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.

Ground Attacks

Jab 1 (Light)
2
15
--
Special Cancellable. Transitions to jab 2 as early as frame 6
1.5
4
3
--
-10
2—3
Jab (Heavy, Close)
7
37
--
Head, chest and arms invincible: frames 4-10. Special Cancellable.
12.0/8.0
**
**
--
**
7(8—11)
Jab (Heavy, Far)
9
32
--
--
10.0
11
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
11
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
12
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
10
7
--
-14
6—7
Dash Attack
7
40
--
--
12.0/8.0
12/10
11/8
Early/Late
-22
7—9(10—15)
Forward Smash
15
45
--
Charge hold is frame 5
16.0/17.5
15/6
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
16/13
11/9
Early/Late
-24
9(10—12)
Down Smash
5
41
--
Charge hold is frame 2
16.0
15
11
--
-25
5—6

Aerial Attacks

Neutral Air
4
35
5
Special Cancellable. Autocancels on frame 34 onward
8.0/4.5
10/8
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
10/14, 10/12
4/5, 4/5
Early close/far, Late close/far
-7/-6, -7/-6
8—9(10—14)
Back Air
8
41
10
Special Cancellable. Autocancels on frame 25 onward
16.0/13.0
15/13
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
14
5
--
-10
8—12

Special Attacks

Neutral B (Hadouken)
12
57
--
--
6.0—7.0, 7.5—8.7
9, 9
3, 3
Normal, True
-32, -31 to -30
12—18(19—82) / 12—17(18—67) / 12—16(17—50)
Shakunetsu Hadouken
12
57
--
Hits on frame 1,2,3,7 when reaching a target.
1.1/5.0
4/9
-/3
Only True
-17
12—21(22—77) / 12—20(21—61) / 12—19(20—46)
Side B (Tatsumaki Senpukyaku)
8
58—90
--
Total frames depends on distance traveled. Leg intangibility on frame 13—
9.0/11.0, 10.4/12.7
10—12, 11—13
9—10, 9—12
normal, true
-41 to -72, -41 to -70
8—9/**
Side B, Air (Tatsumaki Senpukyaku, Air)
8
79
--
Leg intangibility on frame 13-44
8.0—10.0, 9.2—11.6
10—11, 11—12
9—10, 10—11
normal, true
-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
18—20/10
12—14/7
Early/Late
**
6(7—8/9—19)
True Shoryuken
6
--
15
Arm intangibility on frame 1-15 Completely Invulnerable on frame 4-7.
15.6—18.0/8.4
20—21/10
14—15/8
Early/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
12.0, 10.0, 17.0
17, 19, 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
--
--
--
Dash Grab
9
42
--
--
--
Pivot Grab
10
37
--
--
--
Pummel
1
16
--
Total frames includes 11 frames of hitlag
1.3
Forward Throw
16
41
--
--
9.0
Backward Throw
23
49
--
--
12.0
Up Throw
18
46
--
Kicks on frame 27
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

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)