Long Range
Ryu is one of a few fighters who can threaten enemies at long range, thanks (of course) to his Hadoken. While full-screen projectile-chucking is a viable strategy in Street Fighter V, especially without built-in “parry” type attacks like Street Fighter IV’s Focus Attack, its effectiveness is marginally hindered in some aspects because it is more difficult to maintain distance against many of the cast members without losing ground. Much of the difficulty in keeping opponents at bay is the fact that most projectiles, including Hadoken, have slightly more recovery and less pushback than in the context of past games in the series. In addition, most characters have faster and farther-traveling forward dashes compared with Street Fighter IV. This makes it easier for adversaries to deal with projectiles by simply blocking and advancing between Hadokens. Some characters even have special attacks or V-Skill moves that are meant to blow through or counter your Hadoken (such as M. Bison’s Psycho Reflect and Nash’s Bullet Clear), making your long-range zoning game almost irrelevant in some cases.
As with all zoning characters, not only is knowledge of your opposing character’s abilities important, but learning and being aware of the other player’s tendencies is equally crucial. For instance, it’s true that Dhalsim can counter your Hadoken with a low-profile, projectile-invincible standing
, but it may be the case that your opponent may not have the timing down or might not even want to counter you with it. He may choose to deal with your Hadoken with an air Yoga Teleport or by just using Yoga Float. These are the types of responses to keep in mind before thoughtlessly throwing fireballs from full screen. You’ll want to actively gauge your enemy’s reactions and habits so that you can make better decisions. This acquired skill is generally important in Street Fighter games, but it’s even more important if your fighting style leans toward zoning.
On top of the mind games you’ll need to master, all of Ryu’s Hadoken versions have varying travel speeds and recovery times that can drastically change your fireball patterns. LP Hadoken recovers after 32 frames, while HP Hadoken recovers after 35 frames. In previous games in the series, the three normal versions of Hadoken all had the same startup and recovery properties, so the zoning game in Street Fighter V may take some adjusting to.
Having variable frame values on Hadoken can be a huge boon because it can throw your opponents off and open them up to mistakes. A solid strategy around mid range to long range is forcing your opposition to block LP Hadoken (slow startup, lower recovery), then immediately following it up with HP Hadoken (fast travel speed, longer recovery). The recovery of HP Hadoken is inconsequential in this case, as Ryu’s usually safe at a distance. The speed of the follow-up HP Hadoken can be hard to deal with because the window where the enemy is free to react between blocking the LP Hadoken and the HP Hadoken is quite small. For instance, if your foe is Ken and you make him block LP Hadoken at about half-screen distance, immediately throw out HP Hadoken next. He will not have enough advantage to even deflect your Hadoken with his own, due to the tight window between projectiles.
At long range against passive opponents, your best move will often be LP Hadoken since Ryu’s not likely to be counter-hit by attacks; its slower startup isn’t much of a hindrance, while its lower recovery allows Ryu to chase the projectile for mid-range and close-range engagement. If the enemy is closing in on Ryu and is threatening a jump-in from a range that will hit him cleanly, you can start trying to bait out the jump with a classic Hadoken fake. Instead of performing 

, input 

in its place.
Ryu does not have a special attack correlated with a fireball and kick motion, so he’ll simply crouch (seeming to twitch briefly) and then perform standing
. This may induce a bad forward jump from the challenger, allowing you to anti-air with MP/EX Shoryuken or even standing
at longer ranges.
Your overall strategy at long range will vary depending on the matchup. Generally, you’ll want to either work toward pushing the opponent into the corner or standing your ground against the more offensive characters.
Mid Range
If you’re accustomed to exploiting Ryu’s crouching 
Hadoken in other Street Fighter games, you’ll need to do a great deal of adjusting in choosing which attacks to use when you’re at mid range. Since Hadoken pushback has been decreased and its recovery lengthened, you can no longer rely on blindly sticking out crouching
canceled into Hadoken as a poke and option select because it’s -7 on block (at point-blank range; it has better advantage from a distance). Furthermore, crouching
itself is not as dominating against other characters’ medium attacks. It’s only active for two frames, it’s -3 on block, and its hitbox isn’t much larger than another character’s crouching
hitboxes.
Thus, you’ll have to depend on Ryu’s other mid-range attacks while engaging in footsies, which include 

, 

, standing
, standing
, crouching
, and Hadoken. The second portion of Axe Kick has a bit more range than crouching
and is completely safe on block. With a trained eye, you can link into Shinku/Denjin Hadoken when Axe Kick counter-hits (make sure to actively look for the “Counter” system message after your 

input).
From about max sweep range, Solar Plexus Strike can be a decent engagement tool to move into close range. On hit, you can simply link into a combo, as seen in the various versions of Combo 5. On block, Ryu ends up in jab range (albeit at a -2 frame advantage, so be prepared to block return attacks). If your opponent has shown a habit of pressing buttons after blocking, you can go for MP Shoryuken after a blocked Solar Plexus Strike. It’s a high-risk maneuver, but it can pay off with its surprise factor. Also, instilling fear through unpredictability can be a powerful tool against certain players.
Standing
is a high-priority midsection punch that stays out for three frames. It’s exceptional in stuffing opposing attacks, provided you have enough advantage and tempo to stick it out. It’s also one of the best attacks to use while you have a fully loaded V-Gauge; on a confirmed hit, you can cancel into Denjin Renki on reaction and then either link into Denjin Hadoken or crouching
. If it hits at a closer range, you can potentially link with crouching 
HP/EX Hadoken OR Tatsumaki Senpukyaku (use the EX version if your opponent is crouching). Standing
is also Critical Art-cancelable. You can use a sequence of standing 




to punish high-recovery attacks with a ton of damage, or you can use the sequence as an option select from outside of its range. If your foe walks into it or attacks into its active hitbox, you’ll cancel into Shinku/Denjin Hadoken. Otherwise, you’ll merely whiff your attack. Although standing 

will whiff on hit (second hit) against crouchers, you can confirm into the
portion on counter-hit. With the Crush Counter hitstop, you can easily finish the Jodan Sanrengeki target combo on reaction.
Crouching
has as much range as crouching
but with an additional active frame and a better hitbox, which is significant in terms of beating out counter pokes. It’s also much more likely to combo into Hadoken on hit, so if Ryu is just outside of range, you can go for crouching 



OR
for a two-hit combo if the enemy happens to run into Ryu’s fist. Standing
is the safest mid-range poke with a less vulnerable hurtbox than Ryu’s other medium attacks, with the disadvantage of not being special-cancelable. However, like standing
, it is V-Trigger-cancelable and can then be linked into Denjin Hadoken or sweep. Additionally, standing
will beat out many low-profiling attacks cleanly thanks to its thin lower-body hurtbox as Ryu stands on his hind leg and pokes with his forward leg.
A frequently overlooked attack at mid range (just outside of enemy crouching medium attacks) is Hadoken. You can think of Hadoken as an extension of Ryu’s limbs that cannot be stuffed once the projectile is out. LP Hadoken is better for block advantage, HP is better in terms of startup speed, and EX Hadoken is the best for both (EX Hadoken being your best and most important EX attack during the neutral game). Assess the situation, and choose the appropriate Hadoken version. Keep in mind that Ryu leans forward slightly before releasing the projectile, leaving his lower body vulnerable for a few frames before the fireball comes out (EX Hadoken is much less vulnerable to being interrupted).
Depending on your playstyle, you may want to go for a more offensive approach. Ryu’s forward dash is one of the better dashes in the game: it’s faster than most other characters’ and puts him at point-blank range from even past crouching
distance. It allows you to transition from mid range into the enemy’s face easily as long as you can find a point of hesitation in the footsie battle. Since much of Ryu’s strength revolves around a strong face-to-face frame trap strategy, don’t be afraid to use this technique.
If your foe becomes agitated with your mid-range attacks and Hadoken pressure from jump distance, you might instigate forward jumps out of them. Be ready with one of the following anti-air attacks: MP Shoryuken, crouching
, or air-to-air jumping
. If you connect with MP Shoryuken, you’re left with major knockdown advantage—enough for Ryu to dash forward into close range to deliver a meaty standing
against an opponent opting to quick-recover. Alternatively, you can go back to pelting away at them with a meaty LP Hadoken into HP Hadoken sequence.
If you manage to connect with a counter-hit crouching
from either punishing a reversal Shoryuken or interrupting an attack, you can exploit Ryu’s jumping
cross-up with the unrecoverable Crush Counter knockdown you’re rewarded with. Jumping
is active for a whopping seven frames and has a decently sized rear hitbox. With a well-spaced forward jump, you can create ambiguous 50/50 setups for your opponent by adjusting the timing of your
input while Ryu is above the enemy’s head. For instance, from about a dash distance away against a downed foe, go for a forward jump into an early
input (before you actually cross up). Ryu will hit them from the front, even though his jump arc suggests a cross-up attack. If you input the
later in his jump, you’ll get an actual cross-up attack. Practice the spacing in these 50/50 setups and apply them as often as possible off of your Crush Counter crouching
in the rare instances you land them.
When you’ve cornered your opponent, your mid-range game becomes much more powerful because the enemy can’t simply back away from Ryu. You can take advantage of this in a few ways. You can either fight more aggressively and smother them with standing
, 

, and crouching
, or you can play a more reactive role and respond with a whiff punish as cornered adversaries stick out moves in hopes of stuffing your attacks. Additionally, many players become flustered while pressured against a wall and may try to jump out of the corner. If you can read these jumps, be prepared to anti-air with crouching
or MP Shoryuken (you may even have to use a “cross-cut” input; see the Glossary for its definition).
With an enemy’s back at the corner, it’s even more important that you’re cautious about using crouching 
Hadoken as a blockstring. With no pushback, it makes punishing you even easier (unless you connect with crouching
at its very tip).
Close Range
Although Ryu’s mid range isn’t as strong as it was in Street Fighter IV, his close-range game is still as potent as ever. Standing
is a three-frame attack that’s also +2 on block. It has an extremely limited range, but its speed and advantage complement his dash nicely. For instance, if the opponent whiffs a crouching medium attack, you can opt to dash in with a standing three-frame jab to blow out a tech throw or defensive poke. Alternatively, you can use crouching
to check the opponent’s crouch block and confirm into a combo on hit (see Combo 1) since Ryu should be close enough to connect with a follow-up chained standing/crouching
.
Standing
is the cornerstone of Ryu’s close-quarters combat: it’s versatile in its relatively fast startup, has advantage on block, and links into many of his other attacks (see the Combos section for more details). If you can get the opponent to eat standing
, the resulting hitstop is long enough for you to confirm into a combo (see Combo 3). On block, you have a few more offensive options to branch to. One is to advance forward into point-blank range to force a difficult decision from your adversary by going for a standing
, a throw, or another standing
. Standing
is also excellent for crushing light attacks with its higher priority during “trade” collisions. For instance, after a blocked standing
, if you immediately follow it up with another standing
, you’ll beat out four-frame light attacks, even though you’re technically hitting each other at the same time.
Crouching
shares many of the advantages that standing
boasts, with the caveat that it does not link into crouching
or crouching
on hit. It does, however, afford one extra frame of advantage on block and slightly more range over standing
. On hit, you can link into standing
(see Combo 4). You’ll want to use standing
more often than not, but crouching
can be more useful if you want more advantage when guarded.
Whenever you have a tempo advantage with Ryu’s standing
and crouching
attacks, you can mix up your follow-up with crouching 



, forward dash, or walk-up jab pressure. Crouching
is safer in that it ensures the opponent does not just poke Ryu after the MP attack, while the latter two options are much more aggressive and allow for more in-your-face bullying. Advancing with crouching or standing
is a strong tactic in that it keeps Ryu close while simultaneously giving him +2 advantage on block. On counter-hit, you can link into standing
(see Combo 10).
Defensively, Ryu has plenty of options besides throw break and backdash. With his Shoryuken, he’s one of a few characters with an invincible, meterless reversal. While it’s tremendously risky to use as a wakeup attack, it adds another layer of mind games and can cause your opponent to shy away from their more aggressive options, like going for throws or meaties. LP Shoryuken will beat out low attacks and throws, while MP Shoryuken is guaranteed to beat out everything else, save for other invincible moves. Using LP Shoryuken in this manner is a matter of hedging your bet; on block, Ryu is slightly less likely to be heavily punished (although at point-blank range, most characters will still be able to land a full reversal counter-hit punish combo). However, it will lose to mid-hitting meaty attacks since only Ryu’s feet are invincible. In most cases, you’ll want to use MP Shoryuken; you’re already putting Ryu at risk using a Shoryuken defensively, so you may as well ensure that he beats out any kind of attack the enemy has in store for him.
Your other option is to use a reversal standing
if the opponent is hovering over Ryu as he wakes up from being knocked down. It’s an unconventional wakeup move in most Street Fighter games (usually, crouching
is as fast as standing
, but not in Street Fighter V). It may seem awkward to use this as your defensive normal attack, but considering that SFIV’s crouching attack option-select throw breaks no longer exist, standing
is your next-best bet for deflecting five-frame throws. Keep in mind that you will lose to and be counter-hit by meaty attacks because any inputs within three frames before recovering from wakeup are deemed “reversals.”
In some scenarios, you can use the defensive option-select strategy outlined in the Mind’s Eye description. For example, if Ryu has been knocked down, he can quick-recover, followed by an input of 

~

. This will cover him from delayed frame traps and throw attempts but leave him vulnerable against meaties and blocking, which can bait out his parry and punish his recovery.
Denjin Renki Activated
With Denjin Renki activated, your strategy will differ in that you can throw out Hadoken much more liberally, especially the LP version. Crouching 



becomes much more attractive at mid range (at -6 on block instead of -7), and the travel speeds of each of your projectiles are increased by 30 percent. At long range, instead of using your Hadoken as a space-controlling tool, you can use it to peg your opponents with chip damage from your bullet-like fireballs. Since the projectiles fly so quickly, enemies will not be able to advance safely without totally guessing on a forward jump. Additionally, Hadoken deals more damage (thus, more chip damage) and can be charged to a second or third level to enhance its properties (see the Denjin Renki frame data table for more details). Charging up to lv.2 or lv.3 Hadoken adds another dimension to your fireball game since you can release them on demand to throw off your adversary’s jump timings.
Lv.3 Hadoken’s guard break property may seem trivial on paper, but it actually has practical uses in the neutral game because of the speed at which your electrified fireballs travel. Opponents may choose to weather the storm and block your charged Hadokens, opting out of the risk of trying to jump over them (faster fireballs mean they’re more likely to hit an enemy’s jump on the ascent). In these cases, charging up to lv.3 Hadoken can earn you a potential combo. At the very least, it affords you massive advantage to either throw more fireballs or advance with dashes. If you can land a blocked lv.3 Hadoken from just within half a screen’s distance, Ryu can dash in to combo into either crouching 
Tatsumaki Senpukyaku or crouching
(if he’s out of range for crouching
).