Tatsunoko vs Capcom: Ultimate All Stars/Ryu: Difference between revisions

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| '''5A''' || 6 || 2 || 16 || - || 800 || - || Lorem ipsum dolor sit amet, consectetur adipiscing elit. Etiam convallis ac elit in vehicula. Etiam porttitor est eget nibh volutpat, id vehicula diam pellentesque. Donec in lorem rutrum, rutrum enim ut, congue turpis. Donec eu est aliquet, convallis mauris vel, ultricies nisl. Fusce et est sed eros maximus convallis. Mauris tempus malesuada augue, ut varius enim convallis id. Pellentesque vitae enim aliquet, efficitur turpis sed, vestibulum lectus. Sed pellentesque auctor lectus. Nullam ac tincidunt est.
| '''5A''' || 6 || 2 || 16 || - || 800 || - || A standard standing jab, comes out fast, rapid fire means you can use it to stabilize juggle combos, it can also be used to anti-air in some situations


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| '''2A''' || 6 || 3 || 15 || - || 720 || Low || Words
| '''2A''' || 6 || 3 || 15 || - || 720 || Low || A standard low hitting crouching kick.  Hits low, pretty fast, can combo out of it into whatever.
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| '''5B''' || 8 || 3 || 24 || - || 1440 || - || Words
| '''5B''' || 8 || 3 || 24 || - || 1440 || - || Combo filler
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| '''2B''' || 9 || 3 || 23 || - || 1360 || Low || Words
| '''2B''' || 9 || 3 || 23 || - || 1360 || Low || Ryu standard cr.mk, can be good for poking, also makes it easy to convert combos at difficult ranges.
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| '''6B''' || 21 || 1(3)2 || 27 || - || 2184 || Overhead || Words
| '''6B''' || 21 || 1(3)2 || 27 || - || 2184 || Overhead || 2 hit overhead, special cancellable on both hits.  Combos into light donkey kick for a conversion, along with other specials.
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| '''5C''' || 15 || 2 || 18 || - || 2480 || - || Words
| '''5C''' || 15 || 2 || 18 || - || 2480 || - || A strong hook.  Too slow to be much good outside of combos, but it's got an lot of excess hit stun on juggle, making it possible to link 5C > 2A for some advanced combo loops in the corner.
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| '''2C''' || 12 || 2 || 29 || - || 2400 || Low || Words
| '''2C''' || 12 || 2 || 29 || - || 2400 || Low || Ryu's sweep.  Hits low, knocks down, can cancel into 6C.
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| '''6C''' || 16 || 3 || 26 || - || 2160 || - || Words
| '''6C''' || 16 || 3 || 26 || - || 2160 || - || Special cancellable, this will combo into any of Ryu's specials after cancelling out of 2C, making it important in his combos.
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| '''3C''' || 9 || 6 || 29 || - || 2400 || Launcher || Words
| '''3C''' || 9 || 6 || 29 || - || 2400 || Launcher || Ryu's launcher, both this and his air combos are awkward, so you might not use it much.
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| '''j.A''' || 5 || 9 || - || - || 960 || Overhead || Words
| '''j.A''' || 5 || 9 || - || - || 960 || Overhead || Ryu's j.LK, a knee that angles downward.  The hitbox is small, but it has fast startup, giving it high priority, and can be somewhat useful for iad pressure as well.
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| '''j.B''' || 9 || 1(2)5 || - || - || 2028 || Overhead || Words
| '''j.B''' || 9 || 1(2)5 || - || - || 2028 || Overhead || Hits twice, so it can be used to mix up, but it's mostly his best juggling too.
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| '''j.C''' || 11 || 9 || - || - || 2560 || Overhead || Words
| '''j.C''' || 11 || 9 || - || - || 2560 || Overhead || Ryu's classic j.HK.  It has extremely high priority once it's out, making ryu's IAD game a very potent threat.  Also knocks down, and can be used for setting up forced back roll situations.
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===Universal Mechanics===
===Universal Mechanics===
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Revision as of 17:44, 13 October 2020

Introduction

It's Ryu as you remember him from such classics as Street Fighter, Shadowverse, Monster Hunter, Power Rangers: Legacy Wars, and Street Fighter: The Movie The Game.

Ryu is a good all around character who pairs well with almost anyone and takes excellent advantage of the game's mechanics. He has strong solo damage, and his DP means he never has to take any pressure when knocked down due to baroque. One of the only times he was gifted with an air dash, he also has a strong rushdown game in tvc, and can be very hard to contest.

Moves List

Normal Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
5A 6 2 16 - 800 - A standard standing jab, comes out fast, rapid fire means you can use it to stabilize juggle combos, it can also be used to anti-air in some situations
2A 6 3 15 - 720 Low A standard low hitting crouching kick. Hits low, pretty fast, can combo out of it into whatever.
5B 8 3 24 - 1440 - Combo filler
2B 9 3 23 - 1360 Low Ryu standard cr.mk, can be good for poking, also makes it easy to convert combos at difficult ranges.
6B 21 1(3)2 27 - 2184 Overhead 2 hit overhead, special cancellable on both hits. Combos into light donkey kick for a conversion, along with other specials.
5C 15 2 18 - 2480 - A strong hook. Too slow to be much good outside of combos, but it's got an lot of excess hit stun on juggle, making it possible to link 5C > 2A for some advanced combo loops in the corner.
2C 12 2 29 - 2400 Low Ryu's sweep. Hits low, knocks down, can cancel into 6C.
6C 16 3 26 - 2160 - Special cancellable, this will combo into any of Ryu's specials after cancelling out of 2C, making it important in his combos.
3C 9 6 29 - 2400 Launcher Ryu's launcher, both this and his air combos are awkward, so you might not use it much.
j.A 5 9 - - 960 Overhead Ryu's j.LK, a knee that angles downward. The hitbox is small, but it has fast startup, giving it high priority, and can be somewhat useful for iad pressure as well.
j.B 9 1(2)5 - - 2028 Overhead Hits twice, so it can be used to mix up, but it's mostly his best juggling too.
j.C 11 9 - - 2560 Overhead Ryu's classic j.HK. It has extremely high priority once it's out, making ryu's IAD game a very potent threat. Also knocks down, and can be used for setting up forced back roll situations.

Universal Mechanics

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
VAR starter 11 9 - - 1760 - Same animation as j.C
Counter Tag 21 - - - 2160 - Same animation as Shoryuken
Assist
(Hadouken)
42 - - - 1760 Projectile
no Autocorrect
Ryu's assist is pretty helpful to a lot of characters, the fireball causes a lot of hitstun which makes it easy to use in extending combos, and the utility of having a fireball control the ground space is very strong for covering approaches.
Forward Throw - - - - 5200 Throw Words
Back Throw - - - - 5200 Throw Words
Air Forward Throw - - - - 6000 Throw Words
Air Back Throw - - - - 6000 Throw Words

Special Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Hadouken
236A/B/C
17/21/24 - 47/46/47 - 2400/2800/3200 Projectile Strength determines the speed of the fireball, A version is the slowest and C version the fastest. Barouqe canceling this move lets you use the fireball as a sort of shield and can be good to cover your approach if you don't have a good assist for coverage or it's on cooldown/dead.
Hadouken (air)
j.236A/B/C
16/19/22 - - - 2400/2800/3200 Projectile Basically the same as the ground version, but in the air.
Shoryuken
623A/B/C
6/6/6 - - - 2400/4501/6036 Invun on f1-5/f1-9/f1-12 Invun DP, the first active frames are grounded, so if you barouqe those and press 5A right away you can get a full combo off a reversal. Very strong tool.
Tatsumaki Senpukyaku
214A/B/C
15/18/20 - - - 2870/4474/6183 - Used a lot in combos, the animation is pretty long so it buys a lot of time for even slow assists to catch the opponent.
Tatsumaki Senpukyaku
j.214A/B/C
15/15/15 - - - 2964/4560/6216 - Atekstekspuralkik
Jodan Sokuto Geri
421A/B/C
14/17/20 - - - 2320/2480/2640 - Donkey Kick, causes a wall bounce and Ryu's main ground combo extender

Super Moves

Move Startup Active Recovery Block Adv Damage
(Billions)
Properties Notes
Shinkuu Hadouken
236A+B
3+5 - - - 8887 - Mexi-beam super. There's a set amount of hits on the super, but the animation is fixed, which means sometimes if you happy birthday or have some hits clash another projectile while also hitting the opponent, the hits will run out early and you'll be left sitting there like a dummy.
Air Shinkuu Hadouken
j.236A+B
3+7 - - - 8887 - Air version of the beam super.
Shinkuu Tatsumaki Senpukyaku
214A+B
17+12 - - - 12535 - Does more damage on paper, but it's not uncommon for most of the hits to whiff, so you tend to be better off using Shinkuu Hadouken
Shin Shoryuken
623A+B
3+3 - - - 16560 - Has invun, can combo off the launch at the end

Strategy

Ryu's fireballs and DPs are both really strong in TVC, you have less time to throw fireballs, but fireball > barouqe can be a good way to get in, and his DP works great as an anti-air provided you can react in time to input it. Ryu's j.C is a good normal for IAD pressure and his 6B is a solid overhead that you can cancel into donkey kick for a combo.

Synergy

Ryu doesn't have too many big holes in his gameplan, so there's not really something he needs in a partner, and that opens him up to having a really wide variety of potential teammates.

Ryu/Chun

Words about the team.

Players to watch: Truegamer

Combos

  • 5A > 5B > 2B > 5C > 2C > 6C > 421A > Dash > 5A > 5B > 2B > 5C > 2C > 6C > 214C > 236A+B

Very basic Ryu bnb, you can get 2 or 3 more As at the start for easier confirms

  • 214C > chun li assist > 5A > 5B > 2B > 5C > 2C > 6C > 214C

Assist extension that you can do in any combo that uses 214C, you can sub chun li here for basically anyone, or a barouqe as well.

Unblockable Setups

  • Combo > 421A > 5A > 5B > 2B(whiff) > Barouqe > 2A > 2B > etc...

You can cancel the 2B on whiff into Baroque just as the opponent is recovering from the juggle, this leaves them unable to block the 2A, which can then be canceled.

Match-Ups

Words

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