speak and Spell. When throwing a Shinku through other projectiles, whether or not they have time to block is determined by not only whether or not they're cornered, but how many hits they took during the round. Cornered opponents will always take the full Super, but if they're someplace else, they will have time to block or avoid the Super if they took an odd number of hits during the round. They'll always take the full Super if they were hit by an even number of hits, however. This affects all versions (Japan, World, Asia, and USA).

Click to toggle detailed hitbox data.

Invincible part:

Ryu super1.png Ryu super2.png Ryu super3.png Ryu super4.png Ryu super5.png Ryu super6.png Ryu super7.png
Frame Count 2 6 1 + [18] + 1 1 1 1 1
Simplified 10 4... (41)

Non-invincible part:

Ryu super8.png Ryu super9.png Ryu super10.png Ryu super11.png Ryu super12.png
Frame Count 1 1 1 2 3...
Simplified ...37 (41)

Misc Animations

Jump Animations

  • Neutral Jump:
Ryu bj10 nj1&10 fj1&11.png Ryu nj2 fj2.png Ryu nj3.png Ryu nj4.png Ryu nj5.png Ryu nj6.png Ryu nj7.png Ryu nj8 fj9.png Ryu nj9 fj10.png Ryu bj10 nj1&10 fj1&11.png
Frame Count 3 1 8 8 8 8 8 4 1 7*
Simplified 3 1 44 1 7*
  • Back Jump:
Ryu bj1.png Ryu bj2.png Ryu bj3 fj8.png Ryu bj4 fj7.png Ryu bj5 fj6.png Ryu bj6.png Ryu bj7 fj4.png Ryu bj8 fj3.png Ryu bj9.png Ryu bj10 nj1&10 fj1&11.png
Frame Count 3 1 15 3 3 3 3 18 1 7*
Simplified 3 1 43 1 7*
  • Forward Jump:
Ryu bj10 nj1&10 fj1&11.png Ryu nj2 fj2.png Ryu bj8 fj3.png Ryu bj7 fj4.png Ryu fj5.png Ryu bj5 fj6.png Ryu bj4 fj7.png Ryu bj3 fj8.png Ryu nj8 fj9.png Ryu nj9 fj10.png Ryu bj10 nj1&10 fj1&11.png
Frame Count 3 1 13 5 3 3 3 5 11 1 7*
Simplified 3 1 43 1 7*

New Ryu's prejump animation was nerfed on ST by 1 frame, so unlike Old Ryu, who has a considerably fast prejump animation, New Ryu's prejump is of average speed. This for the most part is a disadvantage.

There's a small gap between the leg hurtbox and chest hurtbox on Ryu's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.

The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.



Game Navigation

General
Controls and Notation
System
HUD
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief