Ryu (SSFIV)

From SuperCombo Wiki

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close LP HL 30 50 20 ch/sp/su 3 3 6 +2 +5
Close MP HL 70 100 40 sp/su 3 3 21 -3 +3
Close HP HL 100[80] 200[150] 60 sp/su 5 7 26 -15 -10 Forces stand
Close LK HL 30 50 20 - 5 5 7 -1 +2
Close MK HL 70 100 40 sp/su 3 5 16 -7 -2
Close HK HL 40*70 125*75 60*20 su 8 8(2)4 17 -3 +2 1st hit cancellable
Far LP HL 30 50 20 ch/sp/su 4 3 6 +2 +5
Far MP HL 80 100 40 su 5 4 14 -4 -1
Far HP HL 120 200 60 - 8 3 15 0 +4
Far LK HL 40 50 20 - 5 6 6 -1 +2
Far MK HL 80 100 40 - 8 2 17 -5 -2
Far HK HL 110 200 60 - 9 4 20 -6 -2
crouch LP HL 30 50 20 ch/sp/su 3 2 7 +2 +5
crouch MP HL 60 100 40 sp/su 4 4 8 +2 +5
crouch HP HL 90 200 60 sp/su 4 8 28 -18 -13 Forces stand
crouch LK L 20 50 20 sp/su 4 3 9 -1 +2
crouch MK L 60 100 40 sp/su 5 5 12 -3 0
crouch HK L 90 100 60 - 5 4 28 -14 - cannot fast recover
Jump up LP H 50 50 20 - 10 7 - - -
Jump up MP H 80 100 40 - 5 5 - - -
Jump up HP H 100 200 60 - 6 5 - - -
Jump up LK H 40 50 20 - 5 9 - - -
Jump up MK H 80 100 40 - 6 10 - - -
Jump up HK H 100 200 60 - 4 4 - - -
Jump forward LP H 50 50 20 - 4 7 - - -
Jump forward MP H 50*30 50*50 40*20 - 7 3*4 - - -
Jump forward HP H 100 200 60 - 6 5 - - -
Jump forward LK H 40 50 20 - 4 8 - - -
Jump forward MK H 70 100 40 - 6 6 - - -
Jump forward HK H 100 200 60 - 7 7 - - -
Overhead f+MP H 30*50 50*50 40*20 - 17 1(1)2 14 -2 +3
f+HP HL 40*80 50*50 60*20 - 17 2*2 18 0 +4
Focus Attack LVL 1 HL 60 100 20 - 21 2 35 -21 -21
Focus attack LVL 2 HL 80 150 40 - 17+12 2 35 -15 -
Focus attack LVL 3 - 140 200 60 - 65 2 35 - -
Forward Throw 0.9 130 140 40 - 3 2 20 - -
Back throw 0.9 130 120 40 - 3 2 20 - -
Hadoken HL 60 100 10/20 su 13 - 45 -6 -2
Hadoken EX HL 50*50 50*50 -250/0 su 12 - 40 +1 - Pursuit property
Shoryuken LP HL 100[70] 200[100] 30/40 su 3 14 14+10 -17 - 1~2f invincible, 3~4f cannot be thrown, 3~16f lower body invincibility
Shoryuken MP HL 80*50 150*50 20/20*20 su 3 2*12 25+18 -36 - 1~4f invincible, 5~16f lower body invincibility
Shoryuken HP HL 100*50 150*50 20/20*20 su 3 2*12 28+18 -39 - 1~4f invincible, 5~16f lower body invincibility
Shoryuken EX HL 80*60 100*100 -250/0 su 3 2*12 30+18 -39 - 1~16f invincible, 2nd hit (translate), 1st hit cancellable
Hurricane Kick LK HL 100 200 30/30 - 11 2(6)2 12+5 -6 - Armor break
Hurricane Kick MK/HK HL 120 200 30/30 - 12 2(6)2(6)2(6)2(6)2 18+3 -2 - Armor break
Hurricane Kick EX HL 30x4*40 50x5 -250/0 - 11 1(3)1(3)1(3)1(3)1 18+3 -1 - Forces stand, Pursuit property, Armor break
Hurricane Kick LK (air) HL 70 100 10/40 - 9 2(6)2(6)2 10 - -
Hurricane Kick MK (air) HL 80 100 10/40 - 9 2(6)2(6)2 10 - -
Hurricane Kick HK (air) HL 90 100 10/40 - 9 2(6)2(6)2 10 - -
Hurricane Kick EX (air) HL 40x5 50x5 -250/0 - 7 1(3)1(3)1(3)1(3)1 4 - - Pursuit property
Super Combo HL 50x4*100 0 -1000/0 - 1+2 - 52 +11 - 1f invincible, Pursuit property
Ultra Combo 1 HL 42x7*75 0 0/0 - 1+10 - 120 -25 - Pursuit property
Ultra Combo 2 HL 270*38x4*50x3[270*233] 0 0/0 - 1+7 2*3x7 43+41 -84 - 1~7f invincible
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes