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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

V-System

V-Skill
Mind’s Eye
Startup

3

Active

7

Recovery

29

Guard Level

—

On Hit

—

On Guard

—

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

—

Stun

—

Meter Gain

V: 25

Notes

On successful parry, can be repeated with a startup of 1F

Mind’s Eye: Mind’s Eye is similar to a parry from Street Fighter III, although it’s much more lenient and easier to execute. The main difference compared with a parry is that Mind’s Eye doesn’t start up instantly (it actually has a substantially significant three frames of startup). However, it does boast a seven-frame window where Ryu will absorb any attack, negating almost all blockstun. On absorption, any subsequent Mind’s Eye cancels will have no startup. So, in theory, you can parry all multi-hit attacks as long as you time subsequent inputs correctly.

Theoretically, you can use an option-select technique involving Mind’s Eye with an input of ~. This executes Mind’s Eye against attacks (or nothing) and will tech throws if the opponent attempts to throw Ryu. You can add on to this input sequence with a motion so that you’ll parry into HP Shoryuken or tech a throw. Of course, this isn’t a foolproof defensive maneuver because Mind’s Eye doesn’t start until the third frame, leaving Ryu open to a counter-hit against fast attacks and meaties.

Blindly guessing with your parry isn’t generally advisable because of its drawbacks. Ryu is counter-hit if he fails to parry an attack, and its recovery is rather lengthy. However, it’s an excellent tool to use in avoiding white damage while nullifying recovery, which allows you to punish with your heaviest combos. For instance, you can fully parry most Critical Arts, such as Chun-Li’s Hoyokusen, because of the initial super freeze that gives you time to react. This makes Ryu essentially immune to being K.O.’d by chip damage against most characters.

V-Reversal
Hashogeki
Startup

15

Active

2

Recovery

24

Guard Level

HL

On Hit

D

On Guard

-2

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

60

Stun

0

Meter Gain

V: -300

Notes

Frames 1-30 strike and projectile invincible; reduces own stun counter by 200

Hashogeki: Ryu’s V-Reversal is a strike and projectile-invincible counterattack that knocks the opponent down on hit. It’s an excellent tool to use under pressure to reverse tempo in your favor at the sacrifice of one stock of V-Gauge. On hit and if the enemy opts to quick-rise, you’ll have enough advantage to have Ryu dash in for a meaty attack or throw setup. Since Ryu’s V-Trigger is an extremely powerful portion of his moveset, use Hashogeki only when you need to (for instance, if Ryu’s cornered or you think he is about to be stunned). As with all knockdown V-Reversals, if Hashogeki is blocked, Ryu’s at -2 advantage (which is usually safe).

V-Trigger
Denjin Renki
Startup

1

Active

0

Recovery

4

Guard Level

—

On Hit

—

On Guard

—

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

—

Stun

—

Meter Gain

—

Notes

Duration of 800 frames; enhances Shinku Hadoken to Denjin Hadoken; powers up special moves

Denjin Renki: When Denjin Renki is activated, Ryu’s fists become engulfed in electricity, and all of his punch attacks and his Hadoken become enhanced. For details, see the move data listed under the Modified Attacks During Denjin Renki section.

Denjin Renki is a two-bar V-Trigger that lasts for 800 frames, or roughly 14 seconds. Whenever you use Hadoken in this mode, 80 frames of duration are consumed, shortening the V-Trigger mode. The most powerful aspect of Denjin Renki is the drastic change in Hadoken properties. They can be charged for more damage and stun, their travel speed is increased, and they knock down on hit. Fully charged Hadoken (lv.3) will also cause a guard break on block, essentially stunning the enemy for 32 frames. This allows for a free hit or combo, provided Ryu is close enough. However, these situations will be few and far between, since it’s unlikely for an opponent to sit there and watch you charge up to lv.3.

Ryu’s Shinku Hadoken Critical Art is replaced with Denjin Hadoken during Denjin Renki. Upon use, Denjin Hadoken consumes any remaining Denjin Renki duration. Denjin Hadoken causes more stun buildup on hit, and if blocked, it guard breaks the enemy for nine frames, allowing for a free follow-up combo in specific situations. Combo 16 showcases an almost-guaranteed combo setup that forces the opposing player into burning a stock of V-Gauge to V-Reversal out of your guardstun sequence.

For punch attacks during Denjin Renki, your normal ones receive a +10 damage and +30 stun bonus, while all Shoryukens are enhanced with +20 damage and +50 stun.

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