|
|
Line 852: |
Line 852: |
| |input=214214C | | |input=214214C |
| |data= | | |data= |
| | |caption=This will either hurt real bad or feel like a slap from an infant. |
| {{AttackData-SVG | | {{AttackData-SVG |
| | damage = 316 (72, 22, 22, 21, 21, 19, 18, 18, 103) | | | damage = 316 (72, 22, 22, 21, 21, 19, 18, 18, 103) |
Revision as of 11:46, 22 May 2021
Ryuken
|
|
Health |
500
|
Pre-Jump Frames |
3
|
Play Style |
Rushdown, Mixup
|
Dash Type |
Step
|
Character Background
Race: Human
Motivation: Restore order to the world
Weapon: Fenrir Knuckle
Likes: Martial Arts
Dislikes: Evil
Character Info
Ryuken is a strong and fast rushdown character with a balanced toolkit. He possesses a great fireball, excellent mobility, and potent pressure that can either be used to mix-ups or guard breaks. Ryuken's combos deal very high damage, often allowing him to three-touch opponents
his stubby normals means he has to work to get in, something he excels at with his very fast speed, his teleport dash and useful special moves
Ryuken also has access to great damage combos in the corner, a position he gets very easily with his insane corner carry potential
Strengths |
Weaknesses
|
- Combo character, plenty of combos to mess around with.
- Combos extend even further in the corner.
- Teleport dash that allows for side-switch mix-ups.
- Fast mobility with his super jump and quick dashes.
- Strong pressure tools. Ryuken has access to guaranteed guard break combos.
- 623A/B/C has invincibility on the roll, which can avoid most attacks.
- J.C is a great air button. It's his best air to air and cross-up button.
- 214C immediately cancels into wolf stance.
- Wolf stance changes have a few frames of invincibility between them.
- 236D > A causes a hard knockdown on hit and is good for spacing against some characters.
- 50/50 mix-ups with 236D > 2D or 5D. Both can be comboed off of.
- j.236-236D is Ryuken's best super. Best damage, best utility, best corner carry.
- 236-236D is a good anti-air.
|
- Extremely short normals. You have to be in the opponent's face to do anything
- Dust finisher can miss if not done quick enough.
- Both Wolf and Wild Shadow stances are difficult to set-up without proper positioning.
- 236-236A/B/C scales combo damage hard.
- 236-236C is punishable in the corner on hit.
- 236-236D is only good as an anti-air, lacks the utility of the jumping version.
- 214-214C scales the combo hard.
- No optimal burst combos since scaling hits Ryuken hard.
|
Normals
Far Standing Normals
5A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
15
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
|
|
5B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
30
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
|
|
5C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
50
|
Mid
|
-
|
-
|
-
|
-
|
-
|
long normal that slightly launches on hit while the range is pretty good, this property makes it very hard to include this move in combos
|
|
5D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
20
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
the preferred poke. a long and fast kick
|
|
Close Standing Normals
cl.5A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
15
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
|
|
cl.5B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
30
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
usually used instead of Cl.5A since it's fast and doesn't scale the combo as much
|
|
cl.5C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
50
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
very good combo filler good damage and can cancel into specials
|
|
cl.5D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
20
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
|
|
Crouching Normals
2A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
15
|
Mid
|
-
|
-
|
-
|
-
|
-
|
|
|
2B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
30
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
although it looks identical to 2A it's much slower and more damaging
|
|
2C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
50
|
Low
|
Specials
|
-
|
-
|
-
|
-
|
strong normal that launches aerial opponents present in nearly all BNBs
|
|
2D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
20
|
Low
|
Specials
|
-
|
-
|
-
|
-
|
|
|
Jumping Normals
j.A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
15
|
High
|
-
|
-
|
-
|
-
|
-
|
fast horizontal punch, very active
|
|
j.B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
30
|
High
|
-
|
-
|
-
|
-
|
-
|
similar to j.A but nowhere near as active
|
|
j.C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
50
|
High
|
-
|
-
|
-
|
-
|
-
|
your most used normal has very high priority and is extremely fast wins most air-to-air interactions and is an excellent jump-in normal
|
|
j.D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
20
|
High
|
-
|
-
|
-
|
-
|
-
|
|
|
Command Normals
4C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
20
|
Mid
|
-
|
-
|
-
|
-
|
-
|
short slam that hits overhead cannot be comboed off and can't cancel into specials or supers
|
|
3D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
45
|
Mid
|
-
|
-
|
-
|
-
|
-
|
very fast sweep that causes a hard knockdown hits OTG
|
|
Chain Specific Normals
2B -> 2C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
22
|
High
|
-
|
-
|
-
|
-
|
-
|
2C becomes another slap with ryuken's other hand
|
|
Throws
A+D Forward Throw
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
60
|
Throw
|
N/A
|
-
|
-
|
-
|
-
|
Ryuken grabs his opponent and uppercuts them
|
|
B+D Back Throw
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
70
|
Throw
|
N/A
|
-
|
-
|
-
|
-
|
Ryuken dashes behind the opponent and punches them
|
|
Sword Series Slash (Dust)
5B+C Standing SSS
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
150
|
High
|
N/A
|
-
|
-
|
-
|
-
|
Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.
|
|
2B+C Low SSS
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
150
|
Low
|
N/A
|
-
|
-
|
-
|
-
|
Same as standing SSS but hits low. Triggers an air chase when you press A. To complete the air chase you must do AAABBBCCCD > 236D.
|
|
Chaos Breaking (Parry)
A+B Standing Parry Standing Parry Crouching Parry Crouching Parry Jumping Parry Jumping Parry
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Dodges projectiles and counters any physical, non-grab attacks.
The Standing and Jumping versions parry anything that can be blocked High, but is vulnerable to grabs. The Crouching version only parries lows and cannot be grabbed.
|
|
Special Moves
Over King Shot 236A/B/C
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
A
|
30
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken does a palm fist while moving forward. The A version is the fastest, but doesn't go far. Also used in your bnb combos.
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
B
|
33
|
Mid
|
-
|
-
|
-
|
-
|
-
|
The B version takes a bit longer to start up but goes further than the A version. Not used much.
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
C
|
35
|
Mid
|
-
|
-
|
-
|
-
|
-
|
C version has the longest startup, but goes the furthest of them all. Hard to use in neutral due to startup and can't combo into without SoT.
|
|
Giant Axe Crush Over King Shot > 66A/B/C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
39 (13 per hit)
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Followup that is SOT cancellable. Convenient to use as a combo extender or 1/3 of the screen punish. Hits 3 times, deals 13 per hit raw.
|
|
Beat Open 214C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
55
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken does a stomp into his 214D stance. Has quite some startup and does not hit low, sadly. Not much use of this.
|
|
Waiting Wolf 214D Assume the position Assume the position
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken enters a stance that low profiles ALL NON-LOW HITTING MOVES (even supers!). Extremely paramount to your mixup and combo game, since some bnbs require you to go into stance. He has many options after stance.
|
|
WW: Blur Bullet Waiting Wolf ~> AAA
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
72 (20, 25, 27)
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken does a quick series of punches depending on how many times you press A (up to three times). Pressing A once will do one punch and end the stance. Not useful. Pressing A twice will do to punches and launch them. Ryuken will also do a follow up command jump (236D). Pressing A three times will knock down on hit and return to stance. Also SoT cancellable and used for combos.
|
|
Over King Shot Waiting Wolf ~> B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
70
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken takes a big step and does a palm fist, instantly destroying the enemy's guard. Extremely useful for opening the opponent up if you get a SoT blockstring, but not useful in combos.
|
|
Claw Slice Waiting Wolf ~> C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
50
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken performs a shoulder tackle, launching the opponent. Great combo filler for 2C into 236D bnbs. Also has armor properties that will beat all high and mid moves, but not lows, throws or supers. It will also exit his stance.
|
|
Spinning Kick Waiting Wolf ~> 5D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
45
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken hops and does a roundhouse kick. Hits overhead and has enough hitstun for you to follow up with any of your bnb starters.
|
|
WW: Raging Kick Waiting Wolf ~> 2D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
20
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Extremely oppressive button. Hits low, low profiles, and doesn't exit stance. When used along with D from stance, he gets a really good 50/50 mixup that will frustrate his opponents.
|
|
Roll into Kicks (No official Movelist Name) 214D ~> 66 214D ~> 66 214D ~> 66 ~> D 214D ~> 66 ~> D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken rolls forward, being fully invincible.
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
60 (30, 30)
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken follows up the roll with two jumping kicks. Unsafe on block, therefore you don't see much use of this when 326C is a move.
|
|
Wild Shadow 236D Demon Flip Demon Flip
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken does a demon flip. Used in neutral or in combos depending on what followup you choose.
|
|
Energy Cannon Wild Shadow ~> A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
60
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken's only non-super projectile, and it's not even a traditional one. Good for pressure in neutral and knocks down on hit.
|
|
WS: CLoud Kick Wild Shadow ~> BBBC
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
80 (20x4)
|
Mid
|
Super
|
-
|
-
|
-
|
-
|
Ryuken does 3 air kicks before perfoming a swipe that knocks down. Your go to meterless bnb ender and bnbs with meter. Don't use this in neutral.
|
|
WS: Control Wild Shadow ~> C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
45
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken does a divekick. Mostly used in corner combos due to the angle of the kick being very small. Not much use in neutral because of that.
|
|
WS: WS Wild Shadow ~> D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken does a parry in the air, which stuns the opponent even after they land, leading to a full combo. Immediately enters the 214D stance regardless if it hits or misses.
|
|
Mountain Crusher 623A/B/C
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
A
|
24
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken does a short invulnerable roll and then a shoulder tackle. Your main bnb special but also very good in neutral due to the i-frames punishing projectiles or moves with long recovery. A version doesn't go far, so there's no real use of this one.
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
B
|
27
|
Mid
|
-
|
-
|
-
|
-
|
-
|
B version goes further, but not as good as the C version. Not much use, either.
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
C
|
29
|
Mid
|
-
|
-
|
-
|
-
|
-
|
C version goes the furthest, and since all of the versions has the same startup, the C version will always leave you point blank on your opponent.
|
|
MC Falling Tiger Strike Mountain Crusher ~> A/B/C ~> A/B/C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
32 (16x2)
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken's rekka followups after 623A/B/C. Unsafe on block.
|
|
MC Falling Tiger Strike ~> D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
28 (13, 15)
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken's final rekka followup, which launches his opponents to the air. SoT cancellable, but will completely whiff against opponents who are crouch blocking. Delay SoT for maximum fall time.
|
|
Super Moves
Level 1 Supers
236236A/B/C 236236A/B/C A/B version A/B version C version C version
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
A/B
|
140 (30, 20, 20, 70)
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
Ryuken strikes forward. If it hits, he will do a few more strikes before shooting a giant fireball. Good burst combo ender if you want to keep your burst.
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
C
|
120
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
Instead of striking forward, Ryuken shoots the fireball straight away, ignoring projectiles with less priority. Can easily be dodged on reaction and never good to use outside of punishing projectiles.
|
|
Wolf Howl 236236D/j.236236D The Bruce Lee Kick The Bruce Lee Kick
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
Ground
|
150 (40, 40, 70)
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
Ryuken jumps in the air diagonally and does a high damaging kick Fully invincible before the kick.
|
Version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
Air
|
160 (50, 110)
|
High
|
-
|
-
|
-
|
-
|
-
|
Ryuken dives downward from the air, transitioning into a leaping kick Your metered bnb ender. Depending on the height the opponent was if you hit them out of the air, you can combo off of this in the corner
|
|
Level 3 Super
Wolf Fang Comet Splash 214214C This will either hurt real bad or feel like a slap from an infant.
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
316 (72, 22, 22, 21, 21, 19, 18, 18, 103)
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
Ryuken does an uppercut that goes into a cinematic sequence. While it boasts the most damage for a level 3, this move scales the most of all moves in the game. It's short range and low damage in combos means it's usually used in burst or as a risky tech punish.
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
316 (72, 22, 22, 21, 21, 19, 18, 18, 103)
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
Ryuken does an uppercut that goes into a cinematic sequence. While it boasts the most damage for a level 3, this move scales the most of all moves in the game. It's short range and low damage in combos means it's usually used in burst or as a risky tech punish.
|
|
Combos
Chain Combos
Basic Combos
Combo
|
Total Damage
|
Notes
|
Meterless BnB
|
2D -> 2A -> 2C >> 623C ~> C ~> C ~> D
|
|
|
2D -> 2A -> 2C >> 236A ~> 66A
|
|
|
9C >> clB -> C >> 236A ~> 66A
|
|
|
9C >> clB -> C >> 623C ~> C ~> C ~> D
|
|
|
214D ~> 5D >> 5A -> B -> C >> 236C ~> 66C
|
|
|
214D ~> 5D >> 5A -> B -> C >> 623C ~> C ~> C ~> D
|
|
|
One Bar BnB
|
2D -> 2A -> 2C >> 623C ~> C ~> C ~> D (SOT) >> B+D (AAABBBCCCDD > 236D)
|
|
|
2D -> 2A -> 2C >> 236A ~> 66A (SOT) >> B+D (AAABBBCCCDD > 236D)
|
|
Walk or Dash up to land B+D.
|
2D -> 2A -> 2C >> 623C ~> C ~> C ~> D (SOT) >> 2C > 236D ~> B ~> B ~> B ~> C
|
|
Walk or Dash up to land 2C.
|
2D -> 2A -> 2C >> 236A ~> 66A (SOT) >> 2C > 236D ~> B ~> B ~> B ~> C
|
|
Walk or Dash up to land 2C.
|
2D -> 2A -> 2C >> 623C ~> C ~> C ~> D > j.236-236D
|
|
|
Two Bar BnB
|
9C >> 2A -> 2C >> 623C ~> C ~> C ~> D (SOT) >> 2C > 236D ~> B ~> B ~> B ~> C > j.236-236C
|
|
Walk or Dash up to land 2C.
|
(Corner Only) 9C >> clB -> C >> 236D ~> C ~> A ~> A ~> A (SOT) ~> C >> 2C > 236D ~> B ~> B ~> B ~> C > j.236-236D >> 2A -> 2C > 236A ~> 66A
|
|
236D ~> C ~> A must be done QUICKLY to link... After j.236-236D, linking 2A -> 2C will require you to hit the opponent in the air and immediately cancel into 236A.
|
Three Bar BnB
|
[combo starter] >> 623C ~> C ~> C ~> D SOT > burst > 236A ~> 66A SOT > 214D ~> C >> 2C > 236D ~> B ~> B ~> B ~> C > j.236-236D >> 214214C
|
|
level 3 super can be substituted with 236236A if you want to conserve burst
|
[combo starter] >> 623C ~> C ~> C ~> D SOT > burst > 236A ~> 66A SOT > 214D ~> C >> 2C > 236D ~> B ~> B ~> B ~> C > j.236-236D >> 2A -> 2C > 236A ~> 66A SOT > [combo ender]
|
|
despite being a true loop, this combo is too long to be used twice in burst. so choose any combo or super you want to end it with
|