Ryu

**Ryu** (リュウ(隆) *Ryū*?, "Prosperous", "Plentiful", "Abundant") is a fictional character and the main protagonist of Capcom's Street Fighter series. Trained in the art of a non-lethal version Ansatsuken (assassin's fist) alongside his best friend Ken, he wanders the earth looking for powerful enemies to fight so he can better his own fighting skill.

That said, he's very different in Marvel vs Capcom. This game has him sporting not only his moves from Marvel Super Heroes vs Street Fighter, but by sacrificing one bar of meter, he can become a carbon copy of the two other Shotoclones, Ken and Akuma.

## Movelist

*5lp* - Good jab, but it's difficult to use when hitconfirming into his launcher, as any combo started with it will push the enemy a not insignificant distance away.

*5mp*

*5hp*

*2lp*

*2mp*

*2hp -* Ryu's launcher. Difficult to combo into on the ground, but it's reasonably fast, and is kind of an anti-air? I guess? I would stay away from this move unless you're sure you'll land it, because the end lag is a bit annoying.

*5lk*

*5mk*

*5hk*

*2lk*

*2mk*

*2hk -* A good sweep that causes a hard knockdown. Oki is pretty limited for Ryu, but it's there if you want it.

### **Specials**

> **Hadoken - 236 + Lp/Mp/Hp (Air OK)**
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The one and only. Ryu shouts "Hadoken" and shoots a ball of energy as big as he is across the screen, and it goes faster depending on the strength of the punch used. A great projectile that you can use mid-air, and it goes all the way across the screen. It can be used to make your opponent do something predictable, finish a combo, or to punish, but it really shouldn't be spammed.
There are better options to end a combo or punish, but it's still there, and it's still reliable.

> **Shoryuken - 623 + Lp/Mp/Hp**
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The other one and only, where Ryu does an uppercut of varying strength and height depending on the power of the punch inputted, while shouting "Shoryuken". It's a good anti- air, but it's very punishable if it misses, and it's not an amazing combo tool.

> **Tatsumaki Senpukyaku - 214 + Lk/Mk/Hk (Air OK)**
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The third one and only. Ryu does a spinning kick that is longer and more powerful depending on the kick inputted. Never use this out of nowhere, because doing so is basically asking to die.

That said, it's a good move to use in combos, and the air version can be incredibly useful for safe movement and as an ok approach tool.

## **KEN**

> **Hadoken - 236 + Lp/Mp/Hp (Air OK)**
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Almost the same as Ryu's, but it doesn't go all the way across the screen. It's still an okay tool, as you can use it as an air-to-ground or even air-to-air because of its downward angled nature (but maybe don't do it a lot because it has disgusting amounts of recovery frames).

> **Shoryuken - 623 + Lp/Mp/Hp (Air OK)**
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MMM THE TRUE 3RD STRIKE SPECIAL. Great anti-air, reversal, and now a combo tool since it travels further forward and can be used in the air.

> **Tatsumaki Senpukyaku - 214 + Lk/Mk/Hk (Air OK)**
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A better combo tool, more similar to the SFV version than anything else. The heavy version rises upwards and does more damage, making it a good combo tool that can go over some projectiles if timed right.

## **AKUMA**

> **Hadoken - 236 + Lp/Mp/Hp (Air Ok)**
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> **Shoryuken - 623 + Lp/Mp/Hp**
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> **Tatsumaki Senpukyaku - 214 + Lk/Mk/Hk (Air OK)**
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> **F O O T D I V E - 236 + Lk/Mk/Hk (In Air)**
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> **Teleport - 623/421 + 3 punches or 3 kicks**
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Akuma becomes intangible for a moment and shooooshes his way across the screen. 623+3punch teleports you in front of the opponent, 421+3punch teleports behind them, 623+3kick teleports you to the middle of the screen, and 421+3kick teleports you to the opposite end. (Further study is needed, this could be a case similar to DIO/Fulgore)

> **Raging Demon - Lp Lp 6 Lk Hp (Costs 3 Meter)**
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## **HYPER COMBOS**

#### Mode Change - 63214 + Lp/Mp/Hp

With the power invested in the holy church of shotoclones, Ryu can sacrifice one bar of meter and change into Ken or Akuma, depending on the strength of the button pushed. This is a very good option for him, as Ken and Akuma mode both offer a lot of options, and make up for a lot of ground that normal Ryu can't cover (like his low damage output).

Lp turns into Ryu, Mp turns into Ken, and Hp turns into Akuma. Each of these modes has different moves, special attack properties, and supers, so make sure you check them all out. In addition, do not use this more than once during a match, as it wastes a lot of meter. Your best bet is to use it round start, and play the rest of the match as the shoto that you've already picked.