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Ryu

リュウ

Ryu — Counter-Guide

Key Info

  • Overhead with combo potential on active frames
    • 6MP
  • Defense options
    • 6F startup OD invincible reversal: 623PP
      • If you play Luke or Kimberly, avoid doing rush pressure after a throw
    • 5F startup anti-air invincible: 623LP
    • 236236P startup 7F, no projectile invincibility
    • 214214P startup 12F, no projectile invincibility
    • 236236K startup 5F
  • Moves that are plus on block
    • 6HP
      • +3F
    • 214HP
      • +2F
    • (Denjin Charge) 214P — +3F

Neutral Play (Mindset)

  • Dealing with 236P
    • Do not reversal jump after blocking a Hadoken
      • Ryu may be watching for it and can make it a safe fireball
      • Jump is fine only if you land a perfect parry
    • Always buffer a heavy attack when parrying — so you get a punish if you land a perfect parry
    • If Ryu fakes with 214LP, buffering into perfect parry becomes risky — skip parry and just guard if the risk vs reward doesn't work out
  • Dealing with 214P
    • 214HP is +2F for Ryu on block
    • If you mash immediately reading 214HP, you will get crushed by 214LP
    • There is a large frame gap between 214LP and 214HP — fuzzy with a move that can reach Ryu
  • Dealing with 6HP
    • Blocking it gives Ryu +3F to start offense
    • Depending on spacing, fuzzy can cover all options
  • Accept throws in midscreen
    • Ryu's forward throw and back throw situations in midscreen are not very strong
    • Ryu can't set up rush oki off them, so it's better to just accept the throw

Hadoken

Startup and projectile speed vary by strength

  • 236LP
    • Slow startup and slow projectile speed
  • 236MP
    • Between L and H in speed
  • 236HP
    • Fast startup and fast speed
  • 236PP
    • SA1 follow-up is possible on hit
  • (Denjin Charge) 236P
  • (Denjin Charge) 236PP
    • SA1 follow-up is possible on hit

Recommended Counter

  • 236LP
    • If you press parry, buffer a jump
      • Ryu tends to input the next Hadoken right away making it a safe fireball, so be careful about jumping after blocking a slow projectile
    • When you block, the next Hadoken is often a safe fireball — don't jump after blocking a slow one

  • 236MP
    • Same counter as 236LP
  • 236HP
    • If you parry at close range, buffer a heavy attack or a raw Drive Rush
    • If you parry at long range, buffer a forward jump attack to score a reward against a safe fireball

Warning

  • 214LP feint
    • Ryu may hint at Hadoken then use 214LP to fake out and bait your parry
    • It is perfectly valid to just guard instead of parrying
    • If you are parrying to close distance, always buffer a step cancel to cancel the parry

Perfect parry → heavy attack, or perfect parry → jump buffers take practice — if you can't do them consistently the risk vs reward doesn't justify pressing parry. Guard instead.

Shoryuken

Ryu's anti-air special move Used for anti-air and as a combo ender

  • 623LP
    • 5F startup
  • 623MP
    • 6F startup
  • 623HP
    • 7F startup
  • 623PP
    • 6F startup with full invincibility

Recommended Counter

  • On 623HP hit
    • Commonly used as a midscreen combo ender, but landing a meaty throw is difficult
    • Mashing or going for a perfect parry has the highest expected return
  • On 623PP hit
    • Ryu can set up oki even midscreen after this
    • Remember: choosing in-place recovery prevents Ryu from doing a walking shimmy when he uses rush

Accept the throw in midscreen — Ryu's midscreen throw is not strong.

High Blade Kick

Ryu's poke move Many Ryu players use it as a combo ender or auto-cancel after cr.MK. 236MK is -8F on block — look up your character's 8F punish combo and deal damage.

  • 236LK
    • -11F on block for Ryu
  • 236MK
    • -8F on block for Ryu
  • 236HK
    • -3F on block for Ryu
  • 236KK
    • -11F on block for Ryu

Recommended Counter

  • 236LK
    • Punish with a heavy attack
  • 236MK
    • Punish with an 8F+ move with good reach
  • 236HK
    • It has 27F of active frames so even without a perfect parry, always press parry — if you happen to land a perfect parry you can win outright
  • 236KK
    • Normally used for extra damage, but if Ryu makes an execution error you get a -11F punish combo

Tatsumaki Senpu-kyaku

A special move used in Ryu's combo enders It is always punishable on block — use a heavy attack for maximum damage

  • 214LK
    • -15F on block for Ryu
  • 214MK
    • -13F on block for Ryu
  • 214HK
    • -13F on block for Ryu
  • 214KK
    • -14F on block for Ryu

Recommended Counter

Always go for a damaging punish combo on block.

Warning

Easy to forget, but this move has projectile invincibility. If it hits at max range on the active frames and leads into 623HP, don't let the round get thrown away — stay sharp.

Hashogeki

Ryu's mixup special move Often used with 214LP as a bait and then 214HP for a mix-up pressure situation. The easy counter is parry, but the reward is low. Learn common block strings and pick the right counter to maximize your return.

  • 214LP
    • -3F on block for Ryu
  • 214MP
    • -6F on block for Ryu
  • 214HP
    • +2F on block for Ryu
  • 214PP
    • +3F on block for Ryu
  • (Denjin Charge) 214P
    • +3F on block for Ryu
  • (Denjin Charge) 214PP
    • +4F on block for Ryu

Recommended Counter

  • 2LP → LP → 2LP → 214P block string
    • Note: a 4F move will whiff — use a move that actually reaches Ryu to fuzzy
    • Drive Impact can also be used as a fuzzy, but if Ryu does nothing he can reverse it — factor in the risk

The video below has 214LP and 214HP recorded in training mode.

  • HP → 214P block string
    • Everything except 214HP is a block string, so if you see the Hashogeki motion, use Drive Impact
    • If Ryu has SA3 stocked, he may cancel into it after the HP — jump as soon as you see the HP to turn it into a 50/50
    • If you're mentally prepared, you can respond comfortably

Solar Plexus Strike

A normal that is +3F for Ryu on block. If Ryu keeps using 6HP, place a neutral jump to contest it.

Recommended Counter

Neutral jump will often still result in blocking. Here are Ryu's main options after 6HP on block:

  • 6HP
    • Mix-up pressure from +3F; Drive Gauge gap widens
  • MP
    • Mash punisher / counter-poke
  • 2MK
    • Cancel rush from 2MK is standard
    • 2MK is 8F so a 4F mash attempt is possible
  • Walking throw
    • Depending on spacing Ryu needs to walk — pay attention when you've guarded multiple 6HPs in a row

The two things you must not accept as free mix-up are 6HP and walking throw. Both have a 12–20F gap between them. To punish this steal, press fuzzy jab (4F move) around the timing you would block 2MK.

The video below has each of Ryu's options recorded in training mode.

Collarbone Breaker

Ryu's overhead In the corner, spending light attack frame budget leads to a combo on active frames. Learn the visual and go for a perfect parry. Ryu's persistent overhead has -1F guard stun compared to other characters, so guarding it on re-activation gives you +1F.

Recommended Counter

After 214LK ground hit (Ryu +1F on block):

After 623HP ground hit (Ryu -1F on block):

Safe Jump

When Ryu jumps in during wakeup pressure, determine whether it's a safe jump or not.

Recommended Counter

After 236LK:

Forward Throw

Ryu at +19F advantage

  • In-place recovery
    • If Ryu used rush, a 7F-or-less OD invincible move is guaranteed
      • Rush → 2LP is a safe jump on 8F reversals
  • Back-roll recovery
    • Possible to use a throw to make OD invincible whiff
    • Characters with a 7F-or-less wide-reaching SA can completely refuse oki
      • e.g. Luke's SA1 or Manon's SA2

Conclusion (Best Counter)

  • Characters with 7F or faster wide-reaching invincible move
    • Back-roll recovery → confirm rush → activate SA
    • Examples: Luke SA1, Manon SA2, Rashid OD invincible, Cammy OD invincible
  • Characters with 7F or faster OD invincible but not wide-reaching
    • In-place recovery → confirm rush → OD invincible
  • Without an invincible move, mix the following two options
    • In-place recovery → confirm rush → delayed tech throw
      • In-place recovery prevents Ryu from using a shimmy
    • Back-roll recovery
      • If Ryu didn't use rush, there is no oki

Warning

When using a 7F-or-less wide-reaching SA, there is a risk of super counter (super art counter) — check Ryu's meter before choosing.

Back Throw

Ryu at +11F advantage

  • No oki without using rush
  • The distance is far, so only 4F attacks will be meaty
  • Mashing a 4F attack results in a trade with no follow-up combo
  • To punish 4F mashing, Ryu has Hashogeki feint as an option
    • Counter hit leads to a combo

Conclusion (Best Counter)

  • Take in-place recovery and use a wide-reaching invincible move if you see a rush
  • Non-wide-reaching invincible moves can be beaten by a throw