An ideal starting point, let’s get busy with Ryu.
Street Fighter 5: Ryu moves list
Ryu is the bread-and-butter character that all Street Fighter players should learn at least a little with before moving on to their favourite character of choice. As you might imagine, Ryu’s skill set is simple to understand but difficult to master, and his speed, damage output, combo potential and health are all slap bang in the middle of the pack, making him an ideal starting point.
V-Skill: Mind’s Eye (MP, MK Simultaneously)
Ryu braces for an attack. By timing it correctly so it catches your opponent’s attack, Ryu will brush it off, no damage. It’s even possible to parry each individual hit of Chun-Li’s super, so with practice it can be deadly. Whiff the timing and you will be left open to a nasty attack – so be careful!
V-Trigger: Denjin Renki (HP, HK Simultaneously when V-Trigger Gauge is full)
Once the V-Trigger gauge is full, triggering Ryu’s Denjin Renki powers him up. Ryu’s moves become more powerful, stringing moves together into combos becomes easier, and he gains the ability to charge his fireballs by holding down the punch button when throwing them. Fully charged or EX fireballs will penetrate all defences, including blocks.
Hadouken (Quarter Circle Forward + Punch / Down – Forward – Punch)
Ryu tosses a fireball from his bare hands. The speed of the fireball is influenced by the punch button you choose – LP slowest, up from there. An EX fireball is the fastest of all, and more powerful.
Shoryuken (Z-Motion + Punch / Forward – Down – Forward – Punch)
Ryu’s rising uppercut, his anti-air attack. The height & strength of the uppercut is influenced by the button used, with LP being the shortest and least damaging and HP the highest and most painful. Stronger uppercuts leave you more open to attack if missed or blocked, so be careful. There is an EX version of this move.
Many beginners find the Shoryuken motion difficult to pull off. The easiest way to do it is to press forwards and then quickly pull down and perform a fireball motion, complete with the punch at the end. So long as you do this in one slick move, a Shoryuken should come out. Practice! It gets easier over time.
Tatsumaki Senpukyaku (Quarter Circle Backwards + Kick / Down – Back – Kick)
Ryu spins in a circle and travels across the screen. This move passes through projectiles like Fireballs if timed correctly. It can also be done in the air. An EX version is available, but does not travel, instead spinning in place to do more damage.
Critical Art (Super) – Shinku Hadouken (Quarter Circle Forwards x2 + Punch / Down – Forward – Down – Forward – Punch)
Ryu’s ultimate move is Shinku Hadoken, a gigantic, powerful fireball that flies across the screen. Execute it by doing the Hadouken motion twice, then pressing the bunch button. If you are in V-Trigger mode, this becomes the even more devastating Denjin Hadouken.
Target Combos: HP, HK and MP, HP, HK
These two sequences of button presses will, with the correct timing, always string together. The latter, MP, HP, HK, always ends in knocking the opponent down, and is a good way to take control of the situation once you get a hit in.
These moves are ‘normal moves’, but are executed when pressing certain button combinations or sequences, and often have specific uses and properties. Try them in training mode to see what they’re useful for!
- Collarbone Breaker (Forward + Medium Punch)
- Solar Plexus Strike (Forward + Hard Punch)
- Axe Kick (Back + Hard Kick)