Street Fighter 1 MR/Ryu

From Mizuumi Wiki
Jump to navigation Jump to search
Ryu

Ryu is the ever wandering warrior who practices Shotokan karate. He comes to the scene in SF1 looking to beat all of the best fighters around the world, and is the protagonist and only playable character in the original SF1. He travels to defeat the champions of multiple countries before fighting Sagat, the strongest of them all. After defeating Sagat, Ryu walked into the distance, eager for his next fight.

Ryu is likely the most familiar character to his other appearances in SF1MR. Just like always, Ryu tosses his signature Hadouken (236P) fireballs to zone the opponent out, and knocks them out of the air with various powerful anti-airs. This gameplay is turned up to 10 in SF1MR, mostly since Hadoukens are much more powerful than usual, dealing a ton of damage and recovering very fast. Ryu has simple and useful gatlings as well, and while his offense is comparatively weak due to being mixless and lacking an infinite blockstring, he still easily ends in + frames with a 2D to Hadouken cancel. This is in stark contrast to his shoto counterpart Ken, who in this game doesn't have the same frame advantage on his Hadokens, and as a big twist from typical SF titles, this makes Ryu better offensively. His damage is only average, but his combos are very stable in exchange, and he has some decent combo variety as well. He also has Shinku Hadouken (236236P), an amazing zoning and anti-zoning tool that is very combo friendly.

He has a few things holding him back from being totally dominant, however. While his combos are stable, they lack massive damage output without specific situations. He often finds himself punishing by just doing a 2B > 2D gatling for a safe taunt. He's also mixless, and lacks the infinite blockstrings of other mixless characters, forcing him to rely on neutral and smart defense to win. Notably, his Tatsu (214K) is near useless in both neutral and combos, limiting his potential damage even harder.

If you want a solid, stable zoner with a great super and some good pokes, Ryu is perfect.


Pros Cons
  • Zoning: Hadoukens are fast and recover even faster, and Ryu has great anti-airs with 5D and Shoryuken, making approaching difficult
  • Simple: His gameplan is straightforward, and you have to learn very few character specific things to win
  • Normals: Ryu has solid pokes, anti-airs, and punish normals all around, like 2B, 2C, 2D, 5D, and both of his neutral jump normals
  • Shinku Hadouken: Shinku Hadouken is a massive damage multihit fireball that blows through other zoning attempts
  • Mixless: Throws are not a universal concept in SF1MR, and Ryu lacks an overhead or a crossup. This forces him to rely on chip to make realistic comebacks, making it so getting the life lead is necessary to win
  • Low Damage: While his average damage is good, he lacks the insane peaks of better characters, leaving his punishes to be lower than usual
  • Outclassed: Ryu is strong, but others are just much stronger, and this leaves Ryu "honest" to a degree
Profile
SF1MR portrait Ryu.png

Stats and Vitals

  • Attack Rating = 100
  • Armor Rating = 100
  • Forward Walk Speed = 2.5
  • Taunt = 30f

Movelist

Special Moves
236A/C - Hadouken: Fireball
214B/D - Tatsumaki Senpukyaku: Tatsu
6236A/C - Shoryuken: Uppercut/DP
Supers
236236P - Shinku Hadouken: Extremely high damage and easy to confirm combo ender and anti-zoning tool
214214K - Shinku Tatsumaki: Reversal super and corner combo super
Unique Attacks
nj.B, nj.D

Colors
borderless

Normals

Standing Normals

Stand Light Punch
5A
SF1MR Ryu 5A.PNG
SF1MR Ryu 5A HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 2 3 3 GA/SP/SU +8 0
  • Mashing panic button

Ryu's 5A is a fairly standard jab for linking and panic situations, but is usually outshined by 2A, which has better links and better cancels overall.

Toggle Hitboxes
Toggle Hitboxes
Stand Light Kick
5B
SF1MR Ryu 5B.PNG
SF1MR Ryu 5B HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 4 4 5 GA/SP/SU +2 -3
  • Looks like an anti-air but whiffs any airborne opponent

Somewhat useful to evade low pokes, but not much purpose otherwise.

Toggle Hitboxes
Toggle Hitboxes
Stand Heavy Punch
5C
SF1MR Ryu 5C.PNG
SF1MR Ryu 5C HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
97 Mid 15 12 8 N/A +6 -6
  • Highest damage normal, links to 2A

Ryu winds up and hits the opponent with a big punch. Too slow to be worth much, the startup is so long that 5A > 5C won't combo even as a cancel. It does do quite a lot of damage if it does hit however.

Toggle Hitboxes
Toggle Hitboxes
Stand Heavy Kick
5D
SF1MR Ryu 5D.PNG
SF1MR Ryu 5D HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
87 Mid 13 7 8 N/A 0 +1
  • Air unblockable

Ryu kicks at a similar angle to 5B, but slower with more power. High startup makes it difficult to use as a reaction anti-air, but on a read it isn't bad, especially for jumps from far away. Similar to Ryu's 5A > 5C, 5B > 5D does not combo.

Toggle Hitboxes
Toggle Hitboxes

Crouching Normals

Crouch Light Punch
2A
SF1MR Ryu 2A.PNG
SF1MR Ryu 2A HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Mid 3 3 3 GA +5 +3
  • Main normal for linking and pressure

One of Ryu's main normals for linking, as it cancels into 2C, which is the main normal Ryu wants to land. Can be useful for mashing and pressure, but 2B is faster and hits low.

Toggle Hitboxes
Toggle Hitboxes
Crouch Light Kick
2B
SF1MR Ryu 2B.PNG
SF1MR Ryu 2B HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Low 2 4 2 GA/SP/SU +7 -2
  • Confirm for 2D and low poke

A classic low poke. Useful as a link after 2C and a cancel after 2A 2A to ensure that a 2D ender will connect. 2B > 2D is almost always possible and is Ryu's main combo route. On it's own, 2B is an alright button to stuff approaches and occasionally poke with.

Toggle Hitboxes
Toggle Hitboxes
Crouch Heavy Punch
2C
SF1MR Ryu 2A.PNG
SF1MR Ryu 2C HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
62 Mid 6 6 6 SP/SU +10 +11
  • Only cancel that combos to Tatsu (214K)

Ryu's main normal to cancel into grounded specials, usually Tatsu. Since Tatsu is so inconsistent on most characters, you'll usually use this as a high damage link tool. Similar to 2B > 2D, if a 2C connects you can almost always link 2D for a big damage combo using only 2 normals. You can even link 2C into itself for high damage punishes like 2C, 2C, 2D.

Toggle Hitboxes
Toggle Hitboxes
Crouch Heavy Kick
2D
SF1MR Ryu 2D.PNG
SF1MR Ryu 2D HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
78 Low 5 8 10 SP/SU KD -2
  • Long reach, safe, and confirms into Shinku Hadouken (236236P)

The budget combo ender and poke. Since it cancels to fireball on block, it's pretty safe to poke around with, and unlike what you may be used to with sweeps in a majority of SF games, it's safe and very fast on its own. It can be linked or cancelled into fairly easily from most of Ryu's routes, making it a much more consistent combo ender, something he lacks in his specials. Unlike other characters, Ryu's only juggle from a cancelled 2D is Shinku Hadouken, and it can drop hits at longer ranges.

Toggle Hitboxes
Toggle Hitboxes

Jumping Normals

Jump Light Punch
j.A
SF1MR Ryu jA.PNG
SF1MR Ryu jA HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 High 2 Till Landing 0 N/A Varies Varies
  • Very active and hits near his head.

Ryu sticks out a fist that has a lingering hitbox till he lands. Can be an air interrupt, but not much else.

Toggle Hitboxes
Toggle Hitboxes
Jump Light Kick
j.B
SF1MR Ryu jB.PNG
SF1MR Ryu jB HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
24 High 3 Till Landing 0 N/A Varies Varies
  • Very active and hits below him, good for safejumps.

Ryu sticks out his leg and lets the hitbox linger for the full jump like j.A. More useful as a jump-in, especially since the long active frames can catch a lot of bad anti-airs. Jumping on top of a knocked down opponent with this can actually make a surprising mixup, or even a safejump depending on the character.

Toggle Hitboxes
Toggle Hitboxes
Jump Heavy Punch
j.C
SF1MR Ryu jC.PNG
SF1MR Ryu jC HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 2 9 0 N/A Varies Varies
  • High damage air-to-air.

Ryu punches out in front of him. Fairly high damage, but the hitbox is pretty high up, so you'll mostly stick to j.D as a heavy jump-in. Can snipe people air-to-air however.

Toggle Hitboxes
Toggle Hitboxes
Jump Heavy Kick
j.D
SF1MR Ryu jD.PNG
SF1MR Ryu jD HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 3 11 0 N/A Varies Varies
  • Long and low hitbox with good damage.

The main jump-in normal to use in most situations. Great forward range, fast startup, lots of active frames, and high damage and hitstun make it a very consistent normal.

Toggle Hitboxes
Toggle Hitboxes

Taunt

Taunt
A+B
SF1MR Ryu Taunt.PNG
SF1MR Ryu Taunt HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
- - 1 - 30 - - -
  • Taunt builds 1 bar of meter instantly, regardless of if Ryu is hit out of it or not, hence the 1 frame startup.

Ryu's taunt is fairly fast, allowing him to use it relatively safely in neutral or after any knockdown without giving up much space. Taunting smartly is important, as Ryu loves having constant Shinku Hadouken.

Toggle Hitboxes
Toggle Hitboxes

Unique Attacks

Neutral Jump Light Kick
nj.B
SF1MR Ryu njB.PNG
SF1MR Ryu njB First HB.PNG
SF1MR Ryu njB Second HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
90 High 3 10 0 N/A Varies Varies
  • Sweeping hitbox to catch multiple angles.

A great neutral jump air-to-air with very high damage. Outside of air-to-air however, it doesn't have much use, as nj.D covers the high damage neutral jump starter role much better. However, in midscreen, it has less pushback than nj.D, allowing for higher damage followups.

Toggle Hitboxes
Toggle Hitboxes


Neutral Jump Heavy Kick
nj.D
SF1MR Ryu njD.PNG
SF1MR Ryu njD HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
90 High 4 7 0 N/A Varies Varies
  • Very high hitstun and pushback, comparable to a j.CD from the KOF series.

A spinning kick with massive hitstun and pushback. In the corner, this can connect and still allow for a 2C, 2C, 2D, making for a massive damage starter. It can also be a good air-to-air, but nj.B is a bit better thanks to the faster startup and higher active frames. In midscreen, pushback with this can be a bit too strong to get much more than a 2D after.

Toggle Hitboxes
Toggle Hitboxes

Special Attacks

Hadouken
236A/C
SF1MR Ryu 236P.PNG
SF1MR Ryu 236P First HB.PNG
SF1MR Ryu 236P Second HB.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A 65 Mid 7 Traveling 32 N/A 0 +1
C 75 Mid 7 Traveling 32 N/A 0 +1
  • A version is slow but weak, C version is fast and strong

Ryu's iconic Hadouken. Useful zoning tools, especially in conjunction with his uppercut, as they take up much of the screen. SF1MR has a lot of anti-zoning tools however, and these come with shockingly hefty recovery, so use with caution. These are also Ryu's preferred way to deal chip, as Ryu is a mixless character, forcing him to rely on chip to make certain comebacks.

Toggle Hitboxes
Toggle Hitboxes


Shoryuken
6236A/C
SF1MR Ryu 6236P.PNG
SF1MR Ryu 6236P HB.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A 80 Mid 4 15 23 N/A KD -17
C 80 Mid 4 18 30 N/A KD -27
  • Air unblockable, Frames 1 through 12 are fully invincible for both versions

Ryu leaps into the air with an uppercut. The peanut butter to Hadouken's jelly, as it will eat through any attempt at beating a Hadouken, namely jumps but also some anti-fireball specials and supers too. They come with one major caveat, in that both versions have a second hit that is required to connect for a knockdown. It's possible and quite common for only the first hit to connect, leaving Ryu very unsafe even on hit, making them weak as reversals.

Toggle Hitboxes
Toggle Hitboxes


Tatsumaki Senpukyaku
214B/D
SF1MR Ryu 214K.PNG
SF1MR Ryu 214K HB.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
B 40,30 Mid 18 5(10)5 18 N/A KD -3
D 40,40,40,30 Mid 18 5(10)5(10)5(10)5 18 N/A KD -3
  • Off the ground frame 4

Ryu spins through the air with multiple kicks. Much more awkward than the Tatsu he has in other games, mostly because of the ridiculous height he rises to. Tatsus whiff on everyone except Sagat crouching, and a shocking amount of characters standing and reeling animations. Additionally, they only combo from 2C. All of this put together make them very situational and hard to use in combos. The additional height does help get over things like fireballs, but they're quite slow, so this isn't entirely useful.

Toggle Hitboxes
Toggle Hitboxes

Supers

Shinku Hadouken
236236P
SF1MR Ryu 236236P.PNG
SF1MR Ryu 236236P First HB.PNG
SF1MR Ryu 236236P Second HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
180 Mid 6 Traveling 27 N/A -5 -5
  • Air unblockable, anywhere juggle, frames 1 through 18 are invincible

Ryu shoots out a powerful Hadouken with multiple hits. Great all-purpose super for reversals, combos, anti-air, anti-zoning, and chip damage. Since Ryu's taunt builds meter and is very fast, you can almost always have one of these stored. This means counter zoning Ryu is fairly hard, as he can taunt and get a Shinku Hadouken to blow through your attempt.

Toggle Hitboxes
Toggle Hitboxes


Shinku Tatsumaki Senpukyaku
214214K
SF1MR Ryu 214214K.PNG
SF1MR Ryu 214214K HB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
40,40,40,40,40,40,40,30 Mid 16 7(4)7(4)7(4)7(4)7(4)7(4)7(4)7 14 N/A KD 0
  • Air unblockable, anywhere juggle, frames 1 through 18 are invincible

A super version of Ryu's tatsu. In comparison to Shinku Hadouken, this is a much more situational super. It does quite a bit more damage, but the low range and long startup makes it hard to fit into Ryu's usual combos. Unlike normal Tatsus, it hits much more consistently on small characters.

Toggle Hitboxes
Toggle Hitboxes

Arcade Ending

General
Controls
HUD
System
Glossary
FAQ
Characters
Ryu
Retsu
Lee
Joe
Birdie
Ken
Geki
Gen
Mike
Eagle
Cody
Adon
Sagat