Ryu

Ryu is the main protagonist of Capcom's Street Fighter series. Evil Ryu is an alternate version.

Games

 * Street Fighter
 * Street Fighter Alpha
 * Street Fighter Alpha 2 (Strategy)
 * Street Fighter Alpha 3 (Strategy)
 * Street Fighter II
 * Street Fighter II Champion Edition
 * Street Fighter II Hyper Fighting (Strategy)
 * Street Fighter II Turbo
 * Super Street Fighter II
 * Super Street Fighter II Turbo (Strategy)
 * Street Fighter III: New Generation
 * Street Fighter III: Second Impact
 * Street Fighter III: 3rd Strike (Strategy)
 * Street Fighter EX
 * Street Fighter EX 2
 * Street Fighter EX 3
 * Capcom Vs. SNK 2 (Strategy)
 * X-Men Vs. Street Fighter
 * Marvel Vs. Capcom
 * Marvel Vs. Capcom 2 (Strategy)
 * Epic Battles Trading Card Game

"Jab"
LP while Standing (, MvC, CvS, SvC, Ev, MvC); LP while Standing Close (SFA1-2GEX, SFEX, MvC), B+P (PF); "Jab" card (EB) A quick jab forwards with his left (near) hand.

"Straight Punch"
MP while Standing (SF2, SFA2GEX, SFA3, SF3, CvS), HP while Standing (SF2);HP (SFA1-2,SFEX,MvC); MP while Standing Close (SFA2GEX), P (PF) A powerfull punch straight forwards with his right (far) hand.

"Forward Straight Punch"
HP while Standing (CvS2) Ryu bends down a bit and does a straight punch with a little more range and power than his normal Straight Punch.

"Head Punch"
MP or HP (SF1) Ryu punches with his right arm slightly upwards towards a standing opponent's head. The HP version of this moves knocks the opponent back.

"Left Hook"
HP while Standing (SFA3, SF3) Ryu hooks his left hand across his opponent's chest.

"Elbow Jab"
LP while Standing Close (SF2, SFA3, SF3, CvS2) Ryu quickly hits his opponent on the head with his left elbow.

"Body Blow"
MP while Standing Close (SF2, SFA3, SF3, CvS2) Ryu punches his opponent in the gut with his right hand.

"Standing Uppercut"
HP while Standing Close (SF2, SFA2GEX, SFA3, SF3, CvS2); MP (SFA1-2, SFEX, MvC) Ryu performs a standing uppercut with his left arm.

Sparring
"Sparring" card (EB) A "friendly" low-attack punch across the belly.

"Low Roundhouse Kick"
LK while Standing Close (SF2, CvS2); LK (SFA, SF3, SFEX, MvC) A quick, weak low roundhouse kick targeting his opponent's mid-leg area with the front of his foot.

"High Side Kick"
(LK or MK) while Standing (SF2, CvS2); MK (SFA3, SFEX); K (PF); LP (SF1) Ryu leans back and performs a high side kick with his leading leg.

"Mid Side Kick"
MK while Standing (SF3) Ryu performs a mid-ranged Side Kick (he can't seem to kick as high as he used to).

"High Roundhouse Kick"
MK (SF1) Ryu spins around while dealing a very high roundhouse kick to his opponent's chin.

"Reverse Roundhouse Kick"
HK while Standing (all games); HK while Standing Close (SFA1-2GEX, SF3, SFEX, MvC) Ryu performs a reverse roundhouse kick targetting his opponent's chin with his heel.

"Knee Thrust"
MK while Standing Close (SF2,SF3,CvS2) Ryu thrusts his knee high into his opponent's gut.

"Axe Kick"
HK while Standing Close (SF2,SFA3); MK (SFA1-2GEX, MvC); F + P (PF) Ryu sends his foot straight up into the air and then it comes back down on his opponent. Ryu's "Sandles Come Down" Guard Crush move in Pocket Fighters is a parody of this move, where he wears gigantic wooden sandels and crashes them down on his opponent.

"Crouching Jab"
D+LP (SF2, SFA,SF3, SFEX,MvC,CvS,SvC,CFE), D+MP (SF3) Like Ryu's "Left Handed Jab" except he is crouching.

"Crouching Punch"
D+MP (SF2, SFA, SFEX, CvS) Like Ryu's "Straight Punch" except he is crouching.

"Raised Crouching Punch"
D+P (SF1) Ryu raises his arm slightly as he punches with his right hand while crouching. The HP version of this moves knocks the opponent back.

"Upper"
D+HP ((SF2, SFA, SF3, SFEX, MvC, CvS, SvC, Ev)); CF+P (PF) Ryu rises from a crouching position while performing an uppercut with his right hand.

"Quick Low Kick"
D+LK (all games); D+MK (SF1) With his right knee planted on the ground, his left leg does a quick short low kick. In SF1, the MK version of this move knocks the opponent back.

"Long Low Kick"
D+MK (SF2, SFA, SFEX, Vs), D+LK (SF3) While crouching, Ryu drops down further, sharing his weight between his right arm and bent right leg, and extends his left foot far forwards.

"Right Low Kick"
D+MK (SF3) Ryu braces himself with his right arm, has his left knee bent forwards, and slides his right foot far forwards.

"Drop Sweep"
D+HK (SF,Vs,CFE) While crouching, Ryu extends his right foot and twists about his left foot, often times tripping his opponent.

"Air Jab"
U + LP (SF, Vs); JD + LP (SF1, SF2, SFA, SFEX, Vs) Ryu jabs with is (near) left hand diagonally downwards.

"Air Elbow"
JD+LP (SF3) Ryu brings down his left elbow on his opponent's head.

"Air Punch"
U+MP (SF2, SFA, SF3, Vs); JD+MP (SF2-SSF2); HP (in air) (SF2, SFA, SFEX, Vs, PF); JD+HP (SF3) Ryu punches with his right (far) hand diagonally downwards.

"Air Uppercut"
JD+MP (SSF2T, SFA, SF3, SFEX, Vs), U+MP (SFEX, MvC) Ryu raises his left fist into any opponents who happens to be in front of and above him while jumping (in SF3, his legs are bent at an odd angle and his feet are touching each other).

"Forwards Air Punch"
U+HP (SF3) Ryu punches straight forwards (presumably against an oppenent jumping at him) while jumping or descending vertically in the air.

"Air High Kick"
U + (LK or MK) (SF1, SF2, SFA, CvS); U + MK (MvC) Ryu kicks his right leg high up to head level while in the air.

"Spinning Air Kick"
U + HK (SF1) While jumping upwards, Ryu twirls about one leg once with his other leg kicking diagonally down and outwards. This is essentially a single spin of the Tatsumaki Sempu Kyaku.

"Air Forwards Kick"
U + HK (SF2, SFA, Vs),U+MK (SF3) Ryu kicks his right leg straight forwards while in the air. His bent right arm also punches upwards.

"Air Fowards High Kick"
U + HK (SF3) While in the air, Ryu twists his body about and sends his right foot diagonally upwards and forwards.

"Downwards Jump Knee"
JD + LK (SF2, SFA, SF3, SFEX, Vs), U + LK (SF3, MvC) While in the air, Ryu bends his left knee and aims it downwards and forwards. In SF2, his left hand also punches parallel to his knee, while in the SF3 version it just hangs down.

"Upwards Jump Knee"
LK (in air) (SFEX) While in the air, Ryu brings his knee upwards.

"Jump Kick"
JD + K (SF1); JD + (MK or HK) (SF2, SFA, SF3, Vs); (MK or HK) while in air (SFEX); K in the air (PF); "Jump Kick" Card (EB) While in the air, Ryu kicks his left leg diagonally and downwards. In games after SF1 his left hand also punches parallel to his kick. In SFEX, the HK version is angled a little higher than the MK version. EB Card Text is "If played as the 3rd or higher attack in a combo, discard the top 2 cards of your rival's deck."

Seoi Nage
Punch Throw (SF2, SFA, SF3, SFEX, NSF); "Ryu's Seoi Nage" card (UFS) Ryu grapples his opponent and tosses him over his shoulder. UFS Card Text is "E: This attack gets -1 speed and -3 damage. If this attack deals damage, you gain 2 vitality.  Ryu E Commit your character card: Draw 1 card"

Fumi Seoi Nage
Throw in air (PF) Ryu performs a Seoi Nage while in the air.

Tomoe Nage
Kick Throw (SF2, SFA, SF3, SFEX, CvS, SvC, MvC); RDP + Throw (PF) Ryu grapples his opponents with his foot against his stomach, rolls onto his back, and tosses them across the stage with his foot away from his head.

Fumi Tomoe Nage
HCB + Throw (PF) Ryu performs a Tomoe Nage, but tosses his opponent very high into the air.

Machine Gun
HCF + Throw - can be charged (PF) Ryu grabs his opponent and then proceeds to beat the jewels out of them. The larger the charge time, the more time he punches his opponent.

Seichu Nidan Tsuki
(Dragon Elbow) F+HP (SFA3-XV) Ryu slides his elbow into his opponent. Epic Battles Card Text " HIT - Each player discards X cards from the top of his deck. X = the number of cards in each player's hand."

Sakotsu Wari
F+MP (SSF2T, SFAxEX, SF3, CvS2); F+P (PF); F+HP (MvC), Guard Crush (SFEX) Ryu swings his fist in an arc above his head, causing two hits. In the Street Fighter EX series, this is a Guard Crush move.

Senpu Kyaku
F+MK (SFAxEX, CvS2, SFEX); F+LK (CvS1); F+HK (MvC) Ryu does a short hop forwards ending in a kick.

Kyuubi-Kudaki
F+HP (SSF2T, SF3, SFEX) Ryu does a slow multi-hitting "underhanded" punch.

Double Air Upper
JT+MP (CvS2 - Good Ryu)

Tenma Kuujin Kyaku
JT,D+MK (CvS2 - Evil Ryu)

Ashibarai
CF + K (PF) While crouching, Ryu kicks forwards against his opponent, causing him to fly backwards.

Hadouken (Fireball)
QCF+P (all games); "Ryu's Hadouken" card (UFS) The Hadouken is the signature move of Ryu and of fighting games in general. Ryu gathers Chi into an energy ball and releases that energy towards an opponent. Ryu had this capability in the original Street Fighter I game and has had it in every appearance. When Ken was altered to play slightly differently than Ryu, Ryu was given a more powerfull Hadouken than Ken, while Ken was given a more powerfull Shoryuken. This move is always performed with QCF+P. The higher the strength of the punch button pressed, the faster the hadouken travels across the screen. The Hadouken is about half the size of a Ryu and is released at chest-level. In games that don't have a Shakunetsu Hadouken, this move will knock down an opponent and set them on fire if it lands while they are very near to Ryu. In Pocket Fighter, the higher the level of this move, the larger the Hadouken and the more hits it deals (level 3 is red and knocks back, but does not set the opponent on fire). In the Marvel Vs. Capcom series, this hadouken is HUGE (about the same size as Ryu). It can also be launched straight forwards while in the air.

Its UFS card says "This card may be played as a block against any ranged attack as if this card had a mid block of +0. E: If this attack deals damage, your opponent commits 1 foundation.  Ryu E Destroy 1 foundation: Draw 1 card."

Shakunetsu Hadouken (Red Fireball)
HCF+P (SSF2T-X, CvS2, SFA2G-3,CvS2); QCF+2P (SF3TS); HCB+P (SFEX); "Shakunetsu Hadouken" card (UFS) In Super Street Fighter 2 Turbo, Ryu gained a slower, more powerfull, and red version of the Hadouken. This move will set an opponent on fire. If thrown from a distance, they will be stunned for a short time. If performed close-up, they will be knocked down. In most games, this move can be performed by doing a half circle instead of a quarter circle forward (HCF+P). In Street Fighter 3: Third Strike, Ryu can perform a similar red fireball (the EX version of the Hadouken, consumes energy) by pressing two punch buttons at the same time while performing a normal Hadouken. UFC Card Text is "This card may be played as a block against any ranged attack as if this card had a mid block of +0. E: Gain 2 vitality. Only playable if your opponent committed foundations due to this attack's Stun ability."

Shoryuken (Dragon Punch)
DP+P (all games), DP+2P (SF3TS); "Ryu's Shoryuken" card (UFS) Ryu and Ken have had had the Shoryuken move since Street Fighter I. It is a rising dragon uppercut attack which moves slightly forwards (though not as forwards as Ken's would later do). This move eventually became Ken's signature move and Ryu was given a less powerfull version of the attack. Ryu's version is typically much more vertical than Ken's, though it does have some forwards motion. The higher the strength of the punch button used, the higher, farther, and harder the attack. The EX version of this move in Street Fighter 3: Third Strike happens when two punches are pressed at the same time while executing the move, can hit twice and has more forward motion like Ken's Shoryuken. In SF1, this move will crush guards (FAQ/Movelist). In Pocket Fighter, the stronger the level, the higher it goes. It is imbued with lightning at level 2 and will shock the opponent at level 3. The UFS card text is "E Discard 1 card: Draw 1 card. Ryu R: Before you draw a card, this attack gets +2 damage instead."

Tatsumaki Senpukyaku (Hurricane Kick)
QCB+K (all games); "Ryu's Tatsumaki Senpukyaku" card (UFS) The Tatsumaki Senpukyaku is the third basic move characteristic of the Shotokan style of martial arts. Ryu leaps straight in the air with one leg while the other spins around in a fierce hurricane kick. While spinning, Ryu travels horizontally forwards across the screen. The higher the strength of the kick button used, the longer, farther, and harder the attack. In Street Fighter II Turbo and most games since, this move can be performed in the air. The "Shinkuu Tatsumaki Senpuu Kyaku" is a super-version of this move. In Pocket Fighter, the higher the level, the farther it travels. It is imbued with lightning at level 2 and will shock an opponent at level 3.

In the Street Fighter EX series, this move only performs one twisting air kick, which can be repeated up to four times while still in the air. The weaker the kick, the higher Ryu travels upwards. The stronger the kick, the more forward motion is gained. This move cannot be started while in the air.

The UFS card text is "R: After you play this card as a block, you and your opponent each draw 2 cards. Only playable if the difficulty of the blocked attack is equal to or greater than this card's printed difficulty."

Joudan Sokotou Geri
HCF+K (SF3), HCF+2K (SF3TS) In the Street Fighter 3 Series of games, Ryu has a special forwards sidekick that sends his opponent flying. It is performed with HCF+K. The EX version (consumes energy meter) bounces your opponent off of the wall for a juggling opportunity.

Shinku Hadoken
DQCF+P (SSF2T, SFA, SF3, SFEX, CvS2, PF), DHCB+P (CvS2: Evil Ryu); "Ryu's Shinku Hadouken" card (EB); "Shinku Hadouken" card (UFS) Five closely packed Hadoukens are released at the same time. Its EB card text is "The first time this card is played, choose 2 attacks in your energy pile without "Ryu's" in the title and use the texts on those cards except for "HIT -" texts." Its UFS card text is "E: If this attack is blocked, you either draw 1 card or your opponent commits 1 foundation."

Denjin Hadouken
DQCF+P (chargeable) (SF3) A chargeable unblockable hadouken.

Shinku Tatsumaki Senpu Kyaku
DQCB+K (SFA,SFEX,PF,CvS2 - Good Ryu), QCB+2P (SF3TS) A super-Tatsumaki Senpu Kyaku move. Ryu spins furiously in the air while remaining in the same spot. The opponent does not get knocked out of the attack range, but instead is continuously juggled between kicks to take many hits. In Street Fighter 3: Third Strike, this is the EX version of the Tatsumaki Senpu Kyaku.

Messatsu Shoryuken
DQCF+K (SFA3) Ryu dashes his fist hard into his opponent. If he connects, he immediately follows up with a Shin Shoryuken. This takes up 3 energy bars.

Shin Shoryuken
hit with DQCF+K (SFA3); DQCF+P (SF3); DQCF+K (CvS2); DQCF+3K (SFEX) A super-charged "true" Shoryuken. Ryu launches himself straight up into the air. In Epic Battles, its Card Text is "HIT - Choose any attacks in your energy pile without "Ryu" in the title and use the text on those cards except for their "HIT -" texts."

Metsu Hadouken
DHCB+K (CvS2: Evil Ryu, Lv3 Only) Evil Ryu is able to this powerfull Hadouken. It is like a Shinku Hadouken except that it will automatically dizzy an opponent.

Messatsu Goushoryu
DQCF+K (SFA2: Evil Ryu); DQCF+P (CvS2: Evil Ryu) Evil Ryu is able to perform Akuma's Messatsu Go Shoryu move. This is similar to the Shin Shoryuken.

Reppu Jinrai Sho
P,P,F,K,Special (PF), DP + Special (PF) Ryu continuously punches his opponent in the face and follows up with a Shin Shoryuken.

Shungokusatsu
LP,LP,F,LK,HP (SFA2, CvS2: Evil Ryu) Evil Ryu is able to perform Akuma's Shun Goku Satsu. He performs a Ashura Senku, then grabs his opponent, and then causes his opponent to explode, dealing massive damage.

"Sandles Come Down"
Special (PF) This is a parody of Ryu's "Axe Kick" move. Ryu wears gigantic wooden sandels, raises his leg high up into the air, and then crashes them down on his opponent.

"Sign Swing"
F + Special (PF) Ryu swings a large street sign at his opponent.

"Spiked Mace"
D + Special (PF) Ryu swings a giant heavy spiked mace upwards at his opponent.

"Counterpunch"
(when being attacked by a Guard Crush) B + Special (PF) Ryu blocks the incoming attack and punches his opponent in the face.

Assist
"Assist" card (EB) "HIT - Look at and rearrange the top 4 cards of your deck. You may look and rearrange an additional card for each projectile in your energy pile."

Back to Back
"Back to Back" card (EB) "HIT - Put the top card of your discard pile at the bottom of your deck."

The Master's Teaching
"The Master's Teaching" card (EB) "Flip at the start of Discard. You may keep +3 cards in your hand this step."

High Impact Stop
High Block (all games); "High Impact Stop" Card (EB) Ryu blocks high. EB Card Text is "Your rival's effects cannot discard from your deck or increase damage this step."

Slide Aside
"Slide Aside" card (EB) Ryu slides to the side, dodging a high attack.

Hado no Kamae
QCF+SELECT (SFA2-3) Ryu pretends to throw a Hadouken. This ability first appears in Street Fighter Alpha 2.

Fighting the Darkness
"Fighting the Darkness" card (EB) "Flip when you attack. Put an attack with the same attack trait from your discard pile into your hand. Remove this card. (*) Limit 1 per deck."

...To Stand a Chance
"To Stand a Chance" card (UFS) Ryu stands above the fallen Sagat. Card Text: "F Destroy any number of foundations you control: Draw 1 card for each foundation you destroyed for this ability's cost.  Ryu F Destroy any number of foundations you control:  Draw 1 card and gain 1 vitality for each foundation you destroyed for this ability's cost."

Do-Gooder
"Do-Gooder" card (UFS) Ryu stops a thug from assaulting an innocent. Card Text: "E Commit: Your attack gets +1 speed and +1 damage. You may not play any more enhancements this enhance step".

The Next Level
"The Next Level" card (UFS) Ken, Akuma, and Ryu pose for the next level. Card Text: "R Commit: After you ready a foundation, add the top card of your deck to your momentum".

You must defeat Sheng Long to stand a chance
"You must defeat Sheng Long to stand a chance" card (UFS) Ryu's victory pose. Card Text: "F Discard 1 card:  Search your deck for a card with equal or less difficulty than a card you already have in your card pool, show it to your opponent, and add it to your hand."

Ryu
"Ryu" Card (EB, UFS) EB Card Text: "Your rival discards +1 card from his deck when your other effects discard cards from his deck. (*) Your first projectile each turn costs -1 energy for each punch in your energy pile." UFS Card Text 1: "R Commit: After you block an attack, draw 2 cards.  E Commit 1 foundation: Your opponent commits 1 of their foundations." UFS Card Text 2: "E Commit 1 foundation: If your attack deals damage, you gain 1 vitality.  R:  After you fail an attempt to play a block, draw 1 card."