Ryuu (Street Fighter)/Fighters World Move List (Normal Version)

* Shingan: Hanagashi refills Overcharge icon faster
* Denjin Renki enhances special moves' hit effects for duration
* (\*) = Overcharge Icon-based move

EF (Midair OK) (Near Grounded Opponent or Aerial Opponent to Proceed)
* 瓦割り; Kawara Wari (Tile Splitter):
Hold EF (Near Grounded Opponent to Proceed)
* 巴投げ; Tomoe Nage (Comma Throw):
4EF (Midair OK) (Near Grounded Opponent or Aerial Opponent to Proceed)

Unique Arts/Command Normals:

* 鎖骨割り; Sakotsu Wari (Collarbone Splitter):
6C
* 旋風脚; Senpuukyaku (Whirlwind Leg):
6D
* 鳩尾砕き; Mizo'ochi Kudaki (Pigeon Tail/Solar Plexus Smasher):
6E
* 入り身; Irimi (Entering Body):
4E
* 踵落とし; Kakato Otoshi (Heel Dropper):
6F
* 上段足刀蹴り; Joudan Sokutou Geri (High-Level Foot Edge Kick):
4(F) (Hold to charge)
* 正中二段突き; Seichuu Nidan Tsuki (Median Two-Stage Thrust):
E while running
* 跳び足刀; Tobi Sokutou (Hopping Foot Edge):
F while running
* 掬い突き; Sukui Tsuki (Scooping Thrust):
j.7/9C
* 波動の構え; Hadou no Kamae (Stance of Surge):
6PP
* 突き上げアッパー; Tsukiage Appaa (Thrusting Lift Upper):
3E

Macro Combo:

* 上段二連撃; Joudan Nirengeki (High-Level Double Attack):
4(A) x3
	+ =>上段三連撃; Joudan Sanrengeki (High-Level Triple Attack):
	K from 4(A) x2

236P (Midair OK)
* 昇龍拳; Shouryuuken (Rising Dragon Fist):
623P (Midair OK)
* 竜巻旋風脚; Tatsumaki Senpuukyaku (Tornado Whirlwind Leg):
214K (Midair OK)
* 閃波動拳; Sen Hadouken (Flash Surge Fist):
41236(P) (Hold to charge) (Midair OK)
* 爆波動拳; Baku Hadouken (Bursting Surge Fist):
41236HoldP (Midair OK)
* 心眼: 葉流し; Shingan: Hanagashi (Heart's Eye: Leaf Flowing): (\*)
KK to guard attack
	+ =>徹心; Tesshin (Piercing Heart):
	P
	+ =>一心; Isshin (One Mind):
	P from a counter
* *電刃練気; Denjin Renki (Electric Blade Refined Qi):*
* =>雷光波動拳; Raikou Hadouken (Lightning Surge Fist):
236(P) (Hold to charge) (Midair OK)

EX Sure-Killing Arts/EX Special Moves:

* [0.5]灼熱波動拳; Shakunetsu Hadouken (Scorching Heat Surge Fist):
236PK (Midair OK)
* [0.5]連波動拳; Ren Hadouken (Chain Surge Fist):
41236(PK) (Tap rapidly) (Midair OK)
* [1]波動昇龍拳; Hadou Shouryuuken (Surge Rising Dragon Fist):
623PK (Midair OK)
* [0.5]暴風竜巻旋風脚; Boufuu Tatsumaki Senpuukyaku (Rave Wind Tornado Whirlwind Leg):
214PK (Midair OK)
* *心眼: 葉流し; Shingan: Hanagashi (Heart's Eye: Leaf Flowing):*
	+ =>[1]確固不抜; Kakko Fubatsu (Resolute & Steadfast):
	Any direction PK
* [1]波掌撃; Hashougeki (Wave Palm Strike):
632PK

Overcharge Art:

* [1]電刃練気; Denjin Renki (Electric Blade Refined Qi): (\*)
Any 2 buttons + G/H (Midair OK)
* [2]電刃練気; Denjin Renki (Electric Blade Refined Qi): (\*)
Any 2 buttons + GH (Midair OK)

Super Sure-Killing Arts/Super Moves:

* [1/2/3]真空波動拳; Shinkuu Hadouken (Vacuum Surge Fist):
236236(P) or 236(PP); any direction to direct (Tap rapidly) (Midair OK)
* [1/2/3]真空竜巻旋風脚; Shinkuu Tatsumaki Senpuukyaku (Vacuum Tornado Whirlwind Leg):
214214(K) or 214(KK) (Tap rapidly)
* [1/2/3]電刃波動拳; Denjin Hadouken (Electric Blade Surge Fist):
214214(P) or 214(PP) (Hold to charge) (Midair OK)
* [1/2/3]真空乱れ打ち; Shinkuu Midare Uchi (Vacuum Riot Pounding):
236236(K) or 236(KK) (Tap rapidly)
* *波動覚醒; Hadou Kakusei (Surge Awakening):*
* =>[1/2/3]真・波動拳; Shin Hadouken (True Surge Fist):
236236(P) or 236(PP) (Tap rapidly) (Midair OK)
* =>[1/2/3]真・竜巻旋風脚; Shin Tatsumaki Senpuukyaku (True Tornado Whirlwind Leg): 214214(K) or 214(KK) (Tap rapidly)

Ultima Drive(s):

* [3]真・昇龍拳; Shin Shouryuuken (True Rising Dragon Fist):
236236PK
* [4]波動覚醒; Hadou Kakusei (Surge Awakening):
214214PK
* [MAX]烈風迅雷掌; Reppuu Jinrai Shou (Gale Swift Thunder Palm):
2363214PK while on point match round

Stats: (Normal Version)

* Attack: (3) (Normal), (3.5) (Overcharge Art)
* Health: (3)(10,500)
* Footspeed: (3.5)
* Weight: (3)
* Guts: (3.5)
* Attack Boost: (2.5)
* Dash Rating: (3)
* Run Speed Rating: (3.5)
* Air Dash Rating: (3)

### Nutshell

Ryuu is a long-time basic character with an intuitive set of normals and special moves. He covers a variety of angles with an iconic projectile special, anti-air special and a gap-closing expansion-type special in that order, which makes him a versatile basic character despite him lacking a large set of tools. He brings simplicity to the table with a well-rounded approach to a variety of situations, though him being a very popular character means he is very easy to counter vs. any specialist, meaning he relies solely on fundamentals and system mechanics to bail himself out of tough situations.

Playstyle:
Well-Rounded, Versatile, Balanced, Footsies, Gateway character

Movement Options:
1 Double Jump, 1 Air Dash, Run-type Dash and Short Burst-type Dash.

### Overall changes

* A majority of his attacks are now reallocated akin to the classic *Street Fighter* titles, with more lax chaining-mechanics due to the Strike Chain system that allow for more free-form zig-zag chain cancels with his normals.
* Has a majority of his moves from spin-off and crossover titles all in one moveset.
* Regains the use of some of his old moves, such as his Senpuukyaku.
* Is an overall mixture of his *Tatsunoko vs. Capcom*, *Marvel vs. Capcom 3*, *Marvel vs. Capcom: Infinite*, *Street Fighter IV*, *Street Fighter V* and *Street Fighter Alpha/Zero* series versions.
* New moves introduced since *Ultimate Marvel vs. Capcom 3* are now some of his new EX Moves.
* His Evil Ryuu form is now an EX version of himself, though Kage is still an entirely separate character.

**Ryuu** is the iconic shoutouclone fighter with tools for any situation, familiar sets of moves and decent damage, yet he has his own niche in a strong parry-based defense and footsies.

### Pros

* **THE Shoutouclone:** Very easy to use moveset, and a very familiar character to pick up. This leads to him having simple approaches to a variety of situations; an overall well-rounded character in general.
* **Solid damage output:** Simplistic-to-high damage output with standard bread-and-butter combos and decent extensions, especially when mixed in with his Overcharge Art and/or Hadou Kakusei.
* **Remarkable Footsies and Defense:** Several of his normals help him play the neutral-to-conversion game extremely well, and his Shingan when used in tandem with proper Just Guarding, his aforementioned footsies and his 623A/C DP gives him an amazing defensive stance in the neutral.
	+ **Strong offensive rushdown:** Added with his few overhead and meaty options for pressure and/or blockstrings, even having an air dash alone akin to *Tatsunoko vs. Capcom* gives him powerful jump-in conversions.
* **Solid synergy in teams:** Works well both as battery and anchor for nearly any team composition.

### Cons

* **He's extremely famous:** Very familiar, basic and iconic character; many people are long already familiar with his tactics. As a result, pure fundamentals and very heavy reads are required to outplay any specialists in specific fields as he may be outclassed.
* **Linear at range:** Ryuu has a lack of disjointed-hitboxes on his normals, making it risky to trade with weapon-users in the neutral in spite of having great range and conversion potential. His meterless far-screen damage is often lacking compared to his close-range damage.
* **Meter reliant:** Requires a lot of meter to burn for his more damaging combos and tricks, especially with his Overcharge Art and his Hadou Kakusei considered.
* **Limited mobility:** Standard mobility means he is susceptible to stronger rushdown and keep-away characters.
* **Risky Defense Options:** In spite of how strong they are, his defensive options can easily be punished if he himself is conditioned, given they are not foolproof get-out-of-jail-free cards without resources to make them safe otherwise.

Hard Counters:

* 2E
4D
6E
4F
E while running
j.7/9C
3E
* Shouryuuken (E version)
Isshin
* Raikou Hadouken
Hadou Shouryuuken
Hashougeki
* Shinkuu Midare Uchi

Critical Hit-based moves:

* 6C
6E
E while running
j.7/9C
* Baku Hadouken
Tesshin
Isshin
* Hadou Shouryuuken
Boufuu Tatsumaki Senpuukyaku
* Shinkuu Tatsumaki Senpuukyaku
Shin Shouryuuken

Moves with Hard Counter Recovery:

* Shouryuuken (E version)
Baku Hadouken
Tesshin
* Hadou Shouryuuken
Kakko Fubatsu
* Shin Shouryuuken
Hadou Kakusei

Clean Hit-based moves:

* Hashougeki

Split Cancel-able moves:

* Hadouken
Baku Hadouken
Isshin
Raikou Hadouken
* Shakunetsu Hadouken

### **Overcharge Art: 電刃練気; Denjin Renki (Electric Blade Refined Qi)**

Ryuu's original V-Trigger from *Street Fighter V*, where he powers himself up with electrified qi-fists. In this mode:

* The damage of his normal attacks is slightly amplified. This does not apply when activated during a Rithzen Overdrive.
	+ This does not affect their attack levels and proration values.
* The hit effects of his special moves are enhanced for the duration.
* His normal Hadouken is transformed into a Raikou Hadouken, which can be charged up.
* Allows his Sen Hadouken (which turns into Baku Hadouken if fully charged) and Denjin Hadouken to have their charge time decreased by half.
* This lasts for a total of 13 seconds with a normal Overcharge Art command, and 18 seconds with an Extra Overcharge Art command.

## 通常技; Tsuujou Waza (Normal Arts/Basic Moves)

Note: If a certain type of cancel is not mentioned, then it will apply unless noted otherwise.

* A standard jab like the rest meant for solid hit confirms. Ryuu in particular like with all the changes the *SF* characters have received, can have a field day chaining into this much better than before.
* Has body attribute.
* Will often whiff on most very short crouchers. Mainly used a bit occasionally.
* Can be rapid-fired and can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.
* Jump Cancel-able.

* Despite it offering less frame advantage than his jab when not chain-cancelled, it can still rapid-fire into itself to make it solid for gimmicky frame traps. The height also makes it for a quasi-anti-air, though it can be risky to pull off in certain matchups.
	+ However, it's high proration 1 rating makes it a solid A normal to use as a combo starter into other non-A/B normals.
* Has body attribute.
* Will often whiff on most very short crouchers. Mainly used a bit occasionally.
* Can be rapid-fired and can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.
* Jump Cancel-able.
* Can be Same-Cancelled into his far 5A.

* Despite its looks, it doesn't hit low. Regardless, it's considered to be one of Ryuu's fastest hit confirms, especially vs. very short crouching targets.
* Has foot attribute.
* Hits OTG.
* Can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.

* A fairly standard medium-level attack, where it can start some decent hit confirms and/or be safe on pressure strings.
* Has body attribute.
* Will often whiff on most very short crouchers.
* Jump Cancel-able.

* A more-tricky pressure tool due to having more frame-advantage than his far 5C, which allows him to find ways to start some pressure up-close, albeit risky.
* Has body attribute.
* Can be Same-Cancelled into his far 5C.

* A solid poking attack that allows Ryuu to safely hit at targets from afar, and to even start a simple combo off of it within the neutral if he's close enough.
* However, the change in its animation doesn't make as optimal of the anti-air it would've been; though this means that very short characters still can no longer duck under it as easily at the tip.
* Has body attribute.
* Jump Cancel-able.

* A very solid frame-trap tool that allows Ryuu to maintain and/or start his pressure up-close, and is one of his best hit confirms by far (especially due to the fast startup).
* However, it still must be used within a risky distance, so trying to find as many chances to land this isn't as optimal. Otherwise, it could lead to a lot of predictability in more difficult matchups with Ryuu's neutral game being compromised.
* Has body attribute.
* Knocks down on air hit.
* Moves Ryuu forward, but then makes him retreat back to his exact previous position.
* Jump Cancel-able.
* Can be Same-Cancelled into his far 5D.

* Chargeable normal on frame 10. Can hold down E to charge up for 1 second to make it inflict more damage and reduce more of the opponent's guard gauge on block.
* A very optimal combo-starter and extender, though using it raw tends to carry some risk due to Ryuu's overall standard range, despite it being a worthy combo-starter. The only way that would happen is that if you managed to land a good read, especially with the stagger property on counter-hit.
* However, due to Ryuu moving slightly forward, he's able to easily land some powerful hit confirms that are worthwhile with this attack. Though the charged-version can no doubt be worthwhile to use in frame traps.
* Has body attribute.
* Knocks down on air hit.
* Staggers on ground counter hit.
* Moves Ryuu forward, but then makes him retreat back to his exact previous position.
* Can late chain.
* Jump Cancel-able.

* Chargeable normal on frame 9. Can hold down F to charge up for 1 second to make it inflict more damage and reduce more of the opponent's guard gauge on block.
* One of Ryuu's notable anti-airs, pokes and combo-extenders (especially during a ground combo/juggling-hit confirm). A solid 'kick-of-death' that offers a lot of pressure on both hit and block; and as a frame-trap, can easily lead to solid combos with enough resources off of a maximum distance hit.
* Despite this, it's very easy to duck under due to the high-angled nature of this kick; thus other 'kicks of death' are able to outclass this (e.g. Iori Yagami's 5D and Ragna's 5D). Thus, it's possible for characters to duck underneath the very tip of this attack and punish with more lower far-reaching hit confirms.
	+ Unlike those moves however, Ryuu's version is more safer to perform up-close due to high attack level and overall frame-advantage, and if hit with the tip on a tall target, can make it very safe on block.
* Has body attribute.
* Longer and higher hitbox on the later active frames.
* Knocks down on air hit.
* Moves Ryuu forward, but then makes him retreat back to his exact previous position.
* Can late chain.

* Not much different from its standing version, but is still a solid pressure/rapid-fire-tool nonetheless.
* Has foot attribute.
* Can be rapid-fired and can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.

* An excellent pressure-chain starter, which can easily lead to some solid options as a great hit confirm-tool like many a rapid-fire 2B attack (especially due to having more range than his 5B and 2A).
* Has foot attribute.
* Hits low.
* Hits OTG.
* Can be rapid-fired and can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.

* A solid ranged-poke tool that is quite safe on block at max range, and due to using the *SFV* animation, he thrusts a bit further than usual.
* However, he still needs to consider other character's moves out-ranging this, especially vs. weapon users.
* Has foot attribute.

* Arguably one of Ryuu's best pokes, which overall makes it a great hit confirm and solid frame trap/stagger pressure tool. Thus, it's a very worthwhile attack to often use in neutral whenever you're crouching.
* It's also safe on block, allowing Ryuu to use this just to simply reset pressure. However, using it by itself doesn't give enough merit, and it's possible to suffer from a trade and/or counter vs. more bulkier hitboxes. Not to mention, Ryuu's overall standard range makes his followups a bit limited.
* Has foot attribute.
* Moves Ryuu forward, but then makes him retreat back to his exact previous position.
* Hits low.
* Hits OTG.

* Chargeable normal on frame 10. Can hold down E to charge up for 1 second to make it inflict more damage and reduce more of the opponent's guard gauge on block.
* A solid anti-air tool that allows Ryuu to start small non-Midair Rave combos, especially with the height nearly matching his original crouching HP (which is now his Standard Launcher); this is especially true since it's a devastating Hard Counter move.
* Of course, one must be mindful in that it's still limited only to vertical range; horizontal range is often out of the question (though it has a bit more than his original crouching HP). However, it can easily be quite safe on block, but it still must be used in situations where it's sure to connect, especially when you zig-zag chain-cancel into it from a normal that manages to push the opponent too far back.
* Has head attribute.
* Launches on air hit or counter hit.
* Has a second part that acts as a higher hitbox on the later active frames, but only does 1 hit.
* Moves Ryuu forward, but then makes him retreat back to his exact previous position.
* Forces stand on counter hit.
* Can Hard Counter.
* Can late chain.
* Jump Cancel-able.
* All other cancels only work on the first portion.

* A much more rewarding sweep for many a *Street Fighter* character, since Ryuu can now legitimately combo off of it like in the two above mentioned games into command normals and/or specials with ease. Thus it makes Ryuu's overall wakeup offense in the corner that much more rewarding, especially since its new animation gives it more extra range.
* Has foot attribute.
* Scoots Ryuu forward, but then makes him retreat back to his exact previous position.
* Knocks down via sweep effect.
* Hits low.
* Hits OTG. Can pick-up downed opponents.
* Can late chain.
* Jump Cancel-able.

* However, while it's a solid move for aerial checks-into-hit confirms, the hitbox isn't worth using the beat out other moves unless it has slow startup.
* Has head attribute.
* Hits overhead at the apex and when falling.
* Hits OTG when used close to the ground.
* Can be rapid-fired and can cancel into it from another light attack back-and-forth unlike C/D/E/F normals. A common combo tool into some bread and butters.
* Jump Cancel-able. Not into an air dash however.
* Can chain into air throw. Only on hit.

* A standard cross-up tool via the small hitbox that may also serve as a decent jump-in, though not as good as his other aerial moves, it's a fast attack that has a more worthwhile attack level.
* Has head attribute.
* Hits overhead at the apex and when falling.
* Hits OTG when used close to the ground.
* Can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.
* Jump Cancel-able. Not into an air dash however.
* Can chain into air throw. Only on hit.

* A staple quick air-to-air that recovers very fast, though it often can easily fail at jump-ins due to its high-level horizontal hitbox.
* Regardless, it makes up for that in being one of Ryuu's primary aerial anti-air normals, especially when used as a counter-hit tool.
* Has head attribute.
* Knocks down on counter hit.
* Hits overhead at the apex and when falling.
* Jump Cancel-able. Not into an air dash however.
* Can chain into air throw. Only on hit.

* Ryuu's main aerial anti-air normal, where he can easily beat-out many aerial approaches with this attack and can start some solid air-combos. However, the lower hitbox tends to often be lacking, and the startup is not as fast as his j.C.
* Regardless, this attack can be often used for air combo filler.
* Has head attribute.
* Knocks down on air hit.
* Launches on counter hit.
* Hits overhead at the apex and when falling.
* Jump Cancel-able. Not into an air dash however.
* Can chain into air throw. Only on hit.

* Chargeable normal on frame 9. Can hold down E to charge up for 1 second to make it inflict more damage and reduce more of the opponent's guard gauge on block.
* One of Ryuu's primary air combo finisher normals, which can serve to bring the opponent to the ground for some wakeup offense setups.
* However, as a jump-in, its range is somewhat outclassed by other moves, but it's still a threat due to the stagger property on grounded counter hit.
* Has head attribute.
* Plummets on air hit.
* Staggers on ground counter hit.
* Hits overhead at the apex and when falling.
* Hits OTG when used close to the ground.
* Cancel-able into anything but other air normals, air throw or midair movement options.

* One of Ryuu's primary air combo finisher normals, which can serve to bring the opponent to the ground for some wakeup offense setups.
* Unlike his j.E however, it has a lot of notable range to make it worthwhile to use as an air-to-air, though sadly it lacks the air-to-ground qualities of his j.B and j.E. However, it also serves as an excellent cross-up tool due to the more reliable hitbox, even if it's a bit slower on startup.
	+ Even then, as a low instant-air-dash jump-in, the range gives it great conversion potential akin to its usage in *Tatsunoko vs. Capcom*, and increases Ryuu's tech chasing potential as a result.
* Has head attribute.
* Plummets on air hit.
* Staggers on ground counter hit.
* Hits overhead at the apex and when falling.
* Hits OTG when used close to the ground.
* Cancel-able into anything but other air normals, air throw or midair movement options.

* Chargeable move on frame 9. Can hold down C and/or D to charge up for 1 second to inflict more damage and inflict a Critical Wire on hit, as well as reducing a lot of guard gauge on block.
* While it's not as optimal as it originally was as a Focus/Saving Attack, its faster charge period, high attack level makes it a save move to throw out at times.
* Can combo off of it from a counter hit, which can allow for juggle combos from the ground.
* Has body attribute.
* Moves Ryuu forward, but then makes him retreat back to his exact previous position.
* Knocks down via blowback effect.
* Wallbounce on counter hit.
* Can only be chain-cancelled into from normals.
* Cancel-able only into a Restart Cancel.

* A decent air-to-air that provides a good amount of blockstun, despite its little amount of variable cancel options. However, the upward angle makes it not as optimal for jump-ins.
* Can combo off of it from a counter hit, which can allow for juggle combos from the ground.
* Has head attribute.
* Knocks down via blowback effect.
* Wallbounce on counter hit.
* Can only be chain-cancelled into from A, B, C and D normals if done in midair.
* Cancel-able only into a Restart Cancel.

## 投げ技; Nage Waza (Throw Arts)

* A standard knockdown throw that allows Ryuu to setup OTG pickups, as well as to prepare for a form of wakeup offense.
* Has throw attribute.
* Always does 100% of its initial damage with its own proration value.
	+ Midair version however, will instantly force the said proration value upon itself with Same Move Proration if used more than once in the same combo.
* Moves Ryuu forward.
* Inflicts no-tech knockdown.
* Cancel-able into anything but normals, Unique Moves/Command Normals, normal movement options (both grounded and midair) or other throws.
* Can only combo into the grounded version from either a Stagger or Hard Stagger.
* Can combo into the midair version from a midair normal or midair unique move/command normal.

* Another solid wakeup offense-setup throw that also can start OTG pickups, albeit with more damage. However, OTG pickups aren't as viable unless you Restart Cancel the recovery of the throw animation (if not RC'd, then the opponent can most likely tech off the ground on time).
* Has throw attribute.
* Always does 100% of its initial damage with its own proration value.
* Moves Ryuu backward.
* Instantly brings down the opponent to the ground, then pursuit-strikes them.
* Cancel-able into anything but normals, Unique Moves/Command Normals, normal movement options or other throws.
* Can only combo into it from either a Stagger or Hard Stagger.

* A standard knockdown throw, where it can easily give some space to himself, or to at least throw them into the corner.
* However, it's possible to Restart Cancel this throw in order to start up some more damaging followups. Even better is that the midair version can easily lead into a free far-ranged meter-based option such as an EX Move or a Super, akin to *Marvel vs. Capcom 3*.
* Has throw attribute.
* Always does 100% of its initial damage with its own proration value.
	+ Midair version however, will instantly force the said proration value upon itself with Same Move Proration if used more than once in the same combo.
* Moves Ryuu backward, but then makes him retreat back to his exact previous position.
* Knocks down.
* Switches sides.
* Cancel-able into anything but normals, Unique Moves/Command Normals, normal movement options (both grounded and midair) or other throws.
* Can only combo into the grounded version from either a Stagger or Hard Stagger.
* Can combo into the midair version from a midair normal or midair unique move/command normal.

## 特殊技; Tokushu Waza (Unique Arts; AKA Unique Moves/Command Normals)

* What originally was just a simple overhead move on its own is now a much better standard hit confirm. Sakotsu Wari can now be chain-cancelled into a huge variety of moves in order to make Ryuu's mixup game arguably stronger than before.
* Regardless, it is still a bit plagued by slow startup out in the open, meaning it can be easily telegraphed and disrespected out in the open. Though on block, it provides decent frame advantage.
* Has body attribute.
* Moves Ryuu forward.
* Does 2 hits.
* Downs the opponent into forced crouch on ground hit (only on the second hit).
* Inflicts no-tech knockdown on air hit.
* Ground bounces on air counter hit.
* Chain Link Command Normal. Hits overhead (on the second hit) on standalone hit, but not on a chained-into hit while also activating 6 frames sooner.
	+ However, the chained-into-version instead causes Red Guard state if blocked incorrectly (reduces extra guard gauge + extended blockstun).
* Hits OTG.
* Can land a Critical Hit.
* Can be Same-Cancelled into his 4F and 3E.
* Cancel-able into anything but normals or throws.

* Ryuu's low-crushing option, which sadly doesn't provide as much utility as the other ones out there. Ryuu can only cancel out of this via a Restart Cancel.
* Though on its own it acts as the approaching-stuff tool that it often was in the *Alpha/Zero* games; this can be especially true if he manages to counter hit someone with it, allowing for a free followup.
* Has head attribute.
* Hops over low attacks and counts as being in an aerial state. Has leg-invincibility at frames 3-to-19.
* Aerial state starts from frame 9.
* Moves Ryuu forward.
* Knocks down on air hit.
* Can late chain.
* Can only be chain-cancelled into from normals.
* Cancel-able only into a Restart Cancel.

* One of the main focal points of Ryuu's blockstring pressure and frame trap game, due to the frame advantage on both block and hit, as well as the distance at which Ryuu moves at.
* However, the startup of this move can easily allow him to be disrespected, as well as the short hitbox; this often forces Ryuu to use this up-close at dangerously risky distances, especially vs. anyone with a fast and reliable reversal (and also makes it a risky meaty-tool as well).
	+ Though on the flipside, it has very safe recovery, meaning that it can easily reset during blockstring pressure, or even start both extended blockstrings and/or frame traps with another attack right after depending on if you decide to drop the chain-cancel sequences or not.
		- This can be true in that its command no longer has to overlap with a throw, though it also has its uses as a very solid advancing meaty-attack over his 4D.
* Empty Cancel-able before the attack comes out. Often used in Void Throw setups, but it should be buffered quick if you want some gimmicky progress, which adds more to Ryuu's pressure game; however, the timing is rather strict compared to most buffers.
* Has body attribute.
* Does 2 hits.
* Knocks down on air hit.
* Crumples on ground counter hit (only on the second hit).
* Can Hard Counter. Use this with solid timing and spacing to punish the opponent hard for pressing buttons up-close.
* Can be Same-Cancelled into his 4F and 3E.
* Cancel-able into anything but normals or throws.

* Despite the looks, this move doesn't hit overhead, but it works as a solid frame-trap/meaty-tool that allows Ryuu some solid options via the space-control this move offers.
* What's more, it can inflict a Hard Counter hit, meaning that this can easily start off some nasty combos, especially from far range with enough meter.
* Has body attribute.
* Moves Ryuu forward, but then makes him retreat back to his exact previous position.
* Does 2 hits.
* Downs the opponent into forced crouch on ground hit (only on the second hit).
* Inflicts no-tech knockdown on air hit.
* Can Hard Counter.
* Hits OTG.
* Can only be chain-cancelled into from normals.
* Cancel-able into anything but normals, other Unique Moves/Command Normals or throws.