ryu

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All moves with a heavier variant have at least one more frame of startup in practice unless they are buffered. Special cancels can be buffered during hitlag to start on the next frame of animation.

Thanks to the Shotocord for help with Ryu/Ken data!

Ground Attacks

Jab 1 (Light)
2
15
--
Special Cancellable. Transitions to jab 2 as early as frame 6
1.5
9
3
--
-10
2—3
Jab (Heavy, Close)
7
37
--
Head, chest and arms invincible: frames 4-10. Special Cancellable.
12.0/8.0
13
11
--
**
7(8—11)
Jab (Heavy, Far)
9
32
--
--
10.0
12
10
--
-13
9—10
Jab 2
3
27
--
Special Cancellable. Transitions to jab 3 as early as frame 6
1.5
9
3
--
-21
3—4
Jab 3
8
35
--
--
5.0
12
6
--
-21
8—10
Forward Tilt (Light, Close)
3
29
--
Special Cancellable. Can't seem to perform this unless within range
6.0
9
6
--
-20
3—4
Forward Tilt (Light, Far)
8
23
--
Leg intangibility on frame 6-11
6.8
10
7
--
-8
8—11
Forward Tilt (Heavy)
16/18
37
--
--
3.0/6.0
7/9
-/6
--
-13
16/18—19
Up Tilt (Light)
3
14
--
Special Cancellable. Transitions to another Utilt as early as frame 8
2.0
7
3
--
-8
3—6
Up Tilt (Heavy)
7
37
--
Special Cancellable. Upper body intangibility on frame 4-10.
12.0
13
11
--
-19
7(8—11)
Down Tilt (Light)
2
14
--
Special Cancellable. Transitions to another Dtilt as early as frame 8
1.6
8
3
--
-9
2—3
Down Tilt (Heavy)
6
27
--
Special Cancellable
7.0/5.5
10/9
7/6
Strong/Weak
-15
6—7
Dash Attack
7
40
--
--
12.0/8.0
13/11
11/8
Early/Late
-22
7—9(10—15)
Forward Smash
15
45
--
Charge hold is frame 5
16.0/17.5
16/17
11/12
Close/Far
-19/-18
15—17
Up Smash
9
44
--
Arm intangibility on frame 9-12. Charge hold is frame 6
17.0/13.5
17/14
11/9
Early/Late
-24
9(10—12)
Down Smash
5
41
--
Special Cancellable. Charge hold is frame 2
16.0/12.0
16/13
11/8
Sweet/Sour
-25
5—6

Aerial Attacks

Neutral Air
4
35
5
Special Cancellable. Autocancels on frame 34 onward
8.0/4.5
11/8
4/3
Early/Late
-1/-2
4—6(7—31)
Forward Air
8
36
11
Special Cancellable. Autocancels on frame 1-2 and 38 onward
9.0/14.0, 8.0/12.0
15/11, 13/11
5/4, 5/4
Early foot/knee, Late foot/knee
-7/-6, -7/-6
8—9(10—14)
Back Air
8
41
10
Special Cancellable. Autocancels on frame 25 onward
16.0/13.0
16/14
6/5
Close/Far
-4/-5
8—9
Up Air
6/9
35
11
Special Cancellable. Arm intangibility on frame 6-10. Autocancels on frame 18 onward
5.0/6.0
9/9
3/3
--
-8/-8
6—7/9—11
Down Air
8
45
15
Special Cancellable. Autocancels on frame 1-2 and 33 onward
12.0
13
5
--
-10
8—12

Special Attacks

Light Medium Heavy
Neutral B (Hadouken)
12
57
--
--
7.0/7.5/8.0, 8.75/9.375/10
9/10/10, 10/11/11
8/8/8, 10/10/10
Normal Light/Medium/Heavy, True Light/Medium/Heavy
-27/-28/-28, -26/-25/-25
12—18(19—93) / 12—17(18—78) / 12—16(17—61)
Light Medium Hard
Shakunetsu Hadouken
12
56
--
Hits on frame 1,2,3, and 4 with a final hit on frame 7. Rehit rate for light/medium is 2, rehit rate for heavy is 1.
1.1/7.3
10
3
Light/Medium/Heavy
-23/-23/-27
12—21(22—79) / 12—20(21—72) / 12—19(20—66)
Start Light Medium Heavy
Side B (Tatsumaki Senpukyaku)
8
58—90
--
Wind-up active 8-9, later hits 29-30 and 45-46 (medium/heavy only). Total frames depends on distance traveled. Leg intangibility added in 7.0.0. The active frames listed are the front hitboxes only, and only one set of hitboxes can connect with an opponent.
11.0/11.0/12.0/13.0, 12.76/12.76/13.92/15.08
10/13/13/14, 14/14/15/15
10/10/11/12, 12/12/13/14
normal initial/light/medium/heavy, true initial/light/medium/heavy
-40—-72/-35/-67/-65, -38—-70/-33/-64/-63
8-9, 13-15, 29-31, and 45-47
Light Medium Heavy
Side B, Air (Tatsumaki Senpukyaku, Air)
8
79
--
Leg intangibility on frame 13-44
11.0/10.0/11.0/12.0, 12.76/11.6/12.76/13.92
13/12/13/13, 14/13/14/15
10/10/10/11, 12/11/12/13
normal initial/light/medium/heavy, true initial/light/medium/heavy
-62 to -61, -61 to -60
8—9/**
Light Medium Heavy
Up B (Shoryuken)
6
--
22
Invulnerable on frame 5
13.0—15.0/7.0
19/20/21/10
12/13/14/7
Light/Medium/Heavy/Late
**
6(7—8/9—19)
Light Medium Heavy
True Shoryuken
6
--
15
Arm intangibility on frame 1-14 Completely Invulnerable on frame 4-6.
15.6—18.0/8.4
21/22/23/11
14/15/16/8
Light/Medium/Heavy/Late
**
6(7—8/9—19)
Level 1 Level 2 Level 3
Down B (Focus Attack)
11 (+21), 11(+31), 11(+59)
55, 55, 114
--
Stage 1: Can dash from frame 26 of entering charge or immediately after a successful hit
Stage 2: Focus armor begins on frame 1 and lasts until the 11 frames of the punch
Stage 3: This stage is unblockable
Damage-bsed armor notes: Armor starts at 16.8% and ends at 33.6% in Stage 3, going up 0.289% per frame held.
12.0, 10.0, 17.0
18, 20, unblockable
11, 10, unblockable
Stage 1, Stage 2, Stage 3
-33, -34, unblockable
32—33/42—43/70—71
Focus Attack, Dash Cancel
--
19/19
--
First advantage is on stage 1 hit, second advantage is on stage 2 hit
--
--
--
--
-8/-9
**

Grabs / Throws

Grab
6
34
--
--
--
6—7
Dash Grab
9
42
--
--
--
9—10
Pivot Grab
10
37
--
--
--
10—11
Pummel
1
16
--
Total frames includes 10 frames of hitlag
1.3
Forward Throw
16
41
--
--
9.0
Backward Throw
23
49
--
--
12.0
Up Throw
18/25
46
--
Kicks on frame 25. Leg intangible 25—30.
8.0
Down Throw
18/19
44
--
--
3.0/6.0

Dodges / Rolls

Spot Dodge
21/26
--
Invulnerable on frame 3-17
Forward Roll
30
--
Invulnerable on frame 4-15.
Backward Roll
35
--
Invulnerable on frame 5-16.
Neutral Air Dodge
49
10
Invulnerable on frame 3-27.
Air Dodge, Down
67
11-19
Invulnerable on frame 3-21.
Air Dodge, Diagonally Down
73
11-19
Invulnerable on frame 3-21.
Air Dodge, Left/Right
80
11-19
Invulnerable on frame 3-21.
Air Dodge, Diagonally Up
89
11-19
Invulnerable on frame 3-21.
Air Dodge, Up
102
11-19
Invulnerable on frame 3-21.

Misc Info

Stats
Weight — 103
Gravity — 0.120
Walk Speed — 0.75
Run Speed — 1.6
Initial Dash — 1.76
Air Speed — 1.12
Total Air Acceleration — 0.035
SH / FH / SHFF / FHFF Frames — 31 / 40 / 23 / 30
Fall Speed / Fast Fall Speed — 1.6 / 2.24
Out of Shield, Up B — 6 frames
Out of Shield, Neutral Air — 7 frames
Out of Shield, Up Air or Up Smash — 9 frames
Shield Grab (Grab, post-Shieldstun) — 10 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)
Ledge Grab
Normal
Ledge Hang
Getup Attacks
Facing Up Facing Down Trip Ledge