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This iteration of the iconic wondering warrior uses the equally iconic gameplay style developed by Phantom of the Server. Essentially a 'best of' in regards to his movesets and Capcom vs. SNK 2 in general, Ryu features all of his moves prior to Street Fighter IV and a variety of Groove-specific mechanics without the Groove select; as if Normal Ryu wasn't enough, also included are Evil and Master variants that both sport their own unique traits.

Ryu (Ryu)
Ryu.def
PotSRyuport
Character portrait

Creator

PotS

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PotS' MUGEN

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Ryu (Ryu)
NormalRyu.def
PotSRyuport
Character portrait

Creator

PotS

Download

PotS' MUGEN

Localcoord

320x240

Evil Ryu (Ryu)
EvilRyu.def
PotSRyuport
Character portrait

Creator

PotS

Download

PotS' MUGEN

Localcoord

320x240

Master Ryu (Ryu)
MasterRyu.def
PotSRyuport
Character portrait

Creator

PotS

Download

PotS' MUGEN

Localcoord

320x240

Gameplay[]

PotSNRyuidle

Ryu is a standard six-button character with three kick buttons and three punch buttons, respectively assigned to A, B, or C and X, Y, or Z, that denote the strength of the Normal Attack associated with it, with A and X being the weaker, less punishable Normals, and C and Z 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 (Start) 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 A+B, A+C, or B+C or X+Y, X+Z, or Y+Z in conjunction with either Right or Left, Ryu will attempt to grab the opponent, though even if the grab is successful, the opponent can grab escape by pressing B, C, Y, or Z and either Right or Left just as Ryu connects with the grab; although all of Ryu's grabs function the same on a fundamental level, the X+Y 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 B+Y, 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 Up instead of fully pressing it, Ryu also features the Super Jump (named High Jump) from the Marvel vs. Capcom series, activated by pressing Down followed by either Up-Left, Up, or Up-Right, 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.

PotSERyuidle

Evil Ryu is a standard six-button character with three kick buttons and three punch buttons, respectively assigned to A, B, or C and X, Y, or Z, that denote the strength of the Normal Attack associated with it, with A and X being the weaker, less punishable Normals, and C and Z 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 A+B, A+C, or B+C or X+Y, X+Z, or Y+Z in conjunction with either Right or Left, Evil Ryu will attempt to grab the opponent, though even if the grab is successful, the opponent can grab escape by pressing B, C, Y, or Z and either Right or Left just as Evil Ryu connects with the grab; although all of Evil Ryu's grabs function the same on a fundamental level, the X+Y 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 B+Y, 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 Up instead of fully pressing it, Evil Ryu also features the Super Jump (named High Jump) from the Marvel vs. Capcom series, activated by pressing Down followed by either Up-Left, Up, or Up-Right, 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.

PotSMRyuidle

Master Ryu is a standard six-button character with three kick buttons and three punch buttons, respectively assigned to A, B, or C and X, Y, or Z, that denote the strength of the Normal Attack associated with it, with A and X being the weaker, less punishable Normals, and C and Z 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 (Start) 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 A+B, A+C, or B+C or X+Y, X+Z, or Y+Z in conjunction with either Right or Left, Master Ryu will attempt to grab the opponent, though even if the grab is successful, the opponent can grab escape by pressing B, C, Y, or Z and either Right or Left just as Master Ryu connects with the grab; although all of Master Ryu's grabs function the same on a fundamental level, the X+Y 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 B+Y, 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 Up instead of fully pressing it, Master Ryu also features the Super Jump (named High Jump) from the Marvel vs. Capcom series, activated by pressing Down followed by either Up-Left, Up, or Up-Right, 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.

Stats[]

Life
1000

Power
3000

Attack
100

Defence
100

Movelist[]

Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.

Icons encased in square brackets [ Down ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.

Specials[]

Hadou Ken
Command Input Properties
Down, Down-Right, Right X, Y, or Z or
Down, Down-Right, Right X+Y, X+Z, or Y+Z
Move is attributed as a projectileMove knocks down opponent on hit*
Projectile velocity varies with button pressed
Down, Down-Right, Right X+Y, X+Z, or Y+Z version: Move knocks down opponent on hit, uses 500 Power
X
PotSNRyuS1 1
Y
PotSNRyuS1 2
Z
PotSNRyuS1 3
X+Y, X+Z, or Y+Z
PotSNRyuS1 4
Shouryuu Ken
Command Input Properties
Right, Down, Down-Right X, Y, or Z or
Right, Down, Down-Right X+Y, X+Z, or Y+Z
Move must be blocked while either standing or crouching*Move has invincibility during startup framesMove knocks down opponent on hit
Distance varies with button pressed
Right, Down, Down-Right X+Y, X+Z, or Y+Z version: uses 500 Power
X
PotSNRyuS2 1
Y
PotSNRyuS2 2
Z
PotSNRyuS2 3
X+Y, X+Z, or Y+Z
PotSNRyuS2 4
Tatsumaki Senpuu Kyaku
Command Input Properties
Down, Down-Left, Left A, B, or C or
Down, Down-Left, Left A+B, A+C, or B+C
Move knocks down opponent on hit
Horizontal distance varies with button pressed
A+B, A+C, or B+C version: Move knocks down opponent on hit, uses 500 Power
A
PotSNRyuS3 1
B
PotSNRyuS3 2
C
PotSNRyuS3 3
A+B, A+C, or B+C
PotSNRyuS3 4
Kuuchuu Tatsumaki Senpuu Kyaku
Command Input Properties
Down, Down-Left, Left A, B, or C or
Down, Down-Left, Left A+B, A+C, or B+C
Move can only be used while airborneMove must be blocked while standingMove must be blocked while in the airMove knocks down opponent on hit
A+B, A+C, or B+C version: uses 500 Power
A, B, or C
PotSNRyuS4 1
A+B, A+C, or B+C
PotSNRyuS4 2
Joudan Sokutou Geri
Command Input Properties
Down, Down-Right, Right A, B, or C or
Down, Down-Right, Right A+B, A+C, or B+C
Move must be blocked while either standing or crouchingMove knocks down opponent on hit
Horizontal distance varies with button pressed
A+B, A+C, or B+C version: Move causes opponent to bounce off the wall, uses 500 Power
A
PotSNRyuS5 1
B
PotSNRyuS5 2
C
PotSNRyuS5 3
A+B, A+C, or B+C
PotSNRyuS5 4
Zero Counter
Command Input Properties
Right, Down, Down-Right X, Y, or Z during blockstun Move must be blocked while either standing or crouching*Move has invincibility during startup framesMove knocks down opponent on hit
Uses 2000 Power
PotSNRyuS6

Hadou Ken
Command Input Properties
Down, Down-Right, Right X, Y, or Z Move is attributed as a projectileMove knocks down opponent on hit*
Projectile velocity varies with button pressed

Shouryuu Ken
Command Input Properties
Right, Down, Down-Right X, Y, or Z Move must be blocked while either standing or crouching*Move has invincibility during startup framesMove knocks down opponent on hit
Distance varies with button pressed

Tatsumaki Senpuu Kyaku
Command Input Properties
Down, Down-Left, Left A, B, or C Move knocks down opponent on hit
Horizontal distance varies with button pressed

Kuuchuu Tatsumaki Senpuu Kyaku
Command Input Properties
Down, Down-Left, Left A, B, or C Move can only be used while airborneMove must be blocked while standingMove must be blocked while in the airMove knocks down opponent on hit

Classic Kuuchuu Tatsumaki
Command Input Properties
Right, Down-Right, Down, Down-Left, Left A, B, or C Move can only be used while airborneMove must be blocked while standingMove must be blocked while in the airMove knocks down opponent on hit

Joudan Sokutou Geri
Command Input Properties
Down, Down-Right, Right A, B, or C Move must be blocked while either standing or crouching
Horizontal distance varies with button pressed

Shakunetsu Hadou Ken
Command Input Properties
Left, Down-Left, Down, Down-Right, Right X, Y, or Z Move is attributed as a projectileMove knocks down opponent on hit
Projectile velocity varies with button pressed

Zero Counter
Command Input Properties
Right, Down, Down-Right X, Y, or Z during blockstun Move must be blocked while either standing or crouching*Move has invincibility during startup framesMove knocks down opponent on hit
Uses 2000 Power

Hadou Ken
Command Input Properties
Down, Down-Right, Right X, Y, or Z Move is attributed as a projectileMove knocks down opponent on hit*
Projectile velocity varies with button pressed

Shouryuu Ken
Command Input Properties
Right, Down, Down-Right X, Y, or Z Move must be blocked while either standing or crouching*Move has invincibility during startup framesMove knocks down opponent on hit
Distance varies with button pressed

Tatsumaki Senpuu Kyaku
Command Input Properties
Down, Down-Left, Left A, B, or C Move knocks down opponent on hit
Horizontal distance varies with button pressed

Kuuchuu Tatsumaki Senpuu Kyaku
Command Input Properties
Down, Down-Left, Left A, B, or C Move can only be used while airborneMove must be blocked while standingMove must be blocked while in the airMove knocks down opponent on hit

Classic Kuuchuu Tatsumaki
Command Input Properties
Right, Down-Right, Down, Down-Left, Left A, B, or C Move can only be used while airborneMove must be blocked while standingMove must be blocked while in the airMove knocks down opponent on hit

Joudan Sokutou Geri
Command Input Properties
Down, Down-Right, Right A, B, or C Move must be blocked while either standing or crouching
Horizontal distance varies with button pressed

Shakunetsu Hadou Ken
Command Input Properties
Left, Down-Left, Down, Down-Right, Right X, Y, or Z Move is attributed as a projectileMove knocks down opponent on hit
Projectile velocity varies with button pressed

Zero Counter
Command Input Properties
Right, Down, Down-Right X, Y, or Z during blockstun Move must be blocked while either standing or crouching*Move has invincibility during startup framesMove knocks down opponent on hit
Uses 2000 Power

Hypers[]

Shinkuu Hadou Ken
Command Input Properties
Down, Down-Right, Right Down, Down-Right, Right X, Y, or Z Move is attributed as a projectileMove must be blocked while either standing or crouchingMove knocks down opponent on hit
Uses 1000 Power
PotSNRyuH1
Shinkuu Tatsumaki Senpuu Kyaku
Command Input Properties
Down, Down-Left, Left Down, Down-Left, Left A, B, or C Move must be blocked while either standing or crouchingMove has invincibility during startup framesMove knocks down opponent on hit
Pulls opponent towards Ryu
Uses 1000 Power
PotSNRyuH2
Denjin Hadou Ken
Command Input Properties
Down, Down-Left, Left Down, Down-Left, Left X, Y, or Z Move is attributed as a projectileMove cannot be blockedMove can stun or make opponent dizzy*Move knocks down opponent on hit*
[ X, Y, or Z ] to charge
Mash Any direction to increase charge speed
Can't be used again while opponent is still dizzy
Uses 1000 Power
PotSNRyuH3 1 PotSNRyuH3 2 PotSNRyuH3 3
No charge Level 1 charge Level 2 charge
PotSNRyuH3 4 PotSNRyuH3 5
Level 3 charge Level 4 charge
Nidan Shouryuu Tsuki
Command Input Properties
Down, Down-Right, Right Right, Down, Down-Right A, B, or C Move must be blocked while either standing or crouchingMove has invincibility during startup framesMove knocks down opponent on hit
Uses 1000 Power
PotSNRyuH4
Reppuu Jinrai Shou
Command Input Properties
Down, Down-Right, Right Right, Down-Right, Down, Down-Left, Left X, Y, or Z Move must be blocked while either standing or crouchingMove has invincibility during startup framesMove knocks down opponent on hit
Uses 2000 Power
PotSNRyuH5
Shin Shoryuu Ken
Command Input Properties
Down, Down-Right, Right Right, Down, Down-Right A+B, A+C, or B+C Move must be blocked while either standing or crouchingMove has invincibility during startup framesMove knocks down opponent on hit
Uses 3000 Power
PotSNRyuH6

Shinkuu Hadou Ken
Command Input Properties
Down, Down-Right, Right Down, Down-Right, Right X, Y, or Z Move is attributed as a projectileMove must be blocked while either standing or crouchingMove knocks down opponent on hit
Uses 1000 Power

Shinkuu Tatsumaki Senpuu Kyaku
Command Input Properties
Down, Down-Left, Left Down, Down-Left, Left A, B, or C Move must be blocked while either standing or crouchingMove has invincibility during startup framesMove knocks down opponent on hit
Pulls opponent towards Evil Ryu
Uses 1000 Power

Messatsu Gou Shouryuu
Command Input Properties
Down, Down-Right, Right Right, Down, Down-Right A, B, or C Move must be blocked while either standing or crouchingMove has invincibility during startup framesMove knocks down opponent on hit
Uses 1000 Power

Metsu Shoryuu ken
Command Input Properties
Down, Down-Right, Right Right, Down-Right, Down, Down-Left, Left A, B, or C Move must be blocked while either standing or crouchingMove has invincibility during startup framesMove knocks down opponent on hit
Uses 2000 Power

Metsu Hadou Ken
Command Input Properties
Down, Down-Left, Left Down, Down-Left, Left X, Y, or Z Move is attributed as a projectileMove cannot be blockedMove can stun or make opponent dizzy*Move knocks down opponent on hit
[ X, Y, or Z ] to charge
Mash Any direction to increase charge speed
Can't be used again while opponent is still dizzy
100% charge cancels into Ryuu Koku Hadou Ken
Uses 3000 Power

Ryuu Koku Hadou Ken
Command Input Properties
Occurs when Metsu Hadou Ken is 100% charged Move is attributed as a projectileMove cannot be blockedMove knocks down opponent on hit
Turns to face opponent before launching projectile
Pushes opponent away if they're behind Evil Ryu

Shun Goku Satsu
Command Input Properties
X X Right A Z Move is attributed as a throw, works against grounded opponentsMove cannot be blockedMove has invincibility during startup frames
Certain characters can escape the attack
Does more damage to certain characters
Uses 3000 Power

Shinkuu Hadou Ken
Command Input Properties
Down, Down-Right, Right Down, Down-Right, Right X, Y, or Z Move is attributed as a projectileMove must be blocked while either standing or crouchingMove knocks down opponent on hit
Uses 1000 Power

Shinkuu Tatsumaki Senpuu Kyaku
Command Input Properties
Down, Down-Left, Left Down, Down-Left, Left A, B, or C Move must be blocked while either standing or crouchingMove has invincibility during startup framesMove knocks down opponent on hit
Pulls opponent towards Master Ryu
Uses 1000 Power

Denjin Hadou Ken
Command Input Properties
Down, Down-Left, Left Down, Down-Left, Left X, Y, or Z Move is attributed as a projectileMove cannot be blockedMove can stun or make opponent dizzy*Move knocks down opponent on hit*
[ X, Y, or Z ] to charge
Mash Any direction to increase charge speed
Can't be used again while opponent is still dizzy
Uses 1000 Power

Messatsu Gou Shouryuu
Command Input Properties
Down, Down-Right, Right Right, Down, Down-Right A, B, or C Move must be blocked while either standing or crouchingMove has invincibility during startup framesMove knocks down opponent on hit
Uses 1000 Power

Nidan Shouryuu Tsuki
Command Input Properties
Left, Down-Left, Down, Down-Right, Right A+B, A+C, or B+C Move must be blocked while either standing or crouchingMove has invincibility during startup framesMove knocks down opponent on hit
Uses 1000 Power

Reppuu Jinrai Shou
Command Input Properties
Down, Down-Right, Right Right, Down-Right, Down, Down-Left, Left X, Y, or Z Move must be blocked while either standing or crouchingMove has invincibility during startup framesMove knocks down opponent on hit
Uses 2000 Power

Metsu Shoryuu ken
Command Input Properties
Down, Down-Right, Right Right, Down-Right, Down, Down-Left, Left A, B, or C Move must be blocked while either standing or crouchingMove has invincibility during startup framesMove knocks down opponent on hit
Uses 2000 Power

Shin Shoryuu Ken
Command Input Properties
Down, Down-Left, Left Left, Down-Left, Down, Down-Right, Right A, B, or C Move must be blocked while either standing or crouchingMove has invincibility during startup framesMove knocks down opponent on hit
Uses 3000 Power

Metsu Hadou Ken
Command Input Properties
Right, Down-Right, Down, Down-Left, Left X, Y, or Z Move is attributed as a projectileMove cannot be blockedMove can stun or make opponent dizzy*Move knocks down opponent on hit
[ X, Y, or Z ] to charge
Mash Any direction to increase charge speed
Can't be used again while opponent is still dizzy
100% charge cancels into Ryuu Koku Hadou Ken
Uses 3000 Power

Ryuu Koku Hadou Ken
Command Input Properties
Occurs when Metsu Hadou Ken is 100% charged Move is attributed as a projectileMove cannot be blockedMove knocks down opponent on hit
Turns to face opponent before launching projectile
Pushes opponent away if they're behind Master Ryu

Shun Goku Satsu
Command Input Properties
X X Right A Z Move is attributed as a throw, works against grounded opponentsMove cannot be blockedMove has invincibility during startup frames
Certain characters can escape the attack
Does more damage to certain characters
Uses 3000 Power

Others[]

Dodge
Command Input Properties
A+X Move grants full invincibility*
PotSNRyuO1
Roll
Command Input Properties
Right+A+X Move grants full invincibility*
PotSNRyuO2
Parry High
Command Input Properties
Right just before opponent's attack makes contact Negates all damage
Not usable if Excel Combo is active
PotSNRyuO3
Parry Low
Command Input Properties
Down just before opponent's attack makes contact Negates all damage
Not usable if Excel Combo is active
PotSNRyuO4
Air Parry
Command Input Properties
Right just before opponent's attack makes contact Move can only be used while airborne
Negates all damage
Not usable if Excel Combo is active
PotSNRyuO5
Power Charge
Command Input Properties
[ B+Y ] Gradually increases Power while held
Not usable if Excel Combo is active
Power must be less than 3000
PotSNRyuO6
Excel Combo
Command Input Properties
C+Z Move can be used while grounded or airborne
Disables juggle checks, cancel restrictions and blocking
Disables EX Specials and Hypers for 2 seconds
Effect lasts 3 seconds
Effect ends if hit, or if an EX Special or Hyper is used
Uses 1000 Power
PotSNRyuO7 1 PotSNRyuO7 2
Ground Aerial
Hadou no Kamae
Command Input Properties
Down, Down-Right, Right Start
PotSNRyuO8

Dodge
Command Input Properties
A+X Move grants full invincibility*
PotSERyuO1
Roll
Command Input Properties
Right+A+X Move grants full invincibility*
PotSERyuO2
Parry High
Command Input Properties
Right just before opponent's attack makes contact Negates all damage
Not usable if Excel Combo is active
PotSERyuO3
Parry Low
Command Input Properties
Down just before opponent's attack makes contact Negates all damage
Not usable if Excel Combo is active
PotSERyuO4
Air Parry
Command Input Properties
Right just before opponent's attack makes contact Move can only be used while airborne
Negates all damage
Not usable if Excel Combo is active
PotSERyuO5
Power Charge
Command Input Properties
[ B+Y ] Gradually increases Power while held
Not usable if Excel Combo is active
Power must be less than 3000
PotSERyuO6
Excel Combo
Command Input Properties
C+Z Move can be used while grounded or airborne
Disables juggle checks, cancel restrictions and blocking
Disables Hypers for 2 seconds
Effect lasts 3 seconds
Effect ends if hit, or if a Hyper is used
Uses 1000 Power
PotSERyuO7 1 PotSERyuO7 2
Ground Aerial
Ashura Senkuu Zenpou
Command Input Properties
Right, Down, Down-Right A+B, A+C, or B+C / X+Y, X+Z, or Y+Z Move grants full invincibility
Distance varies with A+B, A+C, or B+C / X+Y, X+Z, or Y+Z
A+B, A+C, or B+C
PotSERyuO8 1
X+Y, X+Z, or Y+Z
PotSERyuO8 2
Ashura Senkuu Kouhou
Command Input Properties
Left, Down, Down-Left A+B, A+C, or B+C / X+Y, X+Z, or Y+Z Move grants full invincibility
Distance varies with A+B, A+C, or B+C / X+Y, X+Z, or Y+Z
A+B, A+C, or B+C
PotSERyuO9 1
X+Y, X+Z, or Y+Z
PotSERyuO9 2

Dodge
Command Input Properties
A+X Move grants full invincibility*
PotSMRyuO1
Roll
Command Input Properties
Right+A+X Move grants full invincibility*
PotSMRyuO2
Parry High
Command Input Properties
Right just before opponent's attack makes contact Negates all damage
Not usable if Excel Combo is active
PotSMRyuO3
Parry Low
Command Input Properties
Down just before opponent's attack makes contact Negates all damage
Not usable if Excel Combo is active
PotSMRyuO4
Air Parry
Command Input Properties
Right just before opponent's attack makes contact Move can only be used while airborne
Negates all damage
Not usable if Excel Combo is active
PotSMRyuO5
Power Charge
Command Input Properties
[ B+Y ] Gradually increases Power while held
Not usable if Excel Combo is active
Power must be less than 3000
PotSMRyuO6
Excel Combo
Command Input Properties
C+Z Move can be used while grounded or airborne
Disables juggle checks, cancel restrictions and blocking
Disables Hypers for 2 seconds
Effect lasts 3 seconds
Effect ends if hit or if a Hyper is used
Uses 1000 Power
PotSMRyuO7 1 PotSMRyuO7 2
Ground Aerial
Ashura Senkuu Zenpou
Command Input Properties
Right, Down, Down-Right A+B, A+C, or B+C / X+Y, X+Z, or Y+Z Move grants full invincibility
Distance varies with A+B, A+C, or B+C / X+Y, X+Z, or Y+Z
A+B, A+C, or B+C
PotSMRyuO8 1
X+Y, X+Z, or Y+Z
PotSMRyuO8 2
Ashura Senkuu Kouhou
Command Input Properties
Left, Down, Down-Left A+B, A+C, or B+C / X+Y, X+Z, or Y+Z Move grants full invincibility
Distance varies with A+B, A+C, or B+C / X+Y, X+Z, or Y+Z
A+B, A+C, or B+C
PotSMRyuO9 1
X+Y, X+Z, or Y+Z
PotSMRyuO9 2
Hadou no Kamae
Command Input Properties
Down, Down-Right, Right Start
PotSMRyuO10

Palette Gallery[]

PotSRyupal1
Button-a
PotSRyupal2
Button-b
PotSRyupal3
Button-c
1,1 (Normal Ryu) 1,2 (Normal Ryu) 1,3 (Normal Ryu)
PotSRyupal4
Button-x
PotSRyupal5
Button-y
PotSRyupal6
Button-z
1,4 (Normal Ryu) 1,5 (Normal Ryu) 1,6 (Normal Ryu)
PotSRyupal7
Button-s+Button-a
PotSRyupal8
Button-s+Button-b
PotSRyupal9
Button-s+Button-c
1,7 (Evil Ryu) 1,8 (Evil Ryu) 1,9 (Ryu's Street Fighter colours; Master Ryu)
PotSRyupal10
Button-s+Button-x
PotSRyupal11
Button-s+Button-y
PotSRyupal12
Button-s+Button-z
1,10 (Evil Ryu's Capcom vs. SNK 2 colours; Evil Ryu) 1,11 (Evil Ryu's Namco × Capcom colours; Evil Ryu) 1,12 (Evil Ryu)
For any additional palettes besides the above, see Alternative palettes.

Normal Ryu[]

PotSRyuidle

Considered the 'default' mode, Normal Ryu mode gives Ryu his standard moveset comprised from the movesets of all other iterations of Ryu at the time, as well as the general all-rounded playstyle he is known for. In comparison to the other two palette modes, Normal Ryu mode has the least amount of attacks overall, but does not suffer from reduced Defence and has access to EX variants of his Special Attacks. This mode is permanently accessible by using NormalRyu.def.

Evil Ryu[]

PotSERyuidle

Evil Ryu mode turns Ryu into his evil self, boasting faster movement and more powerful attacks compared to Normal Ryu, though his Defence is lower as a result; although some moves are no longer accessible, he now has access to a wider variety of Specials and level 3 Hypers, including the Shun Goku Satsu, as well as slightly different versions of Shoryuu Ken and Tatsumaki Senpuu Kyaku that deal more hits, with the latter also pulling the opponent in at a faster rate. This mode is permanently accessible by using EvilRyu.def.

Master Ryu[]

PotSMRyuidle

Master Ryu mode is essentially a combination of the Normal Ryu and Evil Ryu modes, described in the ReadMe as "how Ryu would fight if Gouken didn't tone down the Ansatsuken style and therefore teached [sic] him the Satsui no Hadou techniques"; although Master Ryu has access to all of Normal Ryu and Evil Ryu's moves, effectively using the latter's versions of Shoryuu Ken and Tatsumaki Senpuu Kyaku, his Defence is even lower than Evil Ryu's and he lacks Normal Ryu's ability to use EX Specials. This mode is permanently accessible by using MasterRyu.def.

PotSRyupal1
Button-a
PotSRyupal2
Button-b
PotSRyupal3
Button-c
1,1 1,2 1,3
PotSNRyupal4
Button-x
PotSRyupal5
Button-y
PotSRyupal6
Button-z
1,4 1,5 1,6
PotSNRyupal7
Button-s+Button-a
PotSNRyupal8
Button-s+Button-b
PotSNRyupal9
Button-s+Button-c
1,7 1,8 1,9
PotSNRyupal10
Button-s+Button-x
PotSRyupal4
Button-s+Button-y
PotSNRyupal12
Button-s+Button-z
1,10 (Ryu's Street Fighter Alpha colours) 1,11 (Ryu's Capcom vs. SNK 2 colours) 1,12 (Ryu's Street Fighter III colours
For any additional palettes besides the above, see Alternative palettes.

PotSRyupal7
Button-a
PotSRyupal8
Button-b
PotSERyupal3
Button-c
1,1 1,2 1,3
PotSRyupal10
Button-x
PotSRyupal11
Button-y
PotSRyupal12
Button-z
1,4 1,5 (Evil Ryu's Namco × Capcom colours) 1,6
PotSERyupal7
Button-s+Button-a
PotSERyupal8
Button-s+Button-b
PotSERyupal9
Button-s+Button-c
1,7 1,8 1,9
PotSERyupal10
Button-s+Button-x
PotSERyupal11
Button-s+Button-y
PotSERyupal12
Button-s+Button-z
1,10 1,11 1,12
For any additional palettes besides the above, see Alternative palettes.

PotSMRyupal1
Button-a
PotSMRyupal2
Button-b
PotSMRyupal3
Button-c
1,1 (Dan Hibiki's colours) 1,2 (Akuma's colours) 1,3 (Sean Matsuda's colours)
PotSRyupal9
Button-x
PotSMRyupal5
Button-y
PotSMRyupal6
Button-z
1,4 1,5 1,6 (Ken Masters' colours)
PotSMRyupal7
Button-s+Button-a
PotSMRyupal8
Button-s+Button-b
PotSMRyupal9
Button-s+Button-c
1,7 1,8 (Shin Akuma's colours) 1,9
PotSMRyupal10
Button-s+Button-x
PotSMRyupal11
Button-s+Button-y
PotSMRyupal12
Button-s+Button-z
1,10 (Morrigan Aensland's colours) 1,11 (Elena's colours) 1,12 (Hsien-Ko's colours)
For any additional palettes besides the above, see Alternative palettes.

Victory quotes[]

General[]

You must defeat my dragon punch to stand a chance.
Whether we win or lose, all of our battles make us stronger.
A defeat learned from is more important than an empty victory.
You still have a fighting spirit in your eyes. I look forward to our next battle.
Range... Speed... Priority... Know and master all your attacks.
Trying something new is to explore your true potential.
I noticed the spirit of a true warrior within your fists.
The world is waiting, I must leave you now.
In order to win, you must first believe you can win.
Train yourself well, then challenge me again.
I hope you learned from our battle.
Stand up and face me again, I have yet to see your best.

There is no place for the weak to exist!
To lose is to prove that you are worthy to perish!
Your life is not the only thing that you are risking in battle!
To be the strongest means to be the last one standing.
There's nothing to lose, when there's nothing to gain.

Character-specific[]

Each time I fight you, I feel something new and different...
vs. Ken Masters
May that scar be a reminder to the both of us...
vs. Sagat
There are no shortcuts in the path of the warrior.
vs. Akuma
Sorry, but I still have much to learn before I can teach.
vs. Sakura Kasugano
A new body can't make you stronger when your spirit has already stopped growing.
vs. M. Bison

Now you are nothing compared to me!
vs. Akuma
Be thankful I only gave you new scars!
vs. Sagat

Videos[]

Trivia[]

  • Ryu has special intros against certain characters, with some being mode-specific:
    • Normal and Evil Ryu have an intro against each other.
    • Evil and Master Ryu have an intro against PotS' Shin Gouki.
    • Normal and Master Ryu have intros against Evil Ken and PotS' Sakura.
    • All modes share the same intros against Byakko & Mouser's Another Kyo, Byakko's Ryo and PotS' Pocket Shin Gouki, though Evil Ryu starts with a different animation against Another Kyo and doesn't speak against Pocket Shin Gouki.
  • Normal Ryu has a unique victory pose if he K.O.s the opponent by using Shin Shoryuu Ken, while Evil Ryu has two different victory poses if he defeats the opponent using either Ryuu Koku Hadou Ken or Shun Goku Satsu; Master Ryu features all three unique victory poses.
  • Akuma, Blaze Agent, Cyber-Akuma, Dark Sakura, Evil Ryu, Gen, God Rugal, Oyaji, Pocket Shin Gouki, Shin Akuma, and Soul Gen can escape from Shun Goku Satsu if they have over half of their Life remaining and mash buttons fast enough, though it is harder for Blaze Agent, Dark Sakura, Evil Ryu, God Rugal, and Oyaji to escape.
  • Demitri Maximoff, Dr. Doom, Gill, Goro, Jedah Dohma, Justice, Kintaro, Shadow DIO, M. Bison, Mech Rugal, Motaro, Mukai, Geese Howard, Omega Rugal, Original Zero, Orochi, Perfect Weapon MB-02, Rugal, Ryuji Yamazaki, Setsuna, Sevil Nahte, Shang Tsung, Shao Kahn, and Testament all take 25% more damage from Shun Goku Satsu.

Edits[]

This character has been edited. For a full list of edits, see Edits.
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