Joker vs Ryu

Ryu Matchup (Joker)

Joker vs Ryu

Joker vs Ryu is most stable when Joker refuses to play straight into fireball and close-range confirms, wins the outer spacing, and converts ledge pressure into stocks.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

Ryu becomes extremely dangerous once fireball lets him start down tilt, close jab, up tilt, and Shoryuken confirms, so Joker loses the exchange value war whenever he plants himself in front of Ryu on the ground. Joker should use Gun, Eiha, retreat movement, and lateral air drift to shift the fireball spacing first, then punish Ryu’s forward walk and grounded entries with fair, bair, and dash grab.
The table shows that jab strings, forward tilt (1)(3), up tilt (2), down tilt (2), dash attack, all smash attacks, Neutral B, Side B (1)(2), and Focus Attack are punishable on shield by OOS uair (8f) through up smash (10f). By contrast, nair, bair, and low fair are not stable instant punishes, so Joker gets more by covering the landing or the next grounded approach instead of forcing a scramble right away.
Joker wins the setplay when Ryu is forced above him or toward ledge, where the landing trap and ledge trap keep reducing the chances for grounded confirms into Shoryuken. Stocks are more repeatable when Arsene bair and up smash finish from ledge pressure, while Gun helps narrow the getup routes, rather than overchasing offstage into Ryu’s rising hitboxes.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldJoker OOS Candidate MovesBarely Missed Moves
Jab 12-10
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
Jab 23-21
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (20f)
Jab 38-21
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (20f)
Jab (1)7-19
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (+1)
Jab (2)9-13
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (+2)
  • OOS Dair (+3)
Forward Tilt (1)3-20
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (20f)
Forward Tilt (2)8-8
  • OOS Uair (8f)
  • Grab (+2)
  • OOS Bair (+2)
  • OOS Fair (+2)
  • Up Smash (+2)
Forward Tilt (3)15/17-13
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (+2)
  • OOS Dair (+3)
Up Tilt (1)3-8
  • OOS Uair (8f)
  • Grab (+2)
  • OOS Bair (+2)
  • OOS Fair (+2)
  • Up Smash (+2)
Up Tilt (2)7-19
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (+1)
Down Tilt (1)2-9
  • OOS Uair (8f)
  • Grab (+1)
  • OOS Bair (+1)
  • OOS Fair (+1)
  • Up Smash (+1)
Down Tilt (2)6-15
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (+1)
Dash Attack7-22
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (20f)
Forward Smash15-19/-18
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (+2)
Up Smash9-24
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (20f)
Down Smash5-25
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (20f)
Neutral Air4-1/-2
  • None
Forward Air8-7/-6, -7/-6
  • None
  • OOS Uair (+2)
Back Air8-4/-5
  • None
Up Air6/9-8/-8
  • OOS Uair (8f)
  • Grab (+2)
  • OOS Bair (+2)
  • OOS Fair (+2)
  • Up Smash (+2)
Down Air8-10
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
Neutral B12-27/-28/-28, -26/-25/-25
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (20f)
Side B (1)8-40—-72/-35/-67/-65, -38—-70/-33/-64/-63
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (20f)
Side B (2)8-62 to -61, -61 to -60
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (20f)
Up B6**
Down B11 (+21), 11(+31), 11(+59)-33, -34, unblockable
  • OOS Uair (8f)
  • Grab (10f)
  • OOS Bair (10f)
  • OOS Fair (10f)
  • Up Smash (10f)
  • OOS Nair (15f)
  • OOS Dair (16f)
  • Up B (20f)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not stand still at fireball range. Use Gun, Eiha, retreat steps, and lateral air drift to shift where Ryu can safely walk and confirm.
  • After blocking jab strings, forward tilt (1)(3), up tilt (2), down tilt (2), dash attack, any smash attack, Neutral B, Side B (1)(2), or Focus Attack, always cash out with OOS uair (8f), then use grab (10f), OOS fair (10f), OOS bair (10f), or up smash (10f) when spacing allows.
  • Do not force instant retaliation on nair, bair, or low fair. Track the landing, repeated down tilt route, or fireball cancel reset and punish the second step instead.
  • Once Ryu is airborne, keep the juggle going and deny him the grounded reset that leads back to low-commit confirms and Shoryuken.
  • Close stocks through ledge pressure with Gun, bair, and up smash, and let Arsene amplify that sequence instead of turning every stock into an offstage chase.

Actions to Avoid

  • Standing directly in front of Ryu and trying to react after the fireball is already out, giving him the exact grounded spacing he wants.
  • Accepting point-blank scrambles after contact and feeding down tilt confirms or anti-air up tilt into Shoryuken.
  • Swinging every time against nair, bair, or shallow fair and creating a punish window for Ryu because the answer never truly reached.
  • Forcing deep offstage chases during Arsene and giving Ryu’s rising recovery hitbox or bair the chance to reverse stage control.

Reference Links

Related Pages