Ryu Strategy Guide and Moves: Super Street Fighter 2 Turbo HD Remix
Last updated on Jan. 2, 2009
Character Overview
Ryu is arguably the most balanced character in HD Remix. He has the tools to deal with just about every situation, and he has no glaring weaknesses.
The addition of his Fake Fireball helps even out his match with Dhalsim tremendously, and now players have to be smarter when dealing with Ryu's excellent fireball traps.
While he's not regarded as a top tier character, there are still plenty of players who have won tournaments with him. He has one of the best projectiles in the game and he's still a great character in the right hands.
• Strengths •
+ Arguably the best fireball traps in the game.
+ Ryu is extremely well balanced, even his bad matches are winnable.
+ Fake Fireball is a great bait/fake out tool.
+ No major weaknesses.
• Weaknesses •
- Can have trouble dealing with some of the top tier characters.
- Everyone knows how to play against Ryu, as they've been doing it for years.
Special Moves
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• Blue Fireball (Hadouken) •
One of the best projectiles in the game. Use Ryu's fireballs to control the position of your opponent.
The classic trick of throwing out fireballs to do chip (block) damage and baiting your opponent into jumping and nailing them with a Dragon Punch still works — and it's still very effective.
A good game plan is one that keeps your opponent in the areas where your Dragon Punch and Fireballs are most effective. So always try to be placing yourself with those moves in mind.
One trick with your opponent in the corner is to throw out a fireball that hits them close to the middle/back of their body as they're standing up. As soon as they block it, IMMEDIATELY throw out another projectile. If you time this correctly, your opponent will have a difficult time getting around the second projectile, being forced to block it or use an escape move.
Depending on how they reacted to this move, you may be able to continue to throw out projectiles to either force them to jump into a Shoryuken or slowly chip away their life.
Also the Light Punch version of Ryu's Fireball has the shortest recovery time, but only by a small margin. Medium Punch takes one additional frame of animation to recover and Hard Punch is another additional frame.
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• Red Fireball (Fire Hadouken) •
Like Ryu's Blue Fireball except that if thrown from a bit further than 'sweep distance' or closer it will knock your opponent down.
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• Fake Fireball (Feint Hadouken) •
Turning out to be an excellent move. Always mix this in with your normal fireball traps to put yourself in a great anti air or counter attack situation. And note that your recovery time after this move is VERY quick.
A common tactic over the years for Ryu players has been to do a Crouching Medium Kick and Cancel into a Fireball, but the Fake Fireball puts a twist on this.
Instead of a real projectile, do this fake after the Crouching Medium Kick and walk up and throw. It's amazing how many times opponents fall for this because they've trained themselves to block in this situation.
When they start trying to counter your Fake Fireball in this scenario, start hitting them with real ones.
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• Dragon Punch Uppercut (Shoryuken) •
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• Hurricane Kick (Tatsumaki Senpuu-Kyaku) •
Super Move
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• Super Fireball (Shinkuu Hadoken) •
Combos
• Jumping Hard Kick, Crouching Medium Kick, Cancel into Hard Punch Fireball •
Ryu's Bread and Butter combo, does good damage and stun.
You can use most of Ryu's normal moves in place of the Jumping Hard Kick and Crouching Medium Kick in this sequence.
• Cross up with Jumping Hard Kick, Crouching Medium Punch, Link into Crouching Medium Kick, Cancel into Hard Punch Fireball •
Known in some circles as the 4-hitter quitter. This combo is a likely dizzy if you land it. Takes off roughly 55% of your opponent's life.
• Jumping Medium Punch, juggle with Jumping Medium Punch, juggle with Super •
Your Super will only hit a couple of times, but the extra damage is nice.
• Towards + Medium Punch, Link into Crouching Hard Kick •
3-hit combo, only works against crouching opponents.
• Cross up Jumping Hard Kick, Towards + Hard Punch, Crouching Hard Punch, Cancel into Fireball •
Only works against crouching opponents, 5 hit combo though and nasty when you land it.
• Towards + Hard Punch, Crouching Hard Punch, Cancel into Fireball •
For this to land properly, you need to time it so your Towards + Hard Punch hits as a Meaty (early) move.
• Crouching Light Kick 2x, Standing Light Kick, Standing Light Punch to Cancel into Super •
You need to Chain (Renda) Cancel to go into your Super with this combo. You won't see the last Standing Light Kick because you'll be Canceling it directly into your Super with Light Punch.
If you were to do this combo the full motion would look like this.
Normal Moves
This is not a complete list of Ryu's normal moves, just the ones we think are noteworthy.
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• Dash Punch •
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• Overhead Punch •
Ryu hops forward and hits twice with his fist. Must be blocked high.
(In the air)
• Air Uppercut •
This moves hits twice. You can also jump again and hit them a third time with this as they're falling back down.
A very effective anti air measure, because the damage is surprisingly good if you land all three hits. It even beats out a well placed Hard Punch Shoryuken.
Changes from Super Street Fighter 2 Turbo
* New move: Fake Fireball. Quarter circle forward plus Light Kick.
Contributions to this guide by David Sirlin, Yflow, Oldschool_BR.

Posted by Zore on November 27, 2008 at 6:26 p.m. #1
Nice guide. It's nothing revolutionary, but it definitely helps if you are new to the game or even if you need to polish of some old skills. Perhaps a section of who he is strong and weak against and why would be a nice addition. But yeah, otherwise nice.
Posted by FREEMAN on November 30, 2008 at 4:45 a.m. #2
Fake fireball not good at the minute, playing button mashers.
Posted by Sunny on December 5, 2008 at 2:28 p.m. #3
If you have no life bar left and Ryu knocks you down and walks up to you when you're about to get up, do yourself a favor and block up because lots of people will try to finish you off with Ryu's overhead. On a side note, the 2 hits overhead can be linked to a sweep for a 3-hit combo.
Posted by yflow on December 18, 2008 at 12:27 p.m. #4
You messed up, chief:
"Also the Light Punch Fireball comes out slightly faster than the Medium Punch, and Medium comes out slightly faster than Hard Punch."
Didn't you mean slower instead of faster?
Posted by Catalyst on December 18, 2008 at 4:26 p.m. #5
I might need to clarify this in the guide. I'm talking strictly about the frames of animation it takes to get a fireball on screen, not how quickly it travels.
I'll re-word the section to make it clearer.
Thanks for the note.
Posted by Thamanator on December 27, 2008 at 10:29 a.m. #6
Good point about the fireball frames Catalyst!
Posted by yflow on January 1, 2009 at 3:21 p.m. #7
Oh, I dig. Yeah, the wording was a bit confusing. I see now that you were talking about the move's start up, in which case you were right.
Posted by Ryu on January 5, 2009 at 4:29 p.m. #8
how do u do cr.mk to super? i can't never get it out. i never had trouble pulling this in alpha series but only in sf2.
Posted by SlimBritches on January 6, 2009 at 2:12 a.m. #9
I think I found a bug... when playing as Ryu, I like to cancel a standing fierce punch into a fierce Shoryuken. This works on every character EXCEPT DeeJay (against whom, for some reason, cancelling a fierce punch into a shoryuken is impossible).
As Ken, I can cancel a fierce into a fierce shoryuken against ALL characters (including DeeJay) so I'm pretty sure this is not intentional. I know it's a small detail, but it sucks, cuz this is one of my favorite cancels and I have to forego it against DeeJay players.
Maybe it would have been a good idea to have a beta with ALL the characters (rather than just ryu and ken)?
Posted by Ryu on January 6, 2009 at 12:04 p.m. #10
hmm i never tested that...i'll try it to tonite and see.
Posted by Ryan on January 19, 2009 at 11:58 a.m. #11
tip 1: A good time to do your super (an 80-90% guarantee a hit) is when your opponent try's to hit you with a fireball, immediently go into your super (or if hes spamming fireballs),
Ryu's super will go through and absorb your opponents projectile and hit them because most likely they will still be in there animation, they probaly wont have time to block anyway
tip 2. as your opponent is getting up of the floor, hit them with an overhead punch
also it is possible to C.mk then cancel into your super (it just takes timing and practice) on the EXACT time as ryu hits his opponent with his c.mk input the command motion for the super and get used to the speed of it.
Posted by Ryan N on January 20, 2009 at 1:49 p.m. #12
Or you can try this:
c.MK + d, df, f, d, df, f + Punch
so pretty much you use "down" in the first motion of the super to do your c.MK, then complete the 2nd motion with punch. The c.MK should hit as you start your 2nd motion.
Posted by Jae Mito on January 22, 2009 at 8:54 a.m. #13
this was a good guide, i enjoyed reading it allot. again they should explain some more in depth Ryu strategies and techniques. Like mentioned earlier, punish incoming projectiles with a nicely times Shinkuu for easy, and powerful damage plus a knock down. Also the short Tatsu whiff into a throw works excellent against opponents who are very defensive. Also after hitting an opponent with the two ( 3 hits though) mid air strong punch, always whiff a short tatsu for pressure and for super bar charge.
Ryu is so awesome.
Posted by Izagaia on January 22, 2009 at 12:12 p.m. #14
Unlike with Ken, are there any changes in the invulnerability frames for any versions of his shoryuken? Or is the only version, with any sort of invulnerabilty tacked-on, the jab punch version for reversals?
Posted by Mook on January 23, 2009 at 9:43 a.m. #15
I'm having trouble canceling my c.MK into a Super as well as a DP.. ¬¬ I'm blaming the D-Pad though 'cos I very often execute the wrong moves by accident. Waiting for the MadCatz FightStick now.
Posted by Be on January 26, 2009 at 6:31 a.m. #16
Nice guide. But guys, im from Brazil and I wanted to know what do u guys mean with this whole "cancel" thing?? Like this Mook above me said, and many others have. "Im having trouble cancelling my c.MK into a Super as well as a DP"... what does that mean??
Posted by Ross on January 26, 2009 at 11:07 a.m. #17
no disrespect to the author, but this is pretty barebones. it's essentially a moves list, which won't help anyone trying to move from beginner to intermediate.
a whole section on tiers is pretty worthless too. replace it with something useful.
Posted by davey on February 8, 2009 at 8:40 p.m. #18
can ryu not do the jump-in jab, cancel into hurricane kick?
i know ken can do it, but it seems like ryu's hurricane doesnt hit soon enough for that to work.
Posted by ces on May 27, 2009 at 11:54 p.m. #19
I see it's been a while since anyone has posted but anyway here goes nothing.
I've been practicing canceling the medium kick (both Standing and crouching) into the shinku hadouken, some times i pull it out but not in a combo motion, it looks like the canceling was good but the bot always defends against my super combo.
So here I am asking about tips or guidelines about timing, execution or factors that might affect this canceling since i want to get the achievement for the 360 about 7 hits combo with Ryu.
Thanks in advance
Posted by ces on May 30, 2009 at 3:25 a.m. #20
I did IT!!
the timing is kinda tricky and i'm not perfect with it yet, but i managed to get my achievement in Arcade mode and was able to pull it out a couple of times in online matches (but lost many of them because of trying it out there).
indeed you need to use the mk at the start of the second 1/4 circle of the super, what i noticed is that you need to press the punch button almost immediately after pressing the mk button while completing the move, the way i got it to hit 7 is by jump and as soon as you press the fierce kick button do the first 1/4 circle and press down + mk to begin the second 1/4 circle and "cancel" the mk with a punch button ASAP but make sure the mk hits.
hope this help and i know is awfully explained so if someone else can explain it better please do so
Posted by owin on January 6, 2010 at 12:49 p.m. #21
lovly game hehehehehehehehehehehhahahahaahahahah
Posted by chargr on February 23, 2010 at 9:23 p.m. #22
did some major damage tonight with ryu ... great 3 hit medium anti air punch...
Posted by yournizzle on March 1, 2010 at 8:21 p.m. #23
What is the differnce of a red fire ball and a blue one.Is the blue one faster bye chance.
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