Hitbox visualization showing Ryu's tapped up tilt.
Hitbox visualization showing Ryu's held up tilt.

OverviewEdit

  This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

HitboxesEdit

TappedEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 2% 0   19 94 0 5.0 0 0.0 17.0 to 14.0 4.8 2.5x 1.8x 0%               Ryu Punch  
1 0 2% 0   19 94 0 5.0 0 0.0 17.4 to 14.0 7.5 2.5x 1.8x 0%               Ryu Punch  

HeldEdit

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Clean hit
0 0 12% 0   70 70 0 3.0 15 1.7 0.0 0.0 1.0x 1.8x 0%               Ryu Punch  
1 0 12% 0   70 70 0 2.0 13 0.0 0.0 0.0 1.0x 1.8x 0%               Ryu Punch  
2 0 12% 0   70 70 0 5.6 16 3.3 0.0 0.0 1.0x 1.8x 0%               Ryu Punch  
3 0 8% 0   70 70 0 2.5 0 0.0 9.0 12.0 1.0x 1.8x 0%               Ryu Punch  
Late hit
0 0 12% 0   70 70 0 3.0 15 1.7 0.0 0.0 1.0x 1.8x 0%               Ryu Punch  
1 0 12% 0   70 70 0 2.0 13 0.0 0.0 0.0 1.0x 1.8x 0%               Ryu Punch  
2 0 12% 0   70 70 0 5.6 16 3.3 0.0 0.0 1.0x 1.8x 0%               Ryu Punch  

TimingEdit

TappedEdit

Hitboxes 3-6
Interruptible 15
Animation length 39
                                                                             

HeldEdit

Upper body intangible 4-10
Clean hit 7
Late hit 8-11
Interruptible 38
Animation length 41
                                                                                 
                                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
  
Earliest continuable point
 
Interruptible