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 has a fairly straightforward shoto toolset and is a good all round character. He pairs well with characters and can make a lot of good use of TVC's universal mechanics.
Moves List
Normal Moves
Move | Startup | Active | Recovery | Block Adv | Damage (Billions) |
Properties | Notes |
---|---|---|---|---|---|---|---|
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. |
2A | 6 | 3 | 15 | - | 720 | Low | Words |
5B | 8 | 3 | 24 | - | 1440 | - | Words |
2B | 9 | 3 | 23 | - | 1360 | Low | Words |
6B | 21 | 1(3)2 | 27 | - | 2184 | Overhead | Words |
5C | 15 | 2 | 18 | - | 2480 | - | Words |
2C | 12 | 2 | 29 | - | 2400 | Low | Words |
6C | 16 | 3 | 26 | - | 2160 | - | Words |
3C | 9 | 6 | 29 | - | 2400 | Launcher | Words |
j.A | 5 | 9 | - | - | 960 | Overhead | Words |
j.B | 9 | 1(2)5 | - | - | 2028 | Overhead | Words |
j.C | 11 | 9 | - | - | 2560 | Overhead | Words |
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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