It's great as a meaty into tick-throws or Shoryuken mixups, as well as for combos as it can be cancelled into Specials and Supers. It's best used for keeping grapplers out while having faster recovery than the cr RH so that you can follow up with a Shoryuken if the opponent jumped-in instead. When in doubt, use this Normal.Ī good Normal for mid-range footsies. Very useful against Balrog's Rushes, Honda's Slaps, Blanka's slides and other footsies.
It can also be linked into cr Strong x 2, cr Forward, cr Fierce or cr RH. It's so quick, it can be hit-confirmed into Special and Super combos without needing to be cancelled. One of the best Normal attacks, it's quick, has great priority and gives frame advantage on block for tick-throws and other mixups. Can be rapid chained and linked into other crouching light Normals and can be cancelled into Specials and Supers.Ī great, all-purpose crouching attack that can be used as a chain link into another cr Short or st Short and can be cancelled into Specials and Supers. It hits twice up close and is a decent meaty but cannot be cancelled into Specials or Supers, though it can be linked into cr RH if done as an early meaty.Īlso good for stopping Rolls but not much else. It cannot be cancelled into Specials or Supers. Ryu's offensive hitbox is slightly larger than Ken's.Īn okay anti-air for far jump-ins, but doesn't have much use beyond that. Good for combos as it does good damage and can be cancelled into Special or Super Attacks. Cannot be cancelled into Special or Super Attacks and has same range as far Strong and does more damage, but is slower to startup and recover.ĭecent anti-air for close jump-ins and against certain angles of Wall Dives. So Ryu will either get a throw or a Shoryuken, depending on the opponent's reaction. This allows Ryu to execute a Kick Throw if the opponent is throwable, but if the opponent is unthrowable (invincible or airborne), the close Forward will be kara-whiffed into a Shoryuken. Can be used in an option select by doing DP motion ending in F, and then inputting Forward followed quickly by any punch. It cannot be cancelled into Specials or Supers.Ī decent close range poke that can be cancelled into Specials or Supers. A decent anti-air for close jump-ins and especially good vs Hawk's Condor Dive. The exact same animation and hitboxes as far Short, but slower and more damaging. Slower startup than far Strong, but it can also be cancelled into Specials or Supers. It's a decent anti-air vs far jump-ins such as Blanka's j RH as it has pretty good horizontal range and priority. It cannot be cancelled into Specials or Supers, but can be linked into cr Short.Ī great, high poke that is very fast and can be cancelled into Specials or Supers. It can be cancelled into Specials or Supers.Ī standing poke with a good, low offensive hitbox, but has slower start-up than a cr Short or a st Strong. It can be cancelled into Specials or Supers.Ī standing kick that is good as an anti-air. Has a slightly more vertical range than far Jab, but has less horizontal range.
Very fast recovery and can be rapid-fired into a chain combo, as well as cancelled into Specials or Supers. It's pretty good for stopping Blanka's Horizontal Rolls and even Bison's Scissor Kicks.
Ryu may be the poster-boy of SF, but he is also a rock-solid, top tier character in HDR. This is probably due to the fact that all of the top tier characters got some nerfs and Ryu received no nerfs and one buff (Fake Hadoken). Ryu is considered to be higher in the tiers in HDR when compared to ST where he was usually listed as bottom of top tier. Ryu also has one of the better Super Attacks in the game. He can also turtle pretty well by pushing attackers out with his reliable anti-air Shoryuken and responding to fireball chip damage with his own Hadoken as well as being able to escape certain traps relatively well with his invincible-on-startup Tatsus. He not only has one of the most effective zoning techniques in the game using his fast Hadokens and invincible-on-startup Shoryukens, but he also has a decent rushdown game with his Overhead, Rushing Fierce, Fake Hadoken shenanigans and quick Hadoken combos. Ryu is usually considered to be one of the most well-balanced characters in the game.