UMVC3/Ryu

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Ryu

Umvc3 ryu face.jpg

Ryu trained for years with his friend Ken under the Shotokan master Gouken. As the champion of the first Street Fighter tournament, defeating the Muay Thai king Sagat, Ryu is known as one of the most dedicated fighters. Since his victory Ryu has traveled the globe, participating in subsequent tournaments and continuing his quest to perfect his training.


In a nutshell

As the quintessential Street Fighter, Ryu's game plan is focused on the ability to produce a variety of special moves to counter opponent's strategies, along with strong mix-up capabilities. He now has additional projectile attacks that are useful in response to a variety of situations as well as his traditional tactics such as the shoryuken and the tatsumakisenpukyaku. Ryu's new Hado Kakusei mode allows from some additional over-the-top hyper attacks which means he can burn hyper meter pretty quickly. If a new twist on an old favorite sounds good to you then Ryu just might be your newest team member.


Character Vitals

CHARACTER DATA
Health:
1,000,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
X-FACTOR
Level 1
Level 2
Level 3
X-Factor Damage Boost:
35.0 %
60.0 %
85.0 %
X-Factor Speed Boost:
5.0 %
10.0%
15.0 %
X-Factor Duration:
10.5 s
15.5 s
20.5 s
MINIMUM DAMAGE SCALING
 
L Attacks
M Attacks
H Attacks
Special Moves
Hyper Combos
Normal:
10 %
10 %
10 %
10 %
35 %
X-Factor Lvl 1:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 2:
35 %
35 %
35 %
35 %
35 %
X-Factor Lvl 3:
35 %
35 %
35 %
35 %
35 %

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
Alpha.png Shoryuken
direct tiltup
150,000
strk
Shinku Tatsumaki Senpukyaku
Beta2.png Tatsumaki
Senpukyaku H
direct front
50,000 X 2
+ 60,000
(143,500)
softknockdown
Shinku Tatsumaki Senpukyaku
Gamma2.png Hadoken
shot front
100,000
proj
Shinku Hadoken

Normal Moves

Name
Command
Damage
Notes (glossary)
Standing Light
l
50,000
rpdfire
Crouching Light
d + l
45,000
low rpdfire
Standing Medium
m
75,000
Crouching Medium
d + m
68,000
low
Standing Heavy
h
90,000
Crouching Heavy
d + h
80,000
hardknockdown
Special
s
100,000
launch nocancel
Collarbone Breaker
f + m
35,000 X 2
(63,000)
high
Roundhouse Kick
f + h
95,000
Jumping Light
air l
55,000
high
Jumping Medium
air m
60,000 X 2
(108,000)
high
Jumping Heavy
air h
90,000
high
Jumping Special
air s
95,000
high aircombofinisher
nocancel

Throws

Name
Command
Damage
Notes (glossary)
Forward Throw
f + h
80,000
throw hardknockdown
Back Throw
b + h
80,000
throw hardknockdown
Forward Air Throw
air f + h
80,000
airthrow hardknockdown
Back Air Throw
air b + h
80,000
airthrow hardknockdown

Special Moves

Name
Command
Damage
Notes (glossary)
Hadoken
qcf + atk
100,000
airok proj
Ren Hadoken
qcf + s
50,000 X 1 ~ 5
(50,000 ~ 204,600)
airok
proj
rpdfire
Baku Hadoken
qcf + s charge
150,000
airok
proj
wallbounce
softknockdown
Shoryuken L
dp + l
100,000
strk
Shoryuken M
dp + m
120,000
strk
Shoryuken H
dp + h
150,000
strk
Hado Shoryuken
dp + s
130,000 + 30,000 X 3
(203,000)
strk
proj for hits 2-4
Tatsumaki Senpukyaku L
qcb + l
90,000
softknockdown
Tatsumaki Senpukyaku M
qcb + m
60,000 X 2
(114,000)
softknockdown
Tatsumaki Senpukyaku H
qcb + h
50,000 X 2 + 60,000
(143,500)
softknockdown
Air Tatsumaki Senpukyaku L
air qcb + l
100,000
stagger vs grounded opponent
softknockdown vs airborne opponent
Air Tatsumaki Senpukyaku M
air qcb + m
30,000 X 3 + 50,000
(117,600)
stagger vs grounded opponent
softknockdown vs airborne opponent
Air Tatsumaki Senpukyaku H
air qcb + h
30,000 X 4 + 50,000
(135,800)
stagger vs grounded opponent
softknockdown vs airborne opponent
Jodan Sokuto Geri
rdp + atk
100,000
wallbounce
softknockdown

Hyper Moves

Name
Command
Damage
Notes (glossary)
Shinku Hadoken
qcf + atk + atk
18,000 X 25 (~50)
(261,700 ~ 313,900)
proj
can be aimed up
during startup by holding u
can be steered.
Air Shinku Hadoken
air qcf + atk + atk
18,000 X 25 (~50)
(261,700 ~ 313,900)
proj
can be aimed down
during startup by holding d
can be steered.
otg when aimed down
Shinku Tatsumaki Senpukyaku
qcb + atk + atk
12,000 X 43 (~83)
(266,300 ~ 315,200)
hardknockdown on final hit
Hado Kakusei
"Denjin Mode"
"Evil Ryu"
d , d + atk + atk
0
Enters a powered-up state
increasing speed and upgrading
decrease into red health, regenerate after being tag-in does not affected>
some hypers below.
lasts 5 seconds.
Shin Hadoken
while in Hado Kakusei, qcf + atk + atk
20,000 X 25 (~50)
(290,800 ~ 349,300)
airok
proj
strk on final hit
Shin Tatsumaki Senpukyaku
while in Hado Kakusei, qcb + atk + atk
15,000 X 43 (~83)
(332,500 ~ 394,600)
hardknockdown on final hit
Shin Shoryuken
dp + atk + atk
380,000 over 3 hits
hardknockdown
Level 3 Hyper.

Mission Mode

Strategy

Tips and Tricks

  • Ryu can throw three fireballs in the air before landing, or throw two and then Tatsumaki his way back to the ground. Fireballs are a large part of Ryu's game due to his poor mobility options, so learn when and where to throw them. For example, if Ryu is about to find himself descending into a hyper attack he can use the hard Tatsumaki Senpukyak or air Fireballs to maintain his position in the air and in really desparate situations he can use the Shinkuhadouken to stay above the attack or perhaps even retaliate against the opponent.

Combos

Basic Combo 01) {{#motion: d + l , d + m , d + h , f + h , rdp + h (or l ), dash ,
m , h , f + h , s (launcher), air l , air m , air h , air qcb + h ,
air qcf + atk + atk}}
Basic Combo 02) {{#motion: f + m , rdp + h (or l ), d d + atk + atk , dash , m ,
h , f + h , qcb + l , m , h , f + h , qcb + l , h , f + h , s (launcher), air l ,
air m , air h , air qcb + h , air qcf + atk + atk}}
Corner Combo 01) {{#motion: f + m , rdp + l, d d + atk + atk , m , h , f + h ,
qcb + l , m , h , f + h , qcb + l , m , h , f + h , qcb + l , h , s (launcher),
qcb + atk + atk , s (launcher) , qcf + atk + atk (hold u)}}
Corner Combo 02) {{#motion: d + l , d + m , d + h , f + h , rdp + l , walk back,
m , h , f + h , s (launcher), air m , air h , air qcf + s (rapidly for 5 hits),
air qcf + atk + atk , air h (while falling then land), ub ,
air qcf + atk + atk (hold df)}}

Basic Strategy

Ryu functions as a very basic Ultimate Marvel vs Capcom 3 fighter. His rapid fire light attacks allow for a frame advantage when guarded or provide an opportunity for hit confirm combo when the attack hits. This makes Ryu a safe character to use for beginning players but he can also help the player develop some habits that won't fuction effectly on other cast members. Ryu's light attacks are a great way to combo into the Collarbone Breaker which opens the opponent up for big combos.

Ryu can play keep away pretty well with his ground and air Hadouken but he usually lose in a projectile fight fairly easliy. With the addition of the the Ren Hadouken which rapid fires and the Baku Hadouken that can hit a ground opponent at any distance Ryu can now coax an opponent into movement. Causing the opponent to jump in towards Ryu provides a variety of options. The basic Shoryuken leaves Ryu wide open to retaliation so if you are not familiar with the movement patterns of your opponent then the Shoryuken should be reserved for a close in counter move, which it's invincible start up is especially effective. This tactic should feel comfortable for anyone who has a history of playing Ryu in fighting games.

Ryu's Shinkuhadouken is one of the most versatile hyper attacks in the game since it reaches full screen and can be set in different directions, up, diagonal or forward. It also is very difficult to punsish when guarded since it pushes the opponent away. Ryu's air throws can be followed up with an OTG Shinkuhahouken. To maximize the chances of getting an air throw to link to a Shinkuhadouken you can start an air asault with f + hard, if a throw doesn't connect Ryu will perform his air hard attack instead which can then be canceled into his air Tatsumaki Senpukyaku for a safe landing. This approach also has the possibility of causing a cross up or it may force your opponent to gaurd. When you use the light Tatsumaki Senpukyaku on a guarding opponent Ryu will gain a frame advantage.


Advanced Strategy

Since Ryu can do amazing damage by linking hyper attacks together on a cornered opponent through the use of the Hado Kakusei this makes Ryu even more valuable after he has built a good level of hyper meter. You may want to consider using him as an anchor character matched up with a point character who is good at building hyper meter such as Haggar or Dr. Doom.

Strategy vs. Ryu