Cloud vs Ryu

Ryu Matchup (Cloud)

Cloud vs Ryu

Cloud vs Ryu is most stable when Cloud denies jab and down tilt range with sword spacing, punishes only the clearly unsafe grounded options, and finishes the stock through ledge pressure.

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Matchup Summary (Win Condition and Game Plan)

The matchup becomes volatile the moment Cloud lets Ryu start close-range pressure with down tilt, jab, or neutral air, because that is where Hadoken pressure, collarbone-style tilt pressure, and Shoryuken all become live.
Ryu still has to work harder to enter that range in the first place, so Cloud should lean on back air, forward air, down tilt, walking retreat, and Limit charge to keep the fight one step outside Ryu’s comfort zone.
As the table shows, jab strings, tilts, dash attack, smashes, Neutral B, Side B, and Focus Attack all lose to clear Up B (7f) or OOS Nair (8f) punishes, while nair, fair, and bair are the spots where forcing a swing back often gives Ryu the scramble he wants.
The win condition is to cash out only on those guaranteed punish windows, push Ryu to the ledge, avoid greedy Focus reads in neutral, and cover Tatsumaki plus Up B recovery routes with Back Air, Up Smash, and Limit specials.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldCloud OOS Candidate MovesBarely Missed Moves
Jab 12-10
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (+1)
  • Up Smash (+2)
Jab 23-21
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Bair (14f)
  • OOS Dair (14f)
  • OOS Fair (21f)
Jab 38-21
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Bair (14f)
  • OOS Dair (14f)
  • OOS Fair (21f)
Jab (1)7-19
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Bair (14f)
  • OOS Dair (14f)
  • OOS Fair (+2)
Jab (2)9-13
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Bair (+1)
  • OOS Dair (+1)
Forward Tilt (1)3-20
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Bair (14f)
  • OOS Dair (14f)
  • OOS Fair (+1)
Forward Tilt (2)8-8
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (+2)
  • OOS Uair (+3)
Forward Tilt (3)15/17-13
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Bair (+1)
  • OOS Dair (+1)
Up Tilt (1)3-8
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (+2)
  • OOS Uair (+3)
Up Tilt (2)7-19
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Bair (14f)
  • OOS Dair (14f)
  • OOS Fair (+2)
Down Tilt (1)2-9
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (+1)
  • OOS Uair (+2)
  • Up Smash (+3)
Down Tilt (2)6-15
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Bair (14f)
  • OOS Dair (14f)
Dash Attack7-22
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Bair (14f)
  • OOS Dair (14f)
  • OOS Fair (21f)
Forward Smash15-19/-18
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Bair (14f)
  • OOS Dair (14f)
  • OOS Fair (+3)
Up Smash9-24
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Bair (14f)
  • OOS Dair (14f)
  • OOS Fair (21f)
Down Smash5-25
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Bair (14f)
  • OOS Dair (14f)
  • OOS Fair (21f)
Neutral Air4-1/-2
  • None
Forward Air8-7/-6, -7/-6
  • None
  • Up B (+1)
  • OOS Nair (+2)
Back Air8-4/-5
  • None
  • Up B (+3)
Up Air6/9-8/-8
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (+2)
  • OOS Uair (+3)
Down Air8-10
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (+1)
  • Up Smash (+2)
Neutral B12-27/-28/-28, -26/-25/-25
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Bair (14f)
  • OOS Dair (14f)
  • OOS Fair (21f)
Side B (1)8-40—-72/-35/-67/-65, -38—-70/-33/-64/-63
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Bair (14f)
  • OOS Dair (14f)
  • OOS Fair (21f)
Side B (2)8-62 to -61, -61 to -60
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Bair (14f)
  • OOS Dair (14f)
  • OOS Fair (21f)
Up B6**
Down B11 (+21), 11(+31), 11(+59)-33, -34, unblockable
  • Up B (7f)
  • OOS Nair (8f)
  • Grab (10f)
  • OOS Uair (11f)
  • Up Smash (12f)
  • OOS Bair (14f)
  • OOS Dair (14f)
  • OOS Fair (21f)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Cloud should hold the space just outside Ryu’s jab and down tilt with back air, forward air, down tilt, and walking retreat instead of giving him point-blank range from a straight dash-in.
  • After blocking jab strings, tilts, dash attack, smashes, Neutral B, Side B, or Focus Attack, Cloud should take the guaranteed punish with Up B (7f) or OOS Nair (8f) every time.
  • When Ryu’s nair, fair, or bair hits shield, Cloud should not mash immediately and should instead track the fade-back or landing route for the next sword swing.
  • At the ledge, Cloud should show Limit and layer Back Air, Up Smash, and Down Tilt so Tatsumaki drift and Up B recovery both lead back into the trap.

Actions to Avoid

  • Walking into point-blank range and agreeing to Ryu’s jab, down tilt, and Shoryuken game.
  • Assuming one fair or down tilt automatically beats Focus Attack and then losing the exchange to the armor absorb into a full punish.
  • Swinging after every blocked nair, fair, or bair and giving Ryu another down tilt starter or an invincible Up B reversal.
  • Chasing too deep offstage for a single hit and letting Tatsumaki drift or Up B flip the position against Cloud’s weaker recovery.

Reference Links

Related Pages