Name: 呂布 奉先 (Ryofu Hōsen) Real Name: Ren Historical Counterpart: Lü Bu - Fengxian Voice Actress: Emiko Hagiwara The mightiest warrior in the Three Kingdoms. So strong that none dare approach her, she is forced to live a life of unending solitude. Despite this, she is actually a simple, cheerful girl who loves to play with cats and dogs. Her weapon is the spear known as the Sky Piercer.
Ryofu is a grounded footsies character with very long-range buttons (5B), good confirms from 2B, and the ability to significantly close the gap with her special moves by charging forward. Her Hougeki starters have fairly deceptive animations (6B and 6C look very similar in their startup) and she has a fairly good anti-air game as well. Although, her most consistent anti-air is her DP, not 3B. Overall, a very solid character. Don't forget that her 2A is not a low.
Recommended Strategists
Houtou (Chains) - Gives Ryofu the one thing she lacks: a safe fullscreen projectile to approach behind and catch jumps with. 2B>236A/AB in the corner also perfectly sets up the 236D > Throw trap(you can throw them before the chain coming from behind Ryofu makes contact).
Shuuyu (Fire) - Gives Ryofu a fullscreen option to whiff punish the opponent and confirms into f.C for 3.4k (if in range).
Chinkyuu (Divekick) - Similar to Fire but not quite as fast and comes in from the top of the screen, rather than in front of (or under) the opponent.
Normal Moves
5A
5A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300
Mid
5
2
10
±0
-2
Knockback
Self-cancelable up to 3 times.
Fast, mid-hitting jab that is self- and special-cancelable, and can be used for stagger pressure. Longest 5A in the game.
c.B
c.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
800
Mid
6
2
27
+6
-5
Knockback
Special-cancelable proximity normal that is good for punishing unsafe moves at a very close range.
f.B
f.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1100
Mid
10
3
30
+2
-8
Knockback
Having good range, speed, damage, and being +2 on hit makes this a good poking and whiff punishing tool.
c.C
c.C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1200
Mid
10
2
31
+4
-10
Knockback
A bit stronger than c.B and does not have to be as close.
f.C
f.C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
3000
Mid
28
3
56
±0
-29
Knockback
Guard crushes vs crouching for +21 advantage.
The most damaging normal in the game but very unsafe on standing block. Even when done from max range, most characters have a way to punish you. Best used to whiff punish the opponent at max range or if you have a read, you can also use this to punish very unsafe moves on block (such as this one.) Can be confirmed into from most assists, but Shūyu's fire is the easiest and doesn't scale as hard.
2A
2A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300
Mid
5
2
9
+1
-1
Knockback
Self-cancelable up to 3 times.
Shares the shortest 2A with Gakushin and Chōhi. Does not hit low, but still self- and special-cancelable. With slightly better frame data than 5A, this move can also be used for stagger pressure. Vulnerable to attacks with low-body invul.
2B
2B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
900
Low
11
2
31
±0
-10
Knockback
Slightly shorter than her f.B, but can be special canceled. Good for poking and punishing moves on block.
2C
2C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1200
Mid
14
7
20
+3
-11
Knockback
Airborne on frames 17-30.
Launches during a Hougeki.
An anti-air uppercut that is special-cancelable. Due to the lack of aerial invul, 3B is a better option.
j.A
j.A
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
600
High
5
12
-
+19
+7
Knockback
Ryofu brings up her legs, shrinking her hurtbox for the duration of the active frames. Afterwards, she brings them back down until she lands.
j.B
j.B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1000
High
8
3
-
+20
+8
Knocback
A slash at a downward angle, can out-range some 6Bs.
j.C
j.C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1300
High
10
6
-
+25
+7
Knockback
Wall bounces during a Hougeki.
A mid-air drop kick. Used in some Hougeki combos.
Command Moves
j.2C
j.2C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1200
High
10
7
-
+25
+7
Knockback
Floor bounces during a Hougeki.
Ryofu kicks directly under her with both feet. Used in some Hougeki combos.
Hougeki Moves
6B
6B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
900
High
24
4
24
+1
-13
Collapse
Lower-body invul on frames 13-26.
Airborne on frames 11-24.
Floor bounces during a Hougeki.
Universal overhead with an obvious animation. Shares properties across characters like being even on hit, punishable on block or whiff, and causing Hougeki on counter-hit.
6C
6C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1200
Mid
18
8
26
+1
-18
Collapse
Universal lunge move. Shares properties across characters like causing Hougeki on counter-hit and wall bouncing during Hougeki.
3B
3B
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1000
Mid
12
3
28
+1
-13
Blow Away
Aerial invul on frames 13-15.
Airborne on frames 13-25.
Launches during a Hougeki.
Universal anti-air. Shares properties across characters like invulnerability to air moves during active frames, causing Hougeki on air counter-hit, and launching during Hougeki.
3C
3C
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1100
Low
13
2
29
+47
-18
Collapse
Hardcoded to always be -18f on block
Universal sweep. Shares properties across characters like causing hard knockdown on hit and Hougeki on counter-hit.
Throws
5D/6D
Throw 5D/6D/4D
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1600
Throw
7
1
24
+40
-
Throw
Initial hit causes proration, leading to 1280 actual damage instead.
Special Moves
236X
Quixotic Courage Bōko Hyōga 236A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
1300
Standing
19-21+2
3
39
+55
-11
Blow Away
Projectile invul on frames 1-21.
Hits opponent automatically when close after 19f, otherwise has normal startup.
Guard crushes vs crouching for +1f advantage.
Ryofu does a rush-punch that knocks the opponent back a good distance. A good way to corner carry off of a c.B or 2B.
A version can combo from 2B tip range.
B
1350
Standing
20-25+2
3
40
+54
-12
Floor Bounce
Projectile invul on frames 1-25.
Hits opponent automatically when close after 20f, otherwise has normal startup.
Guard crushes vs crouching for +2f advantage.
C
1400
Standing
21-29+2
3
41
+53
-13
Floor Bounce
Projectile invul on frames 1-29.
Hits opponent automatically when close after 21f, otherwise has normal startup.
Guard crushes vs crouching for +3f advantage.
EX
1800
Standing
24
2
43
+51
14
Blow Away
Fully invul on frames 1-26.
Guard crushes vs crouching for +4f advantage.
623X
Dynamic Mind Gōhō Rairaku 623A/B/C
Tell yourself you won’t get hit by the unblockable. She knows you’re lying.
Tell yourself you won’t get hit by the unblockable. She knows you’re lying.
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
400, 1800
Mid
12
4
39
+16
-27
Unique Hard Knockdown
Aerial invul on frames 1-16.
All versions have an extra hit of proration on landing(e.g. when done raw, the landing hit will do 60% instead of 80%).
B
500, 1800
Mid
14
4
39
+16
-27
Unique Hard Knockdown
Aerial invul on frames 1-18.
C
600, 1800
Mid
16
4
39
+16
-27
Unique Hard Knockdown
Aerial invul on frames 1-20.
EX
800, 1800
Unblockable
38
2
43
+16
-
Unique Hard Knockdown
Unblockable. In CH state during recovery, so don't get too obvious with this or you'll be eating a big combo from 3C.
214X
Mighty Warrior Ikki Tōsen 214A/B/C
Version
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
A
650
Mid
16
3
35
+3
-10
Knockback
Standard rekka series, the followups can be delayed to frametrap the opponent.
B
650
Mid
18
3
36
+3
-11
Knockback
C
650
Mid
20
3
37
+3
-12
Knockback
Followup 1
650
Mid
9
2
39
+2
-11
Knockback
Followup 2
650
Mid
10
2
42
+1
-14
Knockback
Floor bounces during a Hougeki.
EX (Hits 1 & 2)
600 x2
Mid
16
3, (14), 2
10
-
-
Knockback
Fully invul on frames 1-19.
EX Followup
600 x3
Mid
1
3, (14), 2, (20), 2
40
+2
-17
Knockback
Full followup only occurs if either of the prior two hits are successful, otherwise skips to the last hit.
EX Followup (on whiff)
650
Mid
10
2
43
-
-17
Knockback
Ougi
Invincible Tenka Muteki 2363214D
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
1000 x8
Mid
20
4
34
+71
+4
Unique Hard Knockdown
Fully invul on frames 1-30.
Airborne on frames 25-44.
Costs three bars. Ryofu strikes the opponent, on successful hit, follows up with another strike that launches them and then charges through them at 45° angle.
Carries a good amount of distance and side-swaps afterwards.
Hiougi
The Crimson Flag Shinku no Ryoki 236BC
Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
Counter-hit Attribute
300, 200, 3500
Mid
30
16
11
+13
-9
Unique Hard Knockdown
Fully invul on frames 1-46.
Only available during a Hougeki, uses 4 bars.
Minimum damage: 3000.
Ryofu front flips over the opponent and attacks them while mid-air, launching them, then uppercuts and chases them for a powerful downward strike.