FANDOM


Suave Dude Icon
This article is in need of improvement!

Please help us rectify this!

Needpic Icon
Don't cry, Kung Fu Man
This article is missing images or animations, or is in need of new or updated images or animations for the following reason(s):

  • Special and Hyper animations need to be ripped for Evil and Master variants.

Please help the MUGEN Database by uploading an image for this article.

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

Download

PotS' MUGEN

Localcoord

320x240


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 Button-abc and Button-xyz, that denote the strength of the Normal Attack associated with it, with (A)Button-a and (X)Button-x being the weaker, less punishable Normals, and (C)Button-c and (Z)Button-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 ((S)Button-s) 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 Button-abc2 or Button-xyz2 in conjunction with either Button-F or Button-B, Ryu will attempt to grab the opponent, though even if the grab is successful, the opponent can grab escape by pressing (B)Button-b, (C)Button-c, (Y)Button-y, or (Z)Button-z and either Button-F or Button-B just as Ryu connects with the grab; although all of Ryu's grabs function the same on a fundamental level, the (X)Button-x+(Y)Button-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)Button-b+(Y)Button-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 Button-U instead of fully pressing it, Ryu also features the Super Jump (named High Jump) from the Marvel vs. Capcom series, activated by pressing Button-D followed by either UB, Button-U, or UF, 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 Button-abc and Button-xyz, that denote the strength of the Normal Attack associated with it, with (A)Button-a and (X)Button-x being the weaker, less punishable Normals, and (C)Button-c and (Z)Button-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 Button-abc2 or Button-xyz2 in conjunction with either Button-F or Button-B, Evil Ryu will attempt to grab the opponent, though even if the grab is successful, the opponent can grab escape by pressing (B)Button-b, (C)Button-c, (Y)Button-y, or (Z)Button-z and either Button-F or Button-B just as Evil Ryu connects with the grab; although all of Evil Ryu's grabs function the same on a fundamental level, the (X)Button-x+(Y)Button-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)Button-b+(Y)Button-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 Button-U instead of fully pressing it, Evil Ryu also features the Super Jump (named High Jump) from the Marvel vs. Capcom series, activated by pressing Button-D followed by either UB, Button-U, or UF, 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 Button-abc and Button-xyz, that denote the strength of the Normal Attack associated with it, with (A)Button-a and (X)Button-x being the weaker, less punishable Normals, and (C)Button-c and (Z)Button-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 ((S)Button-s) 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 Button-abc2 or Button-xyz2 in conjunction with either Button-F or Button-B, Master Ryu will attempt to grab the opponent, though even if the grab is successful, the opponent can grab escape by pressing (B)Button-b, (C)Button-c, (Y)Button-y, or (Z)Button-z and either Button-F or Button-B just as Master Ryu connects with the grab; although all of Master Ryu's grabs function the same on a fundamental level, the (X)Button-x+(Y)Button-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)Button-b+(Y)Button-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 Button-U instead of fully pressing it, Master Ryu also features the Super Jump (named High Jump) from the Marvel vs. Capcom series, activated by pressing Button-D followed by either UB, Button-U, or UF, 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 [ Button-D ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.

Specials

Name Command Input Properties
Hadou Ken QCF Button-xyz or
QCF Button-xyz2
ProjSoftknockdown*
Projectile velocity varies with button pressed
QCF Button-xyz2 version: Softknockdown, uses 500 Power
(X)Button-x
PotSNRyuS1 1
(Y)Button-y
PotSNRyuS1 2
(Z)Button-z
PotSNRyuS1 3
Button-xyz2
PotSNRyuS1 4
Name Command Input Properties
Shouryuu Ken DP Button-xyz or
DP Button-xyz2
Mid*StartupinvSoftknockdown
Distance varies with button pressed
DP Button-xyz2 version: uses 500 Power
(X)Button-x
PotSNRyuS2 1
(Y)Button-y
PotSNRyuS2 2
(Z)Button-z
PotSNRyuS2 3
Button-xyz2
PotSNRyuS2 4
Name Command Input Properties
Tatsumaki Senpuu Kyaku QCB Button-abc or
QCB Button-abc2
Softknockdown
Horizontal distance varies with button pressed
Button-abc2 version: Hardknockdown, uses 500 Power
(A)Button-a
PotSNRyuS3 1
(B)Button-b
PotSNRyuS3 2
(C)Button-c
PotSNRyuS3 3
Button-abc2
PotSNRyuS3 4
Name Command Input Properties
Kuuchuu Tatsumaki Senpuu Kyaku QCB Button-abc or
QCB Button-abc2
AironlyHighAerialSoftknockdown
Button-abc2 version: uses 500 Power
Button-abc
PotSNRyuS4 1
Button-abc2
PotSNRyuS4 2
Name Command Input Properties
Joudan Sokutou Geri QCF Button-abc or
QCF Button-abc2
MidSoftknockdown
Horizontal distance varies with button pressed
Button-abc2 version: Hardwallbounce, uses 500 Power
(A)Button-a
PotSNRyuS5 1
(B)Button-b
PotSNRyuS5 2
(C)Button-c
PotSNRyuS5 3
Button-abc2
PotSNRyuS5 4
Name Command Input Properties
Zero Counter DP Button-xyz during blockstun Mid*StartupinvSoftknockdown
Uses 2000 Power
PotSNRyuS6

Name Command Input Properties
Hadou Ken QCF Button-xyz ProjSoftknockdown*
Projectile velocity varies with button pressed
Name Command Input Properties
Shouryuu Ken DP Button-xyz Mid*StartupinvSoftknockdown
Distance varies with button pressed
Name Command Input Properties
Tatsumaki Senpuu Kyaku QCB Button-abc Softknockdown
Horizontal distance varies with button pressed
Name Command Input Properties
Kuuchuu Tatsumaki Senpuu Kyaku QCB Button-abc AironlyHighAerialSoftknockdown
Name Command Input Properties
Classic Kuuchuu Tatsumaki HCB Button-abc AironlyHighAerialSoftknockdown
Name Command Input Properties
Joudan Sokutou Geri QCF Button-abc Mid
Horizontal distance varies with button pressed
Name Command Input Properties
Shakunetsu Hadou Ken HCF Button-xyz ProjSoftknockdown
Projectile velocity varies with button pressed
Name Command Input Properties
Zero Counter DP Button-xyz during blockstun Mid*StartupinvSoftknockdown
Uses 2000 Power

Name Command Input Properties
Hadou Ken QCF Button-xyz ProjSoftknockdown*
Projectile velocity varies with button pressed
Name Command Input Properties
Shouryuu Ken DP Button-xyz Mid*StartupinvSoftknockdown
Distance varies with button pressed
Name Command Input Properties
Tatsumaki Senpuu Kyaku QCB Button-abc Softknockdown
Horizontal distance varies with button pressed
Name Command Input Properties
Kuuchuu Tatsumaki Senpuu Kyaku QCB Button-abc AironlyHighAerialSoftknockdown
Name Command Input Properties
Classic Kuuchuu Tatsumaki HCB Button-abc AironlyHighAerialSoftknockdown
Name Command Input Properties
Joudan Sokutou Geri QCF Button-abc Mid
Horizontal distance varies with button pressed
Name Command Input Properties
Shakunetsu Hadou Ken HCF Button-xyz ProjSoftknockdown
Projectile velocity varies with button pressed
Name Command Input Properties
Zero Counter DP Button-xyz during blockstun Mid*StartupinvSoftknockdown
Uses 2000 Power

Hypers

Name Command Input Properties
Shinkuu Hadou Ken QCF QCF Button-xyz ProjMidHardknockdown
Uses 1000 Power
PotSNRyuH1
Name Command Input Properties
Shinkuu Tatsumaki Senpuu Kyaku QCB QCB Button-abc MidStartupinvHardknockdown
Pulls opponent towards Ryu
Uses 1000 Power
PotSNRyuH2
Name Command Input Properties
Denjin Hadou Ken QCB QCB Button-xyz ProjUnblockableDzzy*Hardknockdown*
[ Button-xyz ] to charge
Mash 8way 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
Name Command Input Properties
Nidan Shouryuu Tsuki QCF DP Button-abc MidStartupinvHardknockdown
Uses 1000 Power
PotSNRyuH4
Name Command Input Properties
Reppuu Jinrai Shou QCF HCB Button-xyz MidStartupinvHardknockdown
Uses 2000 Power
PotSNRyuH5
Name Command Input Properties
Shin Shoryuu Ken QCF DP Button-abc2 MidStartupinvHardknockdown
Uses 3000 Power
PotSNRyuH6

Name Command Input Properties
Shinkuu Hadou Ken QCF QCF Button-xyz ProjMidHardknockdown
Uses 1000 Power
Name Command Input Properties
Shinkuu Tatsumaki Senpuu Kyaku QCB QCB Button-abc MidStartupinvHardknockdown
Pulls opponent towards Evil Ryu
Uses 1000 Power
Name Command Input Properties
Messatsu Gou Shouryuu QCF DP Button-abc MidStartupinvHardknockdown
Uses 1000 Power
Name Command Input Properties
Metsu Shoryuu ken QCF HCB Button-abc MidStartupinvHardknockdown
Uses 2000 Power
Name Command Input Properties
Metsu Hadou Ken QCB QCB Button-xyz ProjUnblockableDzzy*Hardknockdown
[ Button-xyz ] to charge
Mash 8way 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
Name Command Input Properties
Ryuu Koku Hadou Ken Occurs when Metsu Hadou Ken is 100% charged ProjUnblockableHardknockdown
Turns to face opponent before launching projectile
Pushes opponent away if they're behind Evil Ryu
Name Command Input Properties
Shun Goku Satsu (X)Button-x (X)Button-x Button-F (A)Button-a (Z)Button-z CommandGrabUnblockableStartupinv
Certain characters can escape the attack
Does more damage to certain characters
Uses 3000 Power

Name Command Input Properties
Shinkuu Hadou Ken QCF QCF Button-xyz ProjMidHardknockdown
Uses 1000 Power
Name Command Input Properties
Shinkuu Tatsumaki Senpuu Kyaku QCB QCB Button-abc MidStartupinvHardknockdown
Pulls opponent towards Master Ryu
Uses 1000 Power
Name Command Input Properties
Denjin Hadou Ken QCB QCB Button-xyz ProjUnblockableDzzy*Hardknockdown*
[ Button-xyz ] to charge
Mash 8way to increase charge speed
Can't be used again while opponent is still dizzy
Uses 1000 Power
Name Command Input Properties
Messatsu Gou Shouryuu QCF DP Button-abc MidStartupinvHardknockdown
Uses 1000 Power
Name Command Input Properties
Nidan Shouryuu Tsuki HCF Button-abc2 MidStartupinvHardknockdown
Uses 1000 Power
Name Command Input Properties
Reppuu Jinrai Shou QCF HCB Button-xyz MidStartupinvHardknockdown
Uses 2000 Power
Name Command Input Properties
Metsu Shoryuu ken QCF HCB Button-abc MidStartupinvHardknockdown
Uses 2000 Power
Name Command Input Properties
Shin Shoryuu Ken QCB HCF Button-abc MidStartupinvHardknockdown
Uses 3000 Power
Name Command Input Properties
Metsu Hadou Ken HCB Button-xyz ProjUnblockableDzzy*Hardknockdown
[ Button-xyz ] to charge
Mash 8way 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
Name Command Input Properties
Ryuu Koku Hadou Ken Occurs when Metsu Hadou Ken is 100% charged ProjUnblockableHardknockdown
Turns to face opponent before launching projectile
Pushes opponent away if they're behind Master Ryu
Name Command Input Properties
Shun Goku Satsu (X)Button-x (X)Button-x Button-F (A)Button-a (Z)Button-z CommandGrabUnblockableStartupinv
Certain characters can escape the attack
Does more damage to certain characters
Uses 3000 Power

Others

Name Command Input Properties
Dodge (A)Button-a+(X)Button-x Invincible*
PotSNRyuO1
Name Command Input Properties
Roll Button-F+(A)Button-a+(X)Button-x Invincible*
PotSNRyuO2
Name Command Input Properties
Parry High Button-F just before opponent's attack makes contact Negates all damage
Not usable if Excel Combo is active
PotSNRyuO3
Name Command Input Properties
Parry Low Button-D just before opponent's attack makes contact Negates all damage
Not usable if Excel Combo is active
PotSNRyuO4
Name Command Input Properties
Air Parry Button-F just before opponent's attack makes contact Aironly
Negates all damage
Not usable if Excel Combo is active
PotSNRyuO5
Name Command Input Properties
Power Charge [ (B)Button-b+(Y)Button-y ] Gradually increases Power while held
Not usable if Excel Combo is active
Power must be less than 3000
PotSNRyuO6
Name Command Input Properties
Excel Combo (C)Button-c+(Z)Button-z Airok
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
Name Command Input Properties
Hadou no Kamae QCF (S)Button-s
PotSNRyuO8

Name Command Input Properties
Dodge (A)Button-a+(X)Button-x Invincible*
PotSERyuO1
Name Command Input Properties
Roll Button-F+(A)Button-a+(X)Button-x Invincible*
PotSERyuO2
Name Command Input Properties
Parry High Button-F just before opponent's attack makes contact Negates all damage
Not usable if Excel Combo is active
PotSERyuO3
Name Command Input Properties
Parry Low Button-D just before opponent's attack makes contact Negates all damage
Not usable if Excel Combo is active
PotSERyuO4
Name Command Input Properties
Air Parry Button-F just before opponent's attack makes contact Aironly
Negates all damage
Not usable if Excel Combo is active
PotSERyuO5
Name Command Input Properties
Power Charge [ (B)Button-b+(Y)Button-y ] Gradually increases Power while held
Not usable if Excel Combo is active
Power must be less than 3000
PotSERyuO6
Name Command Input Properties
Excel Combo (C)Button-c+(Z)Button-z Airok
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
Name Command Input Properties
Ashura Senkuu Zenpou DP Button-abc2 / Button-xyz2 Invincible
Distance varies with Button-abc2 / Button-xyz2
Button-abc2
PotSERyuO8 1
Button-xyz2
PotSERyuO8 2
Name Command Input Properties
Ashura Senkuu Kouhou RDP Button-abc2 / Button-xyz2 Invincible
Distance varies with Button-abc2 / Button-xyz2
Button-abc2
PotSERyuO9 1
Button-xyz2
PotSERyuO9 2

Name Command Input Properties
Dodge (A)Button-a+(X)Button-x Invincible*
PotSMRyuO1
Name Command Input Properties
Roll Button-F+(A)Button-a+(X)Button-x Invincible*
PotSMRyuO2
Name Command Input Properties
Parry High Button-F just before opponent's attack makes contact Negates all damage
Not usable if Excel Combo is active
PotSMRyuO3
Name Command Input Properties
Parry Low Button-D just before opponent's attack makes contact Negates all damage
Not usable if Excel Combo is active
PotSMRyuO4
Name Command Input Properties
Air Parry Button-F just before opponent's attack makes contact Aironly
Negates all damage
Not usable if Excel Combo is active
PotSMRyuO5
Name Command Input Properties
Power Charge [ (B)Button-b+(Y)Button-y ] Gradually increases Power while held
Not usable if Excel Combo is active
Power must be less than 3000
PotSMRyuO6
Name Command Input Properties
Excel Combo (C)Button-c+(Z)Button-z Airok
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
Name Command Input Properties
Ashura Senkuu Zenpou DP Button-abc2 / Button-xyz2 Invincible
Distance varies with Button-abc2 / Button-xyz2
Button-abc2
PotSMRyuO8 1
Button-xyz2
PotSMRyuO8 2
Name Command Input Properties
Ashura Senkuu Kouhou RDP Button-abc2 / Button-xyz2 Invincible
Distance varies with Button-abc2 / Button-xyz2
Button-abc2
PotSMRyuO9 1
Button-xyz2
PotSMRyuO9 2
Name Command Input Properties
Hadou no Kamae QCF (S)Button-s
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

Camera
HOLD ON!
This section currently contains no videos. You can help the M.U.G.E.N Database by uploading a video for this article.

Trivia

  • Ryu has special intros against a 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, though its edit(s) have no page yet. You can help the MUGEN Database by creating it.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.