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Super Street Fighter II Turbo HD Remix/Ryu
Ryu is usually considered to be one of the most well-balanced characters in the game. He not only has one of the most effective zoning techniques in the game using his fast Hadokens and invincible-on-startup Shoryukens, but he also has a decent rushdown game with his Overhead, Rushing Fierce, Fake Hadoken shenanigans and quick Hadoken combos. He can also turtle pretty well by pushing attackers out with his reliable anti-air Shoryuken and responding to fireball chip damage with his own Hadoken as well as being able to escape certain traps relatively well with his invincible-on-startup Tatsus. Ryu also has one of the better Super Attacks in the game. Ryu is considered to be higher in the tiers in HDR when compared to ST where he was usually listed as bottom of top tier. This is probably due to the fact that all of the top tier characters got some nerfs and Ryu received no nerfs and one buff (Fake Hadoken).
Ryu may be the poster-boy of SF, but he is also a rock-solid, top tier character in HDR.
|SHORT||FORWARD||ROUNDHOUSE||HOLD KICK||O.Ryu Alternate|
(Not selectable in Remix mode)
--Colors captured by Jizzon.
--Blitzfu 02:29, 24 July 2010 (UTC)
Changes From Super Turbo To HD Remix
It does not build any super meter and it does no damage, but it recovers very quickly for mix ups and shenanigans. It recovers so quickly that it shaves some recovery frames off his sweep (cr Roundhouse). There is never any reason to just do an empty, blocked sweep by itself due to the Fake Hadoken helping Ryu recover faster by cancelling the sweep. It is very effective at baiting jump-ins and other anti-fireball strategies vs non-fireball characters (and fireball characters too). The only downside is that it sometimes interferes with Ryu's Short x 2 Super combos due to being negative-edged, but this has no bearing on players with advanced skills.
It's pretty good for stopping Blanka's Horizontal Rolls and even Bison's Scissor Kicks. Very fast recovery and can be rapid-fired into a chain combo, as well as cancelled into Specials or Supers.
Has a slightly more vertical range than far Jab, but has less horizontal range. It can be cancelled into Specials or Supers.
A standing kick that is good as an anti-air. It can be cancelled into Specials or Supers.
A standing poke with a good, low offensive hitbox, but has slower start-up than a cr Short or a st Strong. It cannot be cancelled into Specials or Supers, but can be linked into cr Short.
A great, high poke that is very fast and can be cancelled into Specials or Supers. It's a decent anti-air vs far jump-ins such as Blanka's j RH as it has pretty good horizontal range and priority.
Slower startup than far Strong, but it can also be cancelled into Specials or Supers.
The exact same animation and hitboxes as far Short, but slower and more damaging. A decent anti-air for close jump-ins and especially good vs Hawk's Condor Dive. It cannot be cancelled into Specials or Supers.
A decent close range poke that can be cancelled into Specials or Supers. Can be used in an option select by doing DP motion ending in F, and then inputting Forward followed quickly by any punch. This allows Ryu to execute a Kick Throw if the opponent is throwable, but if the opponent is unthrowable (invincible or airborne), the close Forward will be kara-whiffed into a Shoryuken. So Ryu will either get a throw or a Shoryuken, depending on the opponent's reaction.
Not used for much of anything. Cannot be cancelled into Special or Super Attacks and has same range as far Strong and does more damage, but is slower to startup and recover.
Decent anti-air for close jump-ins and against certain angles of Wall Dives. Good for combos as it does good damage and can be cancelled into Special or Super Attacks. Ryu's offensive hitbox is slightly larger than Ken's.
An okay anti-air for far jump-ins, but doesn't have much use beyond that. It cannot be cancelled into Specials or Supers.
It hits twice up close and is a decent meaty but cannot be cancelled into Specials or Supers, though it can be linked into cr RH if done as an early meaty.
Also good for stopping Rolls but not much else. Can be rapid chained and linked into other crouching light Normals and can be cancelled into Specials and Supers.
A great, all-purpose crouching attack that can be used as a chain link into another cr Short or st Short and can be cancelled into Specials and Supers. Also good for tick-throws.
One of the best Normal attacks, it's quick, has great priority and gives frame advantage on block for tick-throws and other mixups. It's so quick, it can be hit-confirmed into Special and Super combos without needing to be cancelled. It can also be linked into cr Strong x 2, cr Forward, cr Fierce or cr RH. Very useful against Balrog's Rushes, Honda's Slaps, Blanka's slides and other footsies. When in doubt, use this Normal.
A good Normal for mid-range footsies. It's best used for keeping grapplers out while having faster recovery than the cr RH so that you can follow up with a Shoryuken if the opponent jumped-in instead. It's great as a meaty into tick-throws or Shoryuken mixups, as well as for combos as it can be cancelled into Specials and Supers. Cancel with caution if the opponent has meter though, as it doesn't combo into Hadoken from max range and can be countered with a reversal Super by most characters in the game.
An okay anti-air, it's mostly useful for combos as it can be cancelled into Specials and Supers. It also has a limited use vs close range Wall Dives.
Roundhouse (also known as the sweep)
One of the best Normals, it can knock down the opponent. It's mostly used to cancel into Hadokens to push opponents away. It's one of the only sweeps in the game that can be cancelled into Specials and Supers. Cancel with caution if the opponent has meter though, as it doesn't combo into Hadoken from max range and can be countered with a reversal Super by most characters in the game.
Has pretty good vertical range, and is useful against Wall Dives. The neutral and diagonal jump versions can be cancelled into Air Tatsu, though the 1st hit of the Air Tatsu does not connect.
Best used for safe-jumps as it hits lower than jump Jab and has plenty of active hitting frames. Only the neutral jump version can be cancelled into Air Tatsu, not the diagonal jump version, though the 1st hit of the Air Tatsu does not connect.
A very useful normal, it has the most vertical range of all the jump punches. It can juggle for 2 hits at a time for a max of 3 hits. It has great priority against other air-to-air Normals, and can be juggled into the Super Attack for a maximum of 5 hits. The neutral jump version has a higher offensive hitbox than jump Fierce. The neutral and diagonal jump versions can be cancelled into Air Tatsu, though the 1st hit of the Air Tatsu does not connect.
It can cross-up and is also a good safe-jump attack, plus it has decent horizontal range. Only the neutral jump version can be cancelled into Air Tatsu, not the diagonal jump version, though the 1st hit of the Air Tatsu does not connect.
It hits the lowest of all the jump punches. It can be cancelled into Air Tatsu, though the 1st hit of the Air Tatsu does not connect.
The diagonal jump version has the most horizontal range of all Ryu's jumping normals, and it can cross-up all opponents. Only the neutral jump version can be cancelled into Air Tatsu, not the diagonal jump version, though the 1st hit of the Air Tatsu does not connect.
Ryu performs 2 hits up close, both of which must be blocked standing. It can be linked into cr Short or cr Forward or sweep, and then cancelled into a Special or Super Attack, but only when it hits crouching opponents.
Ryu rushes towards the opponent while hitting twice up close. It's a great combo-starter, and can be linked into almost any standing or crouching Normal attack, and then cancelled into a Special or Super Attack. The Rushing Fierce is a very versatile tool and can be used to advance Ryu towards the opponent quickly in short bursts, kind of like a dash.
F or B Strong/Fierce
F or B Forward/Roundhouse
All throws have the same range and do the same damage. The Kick version recovers slightly slower than the Punch version.
HADOKEN (also known as Fireball, Blue FB)
Jab travels the slowest but recovers the fastest and Fierce travels the fastest but recovers the slowest. Strong is in between the two. Fireball trap on a cornered, knocked down opponent: meaty Jab Hadoken followed by another Jab Hadoken and a Fierce Hadoken from about mid-screen range. It is a very tight blockstring and cannot be jumped out of. Another fireball trap from about 3/4 screen range is: meaty Jab Hadoken followed by a Fierce Hadoken, which is a 2-hit blockstring and cannot be escaped by any character if blocked.
FLAME HADOKEN (also known as Shakunetsu Hadoken, Red FB)
All Flame Hadokens knock down from close range (about quarter-screen distance), but otherwise are exactly the same as the Blue Hadokens in terms of startup, speed, damage and recovery.
FAKE HADOKEN (also known as Fake Fireball, FFB)
An extremely useful tool that can be used to bait opponents into reacting as if a real Hadoken has been performed. It recovers very fast, and can shave recovery frames from Ryu's sweep or cr Fierce. Using it too much will dilute its effectiveness, not to mention it leaves Ryu wide open to the opponent's attack. Some shenanigans are: Fake Hadoken to bait a jump-in, real Hadoken to catch the opponent jumping in/meaty Fake Hadoken, Fierce Rush, throw/safe-jump or meaty Normal Attack cancelled into Fake Hadoken, throw, etc. It doesn't build meter or do any damage, but is a great tool for mind-games.
SHORYUKEN (also known as Rising Dragon Punch, DP, Uppercut, SRK)
All Shoryukens are invincible-on-startup, but lose their invincibility just before Ryu jumps into the air, making him vulnerable to grounded throws such as Hawk's Typhoon for a small, 2-frame window. Strong and Fierce have a slightly bigger vulnerable hitbox in the upper-body area, making it tougher to pass through fireballs with them. Jab Shoryuken is the best for passing through fireballs, and is also the safest on block. The Fierce does the most damage but is the most easily punished due to its long air-recovery time. All Shoryukens hit on the 5th frame, so opponents have a 4-frame window to safe-jump. If Ryu is knocked down and crossed up, you can perform a backwards DP motion (F,DF,D,DB Punch). The last input, DB, will become DF as the opponent has crossed over, and a Shoryuken will activate.
TATSU MAKI SENPUU KYAKU (also known as Tatsu, Hurricane Kick, HK, Helicopter Kick)
The Roundhouse travels the furthest and the Short travels the shortest distance. The Forward Tatsu is in between the two. All of Ryu's Tatsus have 4 frames of complete invincibility on startup, which makes them a great escape tactic vs tick-throws and meaty Sonic Booms, Yoga Fires and Low Tiger Shots. All Tatsus knock the opponent down, and the Short Tatsu is a great tool in footsie battles as well.
AIR TATSU MAKI SENPUU KYAKU (also known as Air Tatsu, Air HK)
Jump, QCB Kick
Ryu's Air Tatsu has a smaller hitbox than Ken's Air Tatsu, but it can knock down grounded opponents. Air Tatsus are not overheads, they can be blocked while crouching or standing. All Air Tatsus can be performed during diagonal and neutral jumps. There are many different variations of Air Tatsus depending on what point in the jump arc that the Tatsu is executed. The strength of Kick used can also affect the duration in the air, due to stronger Kicks causing more spins. As a rough guide, there are about 5 versions of the Air Tatsu, with different trajectories and uses:
Juice Air Tatsu (also known as Juice Kick, TK Tatsu, Top Spin Tatsu, Rainbow Tatsu)
This Air Tatsu is executed as soon as Ryu jumps, sometimes even during the pre-jump frames. The Juice Tatsu has the fastest take-off and landing and travels in a rainbow arc. It's horizontal range is almost twice that of a normal jump-in and it can also be used as a cross-up. Most players simply jump and input QCB Kick as quickly as possible, but some players input the QCB motion first, then jump and then input Kick after (TK motion). Either way, the motions must be done very, very quickly to execute this Air Tatsu, and it's one of the most difficult maneuvers to perform in the game.
High Air Tatsu
It is executed as Ryu is rising into the air but before he reaches the peak of his jump arc. This Air Tatsu has the highest and farthest range of all the Air Tatsus, about full screen distance. But it is slow and easily punishable as it has a long air recovery time. Mainly used to escape the corner, or to catch up to a knocked down opponent from full screen or to beat certain Wall Dives or other aerial attacks.
Diagonal Air Tatsu
It is executed at the peak of the jump arc. It descends in a roughly straight, diagonal line and is good for crossing up the opponent or hitting other anti-air attacks from the back such as Vega's Flipkick or Dee Jay's Upkicks, or even Shoryukens. It has pretty good horizontal range, over half screen distance, and can even hit some crouching opponents as it descends (Ken's Tatsu is better for this than Ryu). The neutral jump version does not descend in a diagonal line, but is still very useful to alter Ryu's jump trajectory to avoid projectiles or to throw off the opponent's timing.
Cross-up Air Tatsu (also known as the Ambiguous Air Tatsu)
It is executed slightly after the peak of the jump and as Ryu has begun to descend. It has almost the same horizontal range as a jump-in but descends slightly farther. It is this tiny change of trajectory that makes this Air Tatsu the most deadly to cross-up with. After knocking down the opponent, it is best performed from just outside cross-up range (about max cr Short range). As Ryu jumps, it seems that he will not be able to cross-up with a j Roundhouse. But executing this Air Tatsu will alter Ryu's jump trajectory, and he will cross-up the opponent and strike from behind. If blocked, against most opponents and in most situations (not all), it will give enough frame advantage to follow up with a sweep combo, or a throw or a Shoryuken. This Air Tatsu is very deadly, and is very effective in getting repeated knockdowns, but the range and timing can be a little tricky to perform. The best example of this was performed by Daigo's Ryu vs Afrolegend's Balrog.
Late Air Tatsu
It is executed at the last moment before Ryu reaches the ground. This is the only Air Tatsu that does not alter Ryu's jump trajectory significantly. It can be used to knock down an unguarded opponent such as after jumping over a fireball, or to build meter. It can also hit crouching opponents sometimes. To use it as a crossup, execute it in the opposite direction after crossing up the opponent (QCF Kick).
(also known as Shinkuu Hadoken)
QCF x 2 Punch
A very good Super Attack that is invincible-on-startup until Ryu releases the projectiles from his hands. It's great for combos, destroys all other fireballs except for Dhalsim's Super, good for escaping wakeup pressure games, to get out of tick-throws and even as an anti-air. Doing it point-blank vs thin characters like Vega and Cammy can cause it to whiff, especially when the opponent is in the corner.
--Blitzfu 21:51, 16 June 2010 (UTC)