Ryu Moves and Hitboxes

Ryu moves, stats and hitboxes

How to play Ryu in Street Fighter 5

The beginner friendly Ryu’s playstyle is best described as an all rounder for the following reasons. Being able to apply pressure at long and midrange with Hadoken.

Use his great pokes to play footsies and anti air the opponent with Shoryuken.
Can escape pressure with his 3 frame jab and EX Shoryuken.

You can also blow up your opponent if he get’s predictable with his V-Skill.

Stats:

Vitality: 1000
Stun: 1000
V-Gauge: 600
Forward Walk Speed: 4.7
Backward Walk Speed (Pixels Per Frame): 3.4
Dash Duration (Total Frames): 16
Dash Distance (Total Pixels): 135
Backdash Duration (Total Frames): 21 (frames 1-10 throw invincible; frames 3-10 airborne)
Backdash Distance (Total Pixels): 88.3
Pre-Jump Frames: 3
Jump Duration (Total Frames): 38
Forward Jump Distance (Total Pixels): 212.8
Backward Jump Distance (Total Pixels): 182.4

Normal Moves

Ryu Light Punch Hitbox - Normal Move

Light Punch

  • Fastest normal.
  • Good for pressure.
  • Weak range.
  • Frame traps when used in succession.
  • Startup: 3
  • Active: 2
  • Recovery: 7
  • On hit: 4
  • On block: 2
  • Damage: 30
  • Cancels into: CA/SP/VT
Ryu Medium Punch Hitbox - Normal Move


Medium Punch

  • Reliable combo starter.
  • Best normal punch.
  • Startup: 5
  • Active: 3
  • Recovery: 10
  • On hit: 7
  • On block: 1
  • Damage: 60
  • Cancels into: CA/SP/VT
Ryu Hard/Heavy Punch Hitbox - Normal Move


Hard Punch

  • Crush Counter properties.
  • Launches on Counter Hit.
  • Startup: 8
  • Active: 3
  • Recovery: 20
  • On hit: 3
  • On block: -1
  • Damage: 90
  • Cancels into: VT
Ryu Light Kick Hitbox - Normal Move


Light Kick

  • Cancelled into from standing or crouching Low Punch.
  • Great punish tool.
  • Great reach.
  • Hard to punish.
  • Startup: 4
  • Active: 3
  • Recovery: 11
  • On hit: -1
  • On block: -2
  • Damage: 30
  • Cancels into: CA/SP/VT
Ryu Medium Kick Hitbox - Normal Move


Medium Kick

  • One of his best footsie tools because of its horizontal range.
  • One of his farther reaching pokes.
  • Startup: 8
  • Active: 3
  • Recovery: 16
  • On hit: 2
  • On block: -2
  • Damage: 60
  • Cancels into: VT
Ryu Hard/Heavy Kick Hitbox - Normal Move


Hard Kick

  • Crush Counter properties.
  • Will move slightly forward.
  • Good anti-air move against jump-ins.
  • Startup: 10
  • Active: 2
  • Recovery: 20
  • On hit: 4
  • On block: -1
  • Damage: 90
  • Cancels into: VT
Ryu Crouching Light Punch Hitbox - Normal Move


Crouching Light Punch

  • Startup: 4
  • Active: 3
  • Recovery: 5
  • On hit: 3
  • On block: 2
  • Damage: 30
  • Cancels into: CA/SP/VT
Ryu Crouching Medium Punch Hitbox - Normal Move


Crouching Medium Punch

  • Frame traps when used in succession.
  • Great for confirm.
  • Decent poke.
  • Good cancellable normal.
  • Startup: 6
  • Active: 3
  • Recovery: 12
  • On hit: 4
  • On block: 2
  • Damage: 60
  • Cancels into: SP/VS
Ryu Crouching Hard/Heavy Punch Hitbox - Normal Move


Crouching Hard Punch

  • Forces the opponent to stand up.
  • One of his best anti-air tools because of its speed.
  • Great priority.
  • Startup: 6
  • Active: 4
  • Recovery: 24
  • On hit: -7
  • On block: -10
  • Damage: 90
  • Cancels into: SP/VS
Ryu Crouching Light Kick Hitbox - Normal Move


Crouching Light Kick

  • Startup: 4
  • Active: 2
  • Recovery: 7
  • On hit: 2
  • On block: 1
  • Damage: 20
  • Cancels into: VT
Ryu Crouching Medium Kick Hitbox - Normal Move


Crouching Medium Kick

  • Good footsie tool.
  • Short range.
  • Startup: 7
  • Active: 3
  • Recovery: 13
  • On hit: 1
  • On block: -3
  • Damage: 50
  • Cancels into: CA/SP/VT
Ryu Crouching Hard/Heavy Kick Hitbox - Normal Move


Crouching Hard Kick

  • Crush Counter properties.
  • Standard sweep.
  • Made safe with V-Trigger cancel.
  • Startup: 8
  • Active: 2
  • Recovery: 22
  • On hit: KD
  • On block: -11
  • Damage: 90
  • Cancels into: VT
Ryu Jumping Light Punch Hitbox - Normal Move


Jumping Light Punch

  • Startup: 3
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Ryu Jumping Medium Punch Hitbox - Normal Move


Jumping Medium Punch

  • Hit on airborne opponent puts them in juggle state.
  • Stalls opponents in air.
  • Startup: 7
  • Active: 8
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 30*30
  • Cancels into: SP
Ryu Jumping Hard/Heavy Punch Hitbox - Normal Move


Jumping Hard Punch

  • Great move for air-to-air.
  • Good against Cross-ups.
  • Startup: 7
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Ryu Jumping Light Kick Hitbox - Normal Move


Jumping Light Kick

  • Can Cross-up.
  • Startup: 4
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Ryu Jumping Medium Kick Hitbox - Normal Move


Jumping Medium Kick

  • Can Cross-up.
  • Good priority against jump-ins.
  • Startup: 6
  • Active: 4
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 60
  • Cancels into: ~
Ryu Jumping Hard/Heavy Kick Hitbox - Normal Move


Jumping Hard Kick

  • Great jump-in move
  • Startup: 9
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Ryu Shoulder Throw Hitbox - Throw

(Neutral or Forward)

Shoulder Throw

  • Will keep opponent close.
  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: KD
  • Damage: 120
  • Cancels into: ~
Ryu Somersault Throw Hitbox - Throw


Somersault Throw

  • Good defensive tool when in a corner.
  • Will create space between opponent.
  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: KD
  • Damage: 140
  • Cancels into: ~

Unique Moves

Ryu Collarbone Breaker Hitbox - Unique Move


Collarbone Breaker

  • Overhead.
  • Initiates mix-ups on hit.
  • Predictable because of slow startup.
  • Punishable.
  • Risky.
  • Startup: 22
  • Active: 4
  • Recovery: 17
  • On hit: 1
  • On block: -6
  • Damage: 30*30
  • Cancels into: ~
Ryu Solar Plexus Strike Hitbox - Unique Move


Solar Plexus Strike

  • One of his best engagement tools.
  • Great reach.
  • Hard to utilize because of slow startup.
  • Startup: 17
  • Active: 2(1)2
  • Recovery: 18
  • On hit: 8
  • On block: -2
  • Damage: 45*45
  • Cancels into: SP


Axe Kick

  • Forces the opponent to stand up.
  • Great for pressure after KnockDown.
  • Has a great hitbox.
  • Startup: 8
  • Active: 3(3)4
  • Recovery: 16
  • On hit: 4
  • On block: -2
  • Damage: 40*40
  • Cancels into: SP/CA/VT

Special Moves


  
Hadoken

  • Light version has 55 frame duration.
  • Medium version has 46 frame duration.
  • Hard version has 40 frame duration.
  • EX version has 36 frame duration.
  • Startup: 14/14/14/11
  • Active: ~/~/~/~
  • Recovery: 33/34/33/33
  • On hit: -1/-1/-1/KD
  • On block: -6/-6/-6/2
  • Damage: 60/60/60/40*60
  • Cancels into: CA


 
Shoryuken

  • Light version has lower body and throw invincibility frame 1 to 3.
  • Light version goes airborne on frame 4.
  • Medium version has full invincibility frame 1 to 6.
  • Medium version goes airborne on frame 6.
  • Hard version has full invincibility frame 1 to 3. Lower body and throw invincibility from frame 4 to 7.
  • Hard version goes airborne on frame 7.
  • EX version has invincibility frame 1 to 15.
  • Startup: 3/4/5/3
  • Active: 12/11/10/12
  • Recovery: 30/39/44/44
  • On hit: KD/KD/KD/KD
  • On block: -24/-32/-36/-37
  • Damage: 100/120/120/
    80*80
  • Cancels into: ~


 
Tatsumaki Senpukyaku

  • Light version goes airborne on frame 6 to 29.
  • Medium version has projectile invincibility frame 6 to 45.
  • Medium version goes airborne on frame 7 to 47.
  • Hard version has projectile invincibility frame 6 to 91.
  • Hard version goes airborne on frame 7 to 63.
  • EX version has projectile invincibility frame 7 to 36.
  • EX Version goes airborne frame 5 to 44.
  • Startup: 10/12/14/10
  • Active: ~/~/~/~
  • Recovery: 21/21/31/26
  • On hit: KD/KD/KD/KD
  • On block: -10/-10/-10/-19
  • Damage: 90/100/110/28x5
  • Cancels into: ~


(During Neutral or Forward Jump)
 

Airborne Tatsumaki Senpukyaku

  • Will miss crouching opponents.
  • Rear hitbox will also miss standing opponents.
  • Startup: 9/9/9/8
  • Active: ~/~/~/~
  • Recovery: 14/14/14/14
  • On hit: KD/KD/KD/KD
  • On block: ~/~/~/~
  • Damage: 100/100/100/
    170
  • Cancels into: ~

V-Skills

  
Mind’s Eye

  • Can be repeated when succesful.
  • When succesful has 1 frame startup.
  • Startup: 3
  • Active: 7
  • Recovery: 32
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: VS
Ryu Hashogeki Hitbox - V-Reversal

(During Guard)

Hashogeki

  • Has projectile invincibility frame 1 to 30.
  • Reduces own stun counter.
  • Startup: 17
  • Active: 2
  • Recovery: 24
  • On hit: KD
  • On block: -2
  • Damage: 60
  • Cancels into: ~
Ryu Denjin Renki - V-Trigger


Denjin Renki

  • Special moves get powered up.
  • Duration of 800 frames.
  • Startup: ~
  • Active: ~
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~

Critical Art

Ryu Shinku Hadoken Hitbox - Critical Art

  
Shinku Hadoken

  • Has full invincibility frame 1 to 3.
  • Speed of projectile dependent on Light, Medium or Hard punch.
  • Startup: 4
  • Active: ~
  • Recovery: 61
  • On hit: KD
  • On block: -18
  • Damage: 320
  • Cancels into: ~
Ryu Denjin Hadoken Hitbox - Critical Art

(During V-Trigger)
  

Denjin Hadoken

  • Guard Crush on block.
  • Startup: 4
  • Active: ~
  • Recovery: 61
  • On hit: KD
  • On block: -18
  • Damage: 350
  • Cancels into: ~

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