Ryu

Ryu is the main protagonist of Capcom's Street Fighter series.

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)

"Jab"
LP while Standing (, MvC, CvS, SvC, Ev); LP while Standing Close (SFA1, SFA2, SFEX), B+P (PF) A quick jab forwards with his left (near) hand.

"Straight Punch"
MP while Standing (SF2,SFA3,SF3), HP while Standing (SF2);HP (SFA1,SFA2,SFEX); P (PF) A powerfull punch straight forwards with his right (far) hand.

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

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

"Straight Elbow"
MP while Standing Close (SF2) Ryu thrusts his right elbow into his opponent's chest.

"Gut Punch"
MP while Standing Close (SFA,SF3) Ryu punches his opponent in the gut with his right hand.

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

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

"High Side Kick"
MK while Standing (SF2); LK while Standing (SF2); 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 (SFA1-2, SF3, SFEX) Ryu performs a reverse roundhouse kick targetting his opponent's chin with his heel.

"Knee Roundhouse"
LK while Standing Close (SF2) Ryu kicks forwards with his right leg, bending his knee slightly so that it bumps into his opponent.

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

"Axe Kick"
HK while Standing Close (SF2,SFA3); MK (SFA1-2); 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) Like Ryu's "Right Handed 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), 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 (all games); JD + LP (SF1, SF2, SFA, SFEX) 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,SF3); JD+MP (SF2-SSF2); U+HP(SF2, SFEX); JD+HP (SF2, SF3, SFEX); P in the air (PF) Ryu punches with his right (far) hand diagonally downwards.

"Raised Air Punch"
JD+MP (SSF2T,SF3, SFEX), U+MP (SFEX) 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) 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), U + MK (SF2) Ryu kicks his right leg straight forwards while in the air. His bent right arm also punches upwards.

"Air Fowards High Kick"
U + HK (SF2) While in the air, Ryu twists his body about and sends his right foot diagonally upwards and forwards.

"Downwards Jump Knee"
JD + LK (SF2, SF3, SFEX), U + LK (SF3 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, SF3); (MK or HK) while in air (SFEX); K in the air (PF) 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.

Seoi Nage
Punch Throw (SF2, SFA, SF3, SFEX, NSF) Ryu grapples his opponent and tosses him over his shoulder.

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
F+HP (SFA3 (X, V-ism)) Ryu slides his elbow into his opponent.

Sakotsu Wari
F+MP (SSF2T, SFA, SF3, CvS2); F+P (PF) Ryu swings his fist in an arc above his head, causing two hits.

Senpu Kyaku
F+MK (SFA, CvS2, SFEX) 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) 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).

Shakunetsu Hadouken (Red Fireball)
HCF+P (SSF2T-X, CvS2, SFA2G-3,CvS2); QCF+2P (SF3TS); HCB+P (SFEX) 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.

Shoryuken (Dragon Punch)
DP+P (all games), DP+2P (SF3TS) 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.

Tatsumaki Senpukyaku (Hurricane Kick)
QCB+K (all games) 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.

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) Five closely packed Hadoukens are released at the same time.

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.

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.

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

Ashura Senku
(RDP or DP)+(3P or 3K) (SFA2,CvS2) Evil Ryu is able to perform Akuma's Ashura Senku move. He pulls back slightly, then moves towards or away from the opponent and is able to move through without getting hit.