Street Fighter IV Remix/Ryu: Difference between revisions

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|name    = Hadouken
|name    = Hadouken
|input  = 236P
|input  = 236P
|image  = SFIVR_Ryu_236P
|image  = SFIVR_Ryu_236P.png
|caption =
|caption =
|image2 = SFIVR_Ryu_236P_fb.png
|caption2 = LP/MP/HP Projectiles
|image3  = SFIVR_Ryu_236PP_fb.png
|caption3 = EX Projectile
|data    =
|data    =
{{AttackData-SFIVR
{{AttackData-SFIVR
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|name    = Aerial Hadouken
|name    = Aerial Hadouken
|input  = j.236P
|input  = j.236P
|image  = SFIVR_Ryu_j236P
|image  = SFIVR_Ryu_j236P.png
|caption =
|caption =
|data    =
|image2  = SFIVR_Ryu_j236P_fb.png
|caption2 = LP/MP/HP Projectile
|image3  = SFIVR_Ryu_236PP_fb.png
|caption3 = EX Projectile
|data    =  
{{AttackData-SFIVR
{{AttackData-SFIVR
|version    = LP
|version    = LP

Revision as of 07:58, 8 October 2023

Introduction

Ryu has mastered the art of the hadou, but not the art of using a computer. His iMac is filled to the brim with viruses, so now he's out to find someone who can do PC support for free.


Ryu is a well-rounded character with a preference for zoning, though he can do pretty much everything well. He's got full chains, the ability to cancel those into command normals, both ground and air fireballs, his classic anti-air in his dragon punch, and even some silly tricks that he can get fancy with in his Tatsumaki Senpukyaku rekkas. He also builds meter really fast, that he can then spend on his scary zoning supers.

Strengths Weaknesses
  • Zoner: Ryu has 2 different sets of zoning tools that also work in the air, and supers to go with them to really control the screen.
  • Meterbuilder: He loves making meter and he's not afraid to use it.
  • Poor meterless offense: While he has good pokes, they don't lead into that much at max range without spending meter, and his overhead options are slow and require some setup. None of his air specials hit overhead.
Name
[[File:|center|300px]]
Character Data
Health 1000
Chains L>M>H
Walkspeed {{{walkspeed}}}
Forward Dash Duration X frames
Forward Dash Distance {{{dashdistance}}}
Backdash Duration X frames
Backdash Invuln {{{backdashinvuln}}} frames
Unique Movement No Unique Movement

Normals

Standing Normals

5LP

Standing Light Punch
5LP
SFIVR Ryu 5LP.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
30/38 Mid CMD, SP 0 60 0 +3 -1

Regular mashable light punch. Has a weird range where it can whiff at certain distances currently, so it's best done point-blank.

5MP

Standing Medium Punch
5MP
SFIVR Ryu 5MP.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
60/78 Mid CMD, SP 0 60 0 0 -4

Standard medium punch, far version has good range. Enjoy.

5HP

Standing Heavy Punch
5HP
SFIVR Ryu 5HP.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
80/100 Mid CMD, SP 0 60 0 +6 +3

A slower heavy punch.

5LK

Standing Light Kick
5LK
SFIVR Ryu 5LK.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
30/38 Mid CMD, SP 0 60 0 -4 -7

Probably his best standing light normal. Good range, and lets you chain into standing MK or HK from pretty far out.

5MK

Standing Medium Kick
5MK
SFIVR Ryu 5MK.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
70/88 Mid CMD, SP 0 60 0 +1 -3

Forward-moving normal with decent range.

5HK

Standing Heavy Kick
5HK
SFIVR Ryu 5HK.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
90/100 Mid CMD, SP 0 60 0 -6 -9

A slow far-range normal that's good for anti-airs at a distance. Also a great move out of chains, and cancels to his command normals.


Crouching Normals

2LP

Crouching Light Punch
2LP
SFIVR Ryu 2LP.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
30/38 Mid CMD, SP 0 60 0 0 -3

Mashable short-range crouching light punch.

2MP

Crouching Medium Punch
2MP
SFIVR Ryu 2MP.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75 Mid CMD, SP 0 60 0 +3 -1

Standard good range crouching medium.

2HP

Crouching Heavy Punch
2HP
SFIVR Ryu 2HP1.png
SFIVR Ryu 2HP2.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
90/112 Mid CMD, SP 0 60 0 -5 -8
  • Forces standing on crouchers.

Decent anti-air, Good in the beginning of juggle combos or after a Charge Cancel due to it juggling upwards.

2LK

Crouching Light Kick
2LK
SFIVR Ryu 2LK.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
40/60 Low CMD, SP 0 60 0 -2 -5

The crouching light button you should be pressing the most. longer-range than cr.LP, more damage, is an actual low, and chains into itself for easy confirms (but less damage on combos).

2MK

Crouching Medium Kick
2MK
SFIVR Ryu 2MK.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
70/88 Low CMD, SP 0 60 0 -4 -8

Ryu's classic Cr.MK, but with a much longer hitbox. Doesn't combo into much except fireballs at max range, however.

2HK

Crouching Heavy Kick
2HK
SFIVR Ryu 2HK.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
100/113 Low CMD, SP 0 60 0 KD -12

Ryu's sweep can be cancelled into from chains, is special cancellable, and is a hard knockdown letting him set up okizeme pretty fast.

Jumping Normals

j.LP

Jumping Light Punch
j.LP
SFIVR Ryu jLP.png
SFIVR Ryu 8LP.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
30/40 High CMD, SP 0 60 0 +80 -80

Regular jumping light punch that resets and is special-cancellable.

j.MP

Jumping Medium Punch
j.MP
SFIVR Ryu jMP1.png
SFIVR Ryu jMP2.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
30x2/38x2 High CMD, SP 0 60 0 +80 -80

Ryu's classic air-to-air jumping normal, that can now be cancelled into his air specials. Great combo tool even without cancelling.

j.HP

Jumping Heavy Punch
j.HP
SFIVR Ryu jHP.png
SFIVR Ryu 8HP.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
90/100 High CMD, SP 0 60 0 +80 -80

A good jump-in tool.

j.LK

Jumping Light Kick
j.LK
SFIVR Ryu jLK.png
SFIVR Ryu 8LK.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
40/50 High CMD, SP 0 60 0 +80 -80

Regular jumping light kick that resets and is special-cancellable.

j.MK

Jumping Medium Kick
j.MK
SFIVR Ryu jMK.png
SFIVR Ryu 8MK.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
70/88 High CMD, SP 0 60 0 +80 -80

Lower damage than j.HK, but also hits directly underneath for earlier crossups.

j.HK

Jumping Heavy Kick
j.HK
SFIVR Ryu jHK.png
SFIVR Ryu 8HK.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
100/125 High CMD, SP 0 60 0 +80 -80

A damaging jump-in button with good range.

Command Normals

4HP

Back Heavy Punch
4HP
SFIVR Ryu 4HP1.png
SFIVR Ryu 4HP2.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
80/100 Mid SP 0 60 0 -3 -6

An anti-air command normal that also doubles as a juggle tool. Launches an airborne opponent higher than other normals.

4HK

Overhead
4HK
SFIVR Ryu 4HK.png
Damage Guard Cancel Startup Active Recovery On Hit On Block
80/100 High SP 0 60 0 KD +2

A slow overhead kick that causes bounce on hit, leading to big combos.

Special Moves

236P

Hadouken
236P
SFIVR Ryu 236P.png
SFIVR Ryu 236P fb.png
LP/MP/HP Projectiles
SFIVR Ryu 236PP fb.png
EX Projectile
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 x2 Mid SC 0 60 0 +80 -80
  • LP: Slow projectile, lets you follow behind it for pressure.
  • MP: Medium speed projectile
  • HP: Fast projectile
  • EX: Shoots across the screen very quickly. Hits twice.


Ryu's fireball on a basic level works similarly as in his other appearances, but the slower LP fireball, and faster HP and EX fireballs on top of the faster movement in Remix expands his threatening zoning game considerably.

j.236P

Aerial Hadouken
j.236P
SFIVR Ryu j236P.png
SFIVR Ryu j236P fb.png
LP/MP/HP Projectile
SFIVR Ryu 236PP fb.png
EX Projectile
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 x2 Mid SC 0 60 0 +80 -80
  • LP: Slow downwards projectile
  • MP: Medium speed downwards projectile
  • HP: Fast downwards projectile
  • EX: Shoots across the screen very quickly. Hits twice.


The air fireballs have about the same speed as his grounded ones, but with a downwards trajectory. Also they're in the air.

623P

Shoryuken
623P
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
100/125/25
70/88/15
Mid SC 0 60 0 +80 -80
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
80/100/20
50/62/12
Mid SC 0 60 0 +80 -80
HP Damage Guard Cancel Startup Active Recovery On Hit On Block
100/125/25
50/62/12
Mid SC 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
40/80/20
15/25/5 x7
Mid SC 0 60 0 +80 -80
  • LP: Close range DP
  • MP: Medium range DP
  • HP: Medium-Long range DP
  • EX: Hits up to 8 times going up.


Ryu's classic Dragon Punch. They mostly work the same as always, but the ability to charge cancel allows them to instantly convert into big combos, and the EX version leads to great okizeme on top of juggle combos.

214K

Tatsumaki Senpukyaku
214K
214K~4K
214~4K~4K
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/70/15 Mid SC 0 60 0 KD -5
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/70/15 Mid SC 0 60 0 KD 0
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/70/15 Mid SC 0 60 0 KD +5
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
25/35/7x4
20/30/10
Mid SC 0 60 0 KD 0
4K Damage Guard Cancel Startup Active Recovery On Hit On Block
30/70/10 Mid SC 0 60 0 KD ?
  • LK: Fastest startup, slowest recovery.
  • MK: Medium startup, medium recovery.
  • HK: Slowest startup, fastest recovery.
  • EX: 5-hit stationary EX tatsumaki. No followups.

Followups:

  • LK: Travels upwards.
  • MK: Travels up-forwards.
  • HK: Travels forwards.


The Ground Tatsumaki Senpukyaku is a rekka special where the followups move Ryu into the air, or straight forward. The first hit does the most damage, and can lead into ground combos. All versions can cancel into air supers/air charge cancel. It can also be used to alter your movement during pressure, or to avoid projectiles.

j.236K

Aerial Tatsumaki Senpukyaku
j.214K
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
70/88/17 Mid SC 0 60 0 +80 -80
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
70/88/17 Mid SC 0 60 0 +80 -80
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
70/88/17 Mid SC 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
25/35/10x4
40/50/10
Mid SC 0 60 0 +80 -80
  • LP: Fastest spin.
  • MP: Medium spin.
  • HP: Slowest spin.
  • EX: Multi-hit Stationary Tatsumaki.


While Ryu's ground tatsus are rekkas, his jumping tatsus are more traditional, but slightly boosted. He's better at crossing people up with his neat spinning kicks than ever, and is able to cancel into Charge Cancels and Supers.

236K

Arc Hadouken
236K
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 - - 0 60 0 +80 -80
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 - - 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 - - 0 60 0 +80 -80
  • LP: shallow short-distance arc
  • MP: medium distance arc
  • HP: far distance arc
  • EX: shoots out all 3 versions of the arc hadoken at once


Ryu decides to just start kicking his fireballs like a football, and thus creates a great zoning tool that covers a lot of jump-in angles.

j.236K

Aerial Arc Hadouken
j.236K
LK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
MK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
HK Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 Mid SC 0 60 0 +80 -80
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
60/75/5 (x3) Mid SC 0 60 0 +80 -80
  • LK: Projectile shoots downwards at a tight angle.
  • MK: Projectile shoots downwards at an angle.
  • HK: Projectile shoots downwards at a wide angle.
  • EX: shoots out all 3 versions of the arc hadoken at once, but downwards.


Ryu thinks football should be enjoyed in the air as well, and kicks fireballs down at you.

214P

Close-Range Hadouken
214P
LP Damage Guard Cancel Startup Active Recovery On Hit On Block
80/90/10 Mid SC 0 60 0 KD -9
MP Damage Guard Cancel Startup Active Recovery On Hit On Block
90/100/15 Mid SC 0 60 0 KD -4
EX Damage Guard Cancel Startup Active Recovery On Hit On Block
100/120/20 Mid SC 0 60 0 KD -2
  • LP: Fastest startup, slowest recovery.
  • MP: Medium startup, medium recovery.
  • HP: Slowest startup, fastest recovery.
  • EX: Fast startup and recovery, can dashcancel on hit.


Previously known as the Shakunetsu Hadoken, this special has limited range, but is a nice damaging move that works well as a blockstring ender.

Supers

236PPP

Shinku Hadouken
236PPP
Hold LP Damage Guard Cancel Startup Active Recovery On Hit On Block
35/45/10 x6 Mid CC, 623PPP 0 60 0 +80 -80
Hold MP Damage Guard Cancel Startup Active Recovery On Hit On Block
35/45/10 x6 Mid CC, 623PPP 0 60 0 +80 -80
Hold HP Damage Guard Cancel Startup Active Recovery On Hit On Block
35/45/10 x6 Mid CC, 623PPP 0 60 0 +80 -80
  • Hold LP: Slow fireball
  • Hold MP: Medium speed fireball
  • Hold HP: Fast fireball


Ryu's super fireball can be cancelled out of pretty much everything, and lets him do the same things he can do with his regular fireballs, but far more effectively. Considering how much meter characters in remix can build, he pretty much always has access to this. Also, as a nice bonus, he can cancel into METS Dragon Punch as an ender for some extra damage up close.

j236PPP

Aerial Shinku Hadouken
j.236PPP
hold LP Damage Guard Cancel Startup Active Recovery On Hit On Block
35/45/10x6 Mid CC 0 60 0 +80 -80
hold MP Damage Guard Cancel Startup Active Recovery On Hit On Block
35/45/10x6 Mid CC 0 60 0 +80 -80
hold HP Damage Guard Cancel Startup Active Recovery On Hit On Block
35/45/10x6 Mid CC 0 60 0 +80 -80
  • Hold LP: Slow fireball
  • Hold MP: Medium speed fireball
  • Hold HP: Fast fireball


Same as the ground version, but obviously cannot be cancelled to METS Dragon Punch, and can be tiger-knee'd for faster recovery.

214PPP

Mets Hadouken
214PPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
55/75/20 x6 Mid - 0 60 0 KD -80

METS Hadouken shoots out 6 fireballs in a row that are a nightmare to deal with as the defender.

j.214PPP

Aerial Mets Hadouken
j214PPP
Damage Guard Cancel Startup Active Recovery On Hit On Block
55/75/20 x6 Mid - 0 60 0 KD -80

METS Hadouken shoots out 6 fireballs in a row that are a nightmare to deal with as the defender, this time in the air. Ryu starts falling as soon as the first fireball is out, and can create a nice spread of fireballs on the screen.

623PPP

Mets Dragon Punch
623PPP
Full hit: Damage Guard Cancel Startup Active Recovery On Hit On Block
On first hit: 0/0/80
30,150,120
Mid - 0 60 0 +80 -80
On Whiff: Damage Guard Cancel Startup Active Recovery On Hit On Block
32/40/6x4
43/47/8x3
Mid - 0 60 0 +80 -80

The classic METS Dragon Punch we all know and love serves mostly as an ender, but still does a decent chunk of damage with the full hit animation.

Game Navigation

General
FAQ
Controls & Notation
Game Systems
Koryu Edition
Characters​
Decapre
Ryu
Ken
E. Honda
Ibuki
Makoto
Dudley
Seth
Gouken
Akuma
Gen
Dan
Sakura
Oni
Elena
Yun
Juri
Chun-Li
Dhalsim
Abel
C. Viper
M. Bison
Sagat
Cammy
Deejay
Cody
Guy
Hakan
Rolento
Poison
Evil Ryu
Guile
Blanka
Zangief
Rufus
El Fuerte
Vega
Balrog
Fei Long
T. Hawk
Adon
Rose
Yang
Hugo

Street Fighter IV Remix is a mod of Street Fighter IV developed by MiriamBurgers and Anotak.