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Street Fighter V eGuide
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Contents

  • Changelog
    • Updates
  • Primer
    • About This Guide
    • Reading Frame Data
    • Battle Tips for Experienced Fighting Game Players
  • Glossary
    • A-C
    • D-J
    • K-O
    • P-S
    • T-Z
  • Fighters
    • Alex
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Balrog
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Birdie
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Cammy
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Chun-Li
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Modified Attacks During Renkiko
      • Overview
      • Strategy
      • Combos
    • Dhalsim
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • F.A.N.G.
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • Guile
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Ibuki
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Juri
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Karin
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Ken
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • Laura
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • M. Bison
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Nash
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Necalli
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Moves During Torrent of Power
      • Overview
      • Strategy
      • Combos
    • R. Mika
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Rashid
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Ryu
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Modified Attacks During Denjin Renki
      • Overview
      • Strategy
      • Combos
    • Urien
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Vega
      • Bio
      • Data
      • Claw Standing Punches
      • Hand Standing Punches
      • Standing Kicks
      • Claw Crouching Normals
      • Hand Crouching Normals
      • Crouching Kicks
      • Claw Jumping Normals
      • Hand Jumping Normals
      • Jumping Kicks
      • Claw Unique Attacks
      • Hand Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Zangief
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
  • Matchups and Versus/Online Play
    • Matchups
    • Metagame
    • Classifying Player Types
    • Character Archetypes
    • Versus/Online Tips for Specific Characters
      • vs. Birdie
      • vs. Cammy
      • vs. Chun-Li
      • vs. Dhalsim
      • vs. F.A.N.G.
      • vs. Karin
      • vs. Ken
      • vs. Laura
      • vs. M. Bison
      • vs. Nash
      • vs. Necalli
      • vs. Rashid
      • vs. R. Mika
      • vs. Ryu
      • vs. Vega
      • vs. Zangief

Street Fighter V Guide › Fighters › Ryu

Modified Attacks During Denjin Renki

Standing Normal Moves
Standing Jab
Startup

3

Active

2

Recovery

7

Guard Level

HL

On Hit

4

On Guard

2

Cancel

SP

Damage

30

Stun

100

Meter Gain

20/10

Standing Strong
Startup

5

Active

3

Recovery

10

Guard Level

HL

On Hit

6

On Guard

1

Cancel

SP

Damage

60

Stun

130

Meter Gain

30/15

Standing Fierce
Startup

7

Active

3

Recovery

20

Guard Level

HL

On Hit

3

On Guard

-1

Cancel

—

Damage

90

Stun

180

Meter Gain

50/25

Notes

On counter-hit: Crush Counter (spinning knockdown)

Crouching Normal Moves
Crouching Jab while crouching
Startup

4

Active

2

Recovery

6

Guard Level

HL

On Hit

3

On Guard

2

Cancel

CH, SP

Damage

30

Stun

100

Meter Gain

20/10

Crouching Strong while crouching
Startup

5

Active

3

Recovery

12

Guard Level

HL

On Hit

4

On Guard

2

Cancel

SP

Damage

60

Stun

130

Meter Gain

30/15

Crouching Fierce while crouching
Startup

6

Active

4

Recovery

24

Guard Level

HL

On Hit

-7

On Guard

-10

Cancel

SP

Damage

80

Stun

180

Meter Gain

50/25

Notes

First active frame 80 damage, 60 on subsequent frames; forces standing on hit

Developer Notes

Learning how to use Ryu’s V-Trigger is essential for victory. As his Denjin Renki increases his stun output on attacks and grants him the ability to Guard Crush the opponent when he fully charges up his Hadokens, it’s recommended that players activate it as soon as the opportunity presents itself.

—Peter Rosas, Associate Producer

Jumping Normal Moves
Jumping Jab while jumping
Startup

3

Active

6

Recovery

—

Guard Level

H

On Hit

—

On Guard

—

Cancel

—

Damage

40

Stun

100

Meter Gain

20/10

Jumping Strong while jumping
Startup

7

Active

3(2)3

Recovery

—

Guard Level

H

On Hit

—

On Guard

—

Cancel

SP

Damage

80(40+40)

Stun

130(65x2)

Meter Gain

30(10+20)/15(5+10)

Notes

Puts opponent into juggle state

Jumping Fierce while jumping
Startup

7

Active

5

Recovery

—

Guard Level

H

On Hit

—

On Guard

—

Cancel

—

Damage

90

Stun

180

Meter Gain

50/25

Unique Attacks
Collarbone Breaker
Startup

20

Active

4

Recovery

17

Guard Level

H

On Hit

0

On Guard

-4

Cancel

—

Damage

60(30+30)

Stun

130(60+70)

Meter Gain

30(10+20)/15(5+10)

Solar Plexus Strike
Startup

17

Active

2(1)2

Recovery

18

Guard Level

HL

On Hit

6

On Guard

-2

Cancel

—

Damage

90(45+45)

Stun

130(60+70)

Meter Gain

40(20+20)/20(10+10)

Notes

Can be canceled into Shoryuken on hit or block

Jodan Nirengeki
Startup

5(9)

Active

2

Recovery

28

Guard Level

HL

On Hit

-9

On Guard

-16

Cancel

V

Damage

60

Stun

100

Meter Gain

30/15

Special Moves
LP Hadoken
Startup

13

Active

See notes

Recovery

31

Guard Level

HL

On Hit

D

On Guard

-6

Cancel

CA

Damage

70

Stun

150

Meter Gain

10/10/5

Notes

38 frames duration on screen; consumes 80 frames of Denjin Renki duration

MP Hadoken
Startup

13

Active

See notes

Recovery

33

Guard Level

HL

On Hit

D

On Guard

-6

Cancel

CA

Damage

70

Stun

150

Meter Gain

10/10/5

Notes

32 frames duration on screen; consumes 80 frames of Denjin Renki duration

HP Hadoken
Startup

13

Active

See notes

Recovery

35

Guard Level

HL

On Hit

D

On Guard

-6

Cancel

CA

Damage

70

Stun

150

Meter Gain

10/10/5

Notes

28 frames duration on screen; consumes 80 frames of Denjin Renki duration

LV.2 Hadoken (hold)
Startup

5

Active

See notes

Recovery

31

Guard Level

HL

On Hit

D

On Guard

-4

Cancel

CA

Damage

90

Stun

200

Meter Gain

10/20(10+10)/10(5+5)

Notes

26 frames duration on screen; requires 20 frames of charge; consumes 80 frames of Denjin Renki duration

LV.3 Hadoken (hold)
Startup

6

Active

See notes

Recovery

31

Guard Level

HL

On Hit

D

On Guard

GB

Cancel

CA

Damage

120

Stun

300

Meter Gain

10/30(10+10+10)/15(5+5+5)

Notes

25 frames duration on screen; requires 59 frames of charge; breaks opponent’s guard for 32 frames

EX Hadoken
Startup

11

Active

See notes

Recovery

32

Guard Level

HL

On Hit

D

On Guard

-1

Cancel

—

Damage

120

Stun

200

Meter Gain

-300

Notes

26 frames duration on screen; consumes 80 frames of Denjin Renki duration

LV.2 EX Hadoken (hold)
Startup

5

Active

See notes

Recovery

32

Guard Level

HL

On Hit

D

On Guard

GB

Cancel

CA

Damage

150

Stun

300

Meter Gain

-300

Notes

24 frames duration on screen; requires 40 frames of charge; breaks opponent’s guard for 32

LP Shoryuken
Startup

3

Active

12

Recovery

19 + 11 landing

Guard Level

HL

On Hit

D

On Guard

-24

Cancel

CA

Damage

120/80

Stun

200/150

Meter Gain

20/40/20

Notes

Frames 1-3 lower body and throw invincible; airborne on 4th frame; rewards counter-hit to opponent if hit during recovery

MP Shoryuken
Startup

4

Active

11

Recovery

26 + 13 landing

Guard Level

HL

On Hit

D

On Guard

-32

Cancel

CA

Damage

140/80

Stun

200/150

Meter Gain

20/40/20

Notes

Frames 1-6 completely invincible; airborne on 6th frame; rewards counter-hit to opponent if hit during recovery

HP Shoryuken
Startup

5

Active

10

Recovery

29 + 15 landing

Guard Level

HL

On Hit

D

On Guard

-36

Cancel

CA

Damage

160/80

Stun

250/200

Meter Gain

20/40/20

Notes

Frames 1-3 completely invincible; frames 4-7 lower body and throw invincible; airborne on 7th frame; rewards counter-hit to opponent if hit during recovery

EX Shoryuken
Startup

3

Active

12

Recovery

29 + 15 landing

Guard Level

HL

On Hit

D

On Guard

-37

Cancel

—

Damage

180/100

Stun

250/200

Meter Gain

-300

Notes

Frames 1-15 completely invincible

Critical Arts
Denjin Hadoken
Startup

4

Active

—

Recovery

61

Guard Level

HL

On Hit

AD

On Guard

GB

Cancel

—

Damage

350

Stun

300

Meter Gain

-900

Notes

Frames 1-3 completely invincible; projectile speed dependent on button strength; consumes remaining frames of Denjin Renki duration; breaks opponent’s guard for 9 amount of frames

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