Super Street Fighter 2 Turbo/Ryu

From SuperCombo Wiki


Story

Date of Birth: 7/21/1964
Height: 5'10"
Weight: 150lbs
Measurements: B44", W 31", H 33"
Blood Type: O
Likes: Martial arts, Mizuyokan (Japanese sweet bean jelly)
Dislikes: Spiders

Found as a baby by the legendary Anatsuken martial artist Gouken, Ryu trained in the art from childhood and quickly discovered his love for fighting. During this time he would find a surrogate brother in Ken, his fellow trainee and rival. At the age of 23, his fighting career truly began when he defeated the world champion Sagat in the last World Martial Arts tournament. He began to show his solitary lifestyle after the tournament's end, preferring to travel alone and focus on improving himself. He joins the World Warrior tournament to not only defend his title, but to exceed his own limits by challenging new fighters.


Overview

Ryu is the protagonist of the Street Fighter series, and in Super Turbo he's considered a good all around character. Even though he is not the strongest in any aspect, he does have very good moves overall. Say, his projectile, the Hadoken, is the second best in the game, only after Old Sagat's Tiger Shot. His special anti-air, the Shoryuken, has the second best priority among those that don't require a charge to execute. Finally, he has a great Super move, which helps him in tight situations.

Ryu's strategy in the SF2 series is mostly to employ his Hadoukens wisely so as to pressure enemies and either force them to take risks or get pushed into the corner. Would the enemy jump forward, Ryu has several moves to deal with that, being the Shoryuken the most damaging one. However, unlike Ken, his projectile has a relatively fast start-up, which allows him to use it as a poke tool. This is the main reason why he has less trouble against a number of characters which have the advantage or fair match-ups against Ken.

ST Ryu does not have a completely invulnerable Shoryuken nor a Hurricane Kick that is invulnerable up until it hits like he did in Champion Edition and Hyper Fighting. In this game, he rather gains better mobility with a short Tatsu that recovers much faster, and two new command normals; one that's a useful advancing attack, and another that's a standing overhead.

Among all characters (old versions included), Ryu is considered the fifth or sixth best character on the game, only behind the so called "big four" or "big five", which consists of Dhalsim, Vega (Claw), Old Sagat and Balrog (Boxer), plus Chun Li if she is included. However, he actually has a small advantage against Chun Li in head-to-head combat. If mastered, Ryu can deal with pretty much any situation.

If you want to check YouTube and Nico Nico Douga for high level footage, check players such as ShootingD, Daigo, Futachan, Sasori, Sashishi, Kawamata, Gotoh, Kurahashi, DGV (Dark Gaiden), Mike Watson, John Choi and Alex Valle, among others.


Strengths Weaknesses
  • THE Shoto: Ryu's moveset is easy to grasp, and it's relatively easy to play well with him.
  • They Get Knocked Down: A lot of Ryu's special moves knock down on hit, leading to a plentiful mixup game.
  • Zoned In: Ryu has great fireballs in the Hadoken and the Shakunetsu Hadouken, and a relatively quick startup allows them to be used as pokes.
  • Double Reversal: Both the Shoryuken and the Tatsumaki Senpukyaku act as reversals, important when dealing with ticks and meaties.
  • Poster Boy Super: Ryu's Super Combo (Shinkuu Hadouken) is one of the best in the game with high damage, high hitstun, high chip, massive plus frames and even invincibility frames, making it well usable in many situations.
  • Easy, To A Fault: Due to the simplicity of Ryu's moveset, it's also very easy to figure out what he will be doing, and counter his moves.
  • Not Much Reach: Ryu's throw range and normals have average range, with his longer reaching normals having a long recovery.
  • Not So Dizzying: Ryu, along with Ken, has nerfed dizzy damage on his diagonal jumping Heavy Punches and Heavy Kicks.
  • Too Close, Too Close!: While Ryu's Super is still excellent, most other Supers will beat it flat out from mid range to close range.
  • Enormous Follow Through: Ryu's special moves can easily be baited out, and their long recovery doesn't help either.


New & Old Versions Comparison

To select O.Ryu, choose Ryu and then press → → → ← Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Here is the list of differences:

  • Obvious stuff: Old Ryu can't tech throws, does not have the new punches (dash, overhead, and air juggle) and Super;
  • Old Ryu has a faster pre-jump animation by 1 frame;
  • Old Ryu has some differences in some of his normals:
    • Far Standing Jab has a fatter hitbox;
    • Far Standing Short has a slower startup and is chain cancellable;
    • Crouching Short has much better priority;
    • Far Standing Forward has a slower startup;
    • Crouching Forward has much better priority;
    • Close Standing Roundhouse activates from a closer distance;
    • Crouching Roundhouse has much better priority and does more damage;
    • Diagonal Jumping Strong behaves exactly like the Neutral Jumping one, while for New Ryu its a new Juggling Punch;
    • Both Jumping Fierces do more damage;
    • Diagonal Jumping Short has worse priority during the first 10 active frames;
    • Diagonal Jumping Forward has better air-to-air priority but has somewhat worse air-to-ground priority;
    • Neutral Jumping Roundhouse has better air-to-air priority but worse air-to-ground priority and does more damage;
    • Diagonal Jumping Roundhouse has better air-to-air priority but has somewhat worse air-to-ground priority. It also does more damage;
  • Old Ryu's ordinary (blue) Hadoukens have one less start-up and one less recovery frame, making the overall recovery 2 frames faster. Thus, they are better for zoning;
  • Old Ryu's Shoryukens are completely invincible until the recovery frames, while for New Ryu he is vulnerable during the rising/hitting part;
  • Old Ryu's Shoryukens have many more active frames, but the same overall recovery;
  • Old Ryu's Forward and Roundhouse Tatsumakis spin two less times than New Ryu's;
  • Old Ryu's air Tatsumakis have a bigger hitbox, do more damage and have a 50% chance of being unblockable if they connect on the first frame;

Picking between Old Ryu and New Ryu can be seen as a matter of taste. While New Ryu benefits from ST's system changes, his new command normals, and his incredible Super Combo, Old Ryu has better Shoryukens, better fireballs, and a knowledge check of an Air tatsu.


Color Options

Jab Strong Fierce Start Old
Ryu-lp.gif Ryu-mp.gif Ryu-hp.gif Ryu-start.gif Ryu-old1.gif
Ryu-lk.gif Ryu-mk.gif Ryu-hk.gif Ryu-hold.gif Ryu-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD


Video Overview

Ryu
Ryu's portrait in Super Turbo.
Character Data
Damage Scaling Factor 27/32
Forward Walk Speed 48
Backwards Walk Speed 32
Pre-Jump Frames 4
Forwards Jump Duration 44
Backwards Jump Duration 43
Landing Frames 7*
Jump Height Apex 78
Forwards Jump Distance 134
Backwards Jump Distance 163
Soft Knockdown Recovery 38
Hard Knockdown Recovery 74



Normal Moves

Disclaimer: To better understand the diagrams, read this.

Standing Normals

cllp
Close Jab
Close Light Punch
5LP / cl.Lp.png
Ryu stcljab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] 0~5 40 Special, Super Mid 0-25
Startup Active Recovery Total Frame Adv. Meter
3 4 5 12 +4 2/1

A quick elbow smash in front and above Ryu's head.

  • Fast start-up.
  • Works as an anti-air if you're close enough.
  • OK priority.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stcljab2.png Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Frame Count 1 + 2 4 5
Simplified 3 4 5

frlp

Far Jab
Far Light Punch
5LP / fr.Lp.png
Ryu stfarjab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] 0~5 40 Chain, Special, Super Mid 26+
Startup Active Recovery Total Frame Adv. Meter
3 4 5 12 +4 2/1

A simple jab.

  • Chainable, ok reach, good priority.
  • Fast start-up.

Click to toggle detailed hitbox data.

Ryu stfarjab1&3.png Ryu stfarjab2.png Ryu stfarjab1&3.png Ryu stfarjab4 stfarstrng6 stfarfrc6.png
Frame Count 1 + 2 4 4 1
Simplified 3 4 5


clmp

Close Strong
Close Medium Punch
5MP / cl.Mp.png
Ryu stclstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 Special, Super Mid 0-31
Startup Active Recovery Total Frame Adv. Meter
4 2 17 23 -1 4/3

Ryu performs a hook, then another one that doesn't hit for some reason.

  • Terrible recovery, so try canceling this into a special like a Hadoken.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stclstrng2&6.png Ryu stclstrng3.png Ryu stclstrng4.png Ryu stclstrng5.png Ryu stclstrng2&6.png Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Frame Count 1 + 1 2 2 6 4 3 4
Simplified 4 2 17

frmp

Far Strong
Far Medium Punch
5MP / fr.Mp.png
Ryu stfarstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 Special, Super Mid 32+
Startup Active Recovery Total Frame Adv. Meter
4 4 7 15 +7 4/3

Ryu performs a straight punch.

  • Very good recovery, reach and priority.
  • Works as anti-air against moves whose extended limbs are vulnerable, but Ryu's body moves forward a bit, so you'll need some room to use it correctly.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stfarstrng2&4 stfarfrc2&4.png Ryu stfarstrng3.png Ryu stfarstrng2&4 stfarfrc2&4.png Ryu stfarstrng5 stfarfrc5.png Ryu stfarjab4 stfarstrng6 stfarfrc6.png
Frame Count 1 + 1 2 4 3 3 1
Simplified 4 4 7


clhp

Close Fierce
Close Heavy Punch
5HP / cl.Hp.png
Ryu stclfrc2.png
Ryu stclfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] 3~9 / 10~16 40 / 80 Special, Super / None Mid 0~41
Startup Active Recovery Total Frame Adv. Meter
4 8 (2 / 6) 23 34 -9 / -7 5/4

A close uppercut.

  • Only the first hitbox can be Special or Super canceled.
  • Hitbox gets much bigger after 2 frames.
  • If you're close to your enemy, it can be canceled into any special attack for a basic but damaging combo. Bad recovery.
  • Good priority anti-air if you're up close.

Click to toggle detailed hitbox data.

Ryu stclfrc1.png Ryu stclfrc2.png Ryu stclfrc3.png Ryu stclfrc4.png Ryu stclfrc5.png
Frame Count 1 + 3 2 6 10 13
Simplified 4 8 23

frhp

Far Fierce
Far Heavy Punch
5HP / fr.Hp.png
Ryu stfarfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] 10~16 80 Super Mid 42+
Startup Active Recovery Total Frame Adv. Meter
6 6 23 35 -7 5/4

Similar to Far Strong.

  • Higher damage and longer reach, but hideous recovery and the same extended hurtbox. Better make sure it hits.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stfarstrng2&4 stfarfrc2&4.png Ryu stfarfrc3.png Ryu stfarstrng2&4 stfarfrc2&4.png Ryu stfarstrng5 stfarfrc5.png Ryu stfarjab4 stfarstrng6 stfarfrc6.png
Frame Count 1 + 2 3 6 10 12 1
Simplified 6 6 23

cllk

Close Short
Close Light Kick
5LK / cl.Lk.png
Ryu stclshrt3.png
Yes, this hits low.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[0] 0~5 40 Chain, Super <ref></ref> Low 0
Startup Active Recovery Total Frame Adv. Meter
6 2 8 16 +3 2/1

A low kick.

  • Can be canceled into another far Short or crouching Short.
  • This move must be blocked low, which can be used as a simple knowledge check. Unfortunately somewhat hard to use due to the strict activation range.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stclshrt2&5 stclrh5.png Ryu stclshrt3.png Ryu stclshrt4.png Ryu stclshrt2&5 stclrh5.png Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Frame Count 1 + 2 3 2 4 3 1
Simplified 6 2 8

frlk

Far Short
Far Light Kick
5LK / fr.Lk.png
Ryu stfarshrt3 stfarfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 0~5 40 Special, Super Mid 1+
Startup Active Recovery Total Frame Adv. Meter
5 8 5 18 0 2/1

High side kick.

  • Good priority, but sort of slow.
  • Works as an anti-air.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stfarshrt2&4 stfarfrwrd2&4.png Ryu stfarshrt3 stfarfrwrd3.png Ryu stfarshrt2&4 stfarfrwrd2&4.png Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Frame Count 1 + 2 2 8 4 1
Simplified 5 8 5


clmk

Close Forward
Close Medium Kick
5MK / cl.Mk.png
Ryu stclfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[0] 5~11 60 Special, Super Mid 0
Startup Active Recovery Total Frame Adv. Meter
4 6 9 19 +3 4/3

A hearty knee bash.

  • Good recovery. Surprisingly good overall, even if you need to be REALLY close to use it.

Click to toggle detailed hitbox data.

Ryu stclfrwrd1&5.png Ryu stclfrwrd2&4.png Ryu stclfrwrd3.png Ryu stclfrwrd2&4.png Ryu stclfrwrd1&5.png Ryu stclfrwrd6.png
Frame Count 1 + 2 1 6 4 4 1
Simplified 4 6 9

frmk

Far Forward
Far Medium Kick
5MK / fr.Mk.png
Ryu stfarshrt3 stfarfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[0] 5~11 60 None Mid 1+
Startup Active Recovery Total Frame Adv. Meter
8 8 7 23 +3 4/3

Another high side kick.

  • Good priority, but very slow start-up.
  • Also a good anti-air if you can press the button fast enough.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stfarshrt2&4 stfarfrwrd2&4.png Ryu stfarshrt3 stfarfrwrd3.png Ryu stfarshrt2&4 stfarfrwrd2&4.png Ryu stfarfrwrd5.png
Frame Count 1 + 3 4 8 6 1
Simplified 8 8 7

clhk

Close Roundhouse
Close Heavy Kick
5HK / cl.Hk.png
Ryu stclrh3.png
First Hit
Ryu stclrh4.png
Second Hit
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] + 4[1] 10~16 + 1~7 80 + 70 None Mid 0-56
Startup Active Recovery Total Frame Adv. Meter
8 12 (8 + 4) 11 31 -1 / +7(+6) 5/4 x 2

Ryu's axe kick.

  • Hits twice if the enemy is close enough. The second hit deals much less damage and dizzy, while only dealing a little less dizzy time.
  • Not very useful, but it is safe on block from point-blank range and often trades with aerial attacks.
  • If you use it as a meaty, you can combo into a crouching kick for two or three hits. You often have better options, though.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stclrh2.png Ryu stclrh3.png Ryu stclrh4.png Ryu stclshrt2&5 stclrh5.png Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png
Frame Count 1 + 3 4 8 4 10 1
Simplified 8 8 4 11

frhk

Far Roundhouse
Far Heavy Kick
5HK / fr.Hk.png
Ryu stfarrh2.png
Only this hitbox can be canceled.
Ryu stfarrh3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[1] 10~16 80 Special, Super / None Mid 57+
Startup Active Recovery Total Frame Adv. Meter
3 12 (4 / 8) 17 32 -7 / -3 5/4

Ryu's staple Roundhouse kick.

  • Mediocre anti-air that can be canceled in the odd event that it hits during the first active part.
  • Hitbox and hurtbox get wider after 4 frames.

Click to toggle detailed hitbox data.

Ryu stfarrh1.png Ryu stfarrh2.png Ryu stfarrh3.png Ryu stfarrh4.png Ryu stfarrh5.png
Frame Count 1 + 2 4 8 10 7
Simplified 3 12 17

Crouching Normals

crlp

Crouching Jab
Crouching Light Punch
2LP / D.png+Lp.png
Ryu crjab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] 0~5 40 Chain, Special, Super Mid N/A
Startup Active Recovery Total Frame Adv. Meter
3 4 5 12 +4 2/1

Another jab.

  • Average reach and very good priority.

Click to toggle detailed hitbox data.

Ryu crjab1&3.png Ryu crjab2.png Ryu crjab1&3.png Ryu crjab4 crstrng6 crshrt4 crfrwrd6.png
Frame Count 1 + 2 4 4 1
Simplified 3 4 5


crmp

Crouching Strong
Crouching Medium Punch
2MP / D.png+Mp.png
Ryu crstrng3.png
And you thought Alpha 2 Rose's Cr.MP had good priority.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 Special, Super Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 4 7 15 +7 4/3
  • Ryu does a crouching straight.
  • Good damage, stun, recovery and priority.
  • This move can be used as a safe meaty against several invulnerable special attacks from the correct distance. However, this can be countered by standing still (which shrinks the hurtbox horizontally) and then either attacking or walking up and throwing. It's also unsafe against most supers.

Click to toggle detailed hitbox data.

Ryu crstrng1&5.png Ryu crstrng2&4.png Ryu crstrng3.png Ryu crstrng2&4.png Ryu crstrng1&5.png Ryu crjab4 crstrng6 crshrt4 crfrwrd6.png
Frame Count 1 + 1 2 4 3 3 1
Simplified 4 4 7


crhp

Crouching Fierce
Crouching Heavy Punch
2HP / D.png+Hp.png
Ryu crfrc2.png
First Hitbox
Ryu crfrc3.png
Second Hitbox.
Diet Close Fierce.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] / 22[1] 3~9 / 10~16 40 / 80 Special, Super / None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 11 (3 / 8) 23 37 -12 / -9 5/4

Ryu brings an uppercut from crouching position.

  • Good damage and has a deceptively long horizontal reach.
  • Average to low priority and quite long recovery.
  • Mainly used in combos.
  • Works as an anti-air, but favor close Fierce if you can.

Click to toggle detailed hitbox data.

Ryu crfrc1&5.png Ryu crfrc2.png Ryu crfrc3.png Ryu crfrc4.png Ryu crfrc1&5.png Ryu crfrc6.png
Frame Count 1 + 3 3 8 10 12 1
Simplified 4 11 23


crlk
Crouching Short
Crouching Light Kick
2LK / D.png+Lk.png
Ryu crshrt2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] 0~5 40 Chain, Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
3 4 5 12 +4 2/1

Crouching low kick.

  • Mediocre priority but good reach.
  • Great for simple combos.

Click to toggle detailed hitbox data.

Ryu crshrt1&3 crfrwrd1&5.png Ryu crshrt2.png Ryu crshrt1&3 crfrwrd1&5.png Ryu crjab4 crstrng6 crshrt4 crfrwrd6.png
Frame Count 1 + 3 4 4 1
Simplified 4 4 5


frmk
Crouching Forward
Crouching Medium Kick
2MK / D.png+Mk.png
Ryu crfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
4 6 9 19 +3 4/3
  • Crouching side kick.
  • Good reach and recovery, but has projected vulnerable hitboxes before and after it becomes active.
  • An important tool when closing the gap on the enemy as it can be canceled into Hadokens.
  • Also used in bread and butter combos.

Click to toggle detailed hitbox data.

Ryu crshrt1&3 crfrwrd1&5.png Ryu crfrwrd2&4.png Ryu crfrwrd3.png Ryu crfrwrd2&4.png Ryu crshrt1&3 crfrwrd1&5.png Ryu crjab4 crstrng6 crshrt4 crfrwrd6.png
Frame Count 1 + 1 2 6 4 4 1
Simplified 4 6 9
crhk
Crouching Roundhouse
Crouching Heavy Kick
2HK / D.png+Hk.png
Ryu crrh2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 5~11 130 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
4 6 25 35 Hit: Soft KD
Block: -9
5/4

Ryu's Sweep kick.

  • Soft knockdown on hit.
  • Good range and the priority is such that it beats or trades with a number of moves.
  • Very long recovery however, so good players will often bait and punish this move.
  • Top shoto players will often cancel this move into either a LP Shoryuken (harder to punish and generates meter) or a Hadoken (the pushback makes the move practically unpunishable).
  • Walking up cr.Roundhouse xx Hadouken is an important skill for shoto players to master, due to the spacing it generates.
  • Tied with Ken for the fastest sweep startup in the game (3 frames), which makes it really good in pressure situations.

Click to toggle detailed hitbox data.

Ryu crrh1.png Ryu crrh2.png Ryu crrh3.png Ryu crrh4.png Ryu crrh5.png
Frame Count 1 + 3 6 6 8 11
Simplified 4 6 25

Jumping Normals

jlp
Jumping Jab
Neutral Jumping Light Punch
8LP / U.png+Lp.png
Ryu njjab2.png
Neutral Jump version
Ryu djjab2.png
Diagonal Jump version.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[0] 1~7(-2) 40 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
2 N/A 2+∞ Dependent 2/1

Ryu performs a jumping jab that is active throughout the whole jump.

  • The only difference between the Neutral Jump and the Diagonal Jump versions is that the diagonal version has a smaller vertical hitbox.
  • Ryu's hand has a relatively large active hitbox around it, making this a good air-to-air move.
  • It can be used for jumping on your opponent after a knockdown. The small amount of pushback allows for mixups such as throw, cr.forward xx Hadoken/Super, or delayed Jab Shoryuken (to beat reversal throws).
  • Beats Zangief's Lariats from the right distance and still hits him if he crouches.

Click to toggle detailed hitbox data.

Neutral Jump Version:

Ryu njjab1 djjab1 njstrng1&4 njfrc4 djfrc4.png Ryu njjab2.png
Frame Count 2


Diagonal Jump Version:

Ryu njjab1 djjab1 njstrng1&4 njfrc4 djfrc4.png Ryu djjab2.png
Frame Count 2
njmp
Neutral Jumping Strong
Neutral Jumping Medium Punch
8MP / U.png+Mp.png
Ryu njstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 50 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
4 20 24+∞ Dependent 4/3

An aerial punch that stays active for a while.

  • Very good horizontal reach and priority.
  • A move to be considered when afraid of wall dives crossing you or aerial attacks in general.
  • This attack does not hit crouching opponents.

Click to toggle detailed hitbox data.

Ryu njjab1 djjab1 njstrng1&4 njfrc4 djfrc4.png Ryu njstrng2.png Ryu njstrng3.png Ryu njjab1 djjab1 njstrng1&4 njfrc4 djfrc4.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 2 2 20 4 4 4
Simplified 4 20
djmp
Diagonal Jumping Strong
Diagonal Jumping Medium Punch
7MP or 9MP
Ub.png or Uf.png+Mp.png
Ryu djstrng4.png
First Hit
Ryu djstrng5.png
Second Hit
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] + 4[1] 3~9 + 0~5 40 + 20 Special / None High N/A
Startup Active Recovery Total Frame Adv. Meter
4 9 (5 + 4) 13+∞ Dependent 4/3 x 2

Ryu jumps with an upper punch that hits twice and juggles in the air.

  • The first active part has good horizontal reach and priority.
  • Creates a three hit juggle state if it hits.
  • Can be considered as anti-air, specially if you react early and you expect the opponent to try a late aerial attack.
  • A Super can also be comboed after this move, for a total of 5 hits.
  • From the right distance, this move beats Lariats and Blanka's rolling attacks.
  • Any grounded enemy can avoid the attack by crouching, which is specially dangerous against Zangief, E. Honda and Hawk, as they can throw while crouching (stomach press, Oicho and typhoon, in this order).

Click to toggle detailed hitbox data.

Ryu djstrng1.png Ryu djstrng2.png Ryu djstrng3.png Ryu djstrng4.png Ryu djstrng5.png Ryu djstrng6.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 1 2 1 5 4 4 4 4
Simplified 4 5 4
jhp
Jumping Fierce
Jumping Heavy Punch
8HP / U.png+Hp.png
Ryu njfrc3 djfrc3.png
U.png + Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 11~17(-1) 60(+20) Special High N/A
Startup Active Recovery Total Frame Adv. Meter
4 8 12+∞ Dependent 5/4

The only difference between this version and the diagonal jump version is that this version does more stun.

Ub.png or Uf.png + Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 3~9 40 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
4 8 12+∞ Dependent 5/4

Ryu's strongest jumping punch.

  • Very good air to ground priority.
  • Can be used as anti-air from certain distances, and also beats or trades most other aerial attacks.

Click to toggle detailed hitbox data.

Ryu njfrc1 djfrc1.png Ryu njfrc2 djfrc2.png Ryu njfrc3 djfrc3.png Ryu njjab1 djjab1 njstrng1&4 njfrc4 djfrc4.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 2 2 8 4 4 4
Simplified 4 8
njlk
Neutral Jumping Short
Neutral Jumping Light Kick
8LK / U.png+Lk.png
Ryu njshrt2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 1~7(-2) 40 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
3 40 43+∞ Dependent 2/1

A jumping split kick.

  • Stays active for a while, but has a pitiful reach.
  • Mostly useless.

Click to toggle detailed hitbox data.

Ryu njshrt1 njfrwrd1.png Ryu njshrt2.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png
Frame Count 3 40
djlk
Diagonal Jumping Short
Diagonal Jumping Light Kick
7LK/9LK
Ub.png or Uf.png+Lk.png
Ryu djshrt3.png
His hurtbox gets a bit bigger after 10 frames.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[0] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 ∞ (10 / ∞) N/A 5+∞ Dependent 2/1

Ryu's jumping knee.

  • Stays out for quite some time, but safe jumps aside, this does not have many uses.
  • Its main downside is the short reach.

Click to toggle detailed hitbox data.

Ryu djshrt1.png Ryu djshrt2.png Ryu djshrt3.png Ryu djshrt4.png
Frame Count 2 3 10
Simplified 5
njmk
Neutral Jumping Forward
Neutral Jumping Medium Kick
8MK / pU.png+Mk.png
Ryu njfrwrd2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 50 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 13 18+∞ Dependent 4/3

A slightly better jumping split kick.

  • Stays active for some time.
  • Can be used in certain crossup situations, but neutral Strong/Fierce has a lower hitbox and neutral Roundhouse has better reach and damage.

Click to toggle detailed hitbox data.

Ryu njshrt1 njfrwrd1.png Ryu njfrwrd2.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 5 13 6 6
Simplified 5 13
djmk
Diagonal Jumping Forward
Diagonal Jumping Medium Kick
7MK or 9MK
Ub.png or Uf.png+Mk.png
Ryu djfrwrd3.png
Zero Calorie dj.hk
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 13 18+∞ Dependent 4/3

Rather long aerial kick with poor priority.

  • Can be used as a cross-up aerial attack, but diagonal Roundhouse is better for that.
  • Can be used in safe jumps to get less push-back if it gets blocked.
  • Does the most stun out of all of Ryu's diagonal jumping normals.

Click to toggle detailed hitbox data.

Ryu djfrwrd1 djrh1.png Ryu djfrwrd2&4 djrh2&4.png Ryu djfrwrd3.png Ryu djfrwrd2&4 djrh2&4.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 2 3 13 3 3 3
Simplified 5 13


njhk
Neutral Jumping Roundhouse
Neutral Jumping Heavy Kick
8HK / U.png+Hk.png
Ryu njrh2.png
First Hitbox
Ryu njrh3.png
Second Hitbox
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[0] / 26[0] 11~17(-1) 60(+20) Special / None High N/A
Startup Active Recovery Total Frame Adv. Meter
2 8 (4 / 4) 10+∞ Dependent 5/4

Neutral spin kick.

  • The first active part becomes active very fast, saving you from some troublesome situations.
  • The second part has good reach, making it an effective normal to keep your opponent away. In fact, it can even beat Dhalsim's slides.

Click to toggle detailed hitbox data.

Ryu njrh1.png Ryu njrh2.png Ryu njrh3.png Ryu njrh4.png Ryu njrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 2 4 4 4 3 3
Simplified 2 8
djhk
Diagonal Jumping Roundhouse
Diagonal Jumping Heavy Kick
7HK or 9HK
Ub.png or Uf.png+Hk.png
Ryu djrh3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 3~9 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 7 12+∞ Dependent 5/4

A full power kick.

  • Ryu's best cross-up attack.
  • Has good reach, but can be countered if you whiff due to projected hurtboxes.
  • Can be used as an anti air from certain distances, in the same fashion as diagonal jumping Fierce, hitting your enemy from above his attack or around the head.

Click to toggle detailed hitbox data.

Ryu djfrwrd1 djrh1.png Ryu djfrwrd2&4 djrh2&4.png Ryu djrh3.png Ryu djfrwrd2&4 djrh2&4.png Ryu njstrng5 djstrng7 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd5 djrh5.png Ryu njstrng6 djstrng8 njfrc6 djfrc6 njfrwrd4 djfrwrd6 njrh6 djrh6.png Ryu njstrng7 djstrng9 njfrc7 djfrc7 njfrwrd5 djfrwrd7 njrh7 djrh7.png
Frame Count 2 3 7 3 3 3
Simplified 5 7


Command Normals

swingp
Collarbone Breaker
Swing Punch
6MP / F.png+Mp.png
Ryu swing3.png
First Hit
Ryu swing4.png
Second Hit
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] + 28[1] 1~7 x 2 70 x 2 None High N/A
Startup Active Recovery Total Frame Adv. Meter
17 5 (2 + 3) 10 31 Hit standing: -2 / 0(-1)
Hit crouching/Block: +7 / +9(+8)
5/4 x 2

Ryu's overhead.

  • Fastest ground overhead in the game.
  • The 1st active part will miss agaisnt a crouching Blanka and Cammy.
  • It has properties similar to those of aerial heavy attacks, which can be checked on the different recovery times depending on hitting standing or crouching opponents.
  • Ryu is still, however, considered on the ground and can be thrown out of the move if the enemy reacts to its slow start-up or attempts a reversal counter throw.

Click to toggle detailed hitbox data.

Ryu swing1anm.gif Ryu swing2.png Ryu swing3.png Ryu swing4.png Ryu swing5.png Ryu swing6anm.gif Ryu swing7.png
Frame Count 1 + 14 2 2 3 2 4 4
Simplified 17 2 3 10
rushp
Solar Plexus Strike
Rush Punch
6HP / F.png+Hp.png
Ryu dash3.png
First Hit
Ryu dash4.png
Second Hit. The closest thing ST Ryu has to a dash.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] + 28[1] 1~7 x 2 70 x 2 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 3 (1 + 2) 12 26 +9 / +8(+7) 5/4 x 2

Ryu rushes forward with a punch to the solar plexus.

  • A good move to push you forward so as to close the gap between you and the enemy.
  • Works as an impromptu dash if you want to get in position for an anti-air Shoryuken or simply get face-to-face to the enemy and throw before they react.
  • You can use a Hadoken as soon as you recover, whereas doing the same while simply walking will likely get you a Shoryuken due to command overlapping.
  • Can also be used to punish enemies from close range, as it gives you enough time to link most of your normals after it. For example, standing Fierce or crouching Forward into Red Hadoken.

Click to toggle detailed hitbox data.

Ryu dash1.png Ryu dash2.png Ryu dash3.png Ryu dash4.png Ryu dash5anm.gif Ryu dash6.png Ryu dash7.png
Frame Count 1 + 8 2 1 2 6 2 4
Simplified 11 1 2 12

Throws

Ryu can throw with Mp.png, Hp.png, Mk.png, and Hk.png.

Seoi Nage
Shoulder Throw
cl. 4/6 + MP/HP
cl.B.png or F.png+Mp.png or Hp.png
Ssf2t ryu pthrow.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
32* 7~13 100 - Grab 48 (from axis)
19 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
0 1 Dependent 1 N/A -

Ryu's Punch throw, where he throws his enemy above his head.

  • Can be activated with either Strong or Fierce.
  • The direction you're holding determines the direction you'll throw in.
  • Functionally identical to his kick throw, though using 6HP is usually the best option since Solar Plexus Strike gives you the least amount of recovery to deal with.


Tomoe Nage
Circle Throw
cl.4/6 + MK/HK
cl. B.png or F.png+Mk.png or Hk.png
Ssf2t ryu kthrow.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
32* 7~13 100 - Grab 48 (from axis)
19 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
0 1 Dependent 1 N/A -

Ryu's Kick throw, where he throws his enemy with his leg.

  • Can be activated with either Forward or Roundhouse.
  • The direction you're holding determines the direction you'll throw in.
  • Functionally identical to his punch throw, though using 6HP is usually the best option since Solar Plexus Strike gives you the least amount of recovery to deal with.

Click to toggle throwbox data.

Ryu throwb.png Ryu throw.png Ryu throwf.png

Special Moves

Hadoken

Hadoken
Fireball
236P / Qcf.png+P.png
Ryu fb10bjab.png
Get ready to hear this a lot.
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[0] 7~13 110 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 41* 52 -5 (Point Blank) 2


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 7~13 110 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 42* 53 -6 (Point Blank) 2


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 7~13 110 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 43* 54 -7 (Point Blank) 2

Ryu's iconic fireball.

  • Each version does increasing amounts of damage, speed, and recovery frames.
  • Deals high amounts of stun damage. Three hits in a row and pretty much any enemy falls dizzy.
  • Some characters such as Claw can punish Hadokens on block or hit from close distance, so watch out for that.
  • This move can miss completely when used from point-blank range, as some characters' attacks move their hitboxes towards a bit.
  • Ryu's fireballs (blue or red) downgrade in strength after some time, and on the last downgrade they disappear, similar to Chun's Kikokens. When a downgrade happens, the projectile will inherit the damage and sprite of the lower strength, keeping the speed used for the button press. The time required for them to actually disappear is rather long such that only Jab projectiles may ever disappear before leaving the screen, and that is if both players walk or jump in the same direction the projectile is going for some distance. Special setups are usually required for a Strong or Fierce projectile to ever disappear. The data for that is in the detailed hitbox data below.
  • Due to a glitch, it's possible to change the recovery of any Hadoken to that of a Jab by either whiffing or kara-canceling a Jab or Short normal. You can read more about it here.

Click to toggle detailed hitbox data.

Startup:

Ryu fb1.png Ryu fb2.png Ryu fb3.png Ryu fb4.png
Frame Count 2 6 2 1
Simplified 11

Active:

  • Jab Version:
Ryu fb5.png Ryu fb7bjab.png Ryu fb10bjab.png Ryu fb13bjab.png Ryu fb14bjab.png
Frame Count 1 2 3 3 3...
Simplified 41
  • Strong Version:
Ryu fb5.png Ryu fb7bstrng.png Ryu fb10bstrng.png Ryu fb13bstrng.png Ryu fb14bstrng.png
Frame Count 1 2 3 3 3...
Simplified 42
  • Fierce Version:
Ryu fb5.png Ryu fb7bfrc.png Ryu fb10bfrc.png Ryu fb13bfrc.png Ryu fb14bfrc.png
Frame Count 1 2 3 3 3...
Simplified 43

NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.

Dissipation Data:

1st downgrade 2nd downgrade 3rd downgrade Total duration
Jab 129f/384px (disappears) 129f/384px
Strong 48f/192px (downgrades to Jab) 49f/192px (disappears) 97f/384px
Fierce 26f/128px (downgrades to Strong) 26f/128px (downgrades to Jab) 24f/128px (disappears) 76f/384px

Shakunetsu Hadoken

Shakunetsu Hadoken
Red Fireball
41236P / Hcf.png + P.png
Ryu fb10rjab.png
Trades stun damage for knockdown, and looks cooler too.
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[0] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 41* 52 Hit: Hard KD (Close)
Block: -5 (Point Blank)
2


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 42* 53 Hit: Hard KD (Close)
Block: -6 (Point Blank)
2


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 Traveling 43* 54 Hit: Hard KD (Close)
Block: -7 (Point Blank)
2

An alternate fireball that does less stun, but knocks down when hit during the first 9 active frames.

  • Damage, speed, and recovery increases with strength.
  • Due to the lesser stun, you'll likely be using regular fireballs more often, but these still have plenty of uses in close range setups.
  • As for a curiosity, this is one of the few special attacks that do not force a standing state on the enemy if it hits. Ryu doesn't gain any advantage or disadvantage from this.
  • Landing a knockdown with one of these is a good opportunity to use a short Tatsumaki to build meter, or throw another meaty Hadoken.

Click to toggle detailed hitbox data.

Startup:

Ryu fb1.png Ryu fb2.png Ryu fb3.png Ryu fb4.png
Frame Count 2 6 2 1
Simplified 11

Active:

  • Jab Version:
Ryu fb5.png Ryu fb7rjab.png Ryu fb10rjab.png Ryu fb13rjab.png Ryu fb14rjab.png
Frame Count 1 2 3 3 3...
Simplified 41
  • Strong Version:
Ryu fb5.png Ryu fb7rstrng.png Ryu fb10rstrng.png Ryu fb13rstrng.png Ryu fb14rstrng.png
Frame Count 1 2 3 3 3...
Simplified 42
  • Fierce Version:
Ryu fb5.png Ryu fb7rfrc.png Ryu fb10rfrc.png Ryu fb13rfrc.png Ryu fb14rfrc.png
Frame Count 1 2 3 3 3...
Simplified 43

NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.

Dissipation Data:

1st downgrade 2nd downgrade 3rd downgrade Total duration
Jab 129f/384px (disappears) 129f/384px
Strong 48f/192px (downgrades to Jab) 49f/192px (disappears) 97f/384px
Fierce 26f/128px (downgrades to Strong) 26f/128px (downgrades to Jab) 24f/128px (disappears) 76f/384px

Shoryuken

Shoryuken
Dragon Punch/DP
623P / Dp.png + P.png
Ryu srk2.png
Grounded hitbox
Ryu srk3.png
Rising hitbox. Jab version depicted.
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
32[2] / 22[2] 9~15 / 2~8 100 / 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 14 (4 + 10) 26 44 Hit: Hard KD
Block: -18 / -15(-16)
7


Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
34[2] / 22[2] 9~15 / 2~8 100 / 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 18 (4 / 14) 33 55 Hit: Hard KD
Block: -29 / -25(-26)
7


Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
38[2] / 22[2] 9~15 / 2~8 100 / 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 22 (4 / 18) 40 66 Hit: Hard KD
Block: -40 / -36(-37)
7
  • Ryu's undefeatable Sheng Lo-er, Shoryuken. A jumping uppercut that's invincible from frames 1-8.
  • Damage and distance risen increase with strength.
  • Properly time the Jab version and you'll beat any normal your opponent might throw out. Miss and you'll definitely get punished. Some high level players like to do two in a row, reasoning that the second might connect with an opponent's counterattack if they time it a bit too late.
  • Also can be used to avoid projectiles due to the invincibility frames, but this is very difficult.
  • All of Ryu's Shoryukens make for incredible anti airs, due to the wide hitbox and the rising invincibility.
  • As a reversal, this is an incredibly risky move, as there are plenty of safe jump setups out there that can land just as you're about to uppercut. Since Ryu's Shoryuken is only invincible for 8 frames, that means your opponent has all that extra time to punish you. You're also vulnerable to throws during the first 2 frames of the second hitbox, since you're now vulnerable and technically not airborne yet.
  • As an aside, only the first, grounded hitbox on each Shoryuken does more damage, so when performing an anti air keep in mind that a Jab will be just as effective at close range as a Fierce.

Click to toggle detailed hitbox data.

Ryu srk1.png Ryu srk2.png Jab Strong & Fierce Jab Strong & Fierce Ryu srk5.png Ryu srk6.png Ryu srk7.png
Ryu srk3jab.png Ryu srk3.png Ryu srk4jab.png Ryu srk4.png
Frame Count (Jab) 4 4 2 8 10 11 5
Simplified (Jab) 4 4 10 26
Frame Count (Strong) 4 4 2 12 14 14 5
Simplified (Strong) 4 4 14 33
Frame Count (Fierce) 4 4 2 16 14 21 5
Simplified (Fierce) 4 4 18 40

Tatsumaki Senpukyaku

Tatsumaki Senpukyaku
Hurricane Kick
214K / Qcb.png + K.png
Ryu tatsu4shrt 4&8&12&16frwrd 4&8&12&16&20rh.png
Ryu tatsu6shrt 6&10&14&18frwrd 6&10&14&18&22rh.png
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 3~9 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 3(3)3(3) 18* 44 Hit: Hard KD
Block: -2 (Last Front Hit)
6


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] 3~9 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 3(3)3(3) x4 18* 77 Hit: Hard KD
Block: -2 (Last Front Hit)
6


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[1] 3~9 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 3(3)3(3) x5 18* 89 Hit: Hard KD
Block: -2 (Last Front Hit)
6

Ryu's iconic spinning kick. Propels you forward with hitboxes ahead and behind you.

  • Invincible from frames 1-4.
  • Hard knockdown on hit.
  • Speed, number of hits, and damage increase with strength. Short spins once, Forward 4 times, and Roundhouse 5.
  • The landing recovery can be canceled into a block or a jump on the first frame, and then into an attack, special move, or throw on the second frame onwards. This goes for all versions.
  • Heavier versions of this attack will likely be VERY unsafe on block, as pushback almost guarantees not all of the hits will connect.
  • Since your hurtbox shrinks while using this move, you can use Tatsus to travel straight over Guile's Sonic Booms and Dhalsim's Yoga Flames. You may be able to do this with Dee Jay's Air Slashers/Max Outs, but only the Strong/Fierce versions.
  • This move can't be used as a reversal after an air reset (Getting hit with an attack while in the air) since you can't activate the move during the 1st frame after waking up from one. The Shoryuken will work for these situations, however.

General Strategies

  • Since Ryu is invulnerable for the first 4 frames of this move and airborne by the time the invincibility ends, this makes for a decent reversal for safe jumps, meaty cross-ups, and tick throws like Zangief's Spinning Pile Driver or T. Hawk's Mexican Typhoon.
  • You can use this move to set up throws (Usually the Short version). Using a well spaced Tatsu, if you stop just outside of your opponent's hurtbox, you might be able to catch them trying to block an attack that will never hit, and then go for the throw.
  • The Tatsumaki can be used to counter some safe jump setups that would work on a Shoryuken. Since the invincibility period for the Tatsumaki is the same as the Shoryuken's startup, Ryu can use a Tatsu Reversal to deny an opponent's aerial attack. This can be countered itself by installed attacks however, since the Tatsumaki's invincibility period is short.

Click to toggle detailed hitbox data.

Startup:

Ryu tatsu1.png Ryu tatsu2.png Ryu tatsu3.png
Frame Count 4 4 3
Simplified 11

Active:

  • Short Version: This happens only once.
  • Forward Version: This happens 4 times.
  • Roundhouse Version: This happens 5 times.
Ryu tatsu4shrt 4&8&12&16frwrd 4&8&12&16&20rh.png Ryu tatsu5shrt 5&9&13&17frwrd 5&9&13&17&21rh.png Ryu tatsu6shrt 6&10&14&18frwrd 6&10&14&18&22rh.png Ryu tatsu7shrt 7&11&15&19frwrd 7&11&15&19&23rh.png
Frame Count 3 3 3 3

Recovery:

Ryu tatsu8shrt 20frwrd 24rh.png Ryu tatsu9shrt 21frwrd 25rh.png Ryu tatsu10shrt 22frwrd 26rh.png Ryu tatsu11shrt 23frwrd 27rh.png
Frame Count 4 4 4 6*
Simplified 12 6*

Kuuchuu Tatsumaki Senpukyaku

Kuuchuu Tatsumaki Senpukyaku
Air Hurricane Kick
AIR 214K
AIR Qcb.png + K.png
Ryu atatsu1shrt 1&5frwrd 1&5&9rh.png
Ryu atatsu3shrt 3&7frwrd 3&7&11rh.png
Lk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 3~9 90 None High N/A
Startup Active Recovery Total Frame Adv. Meter
0 3(3)3(3) ∞+5 12+∞+5 Hit: Hard KD
Block: Dependent
6


Mk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[1] 3~9 90 None High N/A
Startup Active Recovery Total Frame Adv. Meter
0 3(3)3(3) x2 ∞+5 24+∞+5 Hit: Hard KD
Block: Dependent
6


Hk.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 3~9 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
0 3(3)3(3) x3 ∞+5 36+∞+5 Hit: Hard KD
Block: Dependent
6

The Tatsumaki Senpukyaku except airborne.

  • Instead of propelling you forward like a normal Tatsu, each kick temporarily decreases your gravity value (How fast you fall from a jump) as well as slightly boosting your horizontal velocity. This means you'll fall slower if performed on the way down, and gain more height on the way up. Your gravity returns to normal once the kick ends.
  • Damage and number of spins increase with strength. Short spins once, Forward twice, and Roundhouse thrice.
  • You'll likely be using the HK version most often, as the recovery frames won't matter as much since you'll be landing soon.
  • Keep in mind that the priority on air Tatsus isn't as good as the grounded version.
  • Also keep in mind that once you land, you have 5 frames of landing animation you can't cancel out of whatsoever.

General Strategies

  • This move has a variety of uses. You can use it as an alternative aerial since the hitbox is pretty far out (but so is the hurtbox).
  • You can also surprise the enemy with a sudden movement change, or you can simply use it to build meter on the way down from a jump.
  • Skillful use allows you to cross-up enemy air counters like the Flash Kick to hit the opponent from behind, too!

Click to toggle detailed hitbox data.

Active:

  • Short Version: This happens only once.
  • Forward Version: This happens twice.
  • Roundhouse Version: This happens 3 times.
Ryu tatsu4shrt 4&8&12&16frwrd 4&8&12&16&20rh.png Ryu tatsu5shrt 5&9&13&17frwrd 5&9&13&17&21rh.png Ryu tatsu6shrt 6&10&14&18frwrd 6&10&14&18&22rh.png Ryu tatsu7shrt 7&11&15&19frwrd 7&11&15&19&23rh.png
Frame Count 3 3 3 3

Recovery:

Ryu atatsu5shrt 9frwrd 13rh.png Ryu atatsu6shrt 10frwrd 14rh.png Ryu atatsu7shrt 11frwrd 15rh.png Ryu atatsu8shrt 12frwrd 16rh.png Ryu atatsu9shrt 13frwrd 17rh.png Ryu atatsu10shrt 14frwrd 18rh.png
Frame Count 4 4 4 4 5
Simplified 5

--Original Edit by Raisin (March 29, 2007)
--Special thanks to felineki for the info on the Air Hurricane Kick.

Super Combo

Shinku Hadoken
236236P / Qcf.pngQcf.png+P.png
Ryu super12.png
It's invincible! It does like half a lifebar! It juggles! It anti-airs! It has a fuckton of frame advantage! It slices! It dices! It'll get you a good deal on a preowned vehicle!
Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[1] x 5 0~4 x 5 20 x 5 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
10 Traveling 41 51 Hit: +3 (Point Blank) / Far KD
Block: +14 (Point Blank) / +21
-
  • Ryu becomes invincible through sheer willpower and throws a powered-up Hadoken that deals 5 hits. Any other projectile in its path will be dissipated.
  • Since this move juggles, it makes a great anti-air, hitting up to 4 times. Combine that with the invincibility and this might make for a powerful, if predictable reversal.
  • You'll also get absurd frame advantage if the move is blocked, meaning you can use this as a tick throw starter.
  • If used from point blank, however, some of the hits will pass straight through your opponent, and you'll be left open for punishment.
  • When fighting characters with projectiles, you may be tempted to burst this straight through any projectiles they though, but keep in mind that this game was programmed on a Speak and Spell. When throwing a Shinku through other projectiles, whether or not they have time to block is determined by not only whether or not they're cornered, but how many hits they took during the round. Cornered opponents will always take the full Super, but if they're someplace else, they will have time to block or avoid the Super if they took an odd number of hits during the round. They'll always take the full Super if they were hit by an even number of hits, however. This affects all versions (Japan, World, Asia, and USA).

Click to toggle detailed hitbox data.

Invincible part:

Ryu super1.png Ryu super2.png Ryu super3.png Ryu super4.png Ryu super5.png Ryu super6.png Ryu super7.png
Frame Count 2 6 1 + [18] + 1 1 1 1 1
Simplified 10 4... (41)

Non-invincible part:

Ryu super8.png Ryu super9.png Ryu super10.png Ryu super11.png Ryu super12.png
Frame Count 1 1 1 2 3...
Simplified ...37 (41)

Misc Animations

Jump Animations

  • Neutral Jump:
Ryu bj10 nj1&10 fj1&11.png Ryu nj2 fj2.png Ryu nj3.png Ryu nj4.png Ryu nj5.png Ryu nj6.png Ryu nj7.png Ryu nj8 fj9.png Ryu nj9 fj10.png Ryu bj10 nj1&10 fj1&11.png
Frame Count 3 1 8 8 8 8 8 4 1 7*
Simplified 3 1 44 1 7*
  • Back Jump:
Ryu bj1.png Ryu bj2.png Ryu bj3 fj8.png Ryu bj4 fj7.png Ryu bj5 fj6.png Ryu bj6.png Ryu bj7 fj4.png Ryu bj8 fj3.png Ryu bj9.png Ryu bj10 nj1&10 fj1&11.png
Frame Count 3 1 15 3 3 3 3 18 1 7*
Simplified 3 1 43 1 7*
  • Forward Jump:
Ryu bj10 nj1&10 fj1&11.png Ryu nj2 fj2.png Ryu bj8 fj3.png Ryu bj7 fj4.png Ryu fj5.png Ryu bj5 fj6.png Ryu bj4 fj7.png Ryu bj3 fj8.png Ryu nj8 fj9.png Ryu nj9 fj10.png Ryu bj10 nj1&10 fj1&11.png
Frame Count 3 1 13 5 3 3 3 5 11 1 7*
Simplified 3 1 43 1 7*

New Ryu's prejump animation was nerfed on ST by 1 frame, so unlike Old Ryu, who has a considerably fast prejump animation, New Ryu's prejump is of average speed. This for the most part is a disadvantage.

There's a small gap between the leg hurtbox and chest hurtbox on Ryu's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.

The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.



Game Navigation

General
Controls and Notation
System
HUD
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief