Street Fighter X Tekken/Ryu

From SuperCombo Wiki

Introduction

Ideal Team Position: Either (point preferred)

A wandering street fighter who trains rigorously in order to become a true martial artist. Studied the art of Ansatsuken from his master Gouken, but does not wield it to take lives. He wishes to test his mettle against fighters around the world in order to find an answer in the heart of battle. He searches for Pandora to see if there is a connection between it and the Satsui no Hado.

Ryu is the quintessential "basic" character in fighting games with an intuitive array of punches and kicks, and very basic special moves. This simplicity makes Ryu a favorite for beginner and intermediate players. Ryu is available in every single Street Fighter game, allowing players familiar with previous Street Fighter games to begin playing immediately, without having to worry about learning how to use a new character, however, there are a few tweaks in his moveset which vary depending on the game.

A controversial character, Ryu has been lauded as a Top 5 character by 3-time EVO champion Esuta, and disregarded as mid-tier by others. If you want to favor Esuta’s argument, his high damage output, possession of multiple true reversals, and a fearsome corner game with numerous ways to bring the opponent there are good evidence. On the flipside, he is greatly reliant on meter to make an opponent truly fear him, and his ability to control neutral is highly reliant on the player’s ability to zone and anti-air when necessary. He also lacks the abusable blockstrings that more agreed-upon top-tier characters possess, which can lock him into a “too honest” mindset. The balance of his strengths and weaknesses has seen him through successes in high-level play at both the point and anchor positions of the winning team, but having him in the back allows his partner to build the meter he needs to end a match quickly and painfully, where he can then sit on a life lead and resume the patient, neutral-based gameplay needed to lock up a match. You can have him on point and use your confidence in your ability to control space to set the tone for the rest of the match.

Strengths Weaknesses
  • High damage output with 1 bar of meter or more
  • Possesses a true DP
  • can cancel sweep into special moves, particularly Hadoken, to continue pressure if blocked
  • Can be played either offensively or defensively thanks to CADC mechanic
  • Long knockback properties of Tatsumaki Senpukyaku, as well as the Joudan Sokutogeri, give him excellent wall carry to set up his devastating corner combos
  • f+MP overhead can lead to a full standing combo if tag canceled
  • Full Boost combos will frequently whiff on hit when done more than 2 paces away. Launcher ender must be converted into manually to avoid whiffing, and being punished due to the whiff thanks to long recovery.
  • Standing midscreen combos are greatly limited without meter as his strongest combo starter, f+HP, is slow on startup and neutral on block
  • Does not have blockstrings that allow him to pressure opponent, even at optimal ranges
Ryu
SFxT Ryu Art.jpg
Health 1000
Ground Movement
Forward walk speed 45
Back walk speed 30
Forward dash duration 17
Back dash duration 8,10,9
Jumping
Prejump duration 4
Neutral jump duration 35
Diagonal jump duration 35
Neutral super jump duration 35
Diagonal super jump duration 35
Misc.
Charge Cancel Delay (Normal/EX) 6

Move Analysis

Normal Moves

Far LP
LP
SFxT Ryu 5LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Jab.gif 30 H SM,EX,SA,CA 4 3 8 +6 +2 1 1 1
  • Rapid fire cancelable into light attacks
Far MP
MP
SFxT Ryu 5MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Strong.gif 60 H SM,EX,SA,CA 5 4 17 0 -4 2 1 1
  • -
Far HP
HP
SFxT Ryu 5HP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Fierce.gif 90 H - 8 3 25 -3 -8 3 1 1
  • Crumples on standing counter hit
Far LK
LK
SFxT Ryu 5LK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Short.gif 30 H - 5 6 7 +4 0 1 1 1
  • -
Far MK
MK
SFxT Ryu 5MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Forward.gif 60 H - 8 2 19 0 -4 2 1 1
  • -
Far HK **LC
HK
SFxT Ryu 5HK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Roundhouse.gif 90 H - 9 4 26 -5 -10 3 1 1
  • -
Close LP
(near opponent) LP
SFxT Ryu CL 5LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Jab.gif 30 H SM,EX,SA,CA 3 3 8 +6 +2 1 1 1
  • Rapid fire cancelable into light attacks
Close MP
(near opponent) MP
SFxT Ryu CL 5MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Strong.gif 60 H SM,EX,SA,CA 3 3 18 0 -4 2 1 1
  • -
Close HP
(near opponent) HP
SFxT Ryu CL 5HP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Fierce.gif 90 H SM,EX,SA,CA 5 6 22 -2 -8 3 1 1
  • Forces standing
Close LK
(near opponent) LK
SFxT Ryu CL 5LK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Short.gif 30 H - 5 5 8 +4 0 1 1 1
  • Rapid fire cancelable into light attacks
Close MK
(near opponent) MK
SFxT Ryu CL 5MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Forward.gif 60 H SM,EX,SA,CA 3 5 16 0 -4 2 1 1
  • -
Close HK
(near opponent) HK
SFxT Ryu CL 5HK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Roundhouse.gif 90 H 1st hit SA 8 8(2)4 24 -2 -8 3,3 1,1 1
  • Forces standing
Crouch LP
d+LP
SFxT Ryu 2LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Jab.gif 30 H SM,EX,SA,CA 3 2 9 +6 +2 1 1 1
  • Rapid fire cancelable into light attacks
Crouch MP
d+MP
SFxT Ryu 2MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Strong.gif 60 H SM,EX,SA,CA 5 4 10 +7 +3 1 1 1
  • -
Crouch HP
d+HP
SFxT Ryu 2HP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Fierce.gif 90 H SM,EX,SA,CA 4 8 20 -2 -8 3 1 1
  • Forces standing
Crouch LK
d+LK
SFxT Ryu 2LK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Short.gif 30 L SM,EX,SA,CA 4 3 10 +4 0 1 1 1
  • Rapid fire cancelable into light attacks
Crouch MK
d+MK
SFxT Ryu 2MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Forward.gif 60 L SM,EX,SA,CA 6 5 16 0 -4 1 1 1
  • -
Crouch HK
d+HK
SFxT Ryu 2HK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Roundhouse.gif 90 L SM,EX,SA,CA 7 4 24 hard knockdown -8 1 1 -
  • -
Jump Up LP
u+LP
SFxT Ryu 8LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Up.gif + Jab.gif 40 M - 10 7 until ground+4 +12 +4 1 1 1
  • -
Jump Up MP
u+MP
SFxT Ryu 8MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Up.gif + Strong.gif 70 M - 5 5 until ground+4 +16 +4 2 1 1
  • -
Jump Up HP
u+HP
SFxT Ryu 8HP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Up.gif + Fierce.gif 100 M - 5 5 until ground+4 +20 +8 3 1 1
  • -
Jump Up LK
u+LK
SFxT Ryu 8LK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Up.gif + Short.gif 40 M - 5 9 until ground+4 +12 +4 1 1 1
  • -
Jump Up MK
u+MK
SFxT Ryu 8MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Up.gif + Forward.gif 70 M - 6 10 until ground+4 +16 +5 2 1 1
  • -
Jump Up HK
u+HK
SFxT Ryu 8HK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Up.gif + Roundhouse.gif 100 M - 4 4 until ground+4 +20 +8 3 1 1
  • -
Jump Diagonal LP
ub/uf+LP
SFxT Ryu 79LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Upright.gif + Jab.gif 40 M - 4 7 until ground+4 +12 +4 1 1 1
  • -
Jump Diagonal MP
ub/uf+MP
SFxT Ryu 79MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Upright.gif + Strong.gif 30,30 M,H 1st hit SM,EX 7 7 until ground+4 +16 +5 2,2 0,1 0
  • Knockdown on airborne opponent
Jump Diagonal HP
ub/uf+HP
SFxT Ryu 79HP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Upright.gif + Fierce.gif 100 M - 6 5 until ground+4 +20 +8 3 1 1
  • -
Jump Diagonal LK
ub/uf+LK
SFxT Ryu 79LK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Upright.gif + Short.gif 40 M - 4 8 until ground+4 +12 +4 1 1 1
  • -
Jump Diagonal MK
ub/uf+MK
SFxT Ryu 79MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Upright.gif + Forward.gif 70 M - 6 6 until ground+4 +16 +5 2 1 1
  • -
Jump Diagonal HK
ub/uf+HK
SFxT Ryu 79HK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Upright.gif + Roundhouse.gif 100 M - 7 7 until ground+4 +20 +8 3 1 1
  • -
Launcher **LC
HP+HK
SFxT Ryu HPHK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Fierce.gif + Roundhouse.gif 100 H - 13 2 54 switch -33 0 - -
  • Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel
(while blocking) f+HP+HK
SFxT Ryu 214KK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(while blocking) Right.gif + Fierce.gif + Roundhouse.gif 30x2,40 H - 11 1(3)1(3)1(3)1(3)1 21 hard knockdown -8 - - -
  • Invulnerability frames 1-11, Resembles EX Tatsumaki Senpukyaku

Unique Attacks

Collarbone Breaker
f+MP
SFxT Ryu 6MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Right.gif + Strong.gif 30,30 M - 16 2(1)2 17 +4 -2 2,2 0,1 1
  • Crushes crouching attacks frames 18-20, One hit: Ground bounce/Two Hits: Hard knockdown on crouching counter hit, On hit:+2 on crouching opponent, Knockdown on airborne opponent
Solar Plexus Strike
f+HP
SFxT Ryu 6HP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Right.gif + Fierce.gif 80,40 H - 17 4 16 +5 0 3,3 1,1 1
  • Knockdown on airborne opponent

Normal Throws

Shoulder Throw
LP+LK
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Jab.gif + Short.gif 130 throw - 5 2 20 - - - - -
  • -
Somersault Throw
b+LP+LK
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Left.gif + Jab.gif + Short.gif 130 throw - 5 2 20 - - - - -
  • -

Special Moves

Hadoken
qcf+P
SFxT Ryu 236P.png
SFxT Ryu 236P charge.png
Charge
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcf.gif + Punch.gif 70 H - 13 - 33 -3 -6 3 4 0
  • Chargeable: 51F for EX Version and 100F for Super Art, Knockdown on airborne opponent
Hadoken EX
qcf+PP
SFxT Ryu 236PP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcf.gif + 2pp.gif 100 H - 12 - 24 knockdown +11 3,3 0 0
  • Chargeable: 51F for Super Art
Shoryuken
f,d,df+P
SFxT Ryu 623P.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Dp.gif + Punch.gif 120(50) H - 3 13 25 knockdown -26 1 1 0
  • Invulnerability frames 1-2, Throw and lower body invulnerability frames 3-4, Airborne frames 3-32
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Dp.gif + Strong.gif 140(70) H - 3 14 39 knockdown -40 1 1 0
  • Invulnerability frames 1-5, Airborne frames 5-41

Has the most invulnerability, making it the best choice for meterless reversals

Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Dp.gif + Fierce.gif 160(80) H - 3 14 42 knockdown -43 1 1 0
  • Invulnerability frames 1-2, Throw and lower body invulnerability frames 3-4, Airborne frames 3-44
Shoryuken EX
f,d,df+PP
SFxT Ryu 623PP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Dp.gif + 2pp.gif 50,100,30,20 H - 4 14 48 hard knockdown -35 3 1 0
  • Invulnerability frames 1-17, Airborne frames 6-47
Tatsumaki Senpukyaku
qcb+K
SFxT Ryu 214K.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcb.gif + Short.gif 70 H - 12 2(6)2 17 knockdown -5 3 4 0
  • Lower body projectile invulnerability frames 7-33, Airborne frames 7-32, Whiffs on crouching opponent
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcb.gif + Forward.gif 80 H - 13 2(6)2(6)2(6)2(6)2 21 knockdown -1 3 4 0
  • Lower body projectile invulnerability frames 8-63, Airborne frames 8-63, Whiffs on crouching opponent
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcb.gif + Roundhouse.gif 90 H - 13 2(6)2(6)2(6)2(6)2 21 knockdown -1 3 4 0
  • Lower body projectile invulnerability frames 8-63, Airborne frames 8-63, Whiffs on crouching opponent
Tatsumaki Senpukyaku EX
qcb+KK
SFxT Ryu 214KK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcb.gif + 2kk.gif 100 H - 11 1(3)1(3)1(3)1(3)1 21 knockdown -8 5,5,5,5,5 1,1,1,1,1 0
  • Lower body projectile invulnerability frames 8-46, Airborne frames 8-46, Throw invulnerability frames 2-6, Whiffs on crouching opponent
Tatsumaki Senpukyaku (air) **LC
(air) qcb+K
SFxT Ryu j214K.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(air) Qcb.gif + Short.gif 70 H - 10 2(6)2(6)2 until ground+11 knockdown +5 3 4 0
  • -
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(air) Qcb.gif + Forward.gif 80 H - 10 2(6)2(6)2 until ground+11 knockdown +5 3 4 0
  • -
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(air) Qcb.gif + Roundhouse.gif 90 H - 10 2(6)2(6)2 until ground+11 knockdown +5 3 4 0
  • -
Tatsumaki Senpukyaku EX (air)
(air) qcb+KK
SFxT Ryu j214KK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(air) Qcb.gif + 2kk.gif 140 H - 8 1(3)1(3)1(3)1(3)1 until ground+4 knockdown -16 5,5,5,5,5 1,1,1,1,1 0
  • -
Joudan Sokutogeri
hcf+K
SFxT Ryu 41236K.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Hcf.gif + Short.gif 90 H - 13 3 26 knockdown -7 1 1 3
  • -
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Hcf.gif + Forward.gif 90 H - 17 3 25 knockdown -6 1 1 3
  • -
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Hcf.gif + Roundhouse.gif 90 H - 22 3 18 knockdown -6 1 1 3
  • -
Joudan Sokutogeri EX
hcf+KK
SFxT Ryu 41236KK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Hcf.gif + 2kk.gif 100 H - 15 3 22 wall bounce -3 3 4 0
  • -

Super Combos

Shinkuu Hadoken
qcf+PPP
SFxT Ryu 236PPP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcf.gif + 2pp.gifPunch.gif 50x4,100 H - 4 - 110 hard knockdown -60 5 6 -
  • 87 frames cinematic freeze before attack, Invulnerability frames 1-4
Cross Art **LC
qcf+MP+MK
SFxT Ryu 236MPMK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcf.gif + Strong.gif + Forward.gif 150+ H - 9 2 44 switch -24 3 - -
  • 64 frames cinematic freeze before attack, Invulnerability frames 1-10

The Basics

N/A

Advanced Strategy

N/A

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Street Fighter Characters
Abel
Akuma
Balrog
Blanka
Cammy
Chun Li
Cody
Dhalsim
Dudley
Elena
Guile
Guy
Hugo
Ibuki
Juri
Ken
M Bison
Poison
Rolento
Rufus
Ryu
Sagat
Sakura
Vega
Zangief
Tekken Characters
Alisa
Asuka
Bob
Bryan
Christie
Heihachi
Hwoarang
Jack X
Jin
Julia
Kazuya
King
Kuma
Lars
Law
Lei
Lili
Marduk
Nina
Ogre
Paul
Raven
Steve
Xiaoyu
Yoshimitsu
Guest Characters
Cole
Kuro
Mega Man
Pac Man
Toro