Ryu is the ever wandering warrior who practices Shotokan karate. He comes to the scene in SF1 looking to beat all of the best fighters around the world, and is the protagonist and only playable character in the original SF1. He travels to defeat the champions of multiple countries before fighting Sagat, the strongest of them all. After defeating Sagat, Ryu walked into the distance, eager for his next fight.
Introduction
Ryu in SF1MR is a much more stable zoner than much of the cast. Shoryuken gives him an incredible anti-air and defensive tool, and his Hadouken fireball compliments it perfectly by taking up tons of screen space. Pokes like 2D let Ryu threaten damage and a knockdown from a safe range, and if he gains the life lead, it can be very hard to get it back.
Ryu suffers from low damage output however. His best special for combos, 214K, is very inconsistent and whiffs in many situations. Unlike in other games, Shoryuken and Hadouken don't make up for this much. Luckily, he can take advantage of SF1MR's gatling system to easily end in sweep, though this does less damage at the cost of safe okizeme and taunts. His 2D also combos into 236236P, though it can drop hits from far ranges.
Taunt Style: Ryu has a meter gain taunt.
Strengths
Weaknesses
Zoning: With a decent projectile and a great anti-air, Ryu has very strong potential to zone opponents out
Simple: Ryu isn't particularly hard, relying mostly on simple links and normal cancels for a majority of his combos
Useful Super: Shinku Hadouken is a very good super for neutral and combos both
No Mixup: Throws are not a universal concept in SF1MR, and Ryu lacks an overhead or a crossup. This forces him to rely on chip to make realistic comebacks, making it so getting the life lead is necessary to win
Low Damage: Ryu lacks the 70% meterless combos of the top tiers like Adon and Sagat, or any real TOD potential
Character Summary
Move list
Special Moves
236A/C - Hadouken: Fireball
214B/D - Tatsumaki Senpukyaku: Tatsu
6236A/C - Shoryuken: Uppercut/DP
Supers
236236P - Shinku Hadouken: Extremely high damage and easy to confirm combo ender and anti-zoning tool
214214K - Shinku Tatsumaki: Reversal super and corner combo super
Unique Attacks
nj.B, nj.D
Stats & vitals
Attack Rating = 100
Armor Rating = 100
Forward Walk Speed = 2.5
Backward Walk Speed = -2.3
Forward Run Speed = 5
Backdash Speed = -4
Taunt = 30f
Quick combo reference
Basic BNBs:
2A > 2C, 2B > 2D
2A > 2C > 214D
2C, 2C, 2D
Metered BNBs:
2A > 2C > 236236P
2A > 2C, 2D > 236236P
2B, 2B > 2D > 236236P
Normals
Standing Normals
Stand Light Punch 5A
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
27
Mid
2
3
3
-
+8
0
Cancels to 5C, Specials, and Supers on hit or block.
Ryu's 5A is a fairly standard jab for linking and panic situations, but is usually outshined by 2A, which has better links and better cancels overall.
Toggle Hitboxes
Toggle Hitboxes
Stand Light Kick 5B
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
27
Mid
4
4
5
-
-
-
Cancels to 5D, Specials, and Supers on hit or block.
The classic shoto light kick. Somewhat useful as an anti-air or to evade low pokes, but Shoryuken is a much better anti-air overall. Still, without the usual crouch fierce, this is one of Ryu's better normal anti-airs alongside 5D.
Toggle Hitboxes
Toggle Hitboxes
Stand Heavy Punch 5C
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
97
Mid
15
12
8
-
-
-
Cancels to nothing
Ryu winds up and hits the opponent with a big punch. Too slow to be worth much, the startup is so long that 5A > 5C won't combo even as a cancel. It does do quite a lot of damage if it does hit however.
Toggle Hitboxes
Toggle Hitboxes
Stand Heavy Kick 5D
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
87
Mid
13
7
8
-
-
-
Cancels to nothing.
Ryu kicks at a similar angle to 5B, but slower with more power. High startup makes it difficult to use as a reaction anti-air, but on a read it isn't bad, especially for jumps from far away. Similar to Ryu's 5A > 5C, 5B > 5D does not combo.
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Toggle Hitboxes
Crouching Normals
Crouch Light Punch 2A
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
23
Mid
3
3
3
-
-
-
Cancels to 2B, 2C, or 2D on hit or block.
One of Ryu's main normals for linking, as it cancels into 2C, which is the main normal Ryu wants to land. Can be useful for mashing and pressure, but 2B is faster and hits low.
Toggle Hitboxes
Toggle Hitboxes
Crouch Light Kick 2B
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
23
Low
2
4
2
-
-
-
Cancels to 2D, Specials, and Supers on hit or block.
A classic low poke. Useful as a link after 2C and a cancel after 2A to ensure that a 2D ender will connect. 2B > 2D is almost always possible and is Ryu's main combo route. On it's own, 2B is an alright button to stuff approaches and occasionally poke with.
Toggle Hitboxes
Toggle Hitboxes
Crouch Heavy Punch 2D
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
62
Mid
6
6
6
-
-
-
Cancels to Specials and Supers on hit and block.
Ryu's main normal to cancel into grounded specials, usually Tatsu. Since Tatsu is so inconsistent on most characters, you'll usually use this as a high damage link tool. Similar to 2B > 2D, if a 2C connects you can almost always link 2D for a big damage combo using only 2 normals. You can even link 2C into itself for high damage punishes like 2C, 2C, 2D.
Toggle Hitboxes
Toggle Hitboxes
Crouch Heavy Kick 2D
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
78
Low
5
8
10
-
KD
-
Cancels to Specials and Supers on hit or block
The budget combo ender and poke. Since it cancels to fireball on block, it's pretty safe to poke around with, and unlike what you may be used to with sweeps in a majority of SF games, it's safe and very fast on its own. It can be linked or cancelled into fairly easily from most of Ryu's routes, making it a much more consistent combo ender, something he lacks in his specials. Unlike other characters, Ryu's only juggle from a cancelled 2D is Shinku Hadouken, and it can drop hits at longer ranges.
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Toggle Hitboxes
Jumping Normals
Jump Light Punch j.A
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
27
High
2
Till Landing
0
-
Varies
Varies
Very active and hits near his head.
Ryu sticks out a fist that has a lingering hitbox till he lands. Can be an air interrupt, but not much else.
Toggle Hitboxes
Toggle Hitboxes
Jump Light Kick j.B
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
24
High
3
Till Landing
0
-
Varies
Varies
Very active and hits below him, good for safejumps.
Ryu sticks out his leg and lets the hitbox linger for the full jump like j.A. More useful as a jump-in, especially since the long active frames can catch a lot of bad anti-airs. Jumping on top of a knocked down opponent with this can actually make a surprising mixup, or even a safejump depending on the character.
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Toggle Hitboxes
Jump Heavy Punch j.C
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
70
High
2
9
0
-
Varies
Varies
High damage air-to-air.
Ryu punches out in front of him. Fairly high damage, but the hitbox is pretty high up, so you'll mostly stick to j.D as a heavy jump-in. Can snipe people air-to-air however.
Toggle Hitboxes
Toggle Hitboxes
Jump Heavy Kick j.D
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
70
High
3
11
0
-
Varies
Varies
Long and low hitbox with good damage.
The main jump-in normal to use in most situations. Great forward range, fast startup, lots of active frames, and high damage and hitstun make it a very consistent normal.
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Toggle Hitboxes
Unique Attacks
Neutral Jump Light Kick nj.B
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
90
High
3
10
0
-
Varies
Varies
Sweeping hitbox to catch multiple angles.
A great neutral jump air-to-air with very high damage. Outside of air-to-air however, it doesn't have much use, as nj.D covers the high damage neutral jump starter role much better. However, in midscreen, it has less pushback than nj.D, allowing for higher damage followups.
Toggle Hitboxes
Toggle Hitboxes
Neutral Jump Heavy Kick nj.D
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
90
High
4
7
0
-
Varies
Varies
Very high hitstun and pushback, comparable to a j.CD from the KOF series.
A spinning kick with massive hitstun and pushback. In the corner, this can connect and still allow for a 2C, 2C, 2D, making for a massive damage starter. It can also be a good air-to-air, but nj.B is a bit better thanks to the faster startup and higher active frames. In midscreen, pushback with this can be a bit too strong to get much more than a 2D after.
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Toggle Hitboxes
Special Attacks
Hadouken 236A/C
Version
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
A
65
Mid
7
Traveling
32
-
-
-
C
75
Mid
7
Traveling
32
-
-
-
A version is slow but weak, C version is fast and strong
Ryu's iconic Hadouken. Useful zoning tools, especially in conjunction with his uppercut, as they take up much of the screen. SF1MR has a lot of anti-zoning tools however, and these come with shockingly hefty recovery, so use with caution. These are also Ryu's preferred way to deal chip, as Ryu is a mixless character, forcing him to rely on chip to make certain comebacks.
Toggle Hitboxes
Toggle Hitboxes
Shoryuken 6236A/C
Version
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
A
80
Mid
4
15
23
-
KD
-
C
80
Mid
4
18
30
-
KD
-
Frames 1 through 12 are fully invincible for both versions
Ryu leaps into the air with an uppercut. The peanut butter to Hadouken's jelly, as it will eat through any attempt at beating a Hadouken, namely jumps but also some anti-fireball specials and supers too. They come with one major caveat, in that both versions have a second hit that is required to connect for a knockdown. It's possible and quite common for only the first hit to connect, leaving Ryu very unsafe even on hit, making them weak as reversals.
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Toggle Hitboxes
Tatsumaki Senpukyaku 214B/D
Version
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
B
40,30
Mid
18
5(10)5
18
-
KD
-
D
40,40,40,30
Mid
18
5(10)5(10)5(10)5
18
-
KD
-
Off the ground frame 4
Ryu spins through the air with multiple kicks. Much more awkward than the Tatsu he has in other games, mostly because of the ridiculous height he rises to. Tatsus whiff on everyone except Sagat crouching, and a shocking amount of characters standing and reeling animations. Additionally, they only combo from 2C. All of this put together make them very situational and hard to use in combos. The additional height does help get over things like fireballs, but they're quite slow, so this isn't entirely useful.
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Toggle Hitboxes
Supers
Shinku Hadouken 236236P
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
180
Mid
6
Traveling
27
-
-
-
Anywhere juggle, frames 1 through 18 are invincible
Ryu shoots out a powerful Hadouken with multiple hits. Great all-purpose super for reversals, combos, anti-air, anti-zoning, and chip damage. Since Ryu's taunt builds meter and is very fast, you can almost always have one of these stored. This means counter zoning Ryu is fairly hard, as he can taunt and get a Shinku Hadouken to blow through your attempt.
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Toggle Hitboxes
Shinku Tatsumaki Senpukyaku 214214K
Damage
Guard
Startup
Active
Recovery
Cancels
Adv on Hit
Adv on Block
40,40,40,40,40,40,40,30
Mid
16
7(4)7(4)7(4)7(4)7(4)7(4)7(4)7
14
-
KD
-
Anywhere juggle, frames 1 through 18 are invincible
A super version of Ryu's tatsu. In comparison to Shinku Hadouken, this is a much more situational super. It does quite a bit more damage, but the low range and long startup makes it hard to fit into Ryu's usual combos. Unlike normal Tatsus, it hits much more consistently on small characters.