Spectral vs Generation/Ryuken

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Ryuken
Spectral VS Generation Ryuken Image.jpg
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
  • Very very high damage when spending meter, especially in the corner
  • Teleport dash allowing for great okizeme mixups
  • All around great mobility with high neutral/forward super jump
  • Strong pressure tools, with the ability to break his opponents guard
  • J.C has a lot of priority and wins 90+% of air-to-air interactions
  • Fast moving backdash allows him to escape pressure situations
  • 236D ~> A cover a wide area and can even stop the momentum of a few characters
  • 214D ~> 2D and 214D ~> D are fast and almost unreactable and can be used together
  • very high guard break potential in burst
  • Projectile's offensive use is quite limited and predictable
  • Extremely short normals, about grab range for combo-able normals
  • heavy reliance on meter; without resources his damage output is average
  • Stance has short range and is hard to setup

Normals

Far Standing Normals

5A
SVG Ryuken Far5A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Specials - - - -

quick jab


5B
SVG Ryuken Far5B.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Specials - - - -

horizontal punch


5C
SVG Ryuken Far5C.png
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
SVG Ryuken Far5D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Specials - - - -

the preferred poke. a long and fast kick


4C
Spectral VS Generation Ryuken 4C.png
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
SVG Ryuken Close5A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Specials - - - -

quick elbow


cl.5B
SVG Ryuken Close5B.png
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
SVG Ryuken Close5C.png
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
SVG Ryuken Close5D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid Specials - - - -

5D but a bit lower

Crouching Normals

2A
SVG Ryuken 2A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid - - - - -

crouching slap


2B
SVG Ryuken 2A.png
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
SVG Ryuken 2C.png
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
SVG Ryuken 2D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Low Specials - - - -

A short kick.

3D
SVG Ryuken 3D.png
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
SVG Ryuken j.A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -

fast horizontal punch


j.B
SVG Ryuken j.A.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- High - - - - -

similar to j.A but slower and more damaging


j.C
SVG Ryuken j.C.png
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
SVG Ryuken j.D.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
10 High - - - - -

Air kick.

Chain Specific Normals

2B -> 2C
SVG Ryuken 2C2.png
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
SVG Ryuken Grab1.png
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
SVG Ryuken Grab2.png
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
SVG Ryuken Grab1.png
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
SVG Ryuken 3D.png
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
SVG Ryuken GroundParry.png
Standing Parry
Standing Parry
SVG Ryuken CrouchParry.png
Crouching Parry
Crouching Parry
SVG Ryuken AirParry.png
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
Spectral VS Generation Ryuken 236A.png
Spectral VS Generation Ryuken 236A followup.png
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
Spectral VS Generation Ryuken 214C.png
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid - - - - -

slow mid attack that instantly enter the 214D stance


Stance
Spectral VS Generation Ryuken 214D.png
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)

SVG Ryuken Close5B.png
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

Spectral VS Generation Ryuken 236A.png
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

SVG Ryuken Close5C.png
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

Spectral VS Generation Ryuken 214D 5D.png
214D ~> 5D
214D ~> 5D
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid - - - - -

overhead kick

Spectral VS Generation Ryuken 214D 2D.png
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

Spectral VS Generation Ryuken 66.png
214D ~> 66
214D ~> 66
Spectral VS Generation Ryuken AS BBB.png
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
Spectral VS Generation Ryuken 236D.png
Air stance
Air stance
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid - - - - -
Spectral VS Generation Ryuken AS A.png
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

Spectral VS Generation Ryuken AS BBB.png
236D ~> BBB
236D ~> BBB
SVG Ryuken j.C.png
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

Spectral VS Generation Ryuken AS C.png
236D ~> C
236D ~> C
Damage Guard Cancel Startup Adv Hit Adv Block Chain Adv Block
- Mid - - - - -

fast divekick that enters the 214D stance

Spectral VS Generation Ryuken AC D.png
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
SVG Ryuken Grab2.png
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

Spectral VS Generation Ryuken 236A.png
Spectral VS Generation Ryuken 4C.png
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

Spectral VS Generation Ryuken AS BBB.png
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
Spectral VS Generation Ryuken 236236AB.png
A/B version
A/B version
Spectral VS Generation Ryuken 236236C.png
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
Spectral VS Generation Ryuken 236236D.png
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
Spectral VS Generation Ryuken AS C.png
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
Spectral VS Generation Ryuken 214214C.png
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




General
Controls
System Specifics
HUD
FAQ
Stages
Glossary
Characters
Hiro
Hiro2
Welles
Ryuken
Erile
Mayura
Roze
Krayce
Orochimaru
Earth
Jadou
Jadou2