Ryuya
|
|
Full name |
Ryuya Ikegami
|
Health |
351
|
Play-style |
Combos
|
Weight |
Heavyweight (9/12)
|
Introduction
Ryuya is an offensively-oriented character with high juggle damage and long range strikes. He is a practitioner of the martial art Muay Thai, using fast kicks and knee/elbow strikes to create dangerous frametraps and high damage combos. He also has access to a delayed low projectile, allowing for unblockable set-ups into a launcher or free hits. However, Ryuya's red guard break is incredibly slow, requiring much setup to even have a chance of connecting. Along with this, many extensions off his basic strings don't combo, and are easy to parry.
Playstyle
Ryuya Ikegami is a bulky bruiser who works to find openings before obliterating opponents with his incredible damage.
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Strengths |
Weaknesses
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- Juggle King: Ryuya has excellent and consistent damage off of his juggle combos, further boosted by the immense potency of 623K as a launcher.
- Unblockables: 236P allows Ryuya to create unblockable setups under correct circumstances, including unblockable launchers.
- Yellow Guard Breaks: Ryuya's yellow guard breaks guarantee a launch when the opponents guard is broken. This forces the opponent to stay on their toes, or else lose massive health.
- Tanky: Ryuya has high health, and close to the highest weight in the game. This lets him live a lot longer than most other characters and his explosive damage means that a comeback is basically always on the table.
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- Gaps in Strings: Ryuya's strings rarely combo on grounded opponents, making it difficult for him to deal meaningful damage with his pokes.
- Predictable: Ryuya's simple mixups and slow strings make him very susceptible to Atemis both on the ground and in the air.
- Low-Deficient: Ryuya's doesn't have many lows, making ducking his offense unnecessary. He is also one of the few characters to not possess a running slide, making it difficult to open up opponents when approaching.
- Red Guard Break:A major gap in Ryuya's offense is his red guard break, being difficult to connect due to its high startup and low range.
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Attacks
Flash Strike PPPK normal normal sweep ender sweep ender low ender low ender
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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P
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-
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-
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-
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-
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-
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-
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-
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-
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PP
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-
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-
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-
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-
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-
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-
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-
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-
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PPP
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-
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-
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-
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-
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-
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-
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-
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-
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3rd hit, not a combo from this point on.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PPPK
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-
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-
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-
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-
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-
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-
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-
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-
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High damage on counterhit, good combo ender, and overall great string. Be careful against opponents who reverse the K.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PPP2K
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-
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-
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-
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-
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-
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-
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-
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-
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Good sweep follow-up for mixing people up trying to reverse the K.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PP2K
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-
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-
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-
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-
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-
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-
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-
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-
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Faster low which doesn't knockdown.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PP2K2G
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-
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-
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-
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-
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-
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-
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-
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-
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I can't seem to get this in-game.
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Combo Triple Knee PK
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PK
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-
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-
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-
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-
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-
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-
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-
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-
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Decent punish string, mostly outclassed by 6PK due to its better damage and range.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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PK6P+G
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-
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-
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-
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-
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-
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-
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-
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-
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For some reason this string has a throw ender, it's slow to start up but deals high damage.
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|
Spear Straight 6PPP normal normal 3p ender 3p ender k ender k ender
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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6P
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-
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-
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-
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-
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-
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-
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-
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-
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Extremely good poking tool, it moves Ryuya forward which gives it alot of range, also fairly safe. Good in juggles.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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6PP
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-
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-
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-
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-
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-
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-
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-
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-
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This hit sends out a fireball, and can be used to set up for unblockable situations, very good string.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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6PPP
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-
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-
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-
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-
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-
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-
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-
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-
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You're able to combo into this whole string from a juggle, but it's difficult.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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6P3P
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-
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-
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-
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-
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-
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-
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-
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-
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Really slow mid hitting green guard break. It gives a knockdown, so it's a decent timing switch-up.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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6PK
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-
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-
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-
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-
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-
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-
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-
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-
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Quick punish with good range, natural combo with solid damage to boot. Second hit is mid.
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|
66PK
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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66P
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-
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-
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-
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-
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-
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-
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-
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-
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Green guard break. Quick back elbow, decent for neutral, opponents who duck this will usually get caught by the extension.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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66PK
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-
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-
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-
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-
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-
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-
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-
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-
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Effectively the same move as PPPK, though Ryuya kicks in the opposite direction. Treat this move like you're skipping to the end of his jab string. Possesses decent utility for ending combos, but Ryuya will usually have better juggle options.
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Sonic Blaster 44PPP
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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44P
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-
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-
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-
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-
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-
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-
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-
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-
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Minus on hit, do this on its own to check people from long range.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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44PP
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-
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-
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-
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-
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-
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-
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-
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-
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2nd hit, combos from the 1st. Best used to close out rounds as it hits low and from far away.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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44PPP
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-
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-
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-
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-
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-
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-
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-
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-
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3rd hit does not combo. Huge gap and massively unsafe even on hit, don't use this for much. All 3 hits of this string are low for some reason, so you can knowledge check people with this.
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Sonic Mine 236P
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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236P
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-
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-
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-
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-
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-
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-
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-
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-
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Projectile does not have a hitbox until it explodes. Because it hits low, this can be used to set up unblockable situations, though it's spacing dependent. Really good zoning tool as well, and phenomenal for okizeme.
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|
3PP normal normal 3p ender 3p ender
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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3P
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-
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-
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-
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-
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-
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-
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-
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-
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Slower than average 3P with good range. Gives a nice launch on CH or punish, functions excellently as a whiff punish as a result.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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3PP
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-
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-
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-
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-
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-
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-
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-
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-
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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3P3P
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-
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-
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-
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-
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-
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-
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-
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-
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Alternate ender, slightly lower damage with better frame advantage. Neither ender connects on CH juggle 3P
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|
Sidestep P
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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Sidestep P
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-
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-
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-
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-
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-
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-
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-
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-
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Launches, generic sidestep P. Gives a guaranteed 3KKK on every character and more on the lighter ones.
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|
Lightning Tornado Running PP
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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Running P
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-
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-
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-
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-
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-
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-
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-
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-
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Ryuya quickly throws a backhand fireball. Decent fireball on its own, as it has pretty short recovery, but that's not what you'll be using this for.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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Running PP
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-
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-
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-
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-
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-
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-
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-
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-
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Ryuya follows his fireball with a spinning elbow. Very high frame advantage on hit, will combo into 623K naturally. Sacrifices traditional running mix for a powerful launcher option, leads to incredible damage if successful.
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|
Front Kick 5K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
|
K
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-
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-
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-
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-
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-
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-
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-
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-
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Great mid poke with good range and startup, really high pushback both on hit and block.
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|
6K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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6K
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-
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-
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-
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-
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-
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-
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-
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-
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Extremely unremarkable knee. Doesn't really add anything to Ryuya's kit.
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|
66K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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66K
|
-
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-
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-
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-
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-
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-
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-
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-
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Green guard break. Ryuya performs a spinning back kick. A somewhat generic but useful approach option. Hits mid, is safe on block, and deals good counterhit damage. Try to avoid doing this in combos.
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|
Rising Thunder 623K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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623K
|
-
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-
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-
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-
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-
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-
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-
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-
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Ryuya's DP. An absurd launcher with incredible offensive potential, landing this is your main goal at all times. Freakishly fast startup and ridiculous counter hit damage, this will no joke lead to TODs on most of the cast if it connects as a CH. Unsafe on block, but still worth going for in neutral due to just how high the reward is.
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|
Ground Sweep 3KKK normal normal p ender p ender crouching throw ender crouching throw ender
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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3K
|
-
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-
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-
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-
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-
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-
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-
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-
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Decent mid poke, interchangeable with 5K but has the advantage of extensions.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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3KK
|
-
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-
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-
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-
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-
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-
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-
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-
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2nd hit, not a natural combo but still good for poking.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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3KKK
|
-
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-
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-
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-
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-
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-
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-
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-
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Ryuya's bread and butter combo tool for juggles. Strong damage and guaranteed after every launch. Can be repeated into itself on lighter characters. Also solid in neutral, essentially the backbone of Ryuya's entire gameplan.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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3KKP
|
-
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-
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-
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-
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-
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-
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-
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-
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Use this if they're trying to reversal the low. Gives a free 623k on guard break.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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3KK P+G
|
-
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-
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-
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-
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-
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-
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-
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-
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Crouching throw with solid damage, sets up a juggle of varying length on hit. Very useful for checking people who are blocking low, but can be teched.
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|
Strong Switch High 214K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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214K
|
-
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-
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-
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-
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-
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-
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-
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-
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Red guard break. Ryuya winds up before performing a high-impact roundhouse kick. Will easily be beaten out by aggressive opponents, as it hits high and is very slow. Difficult to set up, but incredible reward if it works.
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|
1KKP
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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1K
|
-
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-
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-
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-
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-
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-
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-
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-
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Low poke, which Ryuya doesn't have many of.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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1KK
|
-
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-
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-
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-
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-
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-
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-
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-
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2nd hit, not a true combo but still lots of application in neutral and juggles.
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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1KKP
|
-
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-
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-
|
-
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-
|
-
|
-
|
-
|
Too slow to combo properly in any situation, but will absolutely murder your opponent's health on counterhit. Will catch anything being pressed after 1KK hits, though interruptible if your opponent blocks the mid.
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44K
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Input
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Damage
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Startup
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Active
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Recovery
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Guard
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Break
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On Hit
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On Block
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44K
|
-
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-
|
-
|
-
|
-
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-
|
-
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-
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Yellow guard break. Ryuya spins backwards before launching forwards with a high kick. Gives a 623K on successful guard break and will naturally dodge and punish a variety of grounded pokes. A valuable neutral tool, and a solid option for opening up your opponent's defense.
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|
Strike Sobat 9K
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Input
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Damage
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Startup
|
Active
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Recovery
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Guard
|
Break
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On Hit
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On Block
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9K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
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-
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Long range leaping kick, useful for approaching as it's highly plus on hit and safe on block. Good combo filler after a counterhit 623K.
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|
Sidestep K
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Input
|
Damage
|
Startup
|
Active
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Recovery
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Guard
|
Break
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On Hit
|
On Block
|
Sidestep K
|
-
|
-
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-
|
-
|
-
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-
|
-
|
-
|
|
|
Skyscraper Running K
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Input
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Damage
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Startup
|
Active
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Recovery
|
Guard
|
Break
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On Hit
|
On Block
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Running K
|
-
|
-
|
-
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-
|
-
|
-
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-
|
-
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Yellow guard break, more or less functions the same as Giichi's.
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|
6P+K
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Input
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Damage
|
Startup
|
Active
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Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
6P+K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Strange poke, not sure why he has this. Outclassed by 5K.
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|
Grand Sweep 2K+G K
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Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
2K+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Long-range low that evades highs, and knocks down. Not much damage, but useful. Staggers on block, giving it high recovery.
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Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
2K+G K
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Exclusively for use in juggles, whiffs on 2K+G hit and won't come out on block.
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|
Aerial Attacks
Air PPK
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Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Air PP
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Air PPK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Weird air combo, these are usually useless.
|
|
Heel Fall Air 9KK
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Air 9KK
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Combos into a 623k on landing, and yellow guard breaks. Use this if you want to jump over the opponent's offense and punish on landing.
|
|
Throws
Triple Back Elbow P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Lower damage than 4P+G, but sets up a good distance for 236P.
|
|
3P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
3P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Back P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Back P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Sidestep P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Sidestep P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Back-to-back P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
Back-to-back P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Union Jack Smash 4P+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
4P+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
High damage throw, leaves opponent directly next to Ryuya on wakeup. Looks cool too.
|
|
Super Attacks
Atlantic Storm 46P+K+G P+K+G P+K+G
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
46P+K+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
46P+K+G P+K+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
Input
|
Damage
|
Startup
|
Active
|
Recovery
|
Guard
|
Break
|
On Hit
|
On Block
|
46P+K+G P+K+G P+K+G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Pretty mediocre super. None of the hits combo into themselves, and is easily sidestepped. Most supers don't have 3 hits however.
|
|