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    Ryu by Paltheos

    Version: 1.0 | Updated: 04/20/11 | Printable Version | Search Guide | Bookmark Guide

                 .........................        .....   The answer lies
                .........................        .....    in the heart of battle.
               ..........................       ......  
              ..........................        .......    ___ _   _ ___ ___ ___
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              .......................................      ,' _/ /7 _   __  __ /7
              .....................................       _\ `. /_7//7,'o/,'o//_7
               ..................................        /___,'// //  |_( |_(//
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              .....................................     / __/() _   /7  /7  __ _
              .....................................    / _/ /7,'o| / \ /_7,'o///7
              ....................................... /_/  // |_,'/n_///  |_(//
              ....................... .................        _//
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               .......................         ........         / //// /
              ........................         ........        / /| V /
              ........................         ........       /_/ |_,'
             ........................          .......
            .........................          ......        360/PS3/3DS
           ........................             ......
            ......................               ..
         .........................                     --------------------------
          .........................                    Ryu Guide
        ............................                   by Paltheos (Brian Lundin)
        ..............................                 Paltheos@gmail.com
       .................................               Version 1.0 4/20/11
      ....................................             İ 2011
      .................. ..................
     .......................................           Credit to Ion3vman for his
    .........................................          block model which served
    .........................................          as basis for the Ryu ASCII
    ..........................................         --------------------------
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                                  Table of Contents
    Introduction  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (ryu1)
    Moves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (ryu2)
    Playing Ryu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (ryu3)
    Combos  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (ryu4)
    Glossary  . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (ryu5)
    Version History . . . . . . . . . . . . . . . . . . . . . . . . . . . . (ryu6)
    Legal Information . . . . . . . . . . . . . . . . . . . . . . . . . . . (ryu7)
    Closing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (ryu8)
                                    Introduction                            (ryu1)
    This guide
    This guide covers basic and intermediate level use of Ryu. It covers his
    moves, their properties, combos (and the such), tactics and strategy. I also
    explain allot about fighting in Street Fighter IV in general. For top level
    Ryu advice, I suggest you check out the blog of a player named Air, a
    professional who's one of the world's best Ryu players. You can find it as
    easily as googling "Air's blog". He has plenty of detailed general and matchup
    Seasoned Ryu players may still find something of value here though. I've
    logged in many, *many* hours in Street Fighter IV and, at this point in time,
    I've played well over 4000 online matches with Street Fighter's main
    character. This guide is decidedly colored by my own experiences as a player
    who largely taught himself. You may find something you haven't seen before.
    Important note to all readers before I begin: Throughout the guide I use
    generally accepted terminology freely without stopping media res to define
    them. Press Ctrl+F, copy and paste a word or abbreviation you don't understand
    into the search bar, and press enter to go to a glossary that tells you what
    it means.
    Also, 3DS players, for all the strategies I suggest in this guide, I assume
    you are *not* playing on Lite mode, as it significantly changes the dynamics
    of the game.
    The character
    Ryu is an all-around solid character with tools for dealing with almost any
    situation. His greatest strength lies in his zoning game, controlling the
    space on the field with his normal and special moves and manipulating his
    adversaries' movements. Strong Ryus gain a read on their opponents by
    observing their reactions and looking for a pattern while using his normals
    and simple combos to accumulate minor damage and slowly build up pressure.
    Once they find an opportunity, they go in for big damage, from his heavier
    combos to 'his easy to set up' Ultra 1. If opponents foolishly decide to
    jump, Ryu can counter with some of the game's best anti-airs.
    Ryu's easy to pick up. He doesn't have many hard links or demanding combos,
    and many of them can be cut down for an easier time and still deal a fair
    amount of damage. His moves are easy to execute, and his game plan isn't
    complicated. If you want to master him though, be ready for a long haul.
    Perfecting his zoning game and maximizing the return on his attacks take a
    long time.
                                       Moves                                (ryu2)
    Attack data is copied almost wholly from eventhubs and the shoryuken wiki.
    Thank you, whoever retrieved it all. I've included in the data other unlisted
    special properties. Below that are my descriptions along with basic overviews
    of the moves. More detailed applications and combos are found further on.
    A couple notes that aren't explicitly explained anywhere else: The number
    following meter gain represents a percentage of the total super bar, and stun
    duration is expressed in frames. 'F/B' is short for 'Forward/Back'.
    Normal Attacks
    Close LP
    Damage: 30 Stun: 50 Meter Gain: 2
    Frame Data - Startup: 3 Active: 3 Recovery: 6
    Frame Advantage - On Block: +2 On Hit: +5
    Stun Duration - On Block: 10 On Hit: 13
    Canceling Ability: Chain, Special, Super
    It's fast and gives frame advantage, but Ryu's other jabs are better. The
    hitbox on this move is high - The move works well on very close aerial
    opponents but unfortunately often whiffs crouching targets.
    Close MP
    Damage: 70 Stun: 100 Meter Gain: 4
    Frame Data - Startup: 3 Active: 3 Recovery: 21
    Frame Advantage - On Block: -3 On Hit: +3
    Stun Duration - On Block: 20 On Hit: 26
    Canceling Ability: Special, Super
    Unremarkable except for cancelling. Its midsection hitbox leaves it no other
    options. In this regard though, close MK is better because it has more active
    Close HP
    Damage: 100(80)* Stun: 200(150)* Meter Gain: 6
    Frame Data - Startup: 5 Active: 7 Recovery: 26
    Frame Advantage - On Block: -15 On Hit: -10
    Stun Duration - On Block: 17 On Hit: 22
    Canceling Ability: Special, Super
    Special Properties: Forces stand on hit
    * - Numbers in parentheses come from air hits. Those outside come from
    ground hits.
    Force stand gives this move some life. It also has decent range, for a 'close'
    move. Crouching HP however also forces stand and has a quicker startup at the
    expense of only a few points of damage. This move is better for easy combos
    that begin with it, but for combos that link into an HP move, crouching HP is
    Close LK
    Damage: 30 Stun: 50 Meter Gain: 2
    Frame Data - Startup: 5 Active: 5 Recovery: 7
    Frame Advantage - On Block: -1 On Hit: +2
    Stun Duration - On Block: 10 On Hit: 13
    Canceling Ability: None
    Useless. Low and close hitbox, big startup, low damage, and unlinkable.
    There's no point to using this move.
    Close MK
    Damage: 70 Stun: 100 Meter Gain: 4
    Frame Data - Startup: 3 Active: 5 Recovery: 16
    Frame Advantage - On Block: -7 On Hit: -2
    Stun Duration - On Block: 13 On Hit: 18
    Canceling Ability: Special, Super
    Not very useful, except perhaps in simple finishing combos for its quick
    startup and cancelling ability. Most of Ryu's other combos are bigger and
    Close HK
    Damage: 40+70 Stun: 125+75 Meter Gain: 6+2
    Frame Data - Startup: 8 Active: 8(2)4 Recovery: 17
    Frame Advantage - On Block: -3 On Hit: +2
    Stun Duration - On Block: 17 On Hit: 21+22
    Canceling Ability: Super (1st hit only)
    Like most of Ryu's 'close' moves, not very good. This one has a specific use
    though. It can function as an anti-air for opponents directly overhead who
    are out of range of Ryu's other AAs. I don't believe however it hits targets
    that are at the apex of their jumps.
    Far LP
    Damage: 30 Stun: 50 Meter Gain: 2
    Frame Data - Startup: 4 Active: 3 Recovery: 6
    Frame Advantage - On Block: +2 On Hit: +5
    Stun Duration - On Block: 10 On Hit: 13
    Canceling Ability: Chain, Special, Super
    A standard, run of the mill jab. This move's not a zoning tool. It has a
    specific use in combos. The reach of this move is slightly greater than the
    crouching LP's, so it can be inserted into long strings against opponents who
    would otherwise be out of range of another jab before finishing with a more
    potent attack.
    Far MP
    Damage: 80 Stun: 100 Meter Gain: 4
    Frame Data - Startup: 5 Active: 4 Recovery: 14
    Frame Advantage - On Block: -4 On Hit: -1
    Stun Duration - On Block: 13 On Hit: 16
    Canceling Ability: Super
    For its long startup and few active frames, this move's generally not very
    useful. As an anti-air though, this move has some window of utlity. Against
    opponents too close for far HK but too far away for crouching HP, far MP is
    effective and can beat some jump-ins cold. This area though is where incoming
    opponents will enter the ideal Shoryuken range, so far MP should be used only
    when minor damage is all that's required (near KO) or for ease of execution in
    a high tension situation.
    It does have some utility as a poke versus grounded opponents, in some
    situations. Far MP does not extend the bottom half of Ryu's hitbox as much
    as Far HP, the generally superior poke at that position. Accordingly, it can
    be used to counter hit some low pokes and sweeps. The timing however is
    Far HP
    Damage: 120 Stun: 200 Meter Gain: 6
    Frame Data - Startup: 8 Active: 3 Recovery: 15
    Frame Advantage - On Block: 0 On Hit: +4
    Stun Duration - On Block: 17 On Hit: 21
    Canceling Ability: None
    Sometimes useful to swipe at opponents from a distance. The reach of this
    move must be seen to be appreciated; its actual range extends past the tip of
    Ryu's knuckles. As a poke, this move usually fails to Ryu's heavier crouching
    kicks, which (usually) outrange it and come out faster. The advantage to
    Far HP is that no time or effort needs to be used to crouch.
    Far LK
    Damage: 40 Stun: 50 Meter Gain: 2
    Frame Data - Startup: 5 Active: 6 Recovery: 6
    Frame Advantage - On Block: -1 On Hit: +2
    Stun Duration - On Block: 10 On Hit: 13
    Canceling Ability: None
    An excellent defensive move. In addition to beating allot of jump-ins
    outright, it also stops several threatening close-in moves, such as Fei Long's
    Rekka punches and Honda's (EX) headbutt. As an anti-air, its range is fairly
    flexible. Its area for use is the same as the far HK's, but this one's used
    when HK would not come out quickly enough to stop the opponent, when the
    opponent's already too far into his jump. It also moves Ryu's hitbox back,
    letting some carefully placed low attacks by the opponent miss.
    Far MK
    Damage: 80 Stun: 100 Meter Gain: 4
    Frame Data - Startup: 8 Active: 2 Recovery: 17
    Frame Advantage - On Block: -5 On Hit: -2
    Stun Duration - On Block: 13 On Hit: 16
    Canceling Ability: None
    Useless. Outranged by moves that cover a similar or wider area and startup
    more quickly.
    Far HK
    Damage: 110 Stun: 200 Meter Gain: 6
    Frame Data - Startup: 9 Active: 4 Recovery: 20
    Frame Advantage - On Block: -6 On Hit: -2
    Stun Duration - On Block: 17 On Hit: 21
    Canceling Ability: None
    Special Properites: Misses crouching opponents*
    * - Unless opponent is using an attack which raises his hitbox into range.
    A heavy and effective anti-air with an impressively long reach. This move's
    the reason why smart opponents faraway don't jump in nonchalantly on Ryu.
    Offsetting its impressive ability is a huge startup. Landing it is difficult
    without anticipating jump-ins or reacting quickly. The move's reach also makes
    it technically viable as a ground attack, but the risk of punish from a sudden
    crouch usually sidelines it as an option.
    Crouching LP
    Damage: 30 Stun: 50 Meter Gain: 2
    Frame Data - Startup: 3 Active: 2 Recovery: 7
    Frame Advantage - On Block: +2 On Hit: +5
    Stun Duration - On Block: 10 On Hit: 13
    Canceling Ability: Chain, Special, Super
    Ryu's best jab and an excellent poke. It's one of the few moves in the game
    to have a three frame startup, and the advantage it gives on hit, together
    with the speediness of Ryu's other pokes, allows a variety of links. The quick
    startup also makes it a useful tool for stopping fast charging attacks used at
    midrange such as the Blanka ball.
    Crouching MP
    Damage: 60 Stun: 100 Meter Gain: 4
    Frame Data - Startup: 4 Active: 4 Recovery: 8
    Frame Advantage - On Block: +2 On Hit: +5
    Stun Duration - On Block: 13 On Hit: 16
    Canceling Ability: Special, Super
    Another fast poke that's effective in combos. Knockback is significantly
    greater than crouching LP's, but more time is available to input another
    motion on hit confirm and naturally damage scaling does not have as strong an
    effect as in a crouching LP/LK chain. More active frames than crouching LP also
    make it a strong tool in fighting off dive kicks (e.g. Rufus' Falcon Kick or
    Cammy's Cannon Strike).
    Crouching HP
    Damage: 90 Stun: 200 Meter Gain: 6
    Frame Data - Startup: 4 Active: 8 Recovery: 28
    Frame Advantage - On Block: -18 On Hit: -13
    Stun Duration - On Block: 17 On Hit: 22
    Canceling Ability: Special, Super (cannot cancel to Super until 7th frame)
    Special Properties: Forces stand on hit
    A strong move both for its anti-air and comboing abilities. As an anti-air,
    it's best used on targets directly overhead but can also be used on targets a
    little forward (normal shoryuken range) and counter hits many jump-in attacks.
    As a combo move, it can be linked to off Solar Plexus or any of Ryu's faster
    pokes (any jab move or crouching MP) into any special move of choice. Faster
    startup and less particular range make it a superior choice than close HP in
    combos. Its horizontal range however is slightly less than crouching MP (about
    crouching LP's), so prudence should be exercised when choosing combos.
    Crouching LK
    Damage: 20 Stun: 50 Meter Gain: 2
    Frame Data - Startup: 4 Active: 3 Recovery: 9
    Frame Advantage - On Block: -1 On Hit: +2
    Stun Duration - On Block: 10 On Hit: 13
    Canceling Ability: Chain, Special, Super
    Compared to other crouching LKs, not so good. Its range is poor and it can't
    link into other normals. Crouching MP is also better for crouch teching. This
    move chains into crouching LP but does no more than that.
    Crouching MK
    Damage: 60 Stun: 100 Meter Gain: 4
    Frame Data - Startup: 5 Active: 5 Recovery: 12
    Frame Advantage - On Block: -3 On Hit: 0
    Stun Duration - On Block: 13 On Hit: 16
    Canceling Ability: Special, Super
    Possibly Ryu's best normal move and certainly his best zoning tool. It's the
    basis around which his entire game is built. Crouching MK has exceptional
    range for its speed and recovery. Using it and then cancelling into a special
    move (usually Hadoken) keeps pressure on the opponent, builds meter, and
    accumulates minor damage. The move hits very low to the ground though and
    will not hit opponents in the air whatsoever. The animation however
    significantly lowers Ryu's hitbox, letting some high-aiming attacks, notably
    Balrog's (Boxer's) headbutt, miss completely.
    Crouching HK
    Damage: 90 Stun: 100 Meter Gain: 6
    Frame Data - Startup: 5 Active: 4 Recovery: 28
    Frame Advantage - On Block: -14 On Hit: None
    Stun Duration - On Block: 17 On Hit: None
    Canceling Ability: None
    Special Properties: Untechable knockdown on hit
    A regular sweep, albeit one with quite a bit of recovery. Useful for ending
    links and following with mix-ups. As it outranges crouching MK, it's also
    strong in mind games with opponents anticipating a crouching MK and spacing
    themselves accordingly. The long recovery is a point of issue, and care must
    be taken in spacing when using this move. When used too closely, many
    characters can punish easily on block, and even from greater distances some
    characters, such as Bison (Dictator) and Fei Long, can still punish anyway.
    Neutral Jump LP
    Damage: 50 Stun: 50 Meter Gain: 2
    Frame Data - Startup: 10 Active: 7
    Stun Duration - On Block: 8 On Hit: 11
    Special Properties: Startup leg projectile invincibility
    Not remarkable. Big startup and poor hitbox render this move worthless.
    Neutral Jump MP
    Damage: 80 Stun: 100 Meter Gain: 4
    Frame Data - Startup: 5 Active: 5
    Stun Duration - On Block: 10 On Hit: 13
    Special Properties: Leg projectile invincibility
    Effective as an air-to-air move. Its hitbox covers a wide area.
    Neutral Jump HP
    Damage: 100 Stun: 200 Meter Gain: 6
    Frame Data - Startup: 6 Active: 5
    Stun Duration - On Block: 17 On Hit: 20
    Special Properties: Startup leg projectile invincibility
    Another air-to-air move. Generally not very useful, but it does distinguish
    itself by having a higher hitbox than the alternatives, making it useful
    for hitting opponents above.
    Neutral Jump LK
    Damage: 40 Stun: 50 Meter Gain: 2
    Frame Data - Startup: 5 Active: 9
    Stun Duration - On Block: 8 On Hit: 11
    Special Properties: Startup leg projectile invincibility
    Not remarkable.
    Neutral Jump MK
    Damage: 80 Stun: 100 Meter Gain: 4
    Frame Data - Startup: 6 Active: 10
    Stun Duration - On Block: 11 On Hit: 15
    Special Properties: Startup leg projectile invincibility
    Dependable air-to-air in tight situations for its long active state and solid
    range. Probably the most reliable as air-to-air of Ryu's neutral jump moves.
    It's also effective as a combo starter on grounded opponents.
    Neutral Jump HK
    Damage: 100 Stun: 200 Meter Gain: 6
    Frame Data - Startup: 4 Active: 4
    Stun Duration - On Block: 15 On Hit: 18
    Special Properties: Startup leg projectile invincibility
    Similar to the neutral jump MK as an air-to-air but demands more precision due
    to a briefer active period.
    F/B Jump LP
    Damage: 50 Stun: 50 Meter Gain: 2
    Frame Data - Startup: 4 Active: 7
    Stun Duration - On Block: 8 On Hit: 11
    Special Properties: Startup leg projectile invincibility
    Useful exclusively as a surprise air-to-air move. Its quick startup can catch
    opponents expecting a meatier attack offguard. It's particularly helpful in
    shutting down an opponent's momentum and resetting the situation.
    F/B Jump MP
    Damage: 50+30 Stun: 50+50 Meter Gain: 4+2
    Frame Data - Startup: 7 Active: 3+4
    Stun Duration - On Block: 11 On Hit: 15
    Launch Count: +1 to counter on second hit, does not hit past (N/A)
    Special Properties: Startup leg projectile invincibility, one hit launches
    opponents in the air (fully hittable launch), two hits launch opponents in
    the air (partially hittable launch), 1 launch hit net
    Ryu's air-to-air juggling move. On full connect, it leaves the opponent in a
    juggled state, allowing a variety of follow-ups after landing, ranging from
    Shoryuken (second hit only), EX Hadoken, Super, or either Ultra (alternate
    animation only on U2). On partial connect (one hit only), in addition to the
    above options, full connect on Shoryuken and U2 is possible although the
    spacing for full connect on those two is delicate.
    Because of its long startup and poor range, this move's effective only when
    anticipating enemy jump-ins or when reacting to unexpected simultaneous jumps
    ("who attacks first?"). As it's a potent setup move, failure on the first
    attempt usually alerts the opponent to be cautious jumping.
    Since this move's multi-hit, it has an ancillary use in punishing reckless
    focuses. The timing for landing both hits on grounded opponents is somewhat
    tight though.
    F/B Jump HP
    Damage: 100 Stun: 200 Meter Gain: 6
    Frame Data - Startup: 6 Active: 5
    Stun Duration - On Block: 15 On Hit: 18
    Special Properties: Startup leg projectile invincibility
    Strong primarily as a jump-in attack. It does not have the most range of Ryu's
    jump-in options, but it does hit the lowest, making it a strong choice for
    fighting off enemy anti-airs or going for a trade hit. Best used when jumping
    in from midrange. Long stun allows heavy follow-up combos on hit or block. An
    unusual property also allows it to fake cross up some opponents yet still land
    on the other side although the spacing for this is rather specific.
    F/B Jump LK
    Damage: 40 Stun: 50 Meter Gain: 2
    Frame Data - Startup: 4 Active: 8
    Stun Duration - On Block: 8 On Hit: 11
    Special Properties: Startup leg projectile invincibility
    A low-hitting move that can cross up. Low stun however prevents combos, except
    on crouching characters and only with precise placement and timing into
    crouching LP. Somewhat useful for ambiguous cross-ups. Its startup and hitbox
    also make it usable as a stuffing move for some anti-airs.
    F/B Jump MK
    Damage: 70 Stun: 100 Meter Gain: 4
    Frame Data - Startup: 6 Active: 6
    Stun Duration - On Block: 11 On Hit: 15
    Special Properties: Startup leg projectile invincibility
    Ryu's primary cross-up move. The stun time is long enough to permit most big
    combos against a majority of the cast on cross-up (with exceptions such as
    crouching MP after a blocked crossup against a standing Sagat now mashing out
    Tiger Uppercut). The cross-up itself leaves a wide margin for error.
    As a regular attacking move, it has adequate range and power but still loses
    on both fronts to F/B HP and F/B HK. The former is better suited to low-aim
    strikes, and the latter is longer. F/B MK also seems to fight Bison's
    (Dictator's) headstomp particularly well.
    F/B Jump HK
    Damage: 100 Stun: 200 Meter Gain: 6
    Frame Data - Startup: 7 Active: 7
    Stun Duration - On Block: 15 On Hit: 18
    Special Properties: Startup leg projectile invincibility
    Ryu's other primary jump-in attack. This move has very long range in addition
    to a wide hitbox, and long stun allows virtually any combo on hit or block.
    Follow-up options vary though based off how 'deep' the hit is, as this effects
    Ryu's landing position relative to the opponent.
    Unique Attacks
    Solar Plexus
    Input: Forward + HP
    Damage: 40+80 Stun: 50+50 Meter Gain: 6+2
    Frame Data - Startup: 17 Active: 2+2 Recovery: 18
    Frame Advantage - On Block: 0 On Hit: +4
    Stun Duration - On Block: 19 On Hit: 25+23
    Canceling Ability: Special, Super (final frames)
    An approaching move that can be linked from or cancelled for big damage. It
    covers a moderate distance for a move of its type and is particularly useful
    in breaking focuses as it hits twice. Use from maximum range allows only one
    hit to connect. Big startup is a drawback, but the threat of huge damage on
    counterhit leads many opponents to block once they see the animation.
    Conveniently, on block, the frame advantage is even for both sides. Used
    sparingly, Solar Plexus is a potent threat. On freshly crumpled opponents,
    it's the best move for starting a big combo.
    Collarbone Breaker
    Input: Forward + MP
    Damage: 30+50 Stun: 50+50 Meter Gain: 4+2
    Frame Data - Startup: 17 Active: 1(1)2* Recovery: 14
    Frame Advantage - On Block: -2 On Hit: +3(+1)**
    Stun Duration - On Block:  On Hit: 20+18 (16)***
    Canceling Ability: None
    Special Properties: Overhead attack
    * - Number in parentheses indicates an empty frame between the two hits
    ** - Number in parentheses indicates advantage if opponent is crouching;
    number outside if opponent is standing.
    *** - Number in parentheses indicates stun on crouching opponent
    Ryu's overhead attack. Average, as overheads come. It does not put Ryu in the
    air, but it is multi-hitting, so it can break focuses, although like the Solar
    Plexus, use at maximum range guarantees only one hit. The move covers a
    small distance and has a long startup, as is par for overheads, but discreet
    use is effective in disorienting an opponent and cracking nervous turtling.
    Focus Attacks
    Ryu has a strong Focus Attack. It moves him a bit back on the charge and has
    solid forward extension on release.
    Level 1
    Input: Hold MP+MK
    Damage: 60 Stun: 100 Meter Gain: 2
    Frame Data - Startup: (10-17)+11* Active: 2 Recovery: 35
    Frame Advantage - On Block: -21 On Hit: -21
    Frame Advantage on Block after Perfectly Timed Forward FADC: -4
    Stun Duration - On Block: 15 On Hit: 15
    Canceling Ability: F/B Dash
    Launch Counter: +0 to counter, does not hit past N/A
    Special Properties: Armor during charge, crumples grounded opponents on
    counter hit, launches opponents that are in the air (partially hittable
    launch), dash cancellable
    Level 2
    Input: Hold MP+MK
    Damage: 80 Stun: 150 Meter Gain: 4
    Frame Data - Startup: (18-50)+11* Active: 2 Recovery: 35
    Frame Advantage - On Block: -15 On Hit: Foe crumpled
    Frame Advantage on Block after Perfectly Timed Forward FADC: +2
    Stun Duration - On Block: 21 On Hit: Foe crumpled
    Canceling Ability: F/B Dash
    Launch Counter: +0 to counter, does not hit past N/A
    Special Properties: Armor during charge, crumples grounded opponents, launches
    opponents that are in the air (fully hittable launch), dash cancellable
    Level 3
    Input: Hold MP+MK
    Damage: 140 Stun: 200 Meter Gain: 6
    Frame Data - Startup: 51+14* Active: 2 Recovery: 35
    Frame Advantage - On Block: Cannot be blocked On Hit: Foe crumpled
    Canceling Ability: F/B Dash
    Launch Counter: +0 to counter, does not hit past N/A
    Special Properties: Armor up to active frames, armor break, crumples grounded
    opponents, launches opponents that are in the air (fully hittable launch),
    dash cancellable
    * - First number(s) indicates charging time, second number indicates time
    between charge release and active frames (the release of the attack)
    Ryu can kara cancel into his throws with standing HK, which slightly increases
    his maximum throw range.
    Shoulder Throw
    Input: LP+LK, Forward + LP+LK
    Damage: 130 Stun: 140 Meter Gain: 4
    Frame Data - Startup: 3 Active: 2 Recovery: 20
    Special Properties: Untechable knockdown
    A simple forward throw. Outside of a corner, the opponent lands at midrange
    from Ryu allowing a choice of mixups or crossups on wakeup.
    Somersault Throw
    Input: Back + LP+LK
    Damage: 130 Stun: 120 Meter Gain: 4
    Frame Data - Startup: 3 Active: 2 Recovery: 20
    Special Properties: Untechable knockdown
    An ordinary back throw. The opponent lands at mid to long range relative to
    Ryu. This move's useful for repositioning an opponent - Usually placing them
    in a corner.
    Special Moves
    A few notes. Slashes differentiate light, medium, and hard versions,
    respectively for non-EX special moves. Under meter gain, the first number
    signals meter gain for use, the second past the comma indicates additional
    meter gain on hit.
    Input: Down, Down-Forward, Forward + Punch
    Damage: 60 Stun: 100 Meter Gain: 1,2
    Frame Data - Startup: 12+1 Active: None - projectile Recovery: 45 (total move)
    Frame Advantage - On Block: -6 On Hit: -2
    Stun Duration - On Block: 8+18 On Hit: 8+22
    Canceling Ability: Super
    Launcher Counter: +1 to counter, does not hit past 0 count
    Special Properties: Launch opponents that are in the air, 15-16th frames
    Ryu's trademark attack. The projectile thrown travels horizontally across the
    speed at increasingly greater speeds that correspond to the power of the punch
    button pressed. Ryu's projectile in particular is one of the best in the game:
    It comes out and recovers quickly and covers a wide area of the screen.
    It's a tremendously useful move for zoning the opponent, analyzing his
    behavior, finishing simple combos (or continuing, should ample meter be
    available), and even poking.
    The choice of punch buttons is a delicate decision that becomes easier with
    experience. HP is best for canceling to from normals, but picking for zoning
    or holding pressure is a question of which speed projectile will best tie up
    the opponent at that point in time. As the fastest, HP is generally strongest
    for holding pressure. LP on the other hand as the slowest is good for making
    an opponent trying to reverse the situation pause for a moment and think twice
    about their plan, allowing you to retain the initiative. MP is a deceptive
    median which sometimes fools flustered opponents to jump into it.
    EX Hadoken
    Input: Down, Down-Forward, Forward + 2+ Punches
    Damage: 50+50 Stun: 50+50 Meter Gain: -25,0
    Frame Data - Startup: 11+1 Active: None - projectile Recovery: 40 (total move)
    Frame Advantage - On Block: +1 On Hit: None - launch
    Stun Duration - On Block: 8+13 (29) On Hit: None - launch
    Canceling Ability: Super (not possible in-game)
    Launch Counter: +2 to counter (+1 per hit), does not hit past 2 count
    Special Properties: Launch opponents, fully hits both types of launch, 14-15th
    frames cancellable, 2 launch hits net
    A faster, stronger version of the Hadoken that hits twice and also launches
    grounded opponents on hit. Its actual travel speed is equal to the HP Hadoken,
    but its quicker release makes it technically and effectively faster. The
    release speed also allows combos not ordinarily possible with a regular
    Hadoken. Extending the combo on the juggle is also possible if the enemy is in
    the corner. When blocked, it pushes the opponent farther back than a regular
    Hadoken would.
    Utility varies per battle. EX Hadoken is for good reason Ryu's most commonly
    used EX move (on all levels of play), but sometimes eschewing its use to
    retain meter is a stronger long-term decision. Firing them in order to slow
    down or derail an opponent or to put him on guard against carelessly focusing
    or using armored attacks is usually a wise use of the move. Using them to
    finish combos is sometimes not, as the threats a full Super or a Shoryuken FADC
    pose may be greater. It is however sometimes wise to use at the end of long
    block strings, where a regular Hadoken ordinarily would not hit the opponent
    before he's freed - EX fireballs sometimes catch them trying to act where
    they're expecting a regular fireball. It can also combo into U1 relatively
    easily in the corner.
    Input: Forward, Down, Down-Forward, Forward + Punch
    Damage: 100(70)*/80+50/100+50 Stun: 200(100)*/150+50/150+50
    Meter Gain: 3,4/2,2+2/2,2+2
    Frame Data - Startup: 3 Active: 2+12 Recovery: 14+10/25+18/30+18**
    Frame Advantage - On Block: -17/-34/-37 On Hit: None - launch
    Stun Duration - On Block: 20 On Hit: None - launch
    Canceling Ability: Super
    Launch Counter: +2 to counter (+1 per hit), does not hit past 0/1 count
    (first/second hits respectively)
    Special Properties: 1-2nd frames invincible, 3-4th frames unthrowable, 3-16th
    frames lower body invincibility, 3-30th frames airborne, launch (partially
    hittable launch), 3-4th frames hit cancellable/
    1-4th frames invincible, 5-16th frames lower body invincibility, 5-41st
    frames airborne, launches (partially hittable launch), 1st hit cancellable,
    2nd hit connects with partially hittable launches/
    1-2nd frames invincible, 3-4th frames unthrowable, 3-16th frames lower body
    invincibility, 3-44th frames airborne, launches (partially hittable launch),
    1st hit cancellable, 2nd hit connects with partially hittable launches
    * - Numbers in parentheses come from air hits. Numbers outside come from
    grounded hits.
    ** - The first number refers to recovery on the way down, the second to
    recovery after touching down.
    A rising dragon punch. It has strong priority against normal moves. Its
    hitbox, for some reason, extends far down Ryu's arm. The height of the jump,
    number of hits, and amount of recovery varies increasingly with the strength
    of the punch button used (although the number of maximum hits does not
    increase further to 3 on HP). Also, the MP version has the most frames of
    invinicbility, 4, twice as many as the others.
    The Shoryuken functions as an anti-air, reversal, and setup move, sometimes
    all together. With 4 invincibility frames, MP Shoryuken is the best for
    anti-air and Ryu's best overall anti-air move. With the shortest recovery, LP
    is safest for attempting to reversal holes in block strings should not enough
    meter be available to FADC and for launching overhead opponents into big
    damage when they drop. As the strongest, HP is best for finishing combos.
    EX Shoryuken
    Input: Forward, Down, Down-Forward, Forward + 2+ Punches
    Damage: 80+60 Stun: 100+100 Meter Gain: -25,0
    Frame Data - Startup: 3 Active: 2+1+11 Recovery: 30+18*
    Frame Advantage - On Block: -39 On Hit: None - launch
    Stun Duration - On Block: 20 On Hit: None - launch
    Canceling Ability: Super (not possible in-game)
    Launch Counter: +2 to counter (+1 per hit), does not hit past 0/1 count
    (first/second hits respectively)
    Special Properties: 1-16th frames invincible, 6-46 frames airborne, 1st-2nd
    hit cancellable until airborne, launch (partially hittable launch), 2nd hit
    connects with partially hittable launches
    * - The first number refers to recovery on the way down, the second to
    recovery after touching down.
    2 hits. Weaker than HP Shoryuken but invincible from startup to the peak of
    the jump. The horizontal distance covered is significantly greater than
    regular Shoryuken's - Most of this movement occurs early during the active
    frames. Unlike Ryu's other Shoryukens, EX Shoryuken can be cancelled on the
    second (or aerial) hit, in the first few frames - For as long as his feet
    still make contact with the ground.
    Useful in specific situations. On wakeup, it allows escape against many chip
    kills. Conversely, it guarantees chip kills on many downed opponents as few
    characters have an invincible wakeup that competes with Ryu's EX Shoryu. EX DP
    to FADC Ultra in situations where an ordinary Shoryuken would not beat the
    jump-in, vs. attacking close to midrange opponents to break in, or as an
    option select to punish your opponent's own punish attempt (such as a Rufus'
    EX Messiah kick to stop a jump-in) are other options but rarely emerge as the
    best choices in regular battles.
    Tatsumaki Senpukyaku
    Input: Down, Down-Back, Back + Kick
    Damage: 100/110/120 Stun: 200 Meter Gain: 3,3
    Frame Data - Startup: 11/12/12
    Active: 2(6)2/2(6)2(6)2(6)2(6)2/2(6)2(6)2(6)2(6)2* Recovery: 12+5/18+3/18+3**
    Frame Advantage - On Block: -6/-2/-2 On Hit: None - launch
    Stun Duration - On Block: 20 On Hit: None - launch
    Canceling Ability: None
    Launch Counter: +1 to counter, does not hit past 0 count
    Special Properties: 7-20th frame lower body projectile invincibility, 7-32th
    frame airborne, launches (partially hittable launch), armor break, misses
    crouching opponents, 2nd hit aimed backwards/
    7-45th frame lower body projectile invincibility, 7-63rd frame airborne,
    launches (partially hittable launch), armor break, misses crouching
    opponents, 2nd and 4th hits aimed backwards/
    7-45th frame lower body projectile invincibility, 7-63rd frame airborne,
    launches (partially hittable launch), armor break, misses crouching
    opponents, 2nd and 4th hits aimed backwards
    * - Numbers in parentheses indicate frames between strikes, numbers outside
    the attacks themselves
    ** - The first number refers to recovery on the way down, the second to
    recovery after touching down.
    A flying spin kick (or series of) that quickly charges horizontally across the
    screen. The distance traveled and number of kicks increase in accord with the
    power of the kick button pressed. Both MK and HK however have the same number
    of kicks. Each kick possesses the full attack power of the move; unlike the
    Tatsus of other characters, Ryu's can hit only once each use. MK and HK Tatsus
    that are blocked with more kicks remaining can still connect though. On hit,
    the opponent is carried along in the air with Ryu until the move ends. For MK
    and HK Tatsus that hit and continue into the corner, Ryu lands on the other
    side of the opponent. Unfortuantely, Tatsumaki misses crouching opponents, but
    it can hit crossed over opponents, break armor, and launch.
    The Tatsumaki is strong in combos, building more damage than the Hadoken and
    pushing the opponent toward the corner although. As mentioned above, it misses
    crouching opponents, and it can be punished big. Hit confirms on jump-ins or
    long combos give you time to determine whether or not a Tatsu is a possible
    option to finish (or continue) your combo. Crouching HP's 'force stand'
    attribute removes that element from the occasion completely and is perfectly
    viable. Outside of combos, the Tatsumaki can punish careless fireballs - It
    goes over every fireball in the game, excluding Gouken's and Seth's (and
    Sagat's High Tiger Shot, obviously). Sporadic use just to keep the opponent on
    his toes can be dangerous but is not out of the question. A Tatsu after a
    knockdown that pushes the opponent far away (usually LK Tatsu) helps build
    meter while bringing Ryu closer to the opponent. The property of the stronger
    Tatsus to carry the opponent along with the user is also useful in pushing
    the opponent closer to the corner.
    EX Tatsumaki Senpukyaku
    Input: Down, Down-Back, Back + 2+ Kicks
    Damage: 30*4+40 Stun: 50*5 Meter Gain: -25,0
    Frame Data - Startup: 11 Active: 1(3)1(3)1(3)1(3)1* Recovery: 18+3**
    Frame Advantage - On Block: -1 On Hit: None - launch
    Stun Duration - On Block: 20 On Hit: None - launch
    Canceling Ability: None
    Launch Counter: +1 to counter on fifth kick, does not hit past 5 count
    Special Properties: 6-27th frame lower body projectile invincibility, 6-45th
    frame airborne, first 4 hits force stand and launch opponents in the air
    (partially hittable launch), 5th hit launches (also partial), armor break,
    hits partially launched opponents, 2nd and 4th hits aimed backwards, 1 launch
    hit net
    * - Numbers in parentheses indicate frames between strikes, numbers outside
    the attacks themselves
    ** - The first number refers to recovery on the way down, the second to
    recovery after touching down.
    A very different move from the standard version - This one's a stationary
    hurricane kick that sucks in the opponent after the first hit and can hit
    up to 5 times, knocking the target back and forth around Ryu, and then
    launching him ahead. It also inflicts more damage than a regular Tatsu and
    does *not* miss crouching enemies. The suction property is particular in its
    spacing. First hits that aren't deep enough cause the second to whiff although
    the remaining three usually do hit. It's also possible to cause a reset in the
    middle of the EX Tatsu, but the spacing is more particular for that.
    This move's strongest in the corner. Its big launch allows a high damage U1
    followup and it's feasible (if difficult) to start the combo clean from EX
    Tatsu by fooling the opponent to crouch tech. Using EX Tatsu to finish
    combos in the middle of the field does give a little more damage but really
    isn't worth the cost. It shoves the opponent far away, giving up some control,
    and is generally not the best use of Ryu's meter.
    Airborne Tatsumaki Senpukyaku
    Input: (in air) Down, Down-Forward, Back + Kick
    Damage: 70/80/90 Stun: 100 Meter Gain: 1,4
    Frame Data - Startup: 9 Active: 2(6)2(6)2 Recovery: until ground +10
    Frame Advantage - On Block: None - ground cancel On Hit: None - launch
    Stun Duration - On Block: 20 On Hit: None - launch
    Canceling Ability: None
    Launch Counter: +1 to counter, does not hit past (N/A)
    Special Properties: Launches (partially hittable launch), 2nd hit aimed
    Three flying spin kicks (front, back, front), initiated in the air, that shoot
    Ryu in an arc. This arc is an exacerbation of his normal jumping arc; the
    degree to which it's stretched is directly related to the strength of the kick
    button used. Like the normal Tatsumaki, this move can hit only once.
    This move has three regular uses. It's good for escaping from the corner, and
    it's Ryu's only reliable means of getting out. An HK Airborne Tatsumaki
    started early in the jump shoots him completely across the screen and can
    rarely be punished once it's started. Airborne Tatsu's also strong for mixing
    up jump-ins, going for crossups. For this, an LK Tatsu (as the steepest of the
    bunch) started past the peak of the jump is best. The Tatsu's third use is
    building meter while neutral jumping in fireball wars or in general when the
    opponent is on the opposite end and can't punish.
    EX Airborne Tatsumaki Senpukyaku
    Input: (in air) Down, Down-Forward, Back + 2+ Kicks
    Damage: 40*5 Stun: 50*5 Meter Gain: -25,0
    Frame Data - Startup: 7 Active: 1(3)1(3)1(3)1(3)1 Recovery: until ground +4
    Frame Advantage - On Block: None On Hit: None - launch
    Stun Duration - On Block: 20 On Hit: None - launch
    Canceling Ability: None
    Launch Counter +5 to counter (+1 per hit), does not hit past (N/A)
    Special Properties: Each hit launches (partially hittable launch), hits
    partially launched opponents, 5 launch hits net
    Works much like the grounded EX Tatsumaki. In principle, at least. It's very
    picky on the first hit - If it doesn't hit at just the right height, the
    opponent's slung away rather than caught in the remaining hits. Also, all the
    hits launch, which works against comboing possibilities. The only thing
    working in its favor is that it does allot of damage (200 on full), but given
    Ryu's other air-to-air and meter options, there's very little reason to use
    this move other than to avoid chip damage from some ground attack like
    Blanka's Shout of Earth.
    Super Combos
    Shinku Hadoken
    Input: Down, Down-Forward, Forward *2 + Punch
    Damage: 50*4+100 Stun: 0 Meter Gain: -100/0
    Frame Data - Startup: 1+1+1 Active: None - projectile
    Recovery: 52 (post-freeze duration)
    Frame Advantage - On Block: +11 On Hit: None - launch
    Stun Duration - On Block: 8+20 (60) On Hit: None - launch
    Canceling Ability: None
    Launch Counter: +5 to counter (+1 per hit), does not hit past 5 count
    Special Properties: 1st frame invincible, first 4 hits launch opponents in
    the air, 5th hit launches (partially hittable launch), long untechable
    A much stronger version of the Hadoken that hits 5 times and comes out much,
    much faster. Like the basic Hadoken, the speed of the Super is controlled by
    the punch button used, but the speeds are more extreme than the regular
    version's. HP Shinku Hadoken in particular is much faster than HP Hadoken.
    This Super can also hit juggled opponents for full damage.
    Shinku Hadoken is an excellent Super. Its 3 frame startup and incredible speed
    make it easy to combo and punish with. Combos are discussed more in-depth
    below. Punish opportunities include careless projectiles to charge-in moves
    with long recovery to even simple jump-ins. Its only drawback is its
    relatively low damage (for a Super).
    HP is the best version, and bar some very select circumstances - Like, say,
    cancelling from a Shoryuken on Dhalsim's stretched fists from across the
    screen - There's nothing the others can do that HP can't. LP is easier to
    work with on high air juggles and jump-in punishes, but that's about it.
    Ultra Combos
    Metsu Hadoken
    Input: Down, Down-Forward, Forward *2 + Triple Punch
    Damage: 42*7+75 (at maximum) Stun: 0 Meter Gain: 0,0
    Frame Data - Startup: 1+10 Active: None - projectile
    Recovery: 120 (post-freeze duration)
    Frame Advantage - On Block: -25 On Hit: None - launch
    Stun Duration - On Block: 8+20 (84) On Hit: None - launch
    Canceling Ability: None
    Launch Counter: +8 to counter (+1 per hit), does not hit past 8 count
    Special Properties: 1-11th frames invincible, 1-7th hits launch opponents in
    the air, 8th hit launches, long untechable knockdown
    Another fireball special move (8 hits at most). This one's not quite as good
    as the Super - It has a much bigger startup, it's slower, it's not *as* easy
    to land, and it often is less damaging too - But it's still a good move that's
    not hard to connect and, like the Super, can hit juggled opponents for full
    It has a bit of invincibility at the start, but this doesn't come into play
    often - Really only when punishing a fireball. This Ultra has allot of
    recovery, enough for an opponent to calmly set up a huge combo after jumping
    over it, so it should not be thrown out carelessly.
    Metsu Shoryuken
    Input: Down, Down-Forward, Forward *2 + Triple Kick
    Damage: 270+45+188 (full) 38*4+50*3 (partial) Stun: 0 Meter Gain: 0,0
    Frame Data - Startup: 1+7 Active: 2+3*7 Recovery: 43+41*
    Frame Advantage - On Block: -84 On Hit: None - launch
    Stun Duration - On Block: 20 On Hit: None - launch
    Canceling Ability: None
    Launch Counter: +7 to counter (+1 per hit), does not hit past 6 count - stats
    for partial version only
    Special Properties: 1-8th frames invincible, 9-30th frames lower body
    invincibility, 10-73rd frames airborne, 1st hit armor break, 1st hit triggers
    full animation, alternate animation launches opponents in the air, alternate
    animation hits partially hittable launched opponents, long untechable
    * - The first number refers to recovery on the way down, the second to
    recovery after touching down.
    Ryu's alternative, high-damage Ultra. Some of its properties don't work to
    its benefit, and for those reasons, U1 is the generally preferred Ultra. For
    instance, its hitbox stretches particularly far forward where a tighter and
    higher hitbox would be more useful - Smart opponents already aren't jumping
    into the areas it covers now as they're already covered by Ryu's other
    anti-airs. On miss against opponents jumping in close, Metsu Shoryuken shoots
    right past them, leaving Ryu exposed to punish. It's also tougher to combo
    and scales damage poorly. A clean hit is ideal, and it isn't easy.
    It does have some advantages. It starts up faster, armor breaks, and has
    better invincibility (on hit). It can punish some moves with big recovery on
    block, like Dudley's EX Machinegun Blow, and can stave off some characters
    like Balrog (Boxer) who don't care about Ryu's anti-air normals, in addition
    to fending off many charge attacks. It's a decidedly situational move though.
    U1 is usually a better choice.
                                    Playing Ryu                             (ryu3)
    "Zone the opponent and keep them out with anti-airs." That's Ryu in a
    nutshell. As a Ryu player, you want to take the lead, somehow, and hold onto
    it. Patience is key, at least against smart opponents. Not all scenarios
    allow you to neatly conform to a single mode of play: Some matchups force
    you to play aggressively; others demand you play very passively. For now,
    let's start with the basics. I'll break down the core of his play style
    and look at them one piece at a time.
    Zoning and the Ground Game
    Zoning effectively, with Ryu at least, calls for you to slowly push the
    opponent into the corner using your pokes. It doesn't call for intense defense
    or offensive, but Ryu is flexible enough so that he can switch to either if
    the situation demands it.
    I'll start with the most basic of Ryu's zoning tools, cr. MK. It has
    excellent range and a quick startup and is special cancellable. It's the
    foundation of his game. Playing Ryu well requires you to learn how to use it
    well. Learn its range, what it can cancel into based off how deep the hit is,
    and what your opponent can do about it. I've made a simple diagram to help you
    out. I'll explain it piece by piece.
                    Super | EX Hadoken | Hadoken | Tatsu | Shoryu
    This diagram represents the range of Ryu's cr. MK. (It's not to scale
    unfortunately.) To understand it, assume Ryu is to the left of the diagram
    walking right into cr. MK range. How deep the hit will be is measured on the
    diagram by how far to the right it is (deep hits would have Ryu's foot
    extend past the right end of the diagram), and the possible followups are the
    one below that point and all the moves to the left of it.
    Right. So I'll explain each of the followups starting from the right and
    making my way left.
    Shoryu is rarely an option. Its range is relatively closer to the opponent
    than the others' than the diagram makes it appear. At that range, you're using
    another move, cr. MP, which is faster and safer, and you're not cancelling
    into Shoryu without hit confirm anyway because it's not safe on block. EX
    Shoryu offers more range but practically is no better.
    Tatsu is sometimes an option. Tatsu runs into a similar problem to Shoryu -
    It's not safe on block. It can also be dodged if the opponent's crouching
    when you land that cr. MK. and punished if the opponent blocks (either). It's
    usually the go to attack when the opponent whiffs a reversal or counter hit
    attempt that brings him a little closer. When he's done, he'll briefly be in
    standing animation, so Tatsu may have a chance at hitting. If you can, by all
    means use it. For its range and cost (or lack thereof), it's the most damaging
    followup. Sometimes it doesn't reach, but judging the distance comes with
    There are a couple other important notes on Tatsu. The first kicks of the
    lighter versions have slightly less range than HK (I could unfortunately not
    fit this information on the diagram; place the lighter versions farther to the
    right in your minds).
    Next, EX Tatsu is not a strong followup. It consumes a bar of super meter for
    more damage and the ability to hit crouching opponents but leaves little time
    to hit confirm and gives very little in return if the opponent blocks. He'll
    take one minor chip hit, be pushed back, and be left at a more favorable frame
    advantage than if another move, like Hadoken, had been picked instead. If it
    hits, it might not give full damage if the opponent's by the tip of Tatsu
    range as one hit will whiff in the suction, and it'll throw him across the
    screen unless he's already in the corner.
    That brings us to Hadoken. This is your mainstay followup. Together with cr.
    MK, it pushes the opponent back, does a little chip damage, and builds a
    considerable amount of meter as well. If you're smart (or fortunate), you'll
    even deal some real damage too, but the first three are most important.
    Don't think about which punch button to use. Always use HP when cancelling to
    Hadoken's. HP is identical to the others in every way except for speed, and
    there's no gain in dropping a block string for picking a slower fireball.
    Learning the max spacing for a safe cancel into a Hadoken takes time but is
    important to avoid a punish I discuss below.
    EX Hadoken is for that range *just* outside of Hadoken's. Its speed is the
    same as HP Hadoken's, but it has a faster release which allows it to be safely
    cancelled into from farther away. If you can hit confirm into it, good job,
    but there's also a trap you can lay here. It's not a trick I personally employ
    much (I prefer saving meter as much as I can), but it's common on high levels
    of play. Tough opponents not only know the range limitation on Hadoken
    cancelled into from cr. MK but also try Focusing immediately after blocking
    the cr. MK to punish a carelessly thrown fireball. EX Hadoken punishes these
    attempts and declares that you know what he's doing and have a countermeasure
    prepared. In order to do this, you don't want to continue the block string;
    you want to punish their focus, so wait an extra moment before launching the
    EX fireball.
    And that just leaves Super. It's the biggest and fastest and hits by far from
    the farthest away. Naturally, you should use it only if you hit confirm cr.
    MK. Landing the Super from max range is not easy though. In addition to the
    hit confirm, you have to buffer the whole motion, which is harder than it
    sounds. It's very easy to use Shoryuken instead, which can get you punished at
    max range, or Hadoken and cancel to Super, which will be blocked. But this is
    all something more for combos, so I'll save it for later.
    That concludes the followups to cr. MK. Now let's move on to the rest of Ryu's
    zoning game. Because it's an excellent metric to use, here's another diagram,
    similar to the last one with several alterations.
     (EX) Hadoken/ | cr. HK/ | cr. MK followups | Other Normals/ | Throw
     St. HK          Solar Plexus/                Collarbone Breaker/
                     Other Normals                Shoryuken/Focus Attack
    The line of dashes still represents cr. MK's range. Now however all of the
    followup moves except for Shoryuken (I'm excluding it explicitly here), have
    been put together into "cr. MK followups". The equal signs on the left
    represent ranges farther than cr. MK can reach. The set of attacks under each
    section of the line reach only at those ranges and closer. The different
    attacks listed under each section have minor differences in reach, which I'll
    explain as I discuss each group.
    I'll start with the closer attacks. "Other Normals" here refers to most of
    Ryu's remaining crouching moves. His close standing moves, which come out at
    that distance, and cr. HP aren't useful for footsies. That leaves LP, MP, and
    LK along with Focus Attack, Collarbone Breaker, Shoryuken, and throws.
    Focus Attack has the most reach of all the moves on the right end of the
    diagram; it also moves Ryu back a little, so enemies jumping in more often
    land in front of him. It's a very good move and plays a big role in Ryu's
    offense in allot of matchups.
    CBB is Ryu's overhead attack. It has the next most reach of all the moves on
    that end of the diagram, but its big startup makes bringing it out tough. I've
    found the best time to use it is when I feel a void in the opponent's
    consciousness. If you don't know what that means, it's a feeling of paralysis
    (for the opponent) brought about by heavy offensive pressure. It's a fear that
    anything he might do will be caught and countered. It slows down reactions and
    momentarily breaks down defenses. Unfortunately I can't teach it you to sense
    it; you have to learn it yourself.
    Shoryuken needs to be used a bit closer. The stronger versions however have
    much more range than LP DP, but are that much more dangerous if blocked or
    used without meter to FADC. Going farther inside, of the other normals, cr.
    LK and MP have nearly the same range - Which one's closer to an opponent
    depends on the target - and cr. LP is barely shorter than cr. MP.
    The throws and LP DP have a much closer range than any of those attacks: They
    need to be used at almost point blank range. The throws can be kara cancelled
    into from standing HK to slightly increase their reach, but the gain isn't
    big. The Shoryuken has a bigger reach for just the aerial or second hit (LP or
    MP/HP), but for full damage and to be able to FADC, the distance at which to
    use it needs to be close. Both the throw and the Shoryuken have somewhat of
    an easier time than the close range attacks in that their reach can get a
    pseudo-extension: The throws grab normal moves before they become active, and
    Shoryuken can hit through them.
    Getting closer than cr. MK range to use any of these attacks has risks, as
    most characters have an answer to attacks at that distance, but is important
    for putting on pressure and mixing up your game.
    You can do it by jumping, but good anti-airs make that unsafe, or by walking
    forward. The latter's dependent on how close you feel you can safely approach
    before your opponent reacts, either consciously or out of a panic. What that
    threshold is will vary based off how pressured he feels. How much time
    remains? How much life do you and your opponent have left? What are your
    opponent's and your own positions on the field? High stakes situations often
    switch quickly between extremes - Not being able to get close at all to
    walking up point blank to the opponent. Reading the flow you have to learn for
    yourself. When you feel you *can* get close, mix-up your attacks.
    Now I'll explain the attacks outside cr. MK's range, starting with the set
    immediately to the left. Cr. HK reaches a fair distance greater than cr. MK,
    comes out just as quickly, and gets that untechable knockdown allowing you to
    go in yourself. On the flip side, its big recovery lets some characters punish
    on block if it's used too closely or by focus attack, and a handful can punish
    no matter. Solar Plexus has a little more range than cr. HK but slower
    startup. The attack is good for closing the distance and punishing predicted
    focuses. From the outer edge of its range though it hits only once, so bear
    that in mind before you use it. The "Other Normals" at this range include
    st. MP and HP. They technically have less range than cr. MK, but I've included
    them in this group because they're decent pokes that aren't as punishable as
    the others.
    The basis for this set is expectation. Most opponents have working knowledge
    of Ryu and generally expect cr. MK or some other close range poke. These
    attacks prey on that expectation. They also pose a problem for a good portion
    of the cast that can't function outside this range. If they jump-in (and have
    no way to alter their trajectory or momentum in midair), they jump-in directly
    into Ryu's DP range. Many opponents try to get around this problem by neutral
    jumping and baiting you to change the situation for them, but patience wins
    the day here. If they become too predictable neutral jumping, you can punish
    with st. HK.
    The range outside that one includes Hadoken (EX or normal) and st. HK in its
    set of zoning moves. Both have exceptional range but poor recovery. The
    principle behind both moves is the same as in the last set - Expectation -
    So I won't repeat myself.
    That covers everything I wanted to say about close range, so I'll start
    discussing Ryu's ground game at midrange. Throwing a Hadoken at this range is
    still dangerous, but it's still an excellent zoning tool. Any more than a
    couple Hadokens at a time is risky; back off once you feel the attack's become
    At here and long range is where the choice of speed for the Hadoken starts
    making a difference. At bare minimum midrange, HP is generally the way to go.
    Use the weaker versions only if you anticipate the opponent jumping (or
    teleporting) back.
    Your other options include baiting a jump-in or some other attack meant to
    deal with an anticipated Hadoken with your normals and stopping any offense
    your opponent tries to build up. Against (most) other shotokans and fireball
    users, you can Tatsumaki over their fireballs to punish them. If you gain
    momentum you can close the gap and begin your attack again, and if you feel
    pressured you can back up farther to adjust your read.
    At long range, there's not much you can do but throw Hadokens and build
    meter. Not many characters can punish from fullscreen. As I mentioned before,
    the choice of speed for Hadoken matters here. Slow is solid for making the
    opponent double think his plans and reevaluate how he'll deal with it and any
    threat you may pose. Medium can sometimes catch him expecting one of the other
    speeds and mess up a countermeasure or jump into it by accident. Fast
    continues to apply the most pressure at the fastest rate. Mixing them up is
    the best way to get the most out of your Hadokens. Too much of any one, and
    they quickly become easy to deal with. Too much in general and that happens
    eventually anyway, which is why I suggest you don't do nothing more than sit
    back throwing fireballs for too long. If your opponent has no means of
    attacking you from across the screen, build meter with LP Shoryuken as he's
    dealing with your fireball.
    Defending with Anti-Airs
    Sooner or later, your opponent is going to jump, whether you've been zoning
    him well or he's jump-crazy. It makes no difference. You've got to keep him
    out and punish him for attempting to get in. Ryu has several anti-air
    options. Below is an image to help you better understand your options.
                                       |  5  |
                                       |  3  |        /ŻŻŻ\
                                 /ŻŻŻ\  \___/  /ŻŻŻ\ |  2  |
                                |  4  |       |  1  | \___/
                                 \___/ |ŻŻŻŻŻ| \___/
                                       | Ryu |
                                       |     |
    This image isn't to scale (either). Learning their actual reaches and
    positions isn't difficult. I'll go over them one by one.
    1 - Standard Shoryuken range. With the most invincibility, MP Shoryu is best.
    To guarantee both hits connect and stuff the jump-in attack, the DP should be
    started while crouching and when the opponent is deep into his jump: He should
    be near the ground. Successful hits cause big damage and leave the opportunity
    for an FADC to Ultra combo if the revenge gauge is sufficiently filled.
    An input shortcut is available to help in the endeavor of DPing while
    crouching. Down-Forward -> Down-Forward or the better Down-Forward -> Down ->
    Down-Forward allows Shoryukens to come out without rising.
    It's worth noting however that Shoryuken doesn't beat *everything*, but it's
    easily Ryu's best anti-air and exactly where you want most opponents to come
    in on you.
    Any of Ryu's st. punches or LK work as anti-airs at this range as well. St. MP
    and HP are fast, easy, and deal a fair amount of damage. St. LP is extremely
    fast but has little range and deals little damage. St. LK is a little slower
    than LP and also deals little damage but has a wide hit area and many active
    frames, so it's not picky on timing or placement.
    2 - (Far) St. HK territory. Most opponents know better than to jump into its
    territory. Its big startup is not slow enough to fail at stopping jump-ins
    identified early, and it deals allot of damage. Its large hitbox also lets
    it punish some much more overhead attacks, but the timing for that is more
    3 - Cr. HP territory. It beats most things that are directly overhead. Its
    wide horizontal range also lets it tackle more forward attacks, but it's not
    as nearly as successful at dealing with those as Shoryuken is.
    4 - This area's for attempted cross-ups by the opponent. Like the same area
    in front, it's also Shoryuken territory. The key to stopping enemy crossups
    consistently lies performing the DP motion in a certain manner. To land the
    Shoryuken, switch the inputs to the other side of the pad or stick as you're
    doing them at the same time as the opponent switches sides.
    5 - Higher overhead territory, for (Close) St. HK. St. HK is rarely an
    option as the opponent must be quite high to outreach and avoid your other
    anti-airs, but it is an option nevertheless.
    Going Air-to-Air
    There are a few situations in which you'll find yourself going to air-to-air.
    If you're waiting for the opponent to make a move or trying to stuff a
    dangerous jump-in attack before your opponent gets close, neutral jumping
    and stopping them in the air is often a good solution. Ryu has a few good
    neutral jump attacks. HK is the best overall option, as it's fast *and*
    strong, but doesn't have many active frames, so it calls for some precision.
    MK is easier to use with many more active frames but comes out slower. HP
    has some circumstantial use for its higher hitbox, like against Bison's
    If both you and your opponent are jumping toward each other but neither of
    you anticipated the other, the first to realize he should attack usually comes
    out on top. The choice of attack is a matter of distance and how soon you
    believe the opponent will react. HK is the best move overall, covering a huge
    distance at good height and remaining active for a long period. MK is a little
    weaker in every category but comes out a frame faster. HP is as strong as HK
    and comes out a frame faster but hits lower. If your position in the air is
    lower than your opponent's, it may miss.
    If you anticipate your opponent's about to jump and are ready to meet him
    but *he's* not expecting you to jump, you have a few options, depending on
    how confident you are that he'll jump, your distance from each other, and
    your reaction speed. The ideal choice is MP for its juggle ability - At
    *worst* you deal a little over a 100 damage from a combo, which is still
    better than any of your other air-to-air options by themselves. At best,
    *allot* more. F/B Jump MP's comboing ability is well-known though, especially
    once Ryu gets Ultra, so opponents are less likely to jump once you get it.
    Your other options are HK, still strong as before, and LP, which comes out
    very quickly, has allot of active frames, and hits at medium height. It's
    meant to counter hit anything the opponent tries to bring out. It's a last
    ditch effort, when you think anything else you try to bring out will be
    counter hit.
    Lastly, there's running away with the opponent in pursuit. HK is the best
    choice again for its range and power. There's no competition here.
    Jumping In
    Your opponent's been knocked down, he's doing something with big recovery, or
    you feel he just won't react quickly to what you're planning. In any event,
    you want to jump in. In general, there's two types of situations to consider.
    A mid-range jump-in and a close-range jump-in.
    The elements to consider for mid-range jump-in are your distance from the
    opponent and his anti-air capabilities. The former is a good indicator of how
    high and deep the hit will be, that is, how high on the opponent the hit will
    land and how deep inside the opponent's body the hit is and consequently how
    far away Ryu will be when he hits the ground. This lets you consider what
    followups are available. The latter may force you to make a choice. HK is,
    again, the best choice overall (now for jump-ins) for its range and power, but
    to fight some anti-airs, like Chun-Li's crouching HK, or to hit sooner, HP's
    lower hitbox and faster startup is worth sacrificing range. To help with the
    former issue, your distance from the opponent, I've made an easy cipher,
    listed below for your reference.
    1) If hit is low and shallow, cr. HK
    2) If hit is deep or high, cr. MK to a special move
    3) If hit is deep and high, custom combo
    Which custom combos deal the most damage against an opponent vary per
    matchup and Ryu's precise distance from the adversary. Learn the distances.
    The second situation is close-range jump-ins. The idea here is to force your
    opponent to guess whether or not you're going to cross-up. Knowing spacing
    and adjusting before you jump, without being obvious, is critical. In this
    endeavor, Ryu's primary tool is MK: It's strong, has good stun, and allows
    followup strings on block or hit. LK is also an option - Generally opponents
    don't know its spacing as well as MK's. Unfortunately, followup attacks after
    LK are safe only against crouching opponents.
    Ryu has another option for cross-ups that doesn't lock the attempt as soon as
    he's off the ground. The Airborne Tatsu, which exaggerates his jump arc,
    allows Ryu to cross up an opponent if he would not have otherwise if it's used
    almost immediately after the peak of the jump. Too early and you shoot off
    past the opponent; too late and the second kick, the backwards one which you
    use for the cross-up, won't have a chance to come out and hit the opponent,
    or you won't cross up at all. For these cross-ups you generally want to be
    obviously in front of the opponent - that is, your opponent will assume that
    your jump-in attack (HK or whatever) will hit from the front and he should
    obviously block in that direction. Then you bring out the Tatsu and surprise
    Any of the Tatsus will do. Some suggest LK Tatsu: It alters the jump arc least
    and isn't demanding on spacing. I've had no problem using HK for as long as
    I've played and rather like the few points of extra damage. Unfortunately no
    matter what choice you make, Ryu's Tatsu shoves the opponent far away. Super
    is the only possible followup unless the cross-up puts the opponent in the
    corner, but it's a good one.
    Opponent in the Corner
    There's a natural advantage to pushing your opponent into the corner - The
    opponent has a tougher time getting away, and attacks become easier to combo
    since the opponent can't be pushed back further. Some characters become
    exponentially stronger when their opponent is in the corner. Ryu is not one
    of those characters. His tools only help him get to that point. He becomes
    stronger but probably not much better, if at all, than a character chosen at
    random. He does have one ace though.
    What an opponent of Ryu that's in the corner fears the most is a setup to U1.
    There's plenty of ways to do it. They're all cheap, they're all simple, and
    none of them are hard. He knows that, and you should use his occupation on the
    idea as much as you can to gain leverage and apply pressure. I'll start with
    those setups and then move onto your options.
    The most feared setup is EX Tatsu, U1. It's fast, high-damage, and beats
    standard crouch techs. Quick, short-range pokes that *would* beat EX Tatsu are
    a typical response. The way to beat those is to throw your opponents,
    repeatedly if need be, and before their pokes enter their active frames.
    Timing is critical; you have to feel it out. Tick throwing works well here
    too. Your goal is to condition them to try something EX Tatsu will beat,
    ideally the cr. LK of a crouch tech, or, failing that, force them to jump into
    an anti-air.
    Those that come to their senses will get a read on you and try mixing up their
    game. Do the same. Jump-ins work well (depending on the matchup, of course),
    as do your now more threatening standard pokes. You also have Cr. MK to EX
    fireball to U1 or just plain EX fireball to U1 as setups. Neither are as
    damaging as the EX Tatsu combo, but they can be used from much further away.
    As long as you're not obvious about your movements, tagging the opponent with
    an EX fireball in the corner is not difficult.
    You in the Corner
    If you're in the corner, you want to get out as soon as possible. Ideally,
    you forward jump and immediately Air Tatsu to get out, but this tactic is
    expected. You can't play the corner impatiently. Defend for as long as
    possible until you can knock the opponent down to escape, by a back throw, cr.
    HK, or something else, push him away with pokes or air attacks, or sense an
    opportunity to Tatsu out.
    Option Selects
    Ryu has several practical option selects. The simplest is crouch teching,
    including cr. MP as well since it has the startup as cr. LK but a higher
    hitbox. The others are performed on jump-ins.
    OS Tatsu is a strong measure against teleporters. OS EX DP beats some
    invincible wakeup attacks such as Rufus' EX Messiah Kick. OS *Ultra* punishes
    backdashes but is difficult to perform together with a followup for blocks.
    Meter Management
    Careful use of meter is important for Ryu. Full screen EX fireballs that force
    the opponent to jump are poor uses of it. I don't believe EX Tatsus at
    midscreen or EX fireballs at the end of long combos are wise either. Ryu
    usually has other options that are nearly as damaging that build meter and
    often end in more favorable situations like an untechable knockdown or a push
    to the corner.
    A conservative approach works best. Save meter, and build it quickly. Ryu
    does that very well. EX fireball after a far-reaching poke, 'random' EX
    fireball at close to mid-range, FADC off Shoryuken, and of course Super are
    most worthwhile. EX Tatsu in the corner and escape EX Shoryu don't stand out
    as much, but they're also worth saving meter.
                                       Combos                               (ryu4)
    Ryu has allot of means to combo at his disposal and far more combos than are
    actually practical. I'm covering only the practical ones.
    A few notes: Commas indicate links, double 'x's chains and regular cancels,
    and slashes alternatives. Stars are purely cosmetic - They make combos stand
    out more from the comments.
    As a reminder, in combos with chainable moves directly before a special
    cancel, the last chainable move must be linked, not cancelled, from the
    previous attack. For instance, in 'LPx3 xx HP Shoryuken', the first two LPs
    may be chained, but the last one must be linked to continue the combo.
    *** Cr. MK xx Hadoken
    Bread and butter combo, discussed in detail under zoning. Cr. MK can be
    replaced by most of Ryu's other normals and Hadoken by any of Ryu's other
    specials. This specific combo can be extended several ways.
    *** Cr. MK xx Hadoken xx Super
    Hadoken can be cancelled only in the first few frames after its release and
    only on contact with the opponent.
    *** Cr. MK xx Hadoken xx FADC xx Cr. HK
    *** Cr. MK xx Hadoken xx FADC xx Cr. MK xx Hadoken
    *** Cr. MK xx Hadoken xx FADC xx Cr. MK xx Tatsumaki
    *** Cr. MK xx Hadoken xx FADC xx Cr. HP xx Shoryuken
    Distance and whether the opponent's standing or not determine which combo to
    use. Cr. HK is generally best if the opponent's crouching; Cr. MK xx Tatsumaki
    if the opponent's standing. Cr. MK xx Hadoken is also an option at a distance
    if the opponent's crouching - It doesn't knockdown but it increases stun more
    than cr. HK. Cr. HP xx Shoryuken is the best option if the FADC puts Ryu close
    to the opponent.
    *** LP Shoryuken/Tatsumaki, Super
    *** Shoryuken xx Super
    The Super can be connected cleanly after a LP Shoryuken or the last kick of
    a Tatsumaki (usually LK Tatsu). Alternatively, any Shoryuken can be cancelled
    into Super.
    *** Cr. LPx3, Cr. HK
    *** Cr. LPx2, (Far) St. LP, Cr. HK
    *** Cr. LPx2, Cr. MK xx Special Move
    Typical combos during close range footsies. Hit confirm one or more LPs and
    followup with the rest of the combo. Far St. LP is for attacking from further
    away, as it outranges cr. LP. It whiffs however against some crouching
    characters. Another cr. LP can be added to the first two combos in some
    matchups at point blank range range. Cr. MK and cr. HK are both one frame
    *** Cr. MPx2, Cr. HK
    *** Cr. MP, Cr. MK xx Special Move
    Another typical footsies combo. Possible outside of point blank range. Cr. MP
    is a two frame link, cr. HK a one frame link. Against some characters at point
    blank range, cr. MPx3, cr. HK is possible. When plinking or, rather,
    attempting to plink Cr. HK, option select the motion of whichever special move
    would you'd most prefer to use in case Cr. MK comes out.
    *** Cr. LK xx Cr. LP, Cr. MP, Cr. HK
    *** Cr. LK xx Cr. LP, Cr. HP xx Tatsumaki
    *** Cr. MP, Cr. HP xx Tatsumaki
    Often performed from crouch techs. The limited hitbox of cr. HP requires these
    to do be done close to the opponent, to varying degrees depending on the
    matchup. The latter two push the opponent toward the corner.
    *** Solar Plexus, Cr. HP xx HK Tatsumaki
    High damage combo that pushes the opponent toward the corner. Incidentally,
    it's also less risky than the combo listed directly below if the the (p)link
    *** Solar Plexus, Cr. HP xx HP Shoryuken
    *** Solar Plexus xx HP Shoryuken
    *** F/B Jumping HP, St. HP (close) xx HP Shoryuken (for stunned opponent)
    Very high damage combos. The first is the most damaging combo Ryu can perform
    without the use of meter. The second is slightly less damaging but much easier
    to execute. The third combo is for use on stunned opponents. It's slightly
    less damaging than the first but far easier to execute. Don't use EX Shoryu in
    any of these; it deals less damage than HP. Cr. MP also works in the first
    combo if the plink is input incorrectly.
    *** Airborne Tatsumaki (crossup), Super
    High damage crossup combo, Airborne Tatsu's only one. The Super needs to be
    released as soon as Ryu lands to connect.
    *** LP Shoryuken (vs. airborne opponent), MP Shoryuken/EX Hadoken/Super/Ultra
    Allows a number of followups. The best choice varies per the amount of meter
    you have (Super or Ultra) and the matchup. Full animation is not possible on
    U2 from this juggle.
    *** F/B Jump MP (vs. airborne opponent), MP Shoryuken/EX Hadoken/Super/Ultra
    Like LP Shoryuken, a number of followups are possible against an opponent
    juggled in the air, and the best choice varies depending the amount of meter
    available and the matchup. Full animation is possible on U2 if only one hit
    of F/B Jump MP connects but is very difficult and not really practical.
    *** Shoryuken xx FADC xx Ultra
    Standard Ultra setup for Ryu. The input timing on the Ultra is lenient. So
    long as it's not put in extremely quickly or a little too slowly, U1 will
    fully connect. Use MP Shoryuken to stop normals and HP Shoryuken for power.
    Possible to connect from a jump-in. Against some potent jump-ins, EX Shoryuken
    xx FADC is an option, if you're able and willing to burn that much meter.
    *** Cr. MK xx EX Hadoken xx FADC xx U1
    A more expensive Ultra setup. It's usually performed with the assistance of
    a hit confirm, like the cr. MK listed.
    *** EX Tatsumaki, U1 (corner only)
    High damage corner setup discussed in detail in the last section. It's an
    expected combo, so it's usually executed through a frame trap or by comboing
    into EX Tatsu from a normal.
    *** EX Hadouken, U1 (corner only)
    Less expected but lower damage corner setup. The EX Hadouken can be performed
    as far as three-quarters of the screen away and still let the Ultra hit. 
    Start the Ultra the instant the second hit connects. The window of opportunity
    for connecting the combo is narrow at close and long range.
    *** Hadoken, U1 (corner only, airborne opponent only)
    Combos only in the corner and against an airborne, usually jumping, opponent.
    Not a very likely situation but one worth looking out for.
    *** EX Tatsumaki, EX Tatsu (corner only)
    *** EX Tatsumaki, EX Hadoken (corner only)
    *** LK/EX Tatsumaki, MP Shoryuken (corner only)
    Available corner combos off EX Tatsu when Ultra is not available. Another
    EX Tatsu is the most damaging followup but is character specific for full
    damage and keeping the opponent in the corner. EX Hadoken is next most
    damaging. If holding meter is important, MP Shoryu deals some damage. Don't
    use HP or EX Shoryu; they don't deal more damage.
    *** HK Tatsumaki, MP Shoryuken (last kick only)
    Teleport punish. Shoryuken is possible after the last hit for a little extra
    *** F/B Jumping HP/HK, Ultra
    Possible though not very likely jump-in combo. The placement of the hit and
    the timing for U1 is very demanding. The conditions for U2 are much more
    lenient as it has a faster startup.
    *** U1 (Ryu is hit), HK Tatsumaki
    If Ryu is hit after releasing the Ultra, it is sometimes possible to followup
    with a Tatsumaki to add a hit as only the last hit of the Ultra launches.
                                      Glossary                              (ryu5)
    Terms are arranged alphabetically.
    Air-to-Air - Confrontation of both players in the air at the same time.
    Commonly used to refer to the types of attacks used in the situation.
    Anti-Air - A grounded player's defense against an opponent's jump-ins.
    Commonly used to refer to the types of attacks used in the situation.
    Armor Break - Move property that allows an attack to break hyperarmor,
    ignoring its ability to absorb a hit. Aside from level 3 focus attacks, every
    character has at least one other move with armor break (Tatsumaki Senpukyaku
    for Ryu). Some special moves, such as Ryu's Shoryuken, gain armor break on
    Block String - A series of normal and/or special moves put together whose sum
    stun period leaves the defending player unable to act until the combination's
    Boxer/Claw/Dictator - Fan-given names to Balrog, Vega, and Bison (all US) as
    their names were changed in localization from Japanese. The terms clear up
    any ambiguity over whom character someone's talking about in discussion.
    Buffer - Short window in which special moves can be input early during
    reversals and some combo situations. Usally 4 to 5 frames in length. Also
    refers to the act of buffering.
    Cancel - Ending the execution of a normal or special move prematurely. Some
    normals may cancel into special or super moves. Some specials may cancel into
    super moves. Normal and special cancels (with scant, particular exceptions)
    are possible only on block or hit, when making physical contact with the
    opponent. Canceling into another move creates a frame advantage for the user
    not possible if the prior move had been allowed to finish naturally.
    Chain - Move property that allows moves with the chain property to cancel
    into other moves with the chain property. Such moves are confined to LP and
    LK. Not all LP and LK moves have chain. The terms also refers to the act of
    using using several chain moves together at once.
    Counter Hit - A hit which lands during the startup of an attack by the other
    player. Counter hits stop the other attack, deal 25% more damage, and inflict
    a longer stun period, sometimes permitting combos not normally possible.
    Some counter hits that launch also allow combos not normally possible. The
    increase in stun period is +1 for light normals, and +3 for other hits.
    Crouch Tech - Pressing throw button(s), possibly in tandem with other buttons,
    while crouching. The effect is an option select. Either the highest priority
    normal move comes out, crouching LK if no other button than the throw buttons
    are pressed, if the opponent is not attempting to throw, or if he is, the
    throw attempt is technicaled and the opponent is pushed away.
    Crouch teching is not a foolproof defense versus grounded opponents. A foe who
    anticipates a crouch tech may instead use an attack with quicker startup to
    counter hit and possibly start a combo.
    Cross-Up - The act of attacking or an attack which hits the other player on
    the back side, usually via a jump-in. The other player must therefore block in
    the other direction, 'forward', so to speak, in order to block the attack. The
    ambiguity behind whether or not the attack will cross-up is the source of the
    difficulty in blocking most precisely placed cross-ups.
    Crumple - Character state inflicted by a high level or counter hit focus
    attack in which one of the fighters is vulnerable to attack as he slowly drops
    to the ground. There are three crumple states before knockdown.
    'Full-standing' allows any combo followup normally permissible. It lasts a
    brief period and requires dashing forward out of the focus hit to capitalize
    on. 'Falling' lowers the opponent's hitbox and allows only a single hit
    follow-up. Normals pop the opponent into the air with no juggle. 'On the
    ground' is nearly the same as falling, albeit with a lower hitbox, but attacks
    which launch the opponent in this state behave different, as if counter hit.
    Damage Scaling - Reduction of damage on an attack, either as a result of a
    combo or the attacked player's health dropping below a certain threshold (or
    both). Damage scaling from normals, specials, and supers begins after the
    first two unique attacks in the combo, dropping the damage to 80% per hit.
    From the fourth unique attack on, the damage is dropped by 10% of the total
    100% each separate move. Damage scaling on focus attacks and ultra moves
    skips a step in scaling each time they're used in a combo.
    DP - Short for 'Dragon Punch'. Refers to any upward special move used as
    an anti-air. Also sometimes called an uppercut. Ryu's DP is Shoryuken.
    Empty Jump - A jump-in in which the approaching player inputs no attack
    commands during the jump-in. The lack of block stun (or hit stun) is
    intended to surprise the opponent and disorient him long enough for a
    followup on the ground, usually a throw.
    EX (Special Move) - An enhanced version of a special move that consumes one
    the four stocks of super meter (except Seth's Tanden Engine, which consumes
    two), achieved by pressing two or more of the respective attack buttons for
    that special move at the end of any motion rather than one. The enhancements
    differ per move. Some of them include: Increased damage, more hits, faster
    startup, (bigger) launch, armor break, hyperarmor, and invincibility.
    FADC - Short for "Focus Attack Dash Cancel", ending a focus attack before
    release by dashing out of it. In discussion, it's almost universally used
    to refer to dash cancelling out of a focus cancel (an EX FADC). EX FADCs
    allow for much bigger combos by interrupting special moves' recovery and
    allowing the attacker to continue pushing immediately without needing to
    wait. They're also useful defensive tools, allowing an aggressor to cancel
    and back away from a blocked attack that would have otherwise been punished.
    Fireball - Catch-all term for any energy projectile. Also sometimes called
    plasma. Ryu's fireball is the Hadoken.
    Focus Cancel - Ending a normal or special move by interrupting with a focus
    attack but at a cost of two stocks of super meter. The frames during which
    you can cancel differ per move.
    Footsies - The use of pokes to control spacing and push or gain the tempo of
    a match. Strong footsies is part technical knowledge of spacing and startup
    and more importantly part mind games.
    Frame - A unit of time. 1 second contains 60 frames.
    Frame Advantage - Description of the relationship for availability of action
    between attacker and defender after a blocked or landed hit. This description
    is expressed in terms of frames.
    For example, Ryu's crouching MP is +5 on hit. This advantage leaves him with
    5 frames to act before the opponent recovers. An attack timed to start at the
    very end of crouching MP's recovery and has 5 or fewer frames of startup (and
    reaches) will continue the combo. Anything exceeding that can be blocked or
    be punished by attacks with sufficient invincibility at startup.
    Frame Data - Frame statistics on attacks. Covers the three phases of an
    attack: The startup period, the time needed for an attack to come out, the
    active period, the time in which the attack is out, and the recovery period,
    the time needed for the character to return to neutral state after the active
    phase ends.
    Frame Trap - A trap that baits a defender to attack during a perceived
    opening in an aggressor's assault.
    For example, look at Ryu's crouching MP again. It has a startup of 4 frames
    and a +2 frame advantage on block. Suppose the defender has a 3 frame jab.
    If he tries to break through a crouching MP as soon as he's out of block stun,
    he may, depending on the attacker's choice. If the attacker anticipates a jab
    though and uses another crouching MP immediately after the first one, it will
    counter hit the defender's jab, still on its 2nd frame of startup, and allow
    a big combo.
    Frame traps are not without risk. Attacks with invincibility to cover
    startup (i.e. most DPs) will punish them.
    Hitbox - 1) A character's hittable area. 2) The area an attack covers that can
    make contact.
    Hit Confirm - Its name. Confirmation that an attack has hit. Useful in combos
    where the followup attack is not safe on block or dropped link/combo.
    Hurricane Kick - Another term for a Tatsumaki.
    Hyperarmor - Property of some moves that allows them to take a hit (or two in
    the case of El Fuerte's EX Habanero Dash) without stopping the move. Focus
    attacks, for example, have armor.
    A character with armor still takes damage and more than normal. The revenge
    gauge also increases. The damage however is of a different type. It's
    recoverable and begins to restore itself a few seconds. It's represented as a
    gray-colored extension of the health bar. Blocking hits momentarily halts
    recovery, chip damage reduces the total recoverable amount, and any direct hit
    drops the recoverable health in addition to whatever damage it would normally
    If a character with armor is hit and does not have enough real (orange) health
    to cover the damage from the hit, the remaining amount is taken from
    recoverable health. If the character does not have enough recoverable health
    to cover the requirement, he's KOed.
    Juggle - Largely interchangable term for launch.
    Kara Cancel - Cancelling or the act of cancelling one move in its early
    startup frames into another move with the intent of providing farther reach or
    range. Ken and Sagat can kara cancel out of their step kicks into a throw and
    Tiger Uppercut, respectively, for example, gaining a significant amount of
    distance in the process. Ryu can kara cancel his standing roundhouse into
    a throw. Kara cancelling into a throw is called kara throwing.
    Launch - Describes a character state "launched" or the act of "launching" a
    character in or into the air with an attack. Followup attacks are possible
    against characters that have been launched.
    Launches differ in a few ways. Some add a floaty element, in which the
    character stays in the air for longer than on a normal launch. Some launches
    allow full animation of Ultras, full damage from special moves, and normal
    move followups. Others don't, letting only the alternate animation and some
    hits from special moves to connect. The former is a fully hittable launch; the
    latter a partially hittable launch.
    All launching moves are governed by an invisible launch counter. Some of them
    increase it, some of them don't, and *every* attack (including non-launching
    ones) has a check that allows it to hit only if the counter's value is at or
    below a related value set for that attack.
    For instance, Ryu's EX Hadoken increases this counter once for each hit, and
    the value set for the attack is 2. Hitting an opponent with an EX Hadoken
    raises the counter from 0 to 1 to 2. Attempts at another EX Hadoken will
    allow only one hit as the limiting value for EX Hadoken is 2 and the first
    hit of the attack raises the launch counter to 3.
    Once an opponent hits the ground, the launch counter is reset to 0.
    Link - Connecting or the act of connecting two normal, non-chainable attacks
    in a combo. Performing links depends on the frame advantage of the current hit
    and the startup of the (planned) next one. The frame advantage must be equal
    or greater than the startup of the next move to link the two together.
    Suppose Ryu wants to followup a crouching LP with a crouching MP. Crouching
    LP gives a +5 frame advantage on hit, and crouching MP's startup is 4 frames.
    The two attacks can be linked together, and the Ryu player has 2 frames to
    do so.
    Many links are '1 frame links' and are substantially more difficult as they
    demand much more precise timing. Following up that crouching LP with a
    crouching HK is one such link, as crouching HK's startup is 5 frames.
    Mastering links is critical to advanced play for many characters.
    LK, MK, HK - Short for light kick, medium kick, and heavy kick. Commonly
    referred to as 'short', 'forward', and 'roundhouse' respectively.
    LP, MP, HP - Short for light punch, medium punch, and heavy punch. Commonly
    referred to as 'jab', 'strong', and 'fierce' respectively.
    Meaty - Descriptive of an attack that connects after its first active frame,
    allowing greater frame advantage for the user than normal. Meaty attacks are
    often used against opponents waking up by attacking early while they're still
    rising, enabling the attacks to connect only once the opponents are touchable
    Meter - Short for super meter. Less commonly refers to ultra meter.
    Option Select (OS) - Inputting or the act of inputting commands for two
    separate moves at the same or nearly the same time. The result covers at least
    two possible reactions by the opponent. If one move fails, the other might
    succeed, although an option select is not foolproof.
    One example is crouch teching, discussed above. Here's another example.
    Suppose Ryu is jumping in to attack a Bison (Dictator) waking up and the Ryu
    player is confident the Bison will either block or back teleport. It seems the
    Ryu is confined to guess on one of them - Try for a block string or Tatsumaki
    to punish the teleport - But both at once are possible. If the Ryu player
    assumes his character won't be slowed down by block stun on the way down
    (because of a teleport) and times his Tatsumaki to start the instant Ryu 
    *would hit* the ground, he covers two possibilities - Bison teleports back
    and gets hit by a Tatsumaki, or Bison blocks and no Tatsumaki comes out
    because slowdown from block would have prevented Ryu from hitting the ground
    yet to perform it. To cover the possibility that Bison blocks, the Ryu player
    inputs some normals immediately after the Tatsumaki - They obviously won't
    have any adverse effect on the outcome if Ryu is Tatsumakiing.
    The timing for option selects is often strict, both for approach and input,
    and sometimes they don't completely lock down the opponent. In this situation,
    Bison has a third option - EX Psycho Crusher, which beats both the normals and
    the Tatsumaki.
    Pianoing - Tapping all the punch or kicks buttons in quick succession to
    more quickly perform or cancel into special moves that require the buttons
    pressed multiple times, such as Blanka's electricity, while (trying to) avoid
    accidentally using an EX version instead. Similar to, but more reliable for
    avoiding accidentally triggering an EX move, is the sliding method. As its
    name implies, the sliding method involves quickly sliding the hand across
    all the punch/kick buttons.
    Plink - A means of inputting a command such that the game believes the same
    button has been pressed in two consecutive frames even though it's been
    pressed only once. Common practice to make links, particularly 1 frame links
    substantially easier. Performed by pressing a weaker button *immediately*
    after the first. The game registers the stronger move in the first frame and
    both in the second one, although the stronger move, with priority over the
    weaker one will always be the one to come out.
    For example, take Ryu's crouching LP to crouching HK link - a common 1 frame
    link. Pressing MK immediately after HK around the time of the link makes
    connecting the moves easier.
    To check whether or not you're plinking, check your inputs. The first line
    should have the stronger move and the second one both. If only the weaker
    move appears on the second line, you haven't plinked. This error does
    sometimes have the benefit of letting the weaker move come out instead
    Poke - A normal or special move used in footsies as single hits although
    some pokes can lead to combos.
    Quick Rise/Quick Stand - Fast recovery to standing position after a techable
    knockdown, performed by pressing two or more buttons or by pressing down
    immediately after the knockdown.
    Reset - Purposefully ending or the act of purposefully ending a combo
    prematurely in order to reset the damage scale and shoot for bigger damage.
    The rationale for doing this is that an opponent may be offguard during a
    combo and caught unprepared should it suddenly stop and another motion takes
    its place. Attempting a reset doesn't guarantee that damage, but it does
    put more pressure on the opponent, hit or miss. The keys to good resets are
    surprise and speed. A bad sense of timing and random attempts or no sudden
    movement changes and slow execution surrender damage unnecessarily.
    Reversal - A counter attack launched during the very first frame of wakeup or
    the first frame after being freed from a block string or (dropped) combo.
    Some moves, such as Ryu's Shoryuken or Zangief's Lariat, gain a property
    they don't normally have, armor break, when used as a reversal.
    Safe Jump - A means of jump-in attacking a downed opponent such that an
    attempt to reversal the attack will fail - That is, it will be blocked, will
    miss, or lose to the jump-in - While, on the other hand, should the opponent
    opt to block, that same jump-in attack will hit the block. Safe jumping
    successfully is a matter of timing a jump correctly. Accordingly, it is
    usually used against opponents who have just suffered an *untechable*
    knockdown. Not all safe jumps, incidentally, *are* safe, as some reversals,
    such as Abel's EX Tornado Throw, have invincibility on wakeup and punish the
    Shortcut - An input that triggers a special move shorter than the standard
    input. For example, Shoryuken's standard input is Forward, Down, Down-Forward,
    Forward + Punch, but its input can be cut to Down-Forward, Down, Down-Forward
    + Punch.
    Shotokan - Descriptive term or name for any character with a fireball,
    hurricane kick, and dragon punch.
    Stun - 1) The period of time after a player has blocked or taken a hit in
    which he can't act. Expressed in frames. 2) A standing character state in
    which the player cannot move or act in any way and is completely open to
    attack. Damage scaling from attacks leading up to stun carries over. 3) An
    invisible amount that puts a character into the stun described in #2 when it
    reaches a pre-set, character unique maximum. Typically increases by taking
    damage from connected hits. Remains constant while blocking hits. Decreases
    rapidly when standing and not blocking or taking a hit after a few seconds.
    Like raw damage, stun scales, though not as much.
    Techable knockdown - A knockdown that permits quick rises. Caused by any
    normal or special move that launches.
    Technical - 1) Preventing a throw attempt and pushing away an opponent by
    pressing the throw button(s) within a few frames of his attempt. 2) Another
    term for quick rising.
    Tick Throw - Throw made immediately after the block stun on a target has
    ended. A tick throw is attempted after intentionally ending a block string
    prematurely. The intent behind it is limiting the opponent's options and
    applying pressure. Sometimes it catches him by surprise.
    Turtle - Play ('turtle') or strategy ('turtling') that is defensive in nature
    and both characterized and named for the tendency of its user to crouch,
    often for extended periods. Diametrically opposed to rush down, turtling
    relies on strong pokes and anti-airs to keep out the opponent.
    U1, U2 - Short for Ultra 1 and Ultra 2, respectively. In Ryu's case, Metsu
    Hadoken and Metsu Shoryuken.
    Untechable Knockdown - A knockdown that does not permit quick rises. Caused by
    sweeps, throws, super combos, and ultra combos. Supers and ultras induce
    substantially longer knockdown periods.
    Vortex - An offensive tactic employed on downed opponents that often ends
    in another knockdown, if successful, and whose success is reliant on the
    opponent incorrectly reacting to the attack. The vortex's strength lies in
    the ambiguity of the attack. "What's coming next? Is it a straight up
    front attack? Is it a cross-up? Is it a throw, a low attack, an empty jump?"
    Vortexes are differentiated from regular mix-ups by the speed at which they
    come out. Reacting to a good vortex is hard, if not impossible, and strong
    use of it from good vortex users like Akuma, El Fuerte, and Ibuki can kill
    from 100% life. The best way to deal with a vortex is to never get knocked
    down to begin with; if you do, try your best reading the opponent to predict
    the next mix-up.
    Zone - Play ('zone') or strategy ('zoning') characterized by manipulating and
    limiting the movement of the opponent, through the use of pokes and special
    moves (often by playing footsies) in order to control the positions of the
    opponent and the user.
                                  Version History                           (ryu6)
    Version 0.7 (4/15/11)
    First release. Basic structure. Intro, moves, play style, and glossary
    sections completed. Combos and matchups to come. 96KB
    Version 1.0 (4/20/11)
    Added combos and other minor changes. I've decided against talking about
    matchups since Air's doing that already and I don't believe I can do a better
    job. If there is something I think I can do and I'm up to it, I'll update
    then. Until then, that's a wrap. Please contact with me corrections or
    suggestions and I'll get to them ASAP. Thanks And enjoy. 103KB
                                 Legal Information                          (ryu7)
    This section is just some legal information.
    This may not be reproduced under any circumstances except for personal,
    private use. It may not be placed on any web site or otherwise distributed
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    violation of copyright.
    All trademarks and copyrights contained in this document are owned by their
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    used without my permission. This includes, but is not limited to posting on
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    All the sites mentioned below have permission to do the above. Please email me
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                                      Closing                               (ryu8)
    Thanks to eventhubs and shoryuken for providing attack data.
    Thanks to all the host sites for hosting this guide.
    Finally, if anyone has any questions, contributions, or comments about this
    guide, please e-mail me at Paltheos@gmail.com
    Copyright 2011 Brian Lundin