Street Fighter 1 MR/Ryu: Difference between revisions
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__NOTOC__ | |||
{{SF1MR Character Subnav|char=Ryu}} | |||
{{2 Column Flex|flex1=7|flex2=3|reverse=yes|content1= | |||
<div style="padding: 0px 5px; margin-top:15px; float:left;"> | |||
< | {{FP Box|header={{Big|'''Ryu'''}}|content= | ||
= | |||
'''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. | '''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. | ||
Ryu is likely the most familiar character to his other appearances in SF1MR. Just like always, Ryu tosses his signature '''Hadouken {{clr|1|(236P)}}''' fireballs to zone the opponent out, and knocks them out of the air with various powerful anti-airs. This gameplay is turned up to 10 in SF1MR, mostly since Hadoukens are much more powerful than usual, dealing a ton of damage and recovering very fast. Ryu has simple and useful gatlings as well, and while his offense is comparatively weak due to being mixless and lacking an infinite blockstring, he still easily ends in + frames with a '''{{clr|7|2D}}''' to Hadouken cancel. This is in stark contrast to his shoto counterpart Ken, who in this game doesn't have the same frame advantage on his Hadokens, and as a big twist from typical SF titles, this makes Ryu better offensively. His damage is only average, but his combos are very stable in exchange, and he has some decent combo variety as well. He also has '''Shinku Hadouken {{clr|1|(236236P)}}''', an amazing zoning and anti-zoning tool that is very combo friendly. | |||
Ryu in SF1MR is | |||
''' | He has a few things holding him back from being totally dominant, however. While his combos are stable, they lack massive damage output without specific situations. He often finds himself punishing by just doing a '''{{clr|2|2B}}''' > '''{{clr|7|2D}}''' gatling for a safe taunt. He's also mixless, and lacks the infinite blockstrings of other mixless characters, forcing him to rely on neutral and smart defense to win. Notably, his '''Tatsu {{clr|2|(214K)}}''' is near useless in both neutral and combos, limiting his potential damage even harder. | ||
{{ | If you want a solid, stable zoner with a great super and some good pokes, Ryu is perfect. | ||
------ | |||
<div style="margin-top:15px; align:left;"> | |||
{{StrengthsAndWeaknessesNoPlaystyle | |||
|pros= | |pros= | ||
*'''Zoning:''' | *'''Zoning:''' Hadoukens are fast and recover even faster, and Ryu has great anti-airs with 5D and Shoryuken, making approaching difficult | ||
*''' | *'''Simple:''' His gameplan is straightforward, and you have to learn very few character specific things to win | ||
*''' | *'''Normals:''' Ryu has solid pokes, anti-airs, and punish normals all around, like '''{{clr|2|2B}}''', '''{{clr|3|2C}}''', '''{{clr|7|2D}}''', '''{{clr|7|5D}}''', and both of his neutral jump normals | ||
*'''Shinku Hadouken:''' Shinku Hadouken is a massive damage multihit fireball that blows through other zoning attempts | |||
|cons= | |cons= | ||
*''' | *'''Mixless:''' 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:''' | *'''Low Damage:''' While his average damage is good, he lacks the insane peaks of better characters, leaving his punishes to be lower than usual | ||
*'''Outclassed:''' Ryu is strong, but others are just much stronger, and this leaves Ryu "honest" to a degree | |||
}} | }} | ||
}} | }} | ||
</div> | |||
</div> | |||
|content2= | |content2= | ||
{{ | {{FP Box|header={{Big|'''Profile'''}}|content= | ||
<center><div style="display:flex; overflow-x:hidden; justify-content: {{{portraitalign|center}}};">[[File:SF1MR_portrait_Ryu.png|frameless|400px|right]]</div></center> | |||
------ | |||
<center> | |||
{{Big|'''Stats and Vitals'''}} | |||
</br> | |||
<div style="text-align:justify;> | |||
*'''Attack Rating''' = 100 | *'''Attack Rating''' = 100 | ||
*'''Armor Rating''' = 100 | *'''Armor Rating''' = 100 | ||
*'''Forward Walk Speed''' = 2.5 | *'''Forward Walk Speed''' = 2.5 | ||
*'''Taunt''' = 30f | *'''Taunt''' = 30f | ||
}} | </div> | ||
</center> | |||
{{ | ------ | ||
<center> | |||
{{Big|'''Movelist'''}} | |||
<div style="text-align:left;"> | |||
;Special Moves | |||
:'''{{clr|1|236A/C}}''' - ''Hadouken'': Fireball | |||
:'''{{clr|2|214B/D}}''' - ''Tatsumaki Senpukyaku'': Tatsu | |||
:'''{{clr|1|6236A/C}}''' - ''Shoryuken'': Uppercut/DP | |||
;Supers | |||
:'''{{clr|1|236236P}}''' - ''Shinku Hadouken'': Extremely high damage and easy to confirm combo ender and anti-zoning tool | |||
:'''{{clr|2|214214K}}''' - ''Shinku Tatsumaki'': Reversal super and corner combo super | |||
;Unique Attacks | |||
:'''{{clr|2|nj.B}}''', '''{{clr|7|nj.D}}'''</div></center> | |||
------ | |||
<center> | |||
{{Big|'''Colors'''}}</br> | |||
[[File:SF1MR_Ryu_colors.png|borderless|200px]] | |||
}} | }} | ||
}} | }} | ||
</div> | |||
== Normals == | == Normals == | ||
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{{MoveData | {{MoveData | ||
|name = Stand Light Punch | |name = Stand Light Punch | ||
|input = 5A | |input = '''{{clr|1|5A}}''' | ||
|image = SF1MR_Ryu_5A.PNG | |image = SF1MR_Ryu_5A.PNG | ||
|hitbox = SF1MR_Ryu_5A_HB.PNG | |hitbox = SF1MR_Ryu_5A_HB.PNG | ||
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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 '''{{clr|1|5A}}''' is a fairly standard jab for linking and panic situations, but is usually outshined by '''{{clr|1|2A}}''', which has better links and better cancels overall. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Stand Light Kick | |name = Stand Light Kick | ||
|input = 5B | |input = '''{{clr|2|5B}}''' | ||
|image = SF1MR_Ryu_5B.PNG | |image = SF1MR_Ryu_5B.PNG | ||
|hitbox = SF1MR_Ryu_5B_HB.PNG | |hitbox = SF1MR_Ryu_5B_HB.PNG | ||
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|active = 4 | |active = 4 | ||
|recovery = 5 | |recovery = 5 | ||
|advHit = | |cancel = GA/SP/SU | ||
|advBlock = | |advHit = +2 | ||
|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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{{MoveData | {{MoveData | ||
|name = Stand Heavy Punch | |name = Stand Heavy Punch | ||
|input = 5C | |input = '''{{clr|3|5C}}''' | ||
|image = SF1MR_Ryu_5C.PNG | |image = SF1MR_Ryu_5C.PNG | ||
|hitbox = SF1MR_Ryu_5C_HB.PNG | |hitbox = SF1MR_Ryu_5C_HB.PNG | ||
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|startup = 15 | |startup = 15 | ||
|active = 12 | |active = 12 | ||
|recovery = 8 | |recovery = 8 | ||
|advHit = | |cancel = N/A | ||
|advBlock = | |advHit = +6 | ||
|advBlock = -6 | |||
|description = | |description = | ||
* | * Highest damage normal, links to '''{{clr|1|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 '''{{clr|1|5A}}''' > '''{{clr|3|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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{{MoveData | {{MoveData | ||
|name = Stand Heavy Kick | |name = Stand Heavy Kick | ||
|input = 5D | |input = '''{{clr|7|5D}}''' | ||
|image = SF1MR_Ryu_5D.PNG | |image = SF1MR_Ryu_5D.PNG | ||
|hitbox = SF1MR_Ryu_5D_HB.PNG | |hitbox = SF1MR_Ryu_5D_HB.PNG | ||
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|active = 7 | |active = 7 | ||
|recovery = 8 | |recovery = 8 | ||
|advHit = | |cancel = N/A | ||
|advBlock = | |advHit = 0 | ||
|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 '''{{clr|2|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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{{MoveData | {{MoveData | ||
|name = Crouch Light Punch | |name = Crouch Light Punch | ||
|input = 2A | |input = '''{{clr|1|2A}}''' | ||
|image = SF1MR_Ryu_2A.PNG | |image = SF1MR_Ryu_2A.PNG | ||
|hitbox = SF1MR_Ryu_2A_HB.PNG | |hitbox = SF1MR_Ryu_2A_HB.PNG | ||
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|active = 3 | |active = 3 | ||
|recovery = 3 | |recovery = 3 | ||
|advHit = | |cancel = GA | ||
|advBlock = | |advHit = +5 | ||
|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 '''{{clr|3|2C}}''', which is the main normal Ryu wants to land. Can be useful for mashing and pressure, but '''{{clr|2|2B}}''' is faster and hits low. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Crouch Light Kick | |name = Crouch Light Kick | ||
|input = 2B | |input = '''{{clr|2|2B}}''' | ||
|image = SF1MR_Ryu_2B.PNG | |image = SF1MR_Ryu_2B.PNG | ||
|hitbox = SF1MR_Ryu_2B_HB.PNG | |hitbox = SF1MR_Ryu_2B_HB.PNG | ||
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|active = 4 | |active = 4 | ||
|recovery = 2 | |recovery = 2 | ||
|advHit = | |cancel = GA/SP/SU | ||
|advBlock = | |advHit = +7 | ||
|advBlock = -2 | |||
|description = | |description = | ||
* | * Confirm for '''{{clr|7|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 '''{{clr|3|2C}}''' and a cancel after '''{{clr|1|2A}}''' '''{{clr|1|2A}}''' to ensure that a '''{{clr|7|2D}}''' ender will connect. '''{{clr|2|2B}}''' > '''{{clr|7|2D}}''' is almost always possible and is Ryu's main combo route. On it's own, '''{{clr|2|2B}}''' is an alright button to stuff approaches and occasionally poke with. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Crouch Heavy Punch | |name = Crouch Heavy Punch | ||
|input = | |input = '''{{clr|3|2C}}''' | ||
|image = SF1MR_Ryu_2A.PNG | |image = SF1MR_Ryu_2A.PNG | ||
|hitbox = SF1MR_Ryu_2C_HB.PNG | |hitbox = SF1MR_Ryu_2C_HB.PNG | ||
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|active = 6 | |active = 6 | ||
|recovery = 6 | |recovery = 6 | ||
|advHit = | |cancel = SP/SU | ||
|advBlock = | |advHit = +10 | ||
|advBlock = +11 | |||
|description = | |description = | ||
* | * Only cancel that combos to '''Tatsu {{clr|2|(214K)}}''' | ||
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 '''{{clr|2|2B}}''' > '''{{clr|7|2D}}''', if a '''{{clr|3|2C}}''' connects you can almost always link '''{{clr|7|2D}}''' for a big damage combo using only 2 normals. You can even link 2C into itself for high damage punishes like '''{{clr|3|2C}}''', '''{{clr|3|2C}}''', '''{{clr|7|2D}}'''. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Crouch Heavy Kick | |name = Crouch Heavy Kick | ||
|input = 2D | |input = '''{{clr|7|2D}}''' | ||
|image = SF1MR_Ryu_2D.PNG | |image = SF1MR_Ryu_2D.PNG | ||
|hitbox = SF1MR_Ryu_2D_HB.PNG | |hitbox = SF1MR_Ryu_2D_HB.PNG | ||
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|active = 8 | |active = 8 | ||
|recovery = 10 | |recovery = 10 | ||
|cancel = SP/SU | |||
|advHit = KD | |advHit = KD | ||
|advBlock = | |advBlock = -2 | ||
|description = | |description = | ||
* | * Long reach, safe, and confirms into '''Shinku Hadouken '''{{clr|1|(236236P)}}''' | ||
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 '''{{clr|7|2D}}''' is Shinku Hadouken, and it can drop hits at longer ranges. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Jump Light Punch | |name = Jump Light Punch | ||
|input = j.A | |input = '''{{clr|1|j.A}}''' | ||
|image = SF1MR_Ryu_jA.PNG | |image = SF1MR_Ryu_jA.PNG | ||
|hitbox = SF1MR_Ryu_jA_HB.PNG | |hitbox = SF1MR_Ryu_jA_HB.PNG | ||
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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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{{MoveData | {{MoveData | ||
|name = Jump Light Kick | |name = Jump Light Kick | ||
|input = j.B | |input = '''{{clr|2|j.B}}''' | ||
|image = SF1MR_Ryu_jB.PNG | |image = SF1MR_Ryu_jB.PNG | ||
|hitbox = SF1MR_Ryu_jB_HB.PNG | |hitbox = SF1MR_Ryu_jB_HB.PNG | ||
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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 | ||
|description = | |description = | ||
* Very active and hits below him, good for safejumps. | * 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. | Ryu sticks out his leg and lets the hitbox linger for the full jump like '''{{clr|1|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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{{MoveData | {{MoveData | ||
|name = Jump Heavy Punch | |name = Jump Heavy Punch | ||
|input = j.C | |input = '''{{clr|3|j.C}}''' | ||
|image = SF1MR_Ryu_jC.PNG | |image = SF1MR_Ryu_jC.PNG | ||
|hitbox = SF1MR_Ryu_jC_HB.PNG | |hitbox = SF1MR_Ryu_jC_HB.PNG | ||
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|active = 9 | |active = 9 | ||
|recovery = 0 | |recovery = 0 | ||
|cancel = N/A | |||
|advHit = Varies | |advHit = Varies | ||
|advBlock = Varies | |advBlock = Varies | ||
|description = | |description = | ||
* High damage air-to-air. | * 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. | Ryu punches out in front of him. Fairly high damage, but the hitbox is pretty high up, so you'll mostly stick to '''{{clr|7|j.D}}''' as a heavy jump-in. Can snipe people air-to-air however. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Jump Heavy Kick | |name = Jump Heavy Kick | ||
|input = j.D | |input = '''{{clr|7|j.D}}''' | ||
|image = SF1MR_Ryu_jD.PNG | |image = SF1MR_Ryu_jD.PNG | ||
|hitbox = SF1MR_Ryu_jD_HB.PNG | |hitbox = SF1MR_Ryu_jD_HB.PNG | ||
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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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* Long and low hitbox with good damage. | * 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. | 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. | ||
}} | |||
}} | |||
== Taunt == | |||
{{MoveData | |||
|name = Taunt | |||
|input = '''{{clr|2|A+B}}''' | |||
|image = SF1MR_Ryu_Taunt.PNG | |||
|hitbox = SF1MR_Ryu_Taunt_HB.PNG | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = - | |||
|guard = - | |||
|startup = 1 | |||
|active = - | |||
|recovery = 30 | |||
|cancel = - | |||
|advHit = - | |||
|advBlock = - | |||
|description = | |||
* Taunt builds 1 bar of meter instantly, regardless of if Ryu is hit out of it or not, hence the 1 frame startup. | |||
Ryu's taunt is fairly fast, allowing him to use it relatively safely in neutral or after any knockdown without giving up much space. Taunting smartly is important, as Ryu loves having constant '''Shinku Hadouken'''. | |||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Neutral Jump Light Kick | |name = Neutral Jump Light Kick | ||
|input = nj.B | |input = '''{{clr|2|nj.B}}''' | ||
|image = SF1MR_Ryu_njB.PNG | |image = SF1MR_Ryu_njB.PNG | ||
|hitbox = SF1MR_Ryu_njB_First_HB.PNG | |hitbox = SF1MR_Ryu_njB_First_HB.PNG | ||
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|active = 10 | |active = 10 | ||
|recovery = 0 | |recovery = 0 | ||
|cancel = N/A | |||
|advHit = Varies | |advHit = Varies | ||
|advBlock = Varies | |advBlock = Varies | ||
|description = | |description = | ||
* Sweeping hitbox to catch multiple angles. | * 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. | A great neutral jump air-to-air with very high damage. Outside of air-to-air however, it doesn't have much use, as '''{{clr|7|nj.D}}''' covers the high damage neutral jump starter role much better. However, in midscreen, it has less pushback than '''{{clr|7|nj.D}}''', allowing for higher damage followups. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name = Neutral Jump Heavy Kick | |name = Neutral Jump Heavy Kick | ||
|input = nj.D | |input = '''{{clr|7|nj.D}}''' | ||
|image = SF1MR_Ryu_njD.PNG | |image = SF1MR_Ryu_njD.PNG | ||
|hitbox = SF1MR_Ryu_njD_HB.PNG | |hitbox = SF1MR_Ryu_njD_HB.PNG | ||
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|active = 7 | |active = 7 | ||
|recovery = 0 | |recovery = 0 | ||
|cancel = N/A | |||
|advHit = Varies | |advHit = Varies | ||
|advBlock = Varies | |advBlock = Varies | ||
|description = | |description = | ||
* Very high hitstun and pushback, comparable to a j.CD from the KOF series. | * 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. | A spinning kick with massive hitstun and pushback. In the corner, this can connect and still allow for a '''{{clr|3|2C}}''', '''{{clr|3|2C}}''', '''{{clr|7|2D}}''', making for a massive damage starter. It can also be a good air-to-air, but '''{{clr|2|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 '''{{clr|7|2D}}''' after. | ||
}} | }} | ||
}} | }} | ||
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{{MoveData | {{MoveData | ||
|name = Hadouken | |name = Hadouken | ||
|input = 236A/C | |input = '''{{clr|1|236A/C}}''' | ||
|image = SF1MR_Ryu_236P.PNG | |image = SF1MR_Ryu_236P.PNG | ||
|hitbox = | |hitbox = SF1MR_Ryu_236P_First_HB.PNG | ||
| | |hitbox2 = SF1MR_Ryu_236P_Second_HB.PNG | ||
|data = | |data = | ||
{{AttackData-SF1MR | {{AttackData-SF1MR | ||
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|active = Traveling | |active = Traveling | ||
|recovery = 32 | |recovery = 32 | ||
|advHit = | |cancel = N/A | ||
|advBlock = | |advHit = 0 | ||
|advBlock = +1 | |||
}} | }} | ||
{{AttackData-SF1MR | {{AttackData-SF1MR | ||
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|active = Traveling | |active = Traveling | ||
|recovery = 32 | |recovery = 32 | ||
|advHit = | |cancel = N/A | ||
|advBlock = | |advHit = 0 | ||
|advBlock = +1 | |||
|description = | |description = | ||
* A version is slow but weak, C version is fast and strong | * '''{{clr|1|A}}''' version is slow but weak, '''{{clr|3|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. | 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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name = Shoryuken | |name = Shoryuken | ||
|input = 6236A/C | |input = '''{{clr|1|6236A/C}}''' | ||
|image = SF1MR_Ryu_6236P.PNG | |image = SF1MR_Ryu_6236P.PNG | ||
|hitbox | |hitbox = SF1MR_Ryu_6236P_HB.PNG | ||
|data = | |data = | ||
{{AttackData-SF1MR | {{AttackData-SF1MR | ||
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|active = 15 | |active = 15 | ||
|recovery = 23 | |recovery = 23 | ||
|cancel = N/A | |||
|advHit = KD | |advHit = KD | ||
|advBlock = | |advBlock = -17 | ||
}} | }} | ||
{{AttackData-SF1MR | {{AttackData-SF1MR | ||
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|active = 18 | |active = 18 | ||
|recovery = 30 | |recovery = 30 | ||
|cancel = N/A | |||
|advHit = KD | |advHit = KD | ||
|advBlock = | |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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name = Tatsumaki Senpukyaku | |name = Tatsumaki Senpukyaku | ||
|input = 214B/D | |input = '''{{clr|2|214B/D}}''' | ||
|image = SF1MR_Ryu_214K.PNG | |image = SF1MR_Ryu_214K.PNG | ||
|hitbox = SF1MR_Ryu_214K_HB.PNG | |hitbox = SF1MR_Ryu_214K_HB.PNG | ||
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|active = 5(10)5 | |active = 5(10)5 | ||
|recovery = 18 | |recovery = 18 | ||
|cancel = N/A | |||
|advHit = KD | |advHit = KD | ||
|advBlock = | |advBlock = -3 | ||
}} | }} | ||
{{AttackData-SF1MR | {{AttackData-SF1MR | ||
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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 = | |advBlock = -3 | ||
|description = | |description = | ||
* Off the ground frame 4 | * 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. | 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 '''{{clr|3|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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{{MoveData | {{MoveData | ||
|name = Shinku Hadouken | |name = Shinku Hadouken | ||
|input = 236236P | |input = '''{{clr|1|236236P}}''' | ||
|image = SF1MR_Ryu_236236P.PNG | |image = SF1MR_Ryu_236236P.PNG | ||
|hitbox = | |hitbox = SF1MR_Ryu_236236P_First_HB.PNG | ||
| | |hitbox2 = SF1MR_Ryu_236236P_Second_HB.PNG | ||
|data = | |data = | ||
{{AttackData-SF1MR | {{AttackData-SF1MR | ||
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|active = Traveling | |active = Traveling | ||
|recovery = 27 | |recovery = 27 | ||
|advHit = | |cancel = N/A | ||
|advBlock = | |advHit = -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. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name = Shinku Tatsumaki Senpukyaku | |name = Shinku Tatsumaki Senpukyaku | ||
|input = 214214K | |input = '''{{clr|2|214214K}}''' | ||
|image = SF1MR_Ryu_214214K.PNG | |image = SF1MR_Ryu_214214K.PNG | ||
|hitbox = SF1MR_Ryu_214214K_HB.PNG | |hitbox = SF1MR_Ryu_214214K_HB.PNG | ||
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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 = | |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. | ||
}} | }} | ||
}} | }} | ||
== Arcade Ending == | |||
{{#ev:youtube|https://www.youtube.com/watch?v=2HUpO_Qg1f8}} | |||
{{Navbox-SF1MR}} | {{Navbox-SF1MR}} | ||
{{Category:Street Fighter 1 Mugen Remake}} | {{Category:Street Fighter 1 Mugen Remake}} | ||
[[Category:Ryu]] |
Latest revision as of 17:24, 27 October 2022
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.
Ryu is likely the most familiar character to his other appearances in SF1MR. Just like always, Ryu tosses his signature Hadouken (236P) fireballs to zone the opponent out, and knocks them out of the air with various powerful anti-airs. This gameplay is turned up to 10 in SF1MR, mostly since Hadoukens are much more powerful than usual, dealing a ton of damage and recovering very fast. Ryu has simple and useful gatlings as well, and while his offense is comparatively weak due to being mixless and lacking an infinite blockstring, he still easily ends in + frames with a 2D to Hadouken cancel. This is in stark contrast to his shoto counterpart Ken, who in this game doesn't have the same frame advantage on his Hadokens, and as a big twist from typical SF titles, this makes Ryu better offensively. His damage is only average, but his combos are very stable in exchange, and he has some decent combo variety as well. He also has Shinku Hadouken (236236P), an amazing zoning and anti-zoning tool that is very combo friendly.
He has a few things holding him back from being totally dominant, however. While his combos are stable, they lack massive damage output without specific situations. He often finds himself punishing by just doing a 2B > 2D gatling for a safe taunt. He's also mixless, and lacks the infinite blockstrings of other mixless characters, forcing him to rely on neutral and smart defense to win. Notably, his Tatsu (214K) is near useless in both neutral and combos, limiting his potential damage even harder.
If you want a solid, stable zoner with a great super and some good pokes, Ryu is perfect.
Pros | Cons |
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Stats and Vitals
- Attack Rating = 100
- Armor Rating = 100
- Forward Walk Speed = 2.5
- Taunt = 30f
Movelist
- 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
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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