Ryuken
|
|
Health |
500
|
Pre-Jump Frames |
3
|
Play Style |
Rushdown, Mixup
|
Dash Type |
Step
|
Character Background
Race: Human
Motivation: Restor 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
|
- All around great mobility with high neutral/forward super jump.
- Strong pressure tools, with the ability to break her opponents guard. Alternatively has access to unreactable high/low mixups.
- Fast moving backdash allows her to escape pressure situations
- Fast long range normals that allow her to control ground space and start combos from a distance
- Access to anti-zoning tools tools like her teleport and 3D which slides under most fireballs
- After installing by using 22A/B/C, Roze has access to high damage specials which, depending on which you use, grants her invincibility on startup, deals massive damage or threatens to break her opponents guard.
- Has a variety of invincible anti-air options that can combo start (623X) or deal massive damage on their own (236236D)
|
- Below average guard gauge making her quick to guard break
- Low health makes every punish extremely threatening to her
- Roze's anti-airs either cost meter or have small horizontal range, making them easily baited
- Installing with 22A/B/C is slow and dangerous to perform in neutral
- Very heavy reliance on meter and installs; without resources her damage output is low
- 623A/B/C all have varying degrees of invincibility. High risk of trading with A and B versions.
|
Normals
Far Standing Normals
5A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
|
|
5B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
|
|
5C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
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
|
-
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
the preferred poke. a long and fast kick
|
|
4C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
short slam that hits overhead cannot be comboed off and can't cancel into specials or supers
|
|
Close Standing Normals
cl.5A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
|
|
cl.5B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
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
|
-
|
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
|
-
|
Mid
|
Specials
|
-
|
-
|
-
|
-
|
|
|
Crouching Normals
2A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
|
|
2B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
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
|
-
|
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
|
-
|
Low
|
Specials
|
-
|
-
|
-
|
-
|
|
|
3D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
very fast sweep that causes a hard knockdown hits OTG
|
|
Jumping Normals
j.A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
|
|
j.B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
High
|
-
|
-
|
-
|
-
|
-
|
similar to j.A but slower and more damaging
|
|
j.C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
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
|
10
|
High
|
-
|
-
|
-
|
-
|
-
|
|
|
Chain Specific Normals
2B -> 2C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
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
|
-
|
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
|
-
|
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
|
-
|
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
|
-
|
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
236A/B/C 66 A/B/C followup 66 A/B/C followup
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Palm fist with somewhat long startup but good priority button determines startup and range but not damage
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Followup that is SOT cancelable convenient to use as a combo extender or 1/3 of the screen punish
|
|
214C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
slow mid attack that instantly enter the 214D stance
|
|
Stance 214D 214D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken's grounded stance Non-low attacks will whiff(including a few supers)
|
|
214D ~> AAA 214D ~> AAA
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
A ends the stance AA launches and automatically uses 236D AAA returns to stance and is SOT cancelable. will knock down on hit
|
|
214D ~> B 214D ~> B
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
slow attack that instantly guard breaks on hit returns to stance
|
|
214D ~> C 214D ~> C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
shoulder tackle that launches on hit has armor which protects against high attacks and dust but now lows, grabsa and supers exists the stance
|
|
214D ~> 5D 214D ~> 5D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
|
|
214D ~> 2D 214D ~> 2D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
very quick low returns to stance can't be counter hit by normals so can be mashed then stopped to bait a down parry or jump
|
|
214D ~> 66 214D ~> 66 214D ~> 66 ~> D 214D ~> 66 ~> D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
an invulnerable roll forward
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
followup kicks. unsafe on block
|
|
236D Air stance Air stance
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
|
236D ~> A 236D ~> A
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
a large projectile shot downward knocks down aerial opponents
|
|
236D ~> BBB 236D ~> BBB 236D ~> BBBC 236D ~> BBBC
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
3 Air kicks C followup knocks down and is super cancelable
|
|
236D ~> C 236D ~> C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
fast divekick that enters the 214D stance
|
|
236D ~> D 236D ~> D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
very long and useful air parry enters 214D stance when landing
|
|
623A/B/C 623A/B/C 623A/B/C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Ryuken does a short invulnerable roll and then attacks
|
|
623A/B/C ~> [A/B/C]*2 followup 623A/B/C ~> [A/B/C]*2 followup
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
2 followups that are unsafe on block
|
|
623A/B/C ~> [A/B/C]*2 ~> D followup 623A/B/C ~> [A/B/C]*2 ~> D followup
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
Mid
|
-
|
-
|
-
|
-
|
-
|
Air kick followup SOT cancelable but will whiff crouch blocking opponents delaying the SOT gives maximum fall time
|
|
Super Moves
Level 1 Supers
236-236A/B/C A/B version A/B version C version C version
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
Both A and B Versions are point blank. C version fires a projectile that ignores other projectiles.
|
|
236-236D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
Ryuken Jumps in the air diagonally and does a high damaging kick fully invulnerable at the start
|
|
j.236-236D
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
the aerial version of 236-236D. Ryuken does a divekick before doing the super if the divekick hits, the super will also hit. only exception is Erile in few situations
|
|
Level 3 Super
214-214C
|
Damage
|
Guard
|
Cancel
|
Startup
|
Adv Hit
|
Adv Block
|
Chain Adv Block
|
-
|
High/Low
|
-
|
-
|
-
|
-
|
-
|
very short attack that triggers a sequence while boasting high damage, this move suffers the most from scaling in the entire 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
|