I thought I'd try and organize all the relevant, 'accessible' information about Ryu and his strategies, combos and matchups in one thread. Feel free to add anything, I will be generally editing this page to add things as I go over them.Since Karathrow's down and only accessibly through archive.org, I'm going to be updating this page with Frame Data on Ryu's moves. Keep looking for updates as I add everything and give descriptions for each move.
EDIT: I have a better source of frame data and I'm working to compile the important stuff.
Notation: c. - crouching / s. - standing (far) / cl. - close standing / ju. - jump straight up / j. - jumping or superjumping
LP MP FP - light medium fierce punches
LK MK FK - light medium fierce kicks
ST - startup frames
AC - 'hit' frames
RE - recovery frames
DAM - damage
STUN - stun points
HA - frame advantage (on hit)
BA - frame advantage (on block)
CHA - frame advantage (on crouching hit)
PA - parriable (H high, L low)
SELF - cancels into itself
CAN - can cancel into special moves
SCAN - can supercancel (cancels into super)
PAR
Moves
Normals
s.LP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
cl.LP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
s.MP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
cl.MP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
s.FP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
cl.FP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
s.LK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
s.MK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
cl.MK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
s.FK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
c.LP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
c.MP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
c.FP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
c.LK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
c.MK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
c.FK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
j.LP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
ju.MP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
j.MP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
ju.FP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
j.FP
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
ju.LK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
j.LK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
ju.MK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
j.MK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
ju.FK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
j.FK
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
UOH (s.MP+MK)
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
Throws
Command moves
» towards+MP: Sakotsu Wari
A sort of lunging, overhead punch that hits twice.
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
» towards+FP: Kyuubi Kudaki
A lunging, forward gut punch that hits twice.
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
Special moves
» QCF+P (236+P): Hadouken (EX w/PP)
A fireball. The EX version hits twice, is red, is faster and knocks down.
--- (LP) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (MP) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (FP) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (EX) ST: AC: RE: DAM: HA: BA: CHA: PA:
» DP+P (623+P): Shoryuken (EX w/PP)
A dragon punch / uppercut moving upwards and slightly to the side. The EX version hits twice when starting from the ground and has faster startup.
--- (LP) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (MP) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (FP) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (EX) ST: AC: RE: DAM: HA: BA: CHA: PA:
» QCB+K (214+K): Tatsumaki Senpuu Kyaku (EX w/KK)
A travelling hurricane kick that knocks down on hit. The EX version can hit up to 5 times and is stationary.
--- (LK) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (MK) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (FK) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (EX) ST: AC: RE: DAM: HA: BA: CHA: PA:
» HCF+K (41236+K): Joudan Sokotou Geri (EX w/KK)
A simple, forward sidekick that sends your opponent flying. The EX version bounces your opponent off the wall for a juggle opportunity.
--- (LK) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (MK) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (FK) ST: AC: RE: DAM: HA: BA: CHA: PA:
--- (EX) ST: AC: RE: DAM: HA: BA: CHA: PA:
Super arts
» SA1: QCFx2 +P (236236+P): Shinkuu Hadouken (2 stocks) (5.6 EX moves)
An upgraded version of the Hadouken that can hit up to 5 times.
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
» SA2: QCFx2 +P (236236+P): Shin Shoryuken (1 stock) (3.2 EX moves)
An upgraded version of the Shoryuken. If the first hit connects, the move does a huge amount of damage and sends your opponent flying into the air. If it does not, the move turns into a low-damage, multi-hit Shoryuken.
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
» SA3: QCFx2 +P [Hold P, rotate stick to charge faster] (236236+P[H]): Denjin Hadouken (1 stock) (2.4 EX moves)
An unblockable attack (must be parried), Ryu will charge up an electric fireball for as long as the punch button is held. The longer the button is held, the stronger the fireball will be in terms of both damage and stun.
--- ST: AC: RE: DAM: HA: BA: CHA: PA:
Ground game
Pokes
» c.MK (low hit, decent reach, cancels, hitconfirm late cancel)
» c.MP (good for hitconfirms)
» c.LK (do two for a hitconfirm chain)
» s.MP (can cancel into super or special)
» s.FK (great vs dudley, great anti-air, excellent to catch people with)
» s.MK (ok reach, excellent priority)
Blockstrings
» c.LK, s.LK, s.MK (push people out if they're too close for comfort)
» c.LK, c.LP, c.LK (can confirm into SA1)
» s.FP, s.FK (target combo)
» cl.MP, s.MK, c.MK (slightly unsafe)
Air game
Jump-ins
» j.MK (crosses up)
» j.FP (to attack, hurts like hell)
» j.FK (to attack, little bit more range)
Air-to-air
» j.MP (hits twice, harder to parry, pushes you away on parry, totally safe in air-to-air)
» j.FP (to attack)
» j.FK (to attack)
» EX Tatsumaki (to attack, risky)
Anti-air
» s.FK (quick, easy, good recovery)
» s.FP, s.FK (FP needs to be early enough to hit as an anti-air)
» c.FP (good when opponent is nearly directly above you, but slow)
» (EX?) SRK (getting divekicked for sure? use this)
» ju.FP (you'd be surprised)
» s.MP (sometimes, and you can toss a fireball right afterwards for zoning)
Meaty attacks
» towards+MP [can link into c.LK if timed for last hit to land very late]
» UOH (MP+MK) [can link into SA1 / SA2]
» close s.MK (hitconfirms, strong, cancels into SRK for SA3 setups)
» close s.FP
Combos
» s.FP, s.FK [chain]
» j.FP, cl.FP (or close s.MK), EX Joudan, (EX?) SRK
» c.LK, c.LK > SA1
» c.LK, c.LP > SA2
» c.MK, FK Tatsumaki [vs. standing]
» crossup with j.MK, c.LK, c.LK > SA1 / SA2 [vs. crouching]
» c.MP (or c.MK), EX Tatsumaki [good chip, safe on block]
» c.MP (hc) > SA1 / SA2
» cl.MK (hc), (EX?) SRK (or > SA1 / SA2)
» toward+FP (hc), (EX?) SRK (or > SA1 / SA2)
» (corner) c.MK (or close s.MK), EX Tatsumaki > (on landing) SA1
[b]Setups
SA3 Denjin setups
» Anything leading into FP SRK xx SA3 setup
» Anything leading into LP SRK xx SA3 (on 1/4 - 1/3 stunned character, release if SRK hits)
» Anything into LK / MK Tatsumaki, SA3 setup (preferable over HK)
» Any air-to-air where you land first (FP Hadouken xx SA3)
» Any instance where you anti-air a guy from the ground (LP Hadouken xx SA3)
» crossup MK, c.LK, s.MP, LP Hadouken xx SA3 (better vs Akuma)
» c.LK, c.LP, c.LK, LP Hadouken xx SA3 (better vs Akuma)
Kara-throw setups
» cl.MP, Kara-throw
» c.LK, Kara-throw
» toward+FP, step back, Kara-throw
» c.LK, s.LP (whiff), Kara-throw [vs. crouching]
Punishing after a parry
» parry -> any close s.FP (or close s.MK) Denjin setup
» parry -> close s.FP (or close s.MK), EX Joudan, (EX?) SRK
» low parry -> c.MP (FP?), EX Joudan, (EX?) SRK (?)
» low parry -> c.MK, EX Tatsumaki (or > SA1 / SA2)
» low parry -> c.MK, LP SRK xx SA3 (Denjin setup)
Wakeup game
Possible things to do on wakeup against an opponent
» toward+MP [overhead, done very early may link into c.LK]
» c.LK, toward+MP [low, then overhead]
» c.LK, c.LK [hits low]
» c.LK, s.LP (whiff), Kara-throw [vs. crouching]
» c.LK, step back 2 frames, Kara-throw
» walk in, step back, Kara-throw
» meaty UOH [can link into super]
» meaty close s.MK, FP SRK xx SA3
» crossup j.MK
Kara-cancels
Throwing: toward+MP
SRK: c.MK or c.FK (MK safer)
Notes and comments
» EX Joudan as a follow up to anything you can link it off lets you set an opponent up for extra damage.
» A blocked FP SRK is a prime candidate to be followed up with SA3. Remember that!
» MK is not always good as a crossup, it's better on crouching opponents (it also sometimes doesn't link with your ground attack unless done very deep).
» His (j.FP, s.FP, EX Joudan, SRK / FK Tatsumaki) combo deals 70 damage and 60% stun on an opponent Ryu.
» His EX Hadouken is ridiculously fast. Use it, it's good damage and generally reliable, even when tossed out randomly at somewhat close range.
General playstyles
» eddieW: Ryu compared to Ken? While Ken has better and easier ways to land a super, Ryu has great damage and knockdown potential without a super. The way he plays Ryu is to select SA1 and play what he calls "Super Turbo Red Fireball Ryu", blended with some 3S tactics. The goal here is to score a knockdown, then dash in and 50/50 for some more damage (eg. with kara-throwing, or c.LK, walk back to bait the throw, punish with c.MK, MK Tatsumaki for knockdown and good damage). If they get you off, EX Hadoukens will get your opponent to jump and score some extra damage.
.