Ryu

Menu

Normal Attacks

Hitbox Image
Standing Light Punch
4
13
300
High
Chain, Special, Super
--
--
+4
-1
3
7
Hitbox Image
Standing Medium Punch
6
20
600
High
Special, Super, Target Combo
June 2025 patch: extended hurtbox.
--
+7
-1
4
11
Hitbox Image
Standing Heavy Punch
10
32
800
High
Special, Super, Target Combo
--
--
+4
-2
5
18
Hitbox Image
Standing Light Kick
5
18
300
High
Special, Super
--
--
+2
-4
3
11
Hitbox Image
Standing Medium Kick
9
29
700
High
--
--
--
+4
-4
3
18
Hitbox Image
Standing Heavy Kick
12
35
900
High
--
Whiffs on crouching opponents.
--
+9
+1
4
20
Hitbox Image
Crouching Light Punch
4
14
300
High
Chain, Special, Super
--
--
+4
-1
2
9
Hitbox Image
Crouching Medium Punch
6
22 (24 on whiff)
600
High
Special, Super
June 2025 patch: extended hurtbox and 2 additional recovery frames on whiff.
--
+5
0
4
13 (15 on whiff)
Hitbox Image
Crouching Heavy Punch
9
35
800
High
Special, Super
Late hits no longer do less damage as of the May 2024 patch.
--
+1
-7
6
21
Hitbox Image
Crouching Light Kick
5
16
200
Low
Chain
--
--
+3
-3
2
10
Hitbox Image
Crouching Medium Kick
8
29
500
Low
Special, Super
20% damage scaling to followup combo hits. As of December 2024 patch: cancel window is 2 frames faster.
--
+1
-6
3
19
Hitbox Image
Crouching Heavy Kick
9
34
900
Low
--
--
--
Knockdown +40
-12
3
23

Unique Attacks

Hitbox Image
Forward + Medium Punch (Collarbone Breaker)
20
42
300, 300
Overhead, High
--
--
--
+3
-1
4
19
Hitbox Image
Forward + Heavy Punch (Solar Plexus Strike)
20
40
400, 400
High
--
No longer has initial damage scaling as of May 2024 patch.
--
+6
+3
5
16
Hitbox Image
Back + Heavy Punch
7
35
800
High
Special, Super
--
--
+1
-13
4
25
Hitbox Image
Back + Heavy Kick (Axe Kick)
10
43
400, 400
High
Special, Super
Ground bounces on hit vs aerial opponents as of May 2024 patch.
--
0
-4
5, 3
21
Hitbox Image
Forward + Heavy Kick (Whirlwind Kick)
16
39
800
High
Aerial Tatsumaki Senpu-kyaku
As of December 2024 patch: can cancel into Normal Aerial Tatsumaki Senpu-kyaku (was previously only EX).
--
+2
-4
4
20

Target Combos

Heavy Punch, Heavy Kick
10, 9
32, 32
800, 1000
High
Second hit can be canceled into Denjin Charge.
Can hold Down + Punch to gaurantee Denjin Charge as a shortcut.
--
+3, Knockdown +36
-2, -8
5, 4
18, 20
Medium Punch, Light Kick, Heavy Kick (Fuwa Triple Strike)
6, 5, 17
20, 23, 40
600, 300, 900
High
Third hit can be canceled into Denjin Charge.
Third attack no longer comes out if the second attack misses (as of May 2024 patch). Third attack can be canceled into Denjin Charge (as of May 2024 patch). Can hold Down + Punch to gaurantee Denjin Charge as a shortcut.
--
+7, +1, Knockdown +36
-1, -4, -8
4, 3, 4
11, 16, 20

Jump Attacks

Hitbox Image
Jump Light Punch
4
--
300
Overhead
--
--
--
+5...
+1...
10
3 Landing
Hitbox Image
Jump Medium Punch
5
--
350, 350
Overhead
Special
Juggle state on air hit.
--
+10...
+7...
5
3 Landing
Hitbox Image
Jump Heavy Punch
9
--
800
Overhead
--
--
--
+9...
+5...
6
3 Landing
Hitbox Image
Jump Light Kick
6
--
300
Overhead
--
Crosses up.
--
+4...
+0...
10
3 Landing
Hitbox Image
Jump Medium Kick
7
--
500
Overhead
--
Crosses up.
--
+9...
+5...
6
3 Landing
Hitbox Image
Jump Heavy Kick
10
--
800
Overhead
--
--
--
+10...
+6...
8
3 Landing

Special Moves

Hadoken (Light Punch)
16
Down, Down-Forward, Forward + Light Punch
47
700
High
--
--
+2...
-5...
...
31
Hadoken (Medium Punch)
14
Down, Down-Forward, Forward + Medium Punch
47
700
High
--
--
0...
-7...
...
33
Hadoken (Heavy Punch)
12
Down, Down-Forward, Forward + Heavy Punch
47
700
High
--
--
-2...
-9...
...
35
Hadoken (Overdrive)
12
Down, Down-Forward, Forward + PP
40
400, 400
High
--
--
Limited Juggle State, variable knockdown of +54 minimum
-1...
...
19
Hitbox Image
Shoryuken (Light Punch)
5
Forward, Down, Down-Forward + Light Punch
47
1100
High
Anti-air invincible on frames 1-14.
--
Knockdown +38
-23
10
33
Hitbox Image
Shoryuken (Medium Punch)
6
Forward, Down, Down-Forward + Medium Punch
57
1200
High
Anti-air invincible on frames 1-9.
--
Knockdown +34
-32
10
42
Hitbox Image
Shoryuken (Heavy Punch)
7
65
Forward, Down, Down-Forward + Heavy Punch
1400
High
Anti-air invincible on frames 1-8.
--
Knockdown +37...
-36
10
46
Hitbox Image
Shoryuken (Overdrive)
6
67
Forward, Down, Down-Forward + PP
1600
High
Fully invincible frames 1-8.
--
Knockdown +29
-40
10
52
Tatsumaki Senpu-kyaku (Light Kick)
12
Down, Down-Back, Back + Light Kick
46
900
High
--
--
Knockdown +35
-15
3
32
Tatsumaki Senpu-kyaku (Medium Kick)
14...
Down, Down-Back, Back + Medium Kick
61
1000
High
--
--
Knockdown +23...
-13
2, 2
31
Tatsumaki Senpu-kyaku (Heavy Kick)
16...
Down, Down-Back, Back + Heavy Kick
78
1200
High
--
--
Knockdown +20...
-13
2, 2, 2
31
Tatsumaki Senpu-kyaku (Overdrive)
13...
Down, Down-Back, Back + KK
60
200, 200, 200, 200, 200
High
--
--
Limited Juggle State, Knockdown +57
-14
2, 2, 2, 2, 2
23
Aerial Tatsumaki Senpu-kyaku
11
(Forward Jump Only) Down, Down-Back, Back + K
**
900
High
--
--
Limited Juggle State, variable Knockdown of +47(?) minimum
-1...
2
16...
(Forward Jump Only) Aerial Tatsumaki Senpu-kyaku (Overdrive)
11
Down, Down-Back, Back + KK
**
1500
High
--
--
Limited Juggle State, variable Knockdown of +45(?) minimum
-30...
2, 3, 3, 3, 2
28...
High Blade Kick (Light Kick)
14
Down, Down-Forward, Forward + Light Kick
41
1100
High
--
--
Knockdown +35
-11
6
22
High Blade Kick (Medium Kick)
18
Down, Down-Forward, Forward + Medium Kick
48
1200
High
--
--
Knockdown +40
-8
9
19
High Blade Kick (Heavy Kick)
27
Down, Down-Forward, Forward + Heavy Kick
50
1300
High
As of December 2024 patch: on block from -5 to -3, startup from 29 to 27, total frames from 53 to 50, and now chips 1 full bar of Drive Gauge on block.
--
Knockdown +44
-3
9
16
High Blade Kick (Overdrive)
17
Down, Down-Forward, Forward + Heavy Kick
55
800
High
--
--
Juggle state, knockdown +64
-18
5
33
Hashogeki (Light Punch)
12
Down, Down-Back, Back + Light Punch
35
700
High
Limited juggle state, knockdown +57 on Counter Hit.
--
+2
-3
6
18
Hashogeki (Medium Punch)
19
Down, Down-Back, Back + Medium Punch
41
800
High
Limited juggle state, knockdown +58 on Counter Hit.
--
+2
-6
6
17
Hashogeki (Heavy Punch)
30
Down, Down-Back, Back + Heavy Punch
54
400, 400
High
--
--
Limited Juggle State, Knockdown +61
+2
6
19
Hashogeki (Overdrive)
18
Down, Down-Back, Back + PP
43
1100
High
As of December 2024 patch: damage from 900 to 1100.
--
+3
+3
6
20
Denjin Charge
52
Down, Down + P
52
Hadoken (Denjin Charge)
12
Down, Down-Forward, Forward + P
40
1000
High
--
--
Limited Juggle State, variable Knockdown of +52 minimum
-1
...
16
Hadoken (Denjin Charge + Overdrive)
12
Down, Down-Forward, Forward + PP
38
1200
High
--
--
Limited Juggle State, variable Knockdown of +57 minimum
+2
...
16
Hashogeki (Denjin Charge)
20
Down, Down-Back, Back + Heavy Punch
44
400, 800
High
--
--
Limited Juggle State, variable knockdown of +62 minimum
+3
6
19
Hashogeki (Denjin Charge + Overdrive)
18
Down, Down-Back, Back + PP
42
800
High
Damage increased from 600 to 1000 in February 27, 2024 patch.
--
Crumple on hit. Crumple knockdown of +87.
+4
6
19

Super Arts

Shinku Hadoken (Level 1)
7
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
87
2000 (2400)
High
Strike invincible on frames 1-6. Breaks armor. Denjin Charge damage in parenthesis. June 2025 patch: projectile speed increased for normal version, Denjin Version had projectile speed doubled and hits went from 5 to 8.
--
Knockdown +**
-24
**
**
Shin Hashogeki (Level 2)
12
Down, Down-Back, Back, Down, Down-Back, Back + P
56
2800...2900 (3200...3300)
High
Strike invincible on frames 1-11. Breaks armor. Denjin Charge damage in parenthesis. Can charge for more damage. June 2025 patch: 20% combo scaling.
--
Knockdown +20
-20
6
39
Shin Shoryuken (Level 3)
5
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
87
4000 (4500)
High
Strike invincibile on frames 1-4. Breaks armor. Critical Art in parenthesis. Non-cinematic version does 3600 damage as of May 2024 patch.
--
Knockdown +14 (Knockdown +14)
-52
12
71

Misc.

Stats
Health — 10,000
Forward Walk Speed — 4.7
Back Walk Speed — 3.2
Forward Dash — 19 frames / 125.208 distance
Back Dash — 23 frames / 92.300 distance
Prejump Frames — 4
Forward Throw
5
30 (whiff) / 96 (hit)
1200
Throw
--
--
--
+17
3
23
Back Throw
5
30 (whiff) / 100 (hit)
1200
Throw
--
--
--
+11
3
23