Jingi Storm: The Arcade/Ryuya

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Ryuya
Jstaryuya.png
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
Jstaryuya.png Ryuya Ikegami is a bulky bruiser who works to find openings before obliterating opponents with his incredible damage.
Strengths Weaknesses
  • 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.

  • 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.

Attacks

Flash Strike
PPPK
Ryuya pppk.gif
normal
normal
Ryuya ppp2k.gif
sweep ender
sweep ender
Ryuya pp2k.gif
low ender
low ender
Input Damage Startup Active Recovery Guard Break On Hit On Block
P - - - - - - - -

1st hit

Input Damage Startup Active Recovery Guard Break On Hit On Block
PP - - - - - - - -

2nd hit, natural combo

Input Damage Startup Active Recovery Guard Break On Hit On Block
PPP - - - - - - - -

3rd hit, not a combo from this point on.

Input Damage Startup Active Recovery Guard Break On Hit On Block
PPPK - - - - - - - -

High damage on counterhit, good combo ender, and overall great string. Be careful against opponents who reverse the K.

Input Damage Startup Active Recovery Guard Break On Hit On Block
PPP2K - - - - - - - -

Good sweep follow-up for mixing people up trying to reverse the K.

Input Damage Startup Active Recovery Guard Break On Hit On Block
PP2K - - - - - - - -

Faster low which doesn't knockdown.

Input Damage Startup Active Recovery Guard Break On Hit On Block
PP2K2G - - - - - - - -

I can't seem to get this in-game.


Combo Triple Knee
PK
Ryuya pk 6p+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
PK - - - - - - - -

Decent punish string, mostly outclassed by 6PK due to its better damage and range.

Input Damage Startup Active Recovery Guard Break On Hit On Block
PK6P+G - - - - - - - -

For some reason this string has a throw ender, it's slow to start up but deals high damage.


Spear Straight
6PPP
Ryuya 6ppp.gif
normal
normal
Ryuya 6p3p.gif
3p ender
3p ender
Ryuya 6pk.gif
k ender
k ender
Input Damage Startup Active Recovery Guard Break On Hit On Block
6P - - - - - - - -

Extremely good poking tool, it moves Ryuya forward which gives it alot of range, also fairly safe. Good in juggles.

Input Damage Startup Active Recovery Guard Break On Hit On Block
6PP - - - - - - - -

This hit sends out a fireball, and can be used to set up for unblockable situations, very good string.

Input Damage Startup Active Recovery Guard Break On Hit On Block
6PPP - - - - - - - -

You're able to combo into this whole string from a juggle, but it's difficult.

Input Damage Startup Active Recovery Guard Break On Hit On Block
6P3P - - - - - - - -

Really slow mid hitting green guard break. It gives a knockdown, so it's a decent timing switch-up.

Input Damage Startup Active Recovery Guard Break On Hit On Block
6PK - - - - - - - -

Quick punish with good range, natural combo with solid damage to boot. Second hit is mid.


66PK
Ryuya 66pk.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
66P - - - - - - - -

Green guard break. Quick back elbow, decent for neutral, opponents who duck this will usually get caught by the extension.

Input Damage Startup Active Recovery Guard Break On Hit On Block
66PK - - - - - - - -

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.


Sonic Blaster
44PPP
Ryuya 44ppp.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
44P - - - - - - - -

Minus on hit, do this on its own to check people from long range.

Input Damage Startup Active Recovery Guard Break On Hit On Block
44PP - - - - - - - -

2nd hit, combos from the 1st. Best used to close out rounds as it hits low and from far away.

Input Damage Startup Active Recovery Guard Break On Hit On Block
44PPP - - - - - - - -

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.


Sonic Mine
236P
Ryuya 236p.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
236P - - - - - - - -

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.


3PP
Ryuya 3pp.gif
normal
normal
Ryuya 3p3p.gif
3p ender
3p ender
Input Damage Startup Active Recovery Guard Break On Hit On Block
3P - - - - - - - -

Slower than average 3P with good range. Gives a nice launch on CH or punish, functions excellently as a whiff punish as a result.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3PP - - - - - - - -

Combo ender for 3P.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3P3P - - - - - - - -

Alternate ender, slightly lower damage with better frame advantage. Neither ender connects on CH juggle 3P


Sidestep P
Ryuya sidestep p.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Sidestep P - - - - - - - -

Launches, generic sidestep P. Gives a guaranteed 3KKK on every character and more on the lighter ones.


Lightning Tornado
Running PP
Ryuya running pp.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Running P - - - - - - - -

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.

Input Damage Startup Active Recovery Guard Break On Hit On Block
Running PP - - - - - - - -

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.


Front Kick
5K
Ryuya k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
K - - - - - - - -

Great mid poke with good range and startup, really high pushback both on hit and block.


6K
Ryuya 6k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
6K - - - - - - - -

Extremely unremarkable knee. Doesn't really add anything to Ryuya's kit.


66K
Input Damage Startup Active Recovery Guard Break On Hit On Block
66K - - - - - - - -

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.


Rising Thunder
623K
Ryuya 623k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
623K - - - - - - - -

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.


Ground Sweep
3KKK
Ryuya 3kkk.gif
normal
normal
Ryuya 3kkp.gif
p ender
p ender
Ryuya 3kk p+g.gif
crouching throw ender
crouching throw ender
Input Damage Startup Active Recovery Guard Break On Hit On Block
3K - - - - - - - -

Decent mid poke, interchangeable with 5K but has the advantage of extensions.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3KK - - - - - - - -

2nd hit, not a natural combo but still good for poking.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3KKK - - - - - - - -

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.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3KKP - - - - - - - -

Use this if they're trying to reversal the low. Gives a free 623k on guard break.

Input Damage Startup Active Recovery Guard Break On Hit On Block
3KK P+G - - - - - - - -

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.


Strong Switch High
214K
Ryuya 214k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
214K - - - - - - - -

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.


1KKP
Ryuya 1kkp.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
1K - - - - - - - -

Low poke, which Ryuya doesn't have many of.

Input Damage Startup Active Recovery Guard Break On Hit On Block
1KK - - - - - - - -

2nd hit, not a true combo but still lots of application in neutral and juggles.

Input Damage Startup Active Recovery Guard Break On Hit On Block
1KKP - - - - - - - -

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.


44K
Ryuya 44k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
44K - - - - - - - -

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.


Strike Sobat
9K
Ryuya 9k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
9K - - - - - - - -

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.

Sidestep K
Ryuya sidestep k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Sidestep K - - - - - - - -

Generic sidestep K.


Skyscraper
Running K
Ryuya running k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Running K - - - - - - - -

Yellow guard break, more or less functions the same as Giichi's.


6P+K
Ryuya 6p+k.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
6P+K - - - - - - - -

Strange poke, not sure why he has this. Outclassed by 5K.


Grand Sweep
2K+G K
Ryuya 2k+g k.gif
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.

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.

Aerial Attacks

Air PPK
Ryuya air ppk.gif
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
Ryuya air 9kk.gif
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
Ryuya p+g.gif
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
Ryuya 3p+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
3P+G - - - - - - - -


Back P+G
Ryuya back p+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Back P+G - - - - - - - -


Sidestep P+G
Arashi sidestep p+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Sidestep P+G - - - - - - - -


Back-to-back P+G
Ryuya b2b p+g.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
Back-to-back P+G - - - - - - - -


Union Jack Smash
4P+G
Ryuya 4p+g.gif
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
Ryuya 46 P+K+G P+K+G P+K+G.gif
Input Damage Startup Active Recovery Guard Break On Hit On Block
46P+K+G - - - - - - - -

1st hit, low recovery.

Input Damage Startup Active Recovery Guard Break On Hit On Block
46P+K+G P+K+G - - - - - - - -

2nd hit

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.