|
|
Line 443: |
Line 443: |
| |image=BFTG_RYU_JEX214.png | | |image=BFTG_RYU_JEX214.png |
| |name=Airborne EX Tatsumaki Senpyukyaku | | |name=Airborne EX Tatsumaki Senpyukyaku |
| |subtitle=214+ 2 of L/M/H | | |subtitle=214XX |
| |data= | | |data= |
| {{AttackData-BFTG | | {{AttackData-BFTG |
Revision as of 15:29, 1 October 2022
Introduction
Raised by the Shotokan master Gouken, Ryu is a stoic warrior who lives for the fight. His drive to seek out the strongest challengers has led him to defeat some of his greatest rivals, like Sagat, Akuma, and M. Bison. Now, with Lord Zedd weakening the Morphin' Grid enough to to fray the borders between realities, Ryu is pulled into a different world. In a bid to save a shattered Power Rangers team, he gains a power coin, morphing him into the Crimson Hawk Ranger. This street-fighting champion is about to face his fiercest challenge yet...
Overview
Ryu is a grounded shoto adapted for the fast-paced gameplay of Battle for the Grid. He can control grounded space on point with Hadoukens in three variable speeds or backing up other characters with his amazing assist. He can consistenly kill characters from one hit even with somewhat limited resources, but he may struggle to land that hit due to his generally limited mix-up potential.
Ryu can use both normal and zord meter very well and supplies a lot to his team through his double Hadouken assist, making him a strong character to play in the mid or anchor slot.
Pick Ryu if you want a basic character who deals lots of damage in flashy combos and adds great value to the team.
Normal Moves
5L
5L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
4
|
-
|
-6
|
-4
|
-
|
Pretty fast and pretty standard 5L. It chains into itself. It’s tied for the second fastest normal in the game.
|
|
5M
5M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
High/Low
|
8
|
-
|
-
|
-12
|
-
|
Stubby 5M mostly used for combos.
|
|
5MM
5MM
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-15
|
-
|
Multi-hitting follow. Causes the opponent to go up slightly.
|
|
5MMM
5MMM
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-15
|
-
|
|
6M
Collarbone Breaker 6M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
20
|
-
|
-
|
+3
|
-
|
|
|
5H
5H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
9
|
-
|
-
|
-14
|
-
|
|
5HH
5HH
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-9
|
-
|
Multi-Hitting move that moves Ryu forward significantly. 5HH(2) causes a Hard Knockdown on airborne opponents.
|
|
5HHH
5HHH
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-21
|
-
|
|
2L
2L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
4
|
-
|
-
|
-4
|
-
|
|
2M
2M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
7
|
-
|
-
|
-6
|
-
|
|
2H
2H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
11
|
-
|
-
|
-6
|
-
|
|
j.L
j.L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
4
|
-
|
-
|
-
|
-
|
|
j.M
j.M
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
8
|
-
|
-
|
-
|
-
|
|
j.H
j.H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
10
|
-
|
-
|
-
|
-
|
|
Special Moves
5S
Tsukiage Upper 5S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.S
Tobi Geri j.S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Causes a sliding knockdown
|
|
236L/M/H
Hadoken 236L/M/H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Uses spin state when integrated into juggles
Strong space control tool. Button strength determines speed with L being the slowest and H being the fastest.
|
|
623L/M/H
Shoryuken 623L/M/H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- H version can OTG, which is commonly used to add a little bit of extra damage after Super
Strong anti-air. Button strength determines height with L being the lowest and H being the highest. M version is a respectable reversal to due startup invincibility.
|
|
214L/M/H
Tatsumaki Senpyukyaku 214L/M/H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- M version is projectile invincible
Mostly used as combo filler. Button strength determines move strength with higher button strength meaning slower startup and more hits (L/M/H=1/2/3). Can be followed up with Joudangeri.
|
|
j214L/M/H
Airborne Tatsumaki Senpyukyaku 214L/M/H in the air
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Can be used as combo filler. Button strength used does not change the move's properties.
|
|
DK
Joudan Sokutogeri 214L
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Follow-up from both Tatsu and forward throw.
|
|
EX Special
236+2 of L/M/H
Hanto Hadoken 236XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Causes crumple state on grounded opponents
- Groundbounces airborne opponents
On hit or block, the hawk turns around and hits the enemy two more times. Can be used to eat the enemy's projectiles in zoning wars. Can also be used to pick up from backthrow.
|
|
623+2 of L/M/H
Shin Shoryuken 623XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Can OTG to squeeze out a little more damage than 623H
Stronger version of the L+S EX attack.
|
|
EX214L/M/H
EX Tatsumaki Senpyukyaku 214XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- NOT projectile invincible
Can be followed up with Joudangeri the same as regular Tatsu. Rarely used.
|
|
JEX214L/M/H
Airborne EX Tatsumaki Senpyukyaku 214XX
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Upgraded version of normal Air Tatsu that keeps you and the opponent in the air while dealing hits to them. Nearly never used.
|
|
5L+S
EX Shoryuken L+S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Easy access version of 623XX. Weaker than manual EX DP, does not OTG.
|
|
Throws
Forward Throw
Forward Throw 5M+H/6M+H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
Throw
|
-
|
-
|
-
|
-
|
-
|
Can be followed up with Joudangeri to pick up afterwards.
|
|
Back Throw
Back Throw 4M+H
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
Throw
|
-
|
-
|
-
|
-
|
-
|
Standard backthrow. Can be converted from with EX Hadouken.
|
|
Super
Super
Shinku Hadoken H+S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Doesn't see much use because of air Super, even though it actually does more damage.
|
|
AirSuper
Air Shinku Hadoken H+S in the air
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Much more commonly used than ground Super due to being able to cancel out of a special move. Pick up after with 623H.
|
|
Tag Actions
Assist
Assist A1/A2
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Very strong space control assist, making Ryu an excellent character to play mid or anchor. Allows you to convert or even tag in with very agreeable hitstun.
|
|
Swap Strike
Swap Strike A1/A2+S
|
Damage
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv (Block)
|
Frame Adv (Hit)
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Standard Swap Strike. Causes Hard Knockdown on solo characters.
|
|
Team Synergy
Combos
Solo
2L 5MM 5HH 5S (j.LM)x2 5M 5HH 5S (j.LM)x2 j.LH 5MM 5H 623L (2L 5MM 5H 236H)x2 2L 5MM 2M 5H 2H 214H Super 6M 214H 214L 623H
Video Example
Universal combo that doesn't require you to manage your wallbounces
2L5H2H 214M 214H dash 6M dash 2M5HH(1)S (9j.LM)x2 dash 9.j.LM(2)H j.214M dash 5MMH 623L, 2L5MMH 623L 2L5MMH 623L 2L5MMHS 623L 214H 214H 623H Super 623H (1111 damage)
sdk's universal BnB
Colors
Default
Helmetless
Class of '93
External Links