Ultra Street Fighter IV/Ryu/Omega

From SuperCombo Wiki
Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Ryu

SSFIV-Ryu Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

  • General/Movement Changes:
    • Forward Dash: 4f faster (18f > 14f), slightly longer distance
    • Throw: slightly shorter range


  • Normal Move Changes:


  • Command Normal Changes:


  • Special Move Changes:


  • Super/Ultra Changes:


  • Moves with ending Input Buffer:
    • Close ; Far ;

Character Specific Data

Ryu

VITALS
Health: 1000 Stun: 1000
WALKING
Forward Walk Speed: 0.045 Back Walk Speed: 0.030
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.925 Forward/Back
DASHING
Forward Dash Frames: 14 Forward Dash Distance: 1.16
Back Dash Frames: 27 Back Dash Distance: 0.77
FA + Forward Dash Frames: 18 FA + Back Dash Frames: 22
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-18 FA + Back Dash Airborne: 6-13
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -3 Lv1 FA + Back Dash (Block): -7
Lv2 FA + Forward Dash (Block): +3 Lv2 FA + Back Dash (Block): -1

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png s a r B H 40 50 M Ch Sp Su -
5MP (Close) cl. Mp.png s a r B H 80 100 M Sp Su -
5HP (Close) cl. Hp.png s a r B H 100 200 M Sp Su -
5LK (Close) cl. Lk.png s a r B H 40 50 M - -
5MK (Close) cl. Mk.png s a r B H 85 100 M Sp Su -
5HK (Close) cl. Hk.png s a r B H 70*40 150*50 M Su / - 2 hits, only 1st is cancellable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png s a r B H 35 50 M Ch Sp Su -
5MP (Far) far. Mp.png 5 3 13 B H 80 100 M TC Sp Su -
5HP (Far) far. Hp.png 7 4 24 B H 110 200 M TC -
5LK (Far) far. Lk.png s a r B H 45 50 M - -
5MK (Far) far. Mk.png 8 2 17 B H 90 100 M Su -
5HK (Far) far. Hk.png s a r B H 120 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png s a r B H 30 50 M Ch Sp Su -
2MP Down.gifMp.png 4 4 7 B H 70 100 M Sp Su -
2HP Down.gifHp.png 4 a r B H 85 200 M Sp Su -
2LK Down.gifLk.png s a r B H 20 50 L Ch Sp Su -
2MK Down.gifMk.png 5 2 15 B H 65 100 L Sp Su -
2HK Down.gifHk.png 6 4 25 B KD 100 200 L Su No combo if cancelled into Super/Focus on hit; KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Collarbone Breaker
(Overhead)
Right.gifMp.png s a r B H 60*30 100*50 H - -
Solar Plexus Strike Right.gifHp.png s a r B H 40*60 50x2 M - / Su 2 hits, only 2nd is cancellable
Axe Kick Left.gifHk.png 10 6 19 B H 50*75 80*120 M - -
Target Combo 1 far.Hp.png>Hk.png s a r B KD 110*90 200*100 M - -
Target Combo 2 far.Mp.png>Hp.png>Hk.png s a r B KD 80*80*90 100*100*100 M - 3rd hit will be scaled unless the MP was armor absorbed
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png s a - - - 40 50 H - -
j.MP (angled) Upright.gifMp.png s a - - - 50*30 100 H Sp 2 hits; puts airborne opponents into juggle state
j.HP (angled) Upright.gifHp.png s a - - - 100 200 H - -
j.LK (angled) Upright.gifLk.png s a - - - 40 50 H - Crossup
j.MK (angled) Upright.gifMk.png s a - - - 70 100 H - Crossup
j.HK (angled) Upright.gifHk.png s a - - - 100 200 H - -
j.LP (neutral) Up.gifLp.png s a - - - 40 50 H - -
j.MP (neutral) Up.gifMp.png s a - - - 80 100 H - -
j.HP (neutral) Up.gifHp.png s a - - - 120 200 H - -
j.LK (neutral) Up.gifLk.png s a - - - 50 50 H - -
j.MK (neutral) Up.gifMk.png s a - - - 90 100 H - -
j.HK (neutral) Up.gifHk.png s a - - - 120 200 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+11 2 35 -21 KD 100 150 M Dash KD Adv: +x; +x after Forward Dash, +x after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+11 2 35 -15 crumple 80 100 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 65 2 35 crumple crumple 150 250 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Shoulder Throw
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +x
Somersault Throw
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Hadoken
(Fireball)
Qcf.pngLp.png
236+LP
s a r B H 70 150 M Su notes
MP Hadoken
(Fireball)
Qcf.pngMp.png
236+MP
s a r B H 70 150 M Su notes
HP Hadoken
(Fireball)
Qcf.pngHp.png
236+HP
s a r B H 70 150 M Su notes
Ex.png Hadoken
(Fireball)
Qcf.png2p.png
236+PP
s a r B KD D S M FA notes
LP Shoryuken
(Uppercut)
Dp.pngLp.png
623+LP
s a r B KD 140 200 M Su* Super/FA cancel on hit only
MP Shoryuken
(Uppercut)
Dp.pngMp.png
623+MP
s a r B KD 100*50 150*50 M Su* Super/FA cancel on hit only
HP Shoryuken
(Uppercut)
Dp.pngHp.png
623+HP
s a r B KD 160 200 M Su* Super/FA cancel on hit only
Ex.png Shoryuken
(Uppercut)
Dp.png2p.png
623+PP
s a r B KD 120*20x4 150*20x4 M FA Free juggle state after 1st hit FADC, limited juggle after 2nd hit FADC
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.pngLk.png
214+LK
s a r B KD 100 200 M - notes
MK Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.pngMk.png
214+MK
s a r B KD 150 200 M - notes
HK Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.pngHk.png
214+HK
s a r B KD 170 230 M - notes
Ex.png Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.png2k.png
214+KK
s a r B KD 25x4*60 25x4*50 M - Can juggle afterward near the corner
LK Air Tatsumaki Senpukyaku Air Qcb.pngLk.png
Air 214+LK
s a r B KD 100 250 M - notes
MK Air Tatsumaki Senpukyaku Air Qcb.pngMk.png
Air 214+MK
s a r B KD 110 250 M - notes
HK Air Tatsumaki Senpukyaku Air Qcb.pngHk.png
Air 214+HK
s a r B KD 120 250 M - notes
Ex.png Air Tatsumaki Senpukyaku Air Qcb.png2k.png
Air 214+LK
s a r B KD 20x4*90 30x4*50 M - Hovers in place while active
Hanagashi
(Parry)
Right.gifHp.pngHk.png
6HP+HK
s a r - - - - - - Loses to armor breaking attacks
+ Ex.pngEx.png Tesshin + 3p.png
+PPP
s a r B KD 300 300 M - Costs 2 bars; can be done after whiffed parry, allowing combos into it like any other special move
+ Ex.pngEx.png Isshin + 3p.png
+PPP
s a r B KD 320 300 M - Costs 2 bars; after successful parry only, slightly delayed
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Shinkuu Hadoken
(Super)
Qcf.pngQcf.pngP.png
236236+P
s a r B KD 350 - M - -
Metsu Hadoken
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
s a r B KD 350 - M - -
Metsu Shoryuken
(Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
s a r B KD 525
(302)
- M - (Non-cinematic damage if all hits juggle properly; will usually do 255 base damage in juggles, not counting scaling)
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


Game Navigation

General
FAQ
Controls & Notation
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Basic Elements
Game Systems
Universal Abilities
Movement
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Glossary
Change List
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