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Super Street Fighter IV AE/Ryu
Ryu only has one goal in life: to perfect his skills and become the ultimate martial artist. A fairly aloof warrior, Ryu continually travels the globe in search of stronger and stronger opponents to help him achieve this goal. After defeating Sagat for the World Champion Street Fighter title, he was considered by most to be the most powerful fighter in the world. And yet, Ryu's true potential may still remain untapped, and only a glimpse of it was seen in his climactic battle with Shadaloo's leader, M. Bison. Only time will tell if Ryu can avoid being swallowed up by the dangerous power of the Satsui no Hado...
In a nutshell
Ryu epitomizes the saying of "A minute to learn, a lifetime to master" the most of any Street Fighter character. Ryu has all the basic tools you need: great normals, a projectile, an effect anti-air, FADC combos, etc. But as a result, he has very few gimmicks and shenanigans. You can get by playing Ryu with a solid understanding of his basic strategy, but learning Ryu at the highlest level requires very solid mind games and very solid fundamentals.
Players to Watch
Daigo, Alex Valle, Laugh, Air, John Choi, XsK Samurai
AE ver. 2012 Changes
Extended hitbox upward in 3rd active frame.
Changed light/medium/heavy version damage from 60 to 70. Chip damage is the same as SSFIV AE, at 15. Changed follow-up restrictions when a counter-hit is landed with the EX version so that follow-up is possible with any move.
Airborne Tatsumaki Senpukyaku
Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump.
Solar Plexus Strike
Changed damage from 40 + 50 (90 total) to 40 + 60 (100 total).
Near Standing Heavy Kick
Equalized normal hit and counter-hit frame advantage.
Made this a 1-hit move. Set damage in 1st and 2nd active frames to 160, and in 3rd to 14th active frames to 60. Made from start to 4th frame totally invincible. Made mid-air follow-up impossible. Removed possibility for EX Focus Attack and super canceling.
Crouching Medium Kick
Hit detection extended from 3F to 5F.
- Far version Standing MP is now special cancelable.
- Near version Standing MK damage increased.
- Near version Standing HK now has more frame advantage. They mentioned it's possible to link Close Standing HK into Shoryuken.
- Less active frames on Crouching MK.
- F + HP damage decreased.
- Jump arc changed on his diagonal jump Tatsu. They say it's harder to run away with the Tatsu, but also says that its cross-up will be more ambiguous when jumping in.
- Did something about EX air tatsu whiffing the last few kicks on hit.