Ryu is a standard six-button character with three kick buttons and three punch buttons, respectively assigned to and , that denote the strength of the Normal Attack associated with it, with Ⓐ and Ⓧ being the weaker, less punishable Normals, and Ⓒ and Ⓩ being the stronger, more punishable Normals; certain Specials also follow this rule, such as the Shoryuu Ken, in that the stronger versions are more punishable in comparison to the weaker versions due to the increased vertical distance. A seventh button (Ⓢ) is used as part of the activation for Hadou no Kamae, a feint where Ryu pretends to launch a Hadou Ken. Ryu follows the traditional Street Fighter combo system that Capcom vs. SNK 2 subsequently used, wherein Normals can be cancelled into Specials and Hypers, Specials can be cancelled into Hypers, and Hypers can be cancelled into other Hypers, though the timing is often very strict. By pressing or in conjunction with either or , Ryu will attempt to grab the opponent, though even if the grab is successful, the opponent can grab escape by pressing Ⓑ, Ⓒ, Ⓨ, or Ⓩ and either or just as Ryu connects with the grab; although all of Ryu's grabs function the same on a fundamental level, the Ⓧ+Ⓨ grab is slightly different in that it slams the opponent to the ground directly in front of Ryu and deals slightly more damage.
Despite using elements taken from each of Capcom vs. SNK 2's Grooves, Ryu borrows the majority of his mechanics from the C Groove, using the standard three-tiered powerbar (3000 Power) and a modified version of said Groove's Super Combo Cancel sub-system that allows Hypers to cancel into other Hypers as long as enough Power is available, with the exception of Shinkuu Hadou Ken being unable to cancel into Denjin Hadou Ken and the latter being unable to cancel into anything at all, offset by its dizzying property. Taken from the S Groove is the Power Charge, which allows Ryu to gradually build up Power by holding Ⓑ+Ⓨ, with the speed at which Power is gained increasing while the Power Charge is active; this works well in conjunction with the A Groove's Custom Combo mode (named Excel Combo), which costs 1000 Power and grants Ryu the ability to freely cancel and juggle any Normal or Special for a total of 3 seconds, but disables blocking, natural Power gain, Parry High, Parry Low, Air Parry, Power Charge, EX Specials and Hypers, with the mode ending abruptly should Ryu get hit. In addition to his Low Jump, which causes Ryu to jump at a much lower height than a regular jump by tapping instead of fully pressing it, Ryu also features the Super Jump (named High Jump) from the Marvel vs. Capcom series, activated by pressing followed by either , , or , though it acts as a movement option instead of a way to chase the opponent for an aerial rave.
Ryu is a very quick character in terms of both attacks and mobility, with the majority of his attacks leaving him at a positive frame advantage or simply creating enough distance between himself and the opponent for them to be unable to counter-attack, thus making it very difficult for the opponent to punish him. Ryu has a moveset that covers most, if not all scenarios, featuring an anti-air that doubles-up as a reversal, a projectile for zoning, keepaway and pressure, and an approach option in the form of Tatsumaki Senpuu Kyaku, allowing him to be played in a variety of ways to suit any situation; befitting of this, Ryu doesn't necessarily excel at any particular playstyle, though his variety of options and aforementioned agility allow him to quickly overcome characters if they are unable to outrange him or counter his movements before he gets close.
Ryu uses a custom
A.I. that scales with
M.U.G.E.N's built-in difficulty setting, which affects how often it performs certain attacks, how it uses its attacks and how reliably it blocks; regardless of the difficulty level, the A.I. will often only pull off simple combos upon a hit confirm and simply punish the opponent's mistakes with a raw Hyper. Ryu's A.I. will often fire off
Hadou Kens from afar, or either run or
Super Jump towards the opponent depending on what they do, though if enough space exists between Ryu and the opponent, the A.I. will
Power Charge until the opponent gets close enough or attempts to attack, upon which it will either block the oncoming attack or counterattack; attempting a jump-in will often result in the A.I. performing a
Shoryuu Ken, which generally wins in the event of a trade. Should Ryu's A.I. perform a
Denjin Hadou Ken, it will charge the move for as long as it is safe to do so, only releasing the charge prematurely if the opponent attempts to attack; due to this, the opponent can wait for the A.I. to fully charge
Denjin Hadou Ken and simply jump over it once released, punishing Ryu during the move's endlag.
Evil Ryu is a standard six-button character with three kick buttons and three punch buttons, respectively assigned to and , that denote the strength of the Normal Attack associated with it, with Ⓐ and Ⓧ being the weaker, less punishable Normals, and Ⓒ and Ⓩ being the stronger, more punishable Normals; certain Specials also follow this rule, such as the Shoryuu Ken, in that the stronger versions are more punishable in comparison to the weaker versions due to the increased vertical distance. Evil Ryu follows the traditional Street Fighter combo system that Capcom vs. SNK 2 subsequently used, wherein Normals can be cancelled into Specials and Hypers, Specials can be cancelled into Hypers, and Hypers can be cancelled into other Hypers, though the timing is often very strict. By pressing or in conjunction with either or , Evil Ryu will attempt to grab the opponent, though even if the grab is successful, the opponent can grab escape by pressing Ⓑ, Ⓒ, Ⓨ, or Ⓩ and either or just as Evil Ryu connects with the grab; although all of Evil Ryu's grabs function the same on a fundamental level, the Ⓧ+Ⓨ grab is slightly different in that it slams the opponent to the ground directly in front of Evil Ryu and deals slightly more damage.
Despite using elements taken from each of Capcom vs. SNK 2's Grooves, Evil Ryu borrows the majority of his mechanics from the C Groove, using the standard three-tiered powerbar (3000 Power) and a modified version of said Groove's Super Combo Cancel sub-system that allows Hypers to cancel into other Hypers as long as enough Power is available. Taken from the S Groove is the Power Charge, which allows Evil Ryu to gradually build up Power by holding Ⓑ+Ⓨ, with the speed at which Power is gained increasing while the Power Charge is active; this works well in conjunction with the A Groove's Custom Combo mode (named Excel Combo), which costs 1000 Power and grants Evil Ryu the ability to freely cancel and juggle any Normal or Special for a total of 3 seconds, but disables blocking, natural Power gain, Parry High, Parry Low, Air Parry, Power Charge and Hypers, with the mode ending abruptly should Evil Ryu get hit. In addition to his Low Jump, which causes Evil Ryu to jump at a much lower height than a regular jump by tapping instead of fully pressing it, Evil Ryu also features the Super Jump (named High Jump) from the Marvel vs. Capcom series, activated by pressing followed by either , , or , though it acts as a movement option instead of a way to chase the opponent for an aerial rave.
Evil Ryu is a very quick character in terms of both attacks and mobility, with the majority of his attacks leaving him at a positive frame advantage or simply creating enough distance between himself and the opponent for them to be unable to counter-attack, thus making it very difficult for the opponent to punish him; his fast movement speed enables him to swiftly move across the stage to approach and pressure the opponent, to punish the opponent's mistimed attack, or to get away from the opponent, though this is offset by his lowered resistance to damage, which forces him to play carefully as to avoid taking significant damage. Evil Ryu has a moveset that covers most, if not all scenarios, featuring an anti-air that doubles-up as a reversal, a projectile for zoning, keepaway and pressure, and an approach option in the form of Tatsumaki Senpuu Kyaku, allowing him to be played in a variety of ways to suit any situation; his reduced damage resistance, however, prevents him from being too defensive and partially enforces a slightly more aggressive playstyle in order to lock the opponent down and end the match quickly, while still being careful as to avoid taking too much damage.
Evil Ryu uses a custom
A.I. that scales with
M.U.G.E.N's built-in difficulty setting, which affects how often it performs certain attacks, how it uses its attacks and how reliably it blocks; regardless of the difficulty level, the A.I. will often only pull off simple combos upon a hit confirm and simply punish the opponent's mistakes with a raw Hyper. Evil Ryu's A.I. will often fire off
Hadou Kens from afar, or either run or
Super Jump towards the opponent depending on what they do, though if enough space exists between Evil Ryu and the opponent, the A.I. will
Power Charge until the opponent gets close enough or attempts to attack, upon which it will either block the oncoming attack or counterattack; attempting a jump-in will often result in the A.I. performing a
Shoryuu Ken, which generally wins in the event of a trade. Should Evil Ryu's A.I. perform a
Metsu Hadou Ken, it will charge the move for as long as it is safe to do so, only releasing the charge prematurely if the opponent attempts to attack; as a result of
Metsu Hadou Ken becoming the far more powerful
Ryuu Koku Hadou Ken once fully charged, the opponent will need to coax Evil Ryu's A.I. into launching the attack while it is still a
Metsu Hadou Ken, as the
Ryuu Koku Hadou Ken is practically impossible to avoid and cannot be blocked.
Master Ryu is a standard six-button character with three kick buttons and three punch buttons, respectively assigned to and , that denote the strength of the Normal Attack associated with it, with Ⓐ and Ⓧ being the weaker, less punishable Normals, and Ⓒ and Ⓩ being the stronger, more punishable Normals; certain Specials also follow this rule, such as the Shoryuu Ken, in that the stronger versions are more punishable in comparison to the weaker versions due to the increased vertical distance. A seventh button (Ⓢ) is used as part of the activation for Hadou no Kamae, a feint where Master Ryu pretends to launch a Hadou Ken. Master Ryu follows the traditional Street Fighter combo system that Capcom vs. SNK 2 subsequently used, wherein Normals can be cancelled into Specials and Hypers, Specials can be cancelled into Hypers, and Hypers can be cancelled into other Hypers, though the timing is often very strict. By pressing or in conjunction with either or , Master Ryu will attempt to grab the opponent, though even if the grab is successful, the opponent can grab escape by pressing Ⓑ, Ⓒ, Ⓨ, or Ⓩ and either or just as Master Ryu connects with the grab; although all of Master Ryu's grabs function the same on a fundamental level, the Ⓧ+Ⓨ grab is slightly different in that it slams the opponent to the ground directly in front of Master Ryu and deals slightly more damage.
Despite using elements taken from each of Capcom vs. SNK 2's Grooves, Master Ryu borrows the majority of his mechanics from the C Groove, using the standard three-tiered powerbar (3000 Power) and a modified version of said Groove's Super Combo Cancel sub-system that allows Hypers to cancel into other Hypers as long as enough Power is available, with the exception of Shinkuu Hadou Ken being unable to cancel into Denjin Hadou Ken and the latter being unable to cancel into anything at all, offset by its dizzying property. Taken from the S Groove is the Power Charge, which allows Master Ryu to gradually build up Power by holding Ⓑ+Ⓨ, with the speed at which Power is gained increasing while the Power Charge is active; this works well in conjunction with the A Groove's Custom Combo mode (named Excel Combo), which costs 1000 Power and grants Master Ryu the ability to freely cancel and juggle any Normal or Special for a total of 3 seconds, but disables blocking, natural Power gain, Parry High, Parry Low, Air Parry, Power Charge and Hypers, with the mode ending abruptly should Master Ryu get hit. In addition to his Low Jump, which causes Master Ryu to jump at a much lower height than a regular jump by tapping instead of fully pressing it, Master Ryu also features the Super Jump (named High Jump) from the Marvel vs. Capcom series, activated by pressing followed by either , , or , though it acts as a movement option instead of a way to chase the opponent for an aerial rave.
Master Ryu is a very quick character in terms of both attacks and mobility, with the majority of his attacks leaving him at a positive frame advantage or simply creating enough distance between himself and the opponent for them to be unable to counter-attack, thus making it very difficult for the opponent to punish him; his fast movement speed enables him to swiftly move across the stage to approach and pressure the opponent, to punish the opponent's mistimed attack, or to get away from the opponent, though this is offset by his significantly lower resistance to damage, which forces him to play carefully as to avoid taking substantial amounts of damage. Master Ryu has a moveset that covers most, if not all scenarios, featuring an anti-air that doubles-up as a reversal, a projectile for zoning, keepaway and pressure, and an approach option in the form of Tatsumaki Senpuu Kyaku, allowing him to be played in a variety of ways to suit any situation; his reduced damage resistance, however, prevents him from being too defensive and partially enforces a slightly more aggressive playstyle in order to lock the opponent down and end the match quickly, while still being careful as to avoid taking too much damage.
Master Ryu uses a custom
A.I. that scales with
M.U.G.E.N's built-in difficulty setting, which affects how often it performs certain attacks, how it uses its attacks and how reliably it blocks; regardless of the difficulty level, the A.I. will often only pull off simple combos upon a hit confirm and simply punish the opponent's mistakes with a raw Hyper. Master Ryu's A.I. will often fire off
Hadou Kens from afar, or either run or
Super Jump towards the opponent depending on what they do, though if enough space exists between Master Ryu and the opponent, the A.I. will
Power Charge until the opponent gets close enough or attempts to attack, upon which it will either block the oncoming attack or counterattack; attempting a jump-in will often result in the A.I. performing a
Shoryuu Ken, which generally wins in the event of a trade. Should Master Ryu's A.I. perform either a
Denjin Hadou Ken or a
Metsu Hadou Ken, it will charge the move for as long as it is safe to do so, only releasing the charge prematurely if the opponent attempts to attack; if
Denjin Hadou Ken is being charged, the opponent can wait for the A.I. to fully charge it and simply jump over the projectile once released, punishing Master Ryu during the move's endlag, though if
Metsu Hadou Ken is being charged, the opponent will need to coax the A.I. into launching the attack before it becomes
Ryuu Koku Hadou Ken, as it is practically impossible to avoid and cannot be blocked.