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Luigi86101 (talk | contribs) (→Moveset: added translated/non-translated names of moves from the japanese strategy guide. translated names were used if the move was never given an english name in street fighter or if they did and it was translated, non-translated were used if they were and they were non-translated) |
Luigi86101 (talk | contribs) (edited references to account for the untranslated move names) |
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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname=Jab ({{ja|ジャブ|Jabu }}) / Body Blow ({{ja|ボディーブロー|Bodī Burō}}) / Hook ({{ja|フック|Fukku}})<br/> Mawashi Geri ({{ja|回し蹴り|Mawashi Geri}}) (Held-Far)<br/> Upper ({{ja|アッパー|Appā}}) (Held-Close) | |neutralname=Jab ({{ja|ジャブ|Jabu }}) / Body Blow ({{ja|ボディーブロー|Bodī Burō}}) / Hook ({{ja|フック|Fukku}})<br/> Mawashi Geri{{ref|a}} ({{ja|回し蹴り|Mawashi Geri}}) (Held-Far)<br/> Upper ({{ja|アッパー|Appā}}) (Held-Close) | ||
|neutral1dmg=1.5% | |neutral1dmg=1.5% | ||
|neutral2dmg=1.5% | |neutral2dmg=1.5% | ||
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|ftiltname=Side Kick ({{ja|横蹴り|Yoko Geri}}) (Tapped-Far)<br/> Hook ({{ja|フック|Fukku}}) (Tapped-Close)<br/> Collarbone Breaker ({{ja|鎖骨割り|Sakotsu Wari}}) (Held) | |ftiltname=Side Kick ({{ja|横蹴り|Yoko Geri}}) (Tapped-Far)<br/> Hook ({{ja|フック|Fukku}}) (Tapped-Close)<br/> Collarbone Breaker ({{ja|鎖骨割り|Sakotsu Wari}}) (Held) | ||
|ftiltdmg=6.8% (tapped- far), 6% (tapped- close), 3% (hit 1, held), 6% (hit 2, held) | |ftiltdmg=6.8% (tapped- far), 6% (tapped- close), 3% (hit 1, held), 6% (hit 2, held) | ||
|ftiltdesc=''Tapped (Far)'': The tsumasaki geri {{ref| | |ftiltdesc=''Tapped (Far)'': The tsumasaki geri{{ref|b}}, a kick used in Okinawan Karate. It launches the opponent diagonally upward, and grants intangibility on Ryu's leg from frames 7-12. Good for following with a dash attack or forward aerial at low percents. It is based on his standing medium kick in ''Street Fighter III''. Cannot be special-cancelled.<br/><br/> | ||
''Tapped (Close)'': An inward hook. based off his ''Street Fighter II'' close medium punch. This move causes the opponent to slightly shift towards Ryu, allowing it to combo into any of his special moves. Even at 999%, this move is incapable of KO'ing. This move can also lock, which grants Ryu a potent combo on missed techs: floored opponents can be hit by two light forward tilts, a held neutral attack, then true Shoryuken, which will deal around 50% and act as a guaranteed KO as early as 60%.<br/><br/> | ''Tapped (Close)'': An inward hook. based off his ''Street Fighter II'' close medium punch. This move causes the opponent to slightly shift towards Ryu, allowing it to combo into any of his special moves. Even at 999%, this move is incapable of KO'ing. This move can also lock, which grants Ryu a potent combo on missed techs: floored opponents can be hit by two light forward tilts, a held neutral attack, then true Shoryuken, which will deal around 50% and act as a guaranteed KO as early as 60%.<br/><br/> | ||
''Held'': The overhead of the same name that debuted in ''Super Street Fighter II Turbo''. Ryu draws his fist back over his shoulder before thrusting it forward and down. Despite its appearance, it hits twice much like the original version. Deals very high [[shield damage]], but its start-up makes it difficult to use on quick opponents. It is best used after conditioning an opponent to shield, or while they are trapped shielding near a ledge, where Ryu can use his tilts to potentially lead into a shield break. | ''Held'': The overhead of the same name that debuted in ''Super Street Fighter II Turbo''. Ryu draws his fist back over his shoulder before thrusting it forward and down. Despite its appearance, it hits twice much like the original version. Deals very high [[shield damage]], but its start-up makes it difficult to use on quick opponents. It is best used after conditioning an opponent to shield, or while they are trapped shielding near a ledge, where Ryu can use his tilts to potentially lead into a shield break. | ||
|utiltname=Elbow Strike ({{ja|肘打ち|Hiji Uchi}}) (Tapped)<br/> Upper ({{ja|アッパー|Appā}}) (Held) | |utiltname=Elbow Strike ({{ja|肘打ち|Hiji Uchi}}) (Tapped)<br/> Upper ({{ja|アッパー|Appā}}) (Held) | ||
|utiltdmg=2% (tapped), 12% (held) | |utiltdmg=2% (tapped), 12% (held) | ||
|utiltdesc=''Tapped:'' The sok ngat{{ref| | |utiltdesc=''Tapped:'' The sok ngat{{ref|c}}, an uppercut-style elbow strike used in Muay Thai. It can be used repeatedly as fast as the player can press the attack button. It has lost its misleadingly large hitbox, making it less reliable as an all-purpose move, though it is still effective at chaining into itself, leading into many of Ryu's moves for a quick finisher, or forcing opponents to hold their shield long enough to use a held forward tilt for a shield break. At high percents near the ledge, light up tilt can lead into down aerial as a powerful KO option. It is based on his close standing light punch in ''Street Fighter II''.<br/> | ||
''Held:'' An uppercut. Strong for its speed and grants his upper body intangibility from frames 4-10, making it a surprisingly effective anti-air attack and KO move. If it connects, it can instantly be canceled into any version of Shoryuken. A reliable finisher for his tapped up tilt. KOs at 152%. It is based on his close standing heavy punch in ''Street Fighter III''. | ''Held:'' An uppercut. Strong for its speed and grants his upper body intangibility from frames 4-10, making it a surprisingly effective anti-air attack and KO move. If it connects, it can instantly be canceled into any version of Shoryuken. A reliable finisher for his tapped up tilt. KOs at 152%. It is based on his close standing heavy punch in ''Street Fighter III''. | ||
|dtiltname=Light Ankle Kick ({{ja|キック|Kikku}}, ''Kick'')(Tapped)<br/> Heavy Ankle Kick ({{ja|くるぶしキック|Kurubushi Kikku}}, Ankle Kick) (Held) | |dtiltname=Light Ankle Kick ({{ja|キック|Kikku}}, ''Kick'')(Tapped)<br/> Heavy Ankle Kick ({{ja|くるぶしキック|Kurubushi Kikku}}, Ankle Kick) (Held) | ||
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|dtiltdesc=''Tapped:'' A crouching, Hapkido-style shin kick. It can be repeated as fast as the player can press, similar to his light up tilt. If used on a prone opponent, they will be lightly launched back onto their feet, allowing Ryu to continue combos on them for extended periods of time. Ryu is unable to jump immediately after using down tilt, making special moves the most effective followup, though a forward aerial can catch a jumping opponent. It is based on his crouching light kick in ''Street Fighter II''.<br/> | |dtiltdesc=''Tapped:'' A crouching, Hapkido-style shin kick. It can be repeated as fast as the player can press, similar to his light up tilt. If used on a prone opponent, they will be lightly launched back onto their feet, allowing Ryu to continue combos on them for extended periods of time. Ryu is unable to jump immediately after using down tilt, making special moves the most effective followup, though a forward aerial can catch a jumping opponent. It is based on his crouching light kick in ''Street Fighter II''.<br/> | ||
''Held:'' A lunging, Hapkido-style shin kick. Like the light version, Ryu is unable to jump immediately after using this move. Despite having low power, it can be immediately canceled into a special move if Ryu hits the opponent or their shield, allowing Ryu to pressure his opponent. As of update 7.0.0, the move's changed angle allows effective combos from held down tilt even past 180%, with Hadoken allowing a free lock at high percents, and Tatsumaki Senpukyaku being a dependable KO combo. It is based on his crouching medium kick in ''Street Fighter II''. | ''Held:'' A lunging, Hapkido-style shin kick. Like the light version, Ryu is unable to jump immediately after using this move. Despite having low power, it can be immediately canceled into a special move if Ryu hits the opponent or their shield, allowing Ryu to pressure his opponent. As of update 7.0.0, the move's changed angle allows effective combos from held down tilt even past 180%, with Hadoken allowing a free lock at high percents, and Tatsumaki Senpukyaku being a dependable KO combo. It is based on his crouching medium kick in ''Street Fighter II''. | ||
|dashname= | |dashname=Tobisokuto{{ref|d}} ({{ja|跳び足刀|Tobisokuto}}) | ||
|dashdmg=12% (clean), 8% (late) | |dashdmg=12% (clean), 8% (late) | ||
|dashdesc=A flying kick. Possesses high base knockback for a dash attack and it can reliably combo into many of his tapped attacks as a finisher. KOs at 150%. Based on his original jumping medium and heavy kicks in the ''Street Fighter Alpha/Zero'' games. | |dashdesc=A flying kick. Possesses high base knockback for a dash attack and it can reliably combo into many of his tapped attacks as a finisher. KOs at 150%. Based on his original jumping medium and heavy kicks in the ''Street Fighter Alpha/Zero'' games. | ||
|fsmashname=Joudan Sokutogeri{{ref| | |fsmashname=Joudan Sokutogeri{{ref|e}} ({{ja|上段足刀蹴り|Jōdan Sokutōgeri}}) | ||
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (leg), {{ChargedSmashDmgSSBU|17.5}} (foot) | |fsmashdmg={{ChargedSmashDmgSSBU|16}} (leg), {{ChargedSmashDmgSSBU|17.5}} (foot) | ||
|fsmashdesc=The side kick of the same name from ''Street Fighter III''. Moves him slightly forward and has the highest range of all his standard attacks, as it is able to hit opponents two character lengths away from him. However, it has noticeable ending lag. Deals slightly more damage and knockback when hit with Ryu's heel, and is Ryu's strongest standard attack if his heel connects. KOs at 110% with his heel and 120% anywhere else. Can cancel into his Final Smash upon hit. | |fsmashdesc=The side kick of the same name from ''Street Fighter III''. Moves him slightly forward and has the highest range of all his standard attacks, as it is able to hit opponents two character lengths away from him. However, it has noticeable ending lag. Deals slightly more damage and knockback when hit with Ryu's heel, and is Ryu's strongest standard attack if his heel connects. KOs at 110% with his heel and 120% anywhere else. Can cancel into his Final Smash upon hit. | ||
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|usmashdmg={{ChargedSmashDmgSSBU|17}} (clean), {{ChargedSmashDmgSSBU|13.5}} (late) | |usmashdmg={{ChargedSmashDmgSSBU|17}} (clean), {{ChargedSmashDmgSSBU|13.5}} (late) | ||
|usmashdesc=Squats and then rises up to throw an uppercut. Makes his hurtbox smaller while attacking, making this a good anti-air attack. Slight ending lag and does not have much horizontal range, though it is the highest hitting of all his standing attacks, being the only one able to hit an opponent on a Battlefield platform. His arm becomes intangible on frames 3-6. A good finisher for his tap combos. KOs at 130%. Can cancel into his Final Smash upon hit. It is based on his crouching heavy punch in ''Street Fighter'', albeit with its animation from ''Street Fighter III''. | |usmashdesc=Squats and then rises up to throw an uppercut. Makes his hurtbox smaller while attacking, making this a good anti-air attack. Slight ending lag and does not have much horizontal range, though it is the highest hitting of all his standing attacks, being the only one able to hit an opponent on a Battlefield platform. His arm becomes intangible on frames 3-6. A good finisher for his tap combos. KOs at 130%. Can cancel into his Final Smash upon hit. It is based on his crouching heavy punch in ''Street Fighter'', albeit with its animation from ''Street Fighter III''. | ||
|dsmashname=Kaiten Ashi Barai ({{ja|回転足払い|Kaiten Ashi Barai}}) | |dsmashname=Kaiten Ashi Barai{{ref|f}} ({{ja|回転足払い|Kaiten Ashi Barai}}) | ||
|dsmashdmg={{ChargedSmashDmgSSBU|16}} | |dsmashdmg={{ChargedSmashDmgSSBU|16}} | ||
|dsmashdesc=A legsweep. Launches opponents at a diagonal angle and unlike most down smashes, it only hits in one direction. Has the fastest start-up of all of his smash attacks, with more range than his up smash but less than his forward smash, making it a comparably safe option. However, it has below average knockback for a smash attack, which makes it unreliable as a KOing option. Instead, it functions better as a spacing and anti-pressure option. As of update 7.0.0, down smash now deals less shield damage, but can be special-canceled just like most of his moves, repurposing it into a capable combo starter at low percents. Can cancel into his Final Smash upon hit. It is based on his crouching heavy kick in ''Street Fighter II''. | |dsmashdesc=A legsweep. Launches opponents at a diagonal angle and unlike most down smashes, it only hits in one direction. Has the fastest start-up of all of his smash attacks, with more range than his up smash but less than his forward smash, making it a comparably safe option. However, it has below average knockback for a smash attack, which makes it unreliable as a KOing option. Instead, it functions better as a spacing and anti-pressure option. As of update 7.0.0, down smash now deals less shield damage, but can be special-canceled just like most of his moves, repurposing it into a capable combo starter at low percents. Can cancel into his Final Smash upon hit. It is based on his crouching heavy kick in ''Street Fighter II''. | ||
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|nairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|4.5}} (late) | |nairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|4.5}} (late) | ||
|nairdesc=A downward angled knee strike. Its limited range is compensated by its [[sex kick]] properties and low ending lag. Can cancel into any of his special moves upon hit. The late hit is capable of locking. Overall, this is one of Ryu's best combo starters/breakers, as it allows him to transition to the ground and pressure opponents into shielding, or start tilt combos. It is based on his diagonal jumping light kick in ''Street Fighter II''. | |nairdesc=A downward angled knee strike. Its limited range is compensated by its [[sex kick]] properties and low ending lag. Can cancel into any of his special moves upon hit. The late hit is capable of locking. Overall, this is one of Ryu's best combo starters/breakers, as it allows him to transition to the ground and pressure opponents into shielding, or start tilt combos. It is based on his diagonal jumping light kick in ''Street Fighter II''. | ||
|fairname=Tobigeri{{ref| | |fairname=Tobigeri{{ref|g}} ({{ja|飛び蹴り|Tobigeri}}) | ||
|fairdmg={{ShortHopDmgSSBU|15}} (clean sweetspot), {{ShortHopDmgSSBU|13}} (late sweetspot), {{ShortHopDmgSSBU|9}} (clean sourspot), {{ShortHopDmgSSBU|8}} (late sourspot) | |fairdmg={{ShortHopDmgSSBU|15}} (clean sweetspot), {{ShortHopDmgSSBU|13}} (late sweetspot), {{ShortHopDmgSSBU|9}} (clean sourspot), {{ShortHopDmgSSBU|8}} (late sourspot) | ||
|fairdesc=A flying kick. Ryu's foot has high launching power, while his upper leg has a sourspot and deals less damage. Despite this, the sourspot deals high shield damage. A good combo move and very damaging for its speed, but lacks KO power due to its knockback growth, making it more suitable for damage racking unless near the side blast lines. Can cancel into any of his special moves upon hit, though this is most effective when using the sourspot, which has low enough knockback to effectively combo. It is based on his diagonal jumping medium and heavy kick animation in ''Street Fighter II''. | |fairdesc=A flying kick. Ryu's foot has high launching power, while his upper leg has a sourspot and deals less damage. Despite this, the sourspot deals high shield damage. A good combo move and very damaging for its speed, but lacks KO power due to its knockback growth, making it more suitable for damage racking unless near the side blast lines. Can cancel into any of his special moves upon hit, though this is most effective when using the sourspot, which has low enough knockback to effectively combo. It is based on his diagonal jumping medium and heavy kick animation in ''Street Fighter II''. | ||
|bairname=Whirlwind | |bairname=Whirlwind Leg ({{ja|旋風脚|Senpūkyaku}}) | ||
|bairdmg={{ShortHopDmgSSBU|16}} (leg), {{ShortHopDmgSSBU|13}} (foot) | |bairdmg={{ShortHopDmgSSBU|16}} (leg), {{ShortHopDmgSSBU|13}} (foot) | ||
|bairdesc=An outside crescent kick. It has very good reach, and its strength and fast start-up make it Ryu's most powerful aerial and a viable KOing option, able to KO at 115%. Due to Ryu always facing his opponent in one-on-one matches, it is difficult to use for edgeguarding: one must perform a reverse aerial rush, which takes longer to perform as Ryu, as he will only pivot around as part of his turnaround, and not in a dash dance (without performing a reverse aerial rush, it is impossible to jump offstage while facing towards it if the opponent is offstage). It is based on his vertical jumping heavy kick from ''Street Fighter II'', which in some sources also doubled as his Senpuukyaku ({{ja|旋風脚|Senpūkyaku}}, "Whirlwind Leg") command normal/unique art from other games. | |bairdesc=An outside crescent kick. It has very good reach, and its strength and fast start-up make it Ryu's most powerful aerial and a viable KOing option, able to KO at 115%. Due to Ryu always facing his opponent in one-on-one matches, it is difficult to use for edgeguarding: one must perform a reverse aerial rush, which takes longer to perform as Ryu, as he will only pivot around as part of his turnaround, and not in a dash dance (without performing a reverse aerial rush, it is impossible to jump offstage while facing towards it if the opponent is offstage). It is based on his vertical jumping heavy kick from ''Street Fighter II'', which in some sources also doubled as his Senpuukyaku ({{ja|旋風脚|Senpūkyaku}}, "Whirlwind Leg") command normal/unique art from other games. | ||
|uairname=Sukui Tsuki{{ref| | |uairname=Sukui Tsuki{{ref|h}} ({{ja|すくい突き|Sukui Tsuki}}) | ||
|uairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|6}} (hit 2) | |uairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|6}} (hit 2) | ||
|uairdesc=An uppercut. Despite its appearance, it hits twice, has good vertical range, and is reliable at catching opponents above Ryu. His arm becomes intangible on frames 6-10. KOs at 155%. It is also effective as a landing option, as the first hitbox starts low enough to pressure shields and start combos; it can also extend into Shoryuken in the air as a KO combo. It is based on his diagonal jumping medium punch in ''Super Street Fighter II Turbo''. | |uairdesc=An uppercut. Despite its appearance, it hits twice, has good vertical range, and is reliable at catching opponents above Ryu. His arm becomes intangible on frames 6-10. KOs at 155%. It is also effective as a landing option, as the first hitbox starts low enough to pressure shields and start combos; it can also extend into Shoryuken in the air as a KO combo. It is based on his diagonal jumping medium punch in ''Super Street Fighter II Turbo''. | ||
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|grabname=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches out. Ryu's overall grab range is short. It is based on his grab animation in ''Street Fighter III''. | |grabdesc=Reaches out. Ryu's overall grab range is short. It is based on his grab animation in ''Street Fighter III''. | ||
|pummelname=Hizageri ({{ja|ひざ蹴り|Hizageri}}) | |pummelname=Hizageri{{ref|i}} ({{ja|ひざ蹴り|Hizageri}}) | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A knee strike while holding the opponent in the {{s|wikipedia|collar-and-elbow}} position. It is based on Ken's Tsukami Hizageri ({{ja|つかみ膝蹴り|Tsukami Hizageri}}, "Grasping Knee Kick") throw in the ''Street Fighter Alpha/Zero'' games. | |pummeldesc=A knee strike while holding the opponent in the {{s|wikipedia|collar-and-elbow}} position. It is based on Ken's Tsukami Hizageri ({{ja|つかみ膝蹴り|Tsukami Hizageri}}, "Grasping Knee Kick") throw in the ''Street Fighter Alpha/Zero'' games. | ||
|fthrowname=Seoi Throw ({{ja|背負い投げ|Seoi Nage}}) | |fthrowname=Seoi Throw ({{ja|背負い投げ|Seoi Nage}}) | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
|fthrowdesc=The {{s|wikipedia|seoi nage}}{{ref| | |fthrowdesc=The {{s|wikipedia|seoi nage}}{{ref|j}} (a Judo throw). If the opponent does not react or jumps, this throw can lead into a down aerial meteor smash at medium percentages. It is based on his punch throw in ''Street Fighter II'', where it had the same name in most in-depth sources. | ||
|bthrowname=Somersault Throw ({{ja|巴投げ|Tomoe Nage}}) | |bthrowname=Somersault Throw ({{ja|巴投げ|Tomoe Nage}}) | ||
|bthrowdmg=12% | |bthrowdmg=12% | ||
|bthrowdesc=The {{s|wikipedia|tomoe nage}}{{ref| | |bthrowdesc=The {{s|wikipedia|tomoe nage}}{{ref|k}} (a Judo throw). Heavy opponents can be knocked back onto their feet with a tapped down tilt, then thrown again. It is based on his kick throw in ''Street Fighter II'', where it had the same name in most in-depth sources. | ||
|uthrowname=Heel Drop ({{ja|かかと落とし|Kakato Otoshi}}) | |uthrowname=Heel Drop ({{ja|かかと落とし|Kakato Otoshi}}) | ||
|uthrowdmg=8% (throw), 15% (kick) | |uthrowdmg=8% (throw), 15% (kick) | ||
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==Notes== | ==Notes== | ||
:1.{{note|a}}translates to " | :1.{{note|a}}translates to "Roundhouse Kick" | ||
:2.{{note|b}}translates to "Uppercut Elbow" | :2.{{note|b}}translates to "Toe Kick" | ||
: | :3.{{note|c}}translates to "Uppercut Elbow" | ||
: | :4.{{note|d}}translates to "Flying Front Foot Edge'' | ||
: | :5.{{note|e}}translates to "High-Level Foot Edge Kick" | ||
: | :6.{{note|f}}translates to "Rotating Leg Sweep" | ||
: | :7.{{note|g}}translates to "Front Kick" | ||
:8.{{note|h}}translates to "Scooping Punch" | |||
:9.{{note|i}}translates to "Knee Kick" | |||
:10.{{note|j}}translates to "Shoulder Throw" | |||
:11.{{note|k}}translates to "Circle Throw" | |||
<!-- I refrained from adding the other mentioned Street Fighter move translations (from his back air, pummel, and down throw) mostly to the note section as to avoid confusion, but also because they are only referencing moves from the other Street Fighter games. --> | <!-- I refrained from adding the other mentioned Street Fighter move translations (from his back air, pummel, and down throw) mostly to the note section as to avoid confusion, but also because they are only referencing moves from the other Street Fighter games. --> | ||
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