Street Fighter 1 MR/Ryu: Difference between revisions
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|active = 3 | |active = 3 | ||
|recovery = 3 | |recovery = 3 | ||
|cancel = GA/SP/SU | |||
|advHit = +8 | |advHit = +8 | ||
|advBlock = 0 | |advBlock = 0 | ||
|description = | |description = | ||
* | * Mashing panic button | ||
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. | 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. | ||
}} | }} | ||
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|active = 4 | |active = 4 | ||
|recovery = 5 | |recovery = 5 | ||
|cancel = GA/SP/SU | |||
|advHit = +2 | |advHit = +2 | ||
|advBlock = -3 | |advBlock = -3 | ||
|description = | |description = | ||
* | * Looks like an anti-air but whiffs any airborne opponent | ||
Somewhat useful to evade low pokes, but not much purpose otherwise. | |||
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|active = 12 | |active = 12 | ||
|recovery = 8 | |recovery = 8 | ||
|cancel = N/A | |||
|advHit = +6 | |advHit = +6 | ||
|advBlock = -6 | |advBlock = -6 | ||
|description = | |description = | ||
* | * Highest damage normal, links to 2A | ||
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. | 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. | ||
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|active = 7 | |active = 7 | ||
|recovery = 8 | |recovery = 8 | ||
|cancel = N/A | |||
|advHit = 0 | |advHit = 0 | ||
|advBlock = +1 | |advBlock = +1 | ||
|description = | |description = | ||
* | * Air unblockable | ||
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. | 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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|active = 3 | |active = 3 | ||
|recovery = 3 | |recovery = 3 | ||
|cancel = GA | |||
|advHit = +5 | |advHit = +5 | ||
|advBlock = +3 | |advBlock = +3 | ||
|description = | |description = | ||
* | * Main normal for linking and pressure | ||
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. | 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. | ||
}} | }} | ||
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|active = 4 | |active = 4 | ||
|recovery = 2 | |recovery = 2 | ||
|cancel = GA/SP/SU | |||
|advHit = +7 | |advHit = +7 | ||
|advBlock = -2 | |advBlock = -2 | ||
|description = | |description = | ||
* | * Confirm for 2D and low poke | ||
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. | 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. | ||
}} | }} | ||
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|active = 6 | |active = 6 | ||
|recovery = 6 | |recovery = 6 | ||
|cancel = SP/SU | |||
|advHit = +10 | |advHit = +10 | ||
|advBlock = +11 | |advBlock = +11 | ||
|description = | |description = | ||
* | * Only cancel that combos to Tatsu | ||
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. | 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. | ||
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|active = 8 | |active = 8 | ||
|recovery = 10 | |recovery = 10 | ||
|cancel = SP/SU | |||
|advHit = KD | |advHit = KD | ||
|advBlock = -2 | |advBlock = -2 | ||
|description = | |description = | ||
* | * Long reach, safe, and confirms into Shinku Hadouken | ||
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. | 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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|active = Till Landing | |active = Till Landing | ||
|recovery = 0 | |recovery = 0 | ||
|cancel = N/A | |||
|advHit = Varies | |advHit = Varies | ||
|advBlock = Varies | |advBlock = Varies | ||
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|active = Till Landing | |active = Till Landing | ||
|recovery = 0 | |recovery = 0 | ||
|cancel = N/A | |||
|advHit = Varies | |advHit = Varies | ||
|advBlock = Varies | |advBlock = Varies | ||
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|active = 9 | |active = 9 | ||
|recovery = 0 | |recovery = 0 | ||
|cancel = N/A | |||
|advHit = Varies | |advHit = Varies | ||
|advBlock = Varies | |advBlock = Varies | ||
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|active = 11 | |active = 11 | ||
|recovery = 0 | |recovery = 0 | ||
|cancel = N/A | |||
|advHit = Varies | |advHit = Varies | ||
|advBlock = Varies | |advBlock = Varies | ||
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|active = - | |active = - | ||
|recovery = 30 | |recovery = 30 | ||
|cancel = - | |||
|advHit = - | |advHit = - | ||
|advBlock = - | |advBlock = - | ||
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|active = 10 | |active = 10 | ||
|recovery = 0 | |recovery = 0 | ||
|cancel = N/A | |||
|advHit = Varies | |advHit = Varies | ||
|advBlock = Varies | |advBlock = Varies | ||
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|active = 7 | |active = 7 | ||
|recovery = 0 | |recovery = 0 | ||
|cancel = N/A | |||
|advHit = Varies | |advHit = Varies | ||
|advBlock = Varies | |advBlock = Varies | ||
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|active = Traveling | |active = Traveling | ||
|recovery = 32 | |recovery = 32 | ||
|cancel = N/A | |||
|advHit = 0 | |advHit = 0 | ||
|advBlock = +1 | |advBlock = +1 | ||
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|active = Traveling | |active = Traveling | ||
|recovery = 32 | |recovery = 32 | ||
|cancel = N/A | |||
|advHit = 0 | |advHit = 0 | ||
|advBlock = +1 | |advBlock = +1 | ||
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|active = 15 | |active = 15 | ||
|recovery = 23 | |recovery = 23 | ||
|cancel = N/A | |||
|advHit = KD | |advHit = KD | ||
|advBlock = -17 | |advBlock = -17 | ||
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|active = 18 | |active = 18 | ||
|recovery = 30 | |recovery = 30 | ||
|cancel = N/A | |||
|advHit = KD | |advHit = KD | ||
|advBlock = -27 | |advBlock = -27 | ||
|description = | |description = | ||
* Frames 1 through 12 are fully invincible for both versions | * Air unblockable, 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. | 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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|active = 5(10)5 | |active = 5(10)5 | ||
|recovery = 18 | |recovery = 18 | ||
|cancel = N/A | |||
|advHit = KD | |advHit = KD | ||
|advBlock = -3 | |advBlock = -3 | ||
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|active = 5(10)5(10)5(10)5 | |active = 5(10)5(10)5(10)5 | ||
|recovery = 18 | |recovery = 18 | ||
|cancel = N/A | |||
|advHit = KD | |advHit = KD | ||
|advBlock = -3 | |advBlock = -3 | ||
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|active = Traveling | |active = Traveling | ||
|recovery = 27 | |recovery = 27 | ||
|cancel = N/A | |||
|advHit = -5 | |advHit = -5 | ||
|advBlock = -5 | |advBlock = -5 | ||
|description = | |description = | ||
* | * Air unblockable, 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. | 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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|active = 7(4)7(4)7(4)7(4)7(4)7(4)7(4)7 | |active = 7(4)7(4)7(4)7(4)7(4)7(4)7(4)7 | ||
|recovery = 14 | |recovery = 14 | ||
|cancel = N/A | |||
|advHit = KD | |advHit = KD | ||
|advBlock = 0 | |advBlock = 0 | ||
|description = | |description = | ||
* | * Air unblockable, 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. | 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. | ||
}} | }} |
Revision as of 14:33, 1 September 2022
Background
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.
Pros | Cons |
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Character Summary
- 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
- Attack Rating = 100
- Armor Rating = 100
- Forward Walk Speed = 2.5
- Taunt = 30f
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 |
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Stand Light Kick
5B |
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Stand Heavy Punch
5C |
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Stand Heavy Kick
5D |
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Crouching Normals
Crouch Light Punch
2A |
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Crouch Light Kick
2B |
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Crouch Heavy Punch
2C |
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Crouch Heavy Kick
2D |
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Jumping Normals
Jump Light Punch
j.A |
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Jump Light Kick
j.B |
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Jump Heavy Punch
j.C |
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Jump Heavy Kick
j.D |
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Taunt
Taunt
A+B |
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Unique Attacks
Neutral Jump Light Kick
nj.B |
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Neutral Jump Heavy Kick
nj.D |
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Special Attacks
Hadouken
236A/C |
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Shoryuken
6236A/C |
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Tatsumaki Senpukyaku
214B/D |
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Supers
Shinku Hadouken
236236P |
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Shinku Tatsumaki Senpukyaku
214214K |
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