Matchup Summary (Win Condition and Game Plan)
Cloud’s sword range and mobility control the band of space just outside where Ryu wants to start his pressure. If Ryu tries to force entry with obvious forward jumps or large commitments instead of patient walking and shielding, he gets checked repeatedly by fair, bair, uair, and strong up-B punishes.
Still, Cloud’s close-range defense is more linear than Ryu’s reward once he gets in. Hadoken can pin Cloud’s movement, and a clean touch from down tilt, nair, or close strong can snowball into tatsu routes, frame traps, and Shoryuken confirms that swing the game immediately.
The win condition is to stand just outside Cloud’s sword tip, make him move first with walking pressure and Hadoken, then keep punishing landings and ledge situations. Cloud without Limit is notably vulnerable offstage, so ledge pressure and controlled downward coverage matter a lot once he is forced out. When Limit is active, however, the priority shifts from overchasing to holding center and making Cloud spend the timer.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Ryu OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 4 | -21 |
| |
| Jab 2 | 5 | -24 |
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| Jab 3 | 6 | -27 |
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| Forward Tilt | 9 | -16 |
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| Up Tilt | 6 | -18 |
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| Down Tilt | 7 | -26 |
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| Dash Attack | 9 | -26 |
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| Forward Smash | 19/24/28 | -29/-30 |
| |
| Up Smash | 12 | -24 |
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| Down Smash | 8/21 | -38/-20 |
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| Neutral Air | 5 | -5 |
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| Forward Air | 18 | -6/-6/-7 |
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| Back Air | 11 | -3 |
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| Up Air | 8 | -5/-5 |
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| Down Air | 11 | -11/-12 |
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| Neutral B | 18(18) | -25(-33) |
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| Side B | 10 | -25 |
| |
| Up B | 7/10 | ** | ||
| Down B (1) | — | — | ||
| Down B (2) | 12 (ground) // 14 (air) | -70/-71 |
| |
| Grab | 9 | — | ||
| Dash Grab | 12 | — | ||
| Pivot Grab | 13 | — |
Win Condition Checklist
- Stay just outside sword tip range with walk-and-shield movement and Hadoken so Cloud is the one forced to swing first
- Once inside, favor down tilt, nair, and close-range starters that convert one opening into damage plus stage control
- On Cloud’s landings, expect repeat aerials and punish the landing spot with anti-airs like up tilt, up smash, and Shoryuken
- If Cloud has no Limit, press harder at ledge and during recovery; if Limit is active, value center stage and timer drain first
Actions to Avoid
- Jumping straight into Cloud’s sword range and feeding repeated fair or bair walls
- Relying on Focus Attack so often that grabs, multi-hit nair, and up-B become easy answers
- Chasing a Limit Cloud too far offstage and letting his reversal or recovery mixup take the stock first