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Ryu's Frame Data: Street Fighter 4

Last updated on April 25, 2009

8 Comments

Ryu's Frame Data: Street Fighter 4


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel Ability
Close Light Punch 3 3 6 +2 +5 10 13 30 50 20 HL C*Sp*Su
Close Medium Punch 3 3 21 -3 +3 20 26 70 100 40 HL Sp*Su
Close Hard Punch 5 7 26 -15 -10 17 22 100[80] 200[150] 60 HL Sp*Su
Close Light Kick 5 5 7 -1 +2 10 13 30 50 20 HL -
Close Medium Kick 3 5 16 -7 -2 13 18 70 100 40 HL Sp*Su
Close Hard Kick 8 8(2)4 17 -3 +2 17 21 40*70 125*75 60*20 HL Su*-
Far Light Punch 4 3 6 +2 +5 10 13 30 50 20 HL C*Sp*Su
Far Medium Punch 5 4 14 -4 -1 13 16 80 100 40 HL Su
Far Hard Punch 8 3 15 0 +4 17 21 120 200 60 HL -
Far Light Kick 5 6 6 -1 +2 10 13 40 50 20 HL -
Far Medium Kick 8 2 17 -5 -2 13 16 70 100 40 HL -
Far Hard Kick 9 4 20 -6 -2 18 22 110 200 60 HL -
Crouch Light Punch 3 2 7 +2 +5 10 13 30 50 20 HL C*Sp*Su
Crouch Medium Punch 4 4 8 +2 +5 13 16 70 100 40 HL Sp*Su
Crouch Hard Punch 4 8 28 -18 -13 17 22 100 200 60 HL Sp*Su
Crouch Light Kick 4 3 9 -1 +2 10 13 20 50 20 L C*Sp*Su
Crouch Medium Kick 5 5 12 -3 0 13 16 70 100 40 L Sp*Su
Crouch Hard Kick 5 4 28 -14 - 17 - 90 100 60 L -
Jump Up Light Punch 10 7 - - - 8 11 50 50 20 H -
Jump Up Medium Punch 5 5 - - - 10 13 80 100 40 H -
Jump Up Hard Punch 6 5 - - - 17 20 100 200 60 H -
Jump Up Light Kick 5 9 - - - 8 11 40 50 20 H -
Jump Up Medium Kick 6 10 - - - 11 15 80 100 40 H -
Jump Up Hard Kick 4 4 - - - 15 18 100 200 60 H -
Jump Forward Light Punch 4 7 - - - 8 11 50 50 20 H -
Jump Forward Medium Punch 7 3*4 - - - 11 15 50*30 50*50 40*20 H -
Jump Forward Hard Punch 6 5 - - - 15 18 100 200 60 H -
Jump Forward Light Kick 4 8 - - - 8 11 40 50 20 H -
Jump Forward Medium Kick 6 6 - - - 11 15 70 100 40 H -
Jump Forward Hard Kick 7 7 - - - 15 18 100 200 60 H -
Forward + Medium Punch 17 1(1)2 14 -2 +3 13 18 30*50 50*50 40*20 H -
Forward + Hard Punch 17 2*2 18 0 +4 19 23 40*80 50*50 60*20 HL Sp*Su
Level 1 Focus Attack 21 2 35 -21 -21 15 15 60 100 20 HL -
Level 2 Focus Attack 17+12 2 35 -15 - 21 - 80 150 40 HL -
Level 3 Focus Attack 65 2 35 - - - - 140 200 60 - -
Forward + Throw 3 2 20 - - - - 130 140 40 0.9 -
Back + Throw 3 2 20 - - - - 130 120 40 0.9 -
Fireball 13 - 45 -6 -2 18 22 70 100 10/20 HL Su
Fireball EX 12 - 40 +1 - 13 - 50*50 50*50 0/0 HL Su
Shoryuken Light Punch 3 14 14+10 -17 - 20 - 130[70] 200[100] 30/40 HL Su
Shoryuken Medium Punch 3 14 25+18 -36 - 20 - 140[70] 200[100] 30/40 HL Su
Shoryuken Hard Punch 3 14 28+18 -39 - 20 - 160[70] 200[100] 30/40 HL Su
Shoryuken EX 3 2*12 30+18 -39 - 20 - 80*60 100*100 0/0 HL Su
Hurricane Kick Light Kick 11 2(6)2 12+5 -6 - 20 - 100 200 30/30 HL -
Hurricane Kick Medium Kick 12 2(6)2(6)2(6)2(6)2 18+5 -2 - 20 - 110 200 30/30 HL -
Hurricane Kick Hard Kick 12 2(6)2(6)2(6)2(6)2 18+5 -2 - 20 - 120 200 30/30 HL -
Hurricane Kick EX 11 1(3)1(3)1(3)1(3)1 18+3 -1 - 20 - 40x5 50x5 0/0 HL -
Hurricane Kick Medium Kick(air) 9 2(6)2(6)2 10 - - 20 -  ??? 100 10/40 HL -
Hurricane Kick EX(air) 7 1(3)1(3)1(3)1(3)1 4 - - 20 - 40x5 50x5 0/0 HL -
Super 1+2 - 51 +11 - 20 - 50x4*100 0 0/0 HL -
Ultra 1+10 - 119 -25 - 20 - 273-398 0 0/0 HL -
Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel

Thanks to Gilley and DannyCat for providing this frame data.

Posted by choze on January 3, 2009 at 11:05 a.m. #1

how do i read this. how does the cancel ability work.

 

Posted by BHeaggans on January 9, 2009 at 10:54 a.m. #2

This part of the guide is for learning what moves are safe on block, what moves give you advantage. The most important numbers for you to know is the start up, frame advantage on block and frame advantage on hit. The start up frames is good to know for offense while the block and hit frames are good for both offense and defense. The letters in the cancel situation goes as follows. C= means that the move can cancel or chain into itself, Sp= means that you can cancel the move with a special attack, and S= means the move can be super cancel or canceled into the super attack.

You can use the start up frames and the hit frames to create link combos. For example: Ryu can do this cr.lk, cr.lp, cr.mp, hadouken, shinkuu hadouken. The breakdown of this combo goes like this: frist you do a cr.lk and cancel into a cr.lp. (In most street fighter games all light attacks can chain into each other). Then you link the cr.lp into a cr.mp. (the hit advantage on the cr.lp is +5 frames which means you would recover 5 frames before the opponent does after hitting them with a crouching light punch). Then you cancel the cr.mp into the Hadouken ( cr.mp is able to be canceled into a special attack, which is shown by having Sp in the cancel column). And then end the combo by canceling the Hadouken into the Shinkuu Hadouken. (Hadouken is super cancelable which is why it has the S in the cancel column). This is just 1 of many things that you can do and create by using this chart. I hope this helps out.

 

Posted by Bheaggans on January 9, 2009 at 12:01 p.m. #3

I forgot to mention that the reason that the cr.mp is able to link from the cr.lp is because the start up time for the cr.mp is 4 frames. And since the cr.lp leaves you at a +5 frame advantage you can link the cr.mp behind it because the cr.lp recovers fast enough to do so. Thats how links work using the frame data.

 

Posted by majestic angel on January 17, 2009 at 10:10 a.m. #4

it's a great upgrade on ryu,but i think that his lounging fierce punch and medium over head punch should be much faster to give him more link combos and unpredictability on his attacks.plus,if you add that famous hop kick he had in the alpha series and made it an over head also,this would be the ryu that all gamers will find that is the true to the legend of this character.that and other little tweaks like a triple hitting hoduken like akuma's, a ken style shoryuken and a akuma tatsumaki or hurricane kick that would leave more combo opportunities with offensive pressure. if a ryu like this was to be in a game,it should become an unlockable character in a future game.Because,we all know,that's going to be very abusive!!! still,the regular ryu should at least have a faster fierce lounging punch and the medium over head.

 

Posted by Header on May 14, 2009 at 3:02 a.m. #5

Can it be that there is a misktake in cr. medium kick (Frame Adv. Hit = 0), how can that be, you can link this move to a Fireball and also to a Hurricane Kick.
If I am wrohng please correct me. I am new to the scene.

 

Posted by shun on May 19, 2009 at 12:10 a.m. #6

cause its not a link into the fireball/tatsu. It is a cancel, so your basically canceling the cr.mk into the special move.

 

Posted by kLo on June 18, 2009 at 1:41 a.m. #7

Hmm... i may be wrong, but isn't ryu's cr. medium punch chainable? Atleast to another cr. medium punch right?

 

Posted by JWangSDC on October 29, 2009 at 6:15 a.m. #8

no c.mp is linkable, not chainable. Chainable means it auto combo's just by mashing the move again. Linkable means that since your frame advantage is greater than or equal to the startup of the next move, it will combo but you have the advantage minus the startup frame + 1 as the number of frames in which you can input the linked command.

For example you have +4 hit stun from the C.MP and you have a 4 startup on the C.MP that means there is exactly one frame where you can re enter the CMP input and have it combo.

 

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