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|First Appearance||Street Fighter (1987)|
|Home Stage||Suzaku Castle|
|Final Smash||Shin Shoryuken / Shinku Hadoken|
Ryu is one of the main characters of the Street Fighter fighting games as well as the franchise's lead protagonist. Ryu has made an appearance in every Street Fighter game, as well as in almost every crossover fighting game to feature Capcom characters.
Ryu has become one of the most famous character in the fighting game genre, starring in early fighting games such as Street Fighter and starting to become popular in Street Fighter II, where he was considered a "basic" character. He, along with Mega Man, is considered one of Capcom's unofficial mascots.
Source: Street Fighter Wiki
- : Hadoken - Quickly cups his hands to his side and then thrusts them forward to release a blue energy-based projectile from his cupped hands that deals low damage and knockback. Only one Hadoken can be in play, as attempting to shoot another results in a puff of smoke emitting from his hands. Holding down the special button slightly increases the blast's speed and damage output. Three versions of the move can be performed, two of which have directional inputs: a small blue Hadoken (special button only), a minutely stronger and larger inputted Hadoken (↓ ↘ → + attack/special), and the red flaming Shakunetsu Hadoken that hits multiple times (← ↙ ↓ ↘ → + attack/special). Combos well out of his tapped tilt attacks, and is mainly used to rack up damage due to its low damage outputs and knockback along with its slow speed. Shakunetsu Hadoken deals some shield damage, though not to the extent of his Collarbone Breaker. However, the Shakunetsu Hadoken should be used wisely due to its abysmal priority. (5, 5.5%, or 6% (standard), 1.25x damage with directional input, 1% (Shakunetsu's hits 1-4), 4% (Shakunetsu's last hit))
> : Tatsumaki Senpukyaku- An outside crescent kick while spinning repeatedly and hovering very slightly above the ground. Ryu moves in the given direction he is facing. The attack functions like a moving sex kick and deals more damage and knockback after the first few frames. Holding down the special button increases damage dealt, distance traveled, and the move's duration, also giving the attack additional knockback. Using an inputted Tatsumaki Senpukyaku (↓ ↙ ← + attack/special) sees Ryu announce the move by name and results in it dealing even more damage, covering more distance, and granting it better KOing potential. The move can be used as a good horizontal recovery while not causing helplessness, but it can only be used once in the air without touching the ground. Essentially, it is a high risk, high reward approach option. (8% (close), 9%, 10% or 12% (grounded), 8%, 9%, or 11% (aerial), 1.16x damage with directional input)
^ : Shoryuken - A leaping, spinning uppercut. Upon usage, Ryu announces the move's name while. Holding the special button increases damage and height traveled. However, it has heavy aerial lag once the hitbox ceases. An inputted Shoryuken (→ ↓ ↘ + attack/special) deals even more knockback and damage and grants Ryu both invincibility and no landing lag penalty. Aside from being his main vertical recovery move, Shoryuken is also a viable KOing option, especially when used in sync with Focus Attack. In comparison, an inputted Shoryuken is Ryu's most powerful vertical KOing option overall and has the highest knockback growth in his entire arsenal. Ryu becomes helpless after he descends. (13%-15% (grounded), 12%-14% (aerial), 12% (grounded slightly late), 10% (aerial slightly late), 7% (latest hitbox), 1.2x damage with directional input)
v : Focus Attack - Holds a focused stance while emitting a black ink-like aura and then unleashes a concentrated punch that crumples opponents where they stand with a lengthy stun animation if charged for more than half a second. Ryu can follow up with any attack while the opponent is stuck in the animation. Ryu gains super armor that can withstand only a single hit while charging; a second hit will interrupt the move. When fully charged, the attack becomes unblockable. He can also cancel the move by tapping left or right twice to dash a set distance either forward or backward while charging to shrug off strong attacks before retaliating, or if the attack successfully connects, which is called a Focus Attack Dash Cancel; if the punch misses, Ryu will be unable to cancel the move. If the move connects on an airborne opponent they will instead by knocked away with heavy hitlag. The move's charge is indicated by Ryu flashing during the start-up. With no charge, the attack will knock away opponents. At half a second, the attack will crumple an opponent, while a fully charged Focus Attack will deal more damage and crumple the opponent for much longer. A fully charged Focus Attack also has the unorthodox property of having priority over counterattacks, as it can hit an opponent in their countering stance. Although the Focus Attack cannot block grabs and is countered by multiple hit attacks, it is a useful tool for baiting opponents and punishing, while the Dash Cancel can be beneficial to Ryu's horizontal recovery while off-stage. (12%-17% (fully charged))
F : Shin Shoryuken / Shinku Hadoken - A Final Smash that varies depending on range. At point-blank range, Ryu traps the opponent in a Shin Shoryuken, a three-hit combo that launches the opponent with an extra-powerful Shoryuken. At any other range, Ryu unleashes the Shinku Hadoken, a larger Hadoken that sucks nearby opponents into it before dragging them a distance across the screen and exploding. The Shinku Hadoken is also capable of bypassing walls. Shin Shoryuken has much higher KO potential against a single target, while Shinku Hadoken has more range and reliably affects more targets. (1% (Shin Shoryuken's electricity), 10% (Shin Shoryuken's hits 1-2), 20% (Shin Shoryuken's last hit), 29%-30% (Shinku Hadoken))