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[plain][template=charBIG] | name = Ryu Hayabusa | image = /assets/DOA5/Stills/hayabusat.png | debut = DOA | fighting style = Hayabusa Ninjutsu | birthday = June 15th (Age 23) | stats = Height - 179 cm / 5'10"" Weight - 78 kg / 172 lbs Body type - B105 W83 H92 cm / B41" W33" H36" [/template][/plain]かすみ ([I]Ryū Hayabusa[/I]), Ryu Hayabusa Games appeared in: DOA, DOA++, DOA2, DOA2LE, DOA2Hardcore, DOA2U, DOA3, DOA4, DOA Dimensions First appearence: Ninja Gaiden, DOA [h2]Stage Music[/h2] [LIST] [*]Blade of Ryu - DOA1(Arcade) [*]Blade of Ryu remix - DOA (PSX) [*]The Shooted - DOA2, DOA2U, DOA Dimensions [*]Look Ahead - DOA3 [*]Hunter's Moon - DOA4 [/LIST] [h2]Ending Themes[/h2] [LIST] [*]Hunting Time - DOA3 [*]Brave Heart - DOA4 [/LIST] [h2]Back Story[/h2] [COLOR=#ff0000][B]*WARNING! CONTAINS SPOILERS*[/B][/COLOR] Hearing that Kasumi had run away from her village to seek vengeance for Hayate, Ryu tracked her to the Dead or Alive Tournament, where he joined the tournament as a participant in order to keep an eye on her. When Raidou and Kasumi had a Ninpo energy duel using the Torn Sky Blast, Ryu threw a kunai into the genetically altered rogue ninja's arm, distracting him long enough for Kasumi to kill him with the Ninpo. But as soon as the dust cleared from the following explosion, Ryu discovers that Kasumi had been captured and leaves to find her. Ryu entered the second Dead or Alive tournament in order to confront and defeat the renegade Tengu Gohyakumine Bankotsubo, who had somehow managed to escape into the Human Dimension from the Tengu World. After getting close to DOATEC scientist Lisa and taking her ID card, Ryu meets with Irene and infiltrates the DOATEC Germany lab in the Black Forest of Germany. There he finds Kasumi and rescues her from Lisa and Kasumi's clone Alpha. Thanks to the data he retrieved from the lab, he and Irene piece together the connection between Raidou's inhuman strength and Alpha. To both of their surprise, the Epsilon Project resurrected Hayate from his comatose state. Kasumi tries to go after Hayate despite Ryu's stand against it and Ryu is left with no choice but to send Ayane after her. Meanwhile, Ryu tries to warn the other competitors about the danger of DOATEC but finds them unwilling to backdown so he proceeds to knock them out of the contest. Eventually he meets Ein, who is actually the missing Hayate suffering from amnesia. After Ryu defeats him and restores some sembolance of his memory, Ryu sets off to face the Tengu of Destruction himself before he could cause anymore damage. Ryu bests the mad Tengu in hand to hand combat, killing him and preventing his madness from spreading. Ryu reunites with Hayate and Kasumi and, with encouragement, the two battle as siblings, reviving Hayate's memory in the process. But all was not well yet, as their reunion was interrupted by Genra of the Hajin Mon sect. Genra reveals himself as the one who broke the barrier and summoned Bankotsubo and then sicks Ayane, possesed by Genra's Genjutsu to fight the two shinobi masters. Alpha joins the fight but the two emerge the victors. Ryu then introduces Hayate to Irene and fills his best friend in on the DOATEC issue. Ryu sits on the roof of Azuchi on a moonlit night. He says that Hayate couldn't possibly defeat Genra but Hayate tells him he doesn't know Genra at all. Ryu tests Hayate to see if he remembers everything. Hayate appears to beat him, only to realize Ryu used the Kawarimi (変わり身substitution) technique to trick him at the last second. Ryu tells him that he and Hayate can settle their bout in the third tournament. Later Hayate and Ryu restart their fight. Ryu initially plays around with Hayate and then he fights him seriously. Things heat up extremely when the two use their strongest Ninpo techniques but the fight is interupted by Ayane, who alerts Ryu to Irene's kidnapping by Christie. After defeating the assassin, Ryu realizes that it was a diversion and rushes to Hellfire to save his friends. As Genra, in his monstrous Omega form, prepares to deal the fatal blow to Hayate and Ayane, Ryu throws a kunai into his helmet and slashes him with the sacred Hayabusa ninja clan relic the Dragon Sword. Using all the strength he can, he buys time for the two Tenjin Ninja to use a dual Ninpo to end the fight, killing Genra in the process as Ryu rolls to safety. Invited to participate in a group offensive, Ryu joins Hayate, Kasumi, and Ayane to stop DOATEC during the fourth tournament. Ryu and Ayane come across Christie, who was trying to stop the ninjas from destroying the DOATEC Tritower. However, her attempt failed and the building fell from the detonator Helena set off. Ryu also saved Kasumi from being shot by Helena Douglas and later encouraged her to fight her clone Alpha-152, which he thought was her fight alone. [h2]Character Link[/h2] [B][SIZE=4]Hayate[/SIZE][/B] Ryu and Hayate are good friends. They are both the same rank and intelligence and are as close as brothers. Ryu is very protective of his friends so he watches over Hayate, too. In Dead or Alive 3, Ryu decides to destroy Genra to keep Hayate safe. At Hayate's request, Ryu watches over his younger sister Kasumi, hence why he is always by her side. [B][SIZE=4]Ayane[/SIZE][/B] Ryu and Ayane have worked together on two separate occasions, five if counting the Tengu affair in the second Dead or Alive tournament, the Omega affair, and the Mugen Tenshin Ninja Clan’s attack on DOATEC. Since the Dark Dragon Blade incident, the two seemed to have formed a friendly working relationship, with each recognizing the other’s skills and capabilities. [SIZE=4][B]Kasumi[/B][/SIZE] As a family friend, Ryu is a good friend to Kasumi as he watches over her and tries to protect her from harm during Hayate’s recovery/absence. Her strong-willed nature does prove to make this difficult at times, however, such as when she entered the Dead or Alive tournament, forcing Ryu to also enter if he was to continue keeping an eye on her. He tries to stop her in Dead or Alive and Dead or Alive 2 but fails. He doesn't see her in Dead or Alive 3 but in Dead or Alive 4, Ryu saved her from Helena. [SIZE=4][B]Jann Lee[/B][/SIZE] Though Ryu has befriended several people from the Dead or Alive tournaments, Jann Lee is notable since the Tengu incident onwards due to their gradual recognition and respect for each other’s abilities despite Jann Lee being a civilian. They have formed something of a friendly rivalry. [h2]Gameplay[/h2] To be added later. [h2]Moveset & Combos[/h2] PP2K4_PP6P4. Use these to get into Ongyoin for mixups. PP6P4 leaves you at neutral. PP2K4 is at a disadvantage unless you are in the water or snow. You got to have pretty good insight to know what follow up works best.6P(K). His fastest mid. Use it to try and score a counter hit after you block something. The second P is too slow to really be any good. The K at the end makes the move safe on block, it is a high though. You can hit confirm the move. Also have the option to go into Ongyoin. You will be at a large disadvantage but the move is throw safe due to pushback. If you go for his parry you can be hi counter thrown though.2P. Fastest low. Use it to try and tap out of stuff if you need some space. Resets the situation to neutral.3PPP. If the second hit connects the third is guaranteed. Gives a great stun on counter hit. It wall splats. You can even use it as a wall combo. Very delayable, 3PPP wall splat into air grab is always fun. First hit is safe and goes under highs. The third hit is throw punishable.2K.Instant high crush. You can use this for handstand mixups if you get the counter hit. If it hits on normal hit your best bet is to back off.7K. A pretty fast mid kick. Good players will throw you if they block it. Throw safe at max range. Another tool he has to use because he has no other options. Beats out string delay or mixups.3KK. Good range. Can be made safe via string or range. Just an option. The low is pretty bad.666P. Mid punch move that is safe, knocks down and wall splats. If you get the knock down you can try and go into Ongyoin for follow up options4PK_4P2P. Gives you a large guard break. Nothing is guaranteed off of it so just treat it as frame advantage. If they start to mash you out of the kick use 4P2P. You also have the jab string versions of these moves.3F+K. A guard break tracking kick. Leaves him at small advantage. If you know your matchup you can read your best follow up option. When in doubt you can try and follow it with 3P, 6P or jab string mixups.6KP. Another large guard break. Useful at the wall. Smart players will stop the move so don't rely on it. Can be free stepped for free back throw.66K. The move is good, If you can get them to block it. I find it to be a very high mid without much priority though. Even though the move is a guard break you are going to play a total guessing game. Still, this might be his best move. Use matchup knowledge for your best Ongyoin follow up.4P+K. Frame advantage on block and still evasive. If you get the guard break you can set them up for a 3 hit CB! via 3PP P+K.33P4_33P2K . You can use this to get in and close the gap. Pretty quick. Mix up the kick and the Ongyoin cancel to create hesitation. If you get a counter hit it even launches for a nice juggle.3P+K(K). Mid punch launcher. A high crush. Has a mid kick follow up that can make it a little safer. If used correctly you won't need the kick. Use it when you know they will go high or after a stun.4K. launcher on counter hit. Sets you up for a "Will he attack? Will he parry? Not realy in his favor but if you feel lucky go for it. The kick is also a high crush. Good damage as a launcher. Throw safe from pushback.8K. Not as good as it was but still useful. Launcher on normal hit. Nets you a free air grab or juggle.6K. You can use this after you get a stun as a mid kick launcher. Just follow it up with the air grab for easy damage.2F+K. Low sweep kick. Gets under stuff, a good mixup tool. Use it if you see they are weak in the knees. Can follow up with handstand depending on the hit type. Good range and great for annoying1P(K). A low poke that crushes highs and has a sweep follow up. On normal hit it isn't that good unless you play mind games with the second part. Can be used to setup his OH.9K. Goes over low moves if you use it at the right time. This tool is risky. Still a great option if you feel a low coming. Has handstand follow ups. Also good for setting up an Izuna.QcfP+KPP478963214T. Shoho Izuna. Does great damage. Goes under all highs and some mids. Great on ceiling stages. You can just spin the stick and time the throw for the last part.QcbP. The only reason I can see using this move is when you know you are being baited for 3F+K or 66K. Be very careful with it. You can freestep it. If you manage to get it off without being held or stepped, you are left in a pretty good position. On block get ready to 50-50 a little in your favor. On hit you get a free launcher like 3P+K or 33P etc.7P_9P. 7P automatically puts you into Ongyoin. You can use it if you have the range to do so. 9P is a jump over move. It's main use was beating wakeup kicks. I don't think the move is as good as it used to be but it can be made to work. The timing is harder.Handstand (WS 4KK_P WS 4T). He still has his handstand follow ups on some of his moves. Now that 2K no longer trips on ice their use is diminished. Still, you can set them up if you want to go for them. WS 4T is still an OH. 2K on counter hit can be useful.Critical burst (P+K). Only use this when you have them setup for a CB! It is pretty slow. Not very useful for Ryu. At least he has the option I guess.Power blow (1P+K). Free off of the first part of the Izuna on stages with ceilings.Ongyoin.F. A teleport parry that stops all high and mid attacks. You can be high counter thrown out of it. Just an option to throw out and mixup with. Never leaves you with any real advantage.66_22_44_88. Ultra slow teleport. Good players will kill you for it if you use dumb follow ups. Once again, just another option.PPP. 12 frames First 2 hits are safe. Last hit is +5 or charge up for a guard break. The second hit can also cause an unholdable limbo stun at random on counter hit.K. Mid kick launcher knee. Slow but it has its uses. Can also reset for juggles. Unsafe on block.P+KPPK_478963214T. Shoho Izuna. Does great damage. Goes under all highs and some mids. Great on ceiling stages. You can just spin the stick and time the throw for the last part. Same as QcfP+K2P+K. Same as 3P+K.6P4. A long range dash elbow. +1 block. Not really an amazing move but it covers a quite a distance. You can create fake pressure with this move by going into random things out of it or using it like a get in dash.8P_8K. Evasive teleport attacks. Can be beat with a freestep. Both are safe though. Not the best idea but it is an option. Another iffy tactic.6P+K_6K. The old torpedo moves. Still unsafe up close. 6P+K is really fast and you can use it when people are beating you out of Ongyoin. More mixup options. The kick version is can be made safe via range.SS (Side step)P. Gives a nice stun on counter hit. Unsafe on block.K. Slower but launches. -1 on block. All hits give you a free air grab.ThrowsT. 4 frame breakable throw. Unbreakable on high counter.6T. 6 frame throw. Use this to punish moves that are -7 or more and leave them in standing. You could also use 4T if you want.2T_1T. A 5 and 6 frame low throw. 2T does a little less damage. Use 1T to punish low holds. You should also use them when you block unsafe lows. 1T is only 1 frame slower so it should be pretty safe to use that.66T. 6 frame throw. Use this to switch sides and position yourself. If you are on the ball you can even punish with it and get your back off the wall.WS4T. An OH. Good to throw out if you set it up. Use it after counter hit moves that leave you crouching.41236T 23698T 4789632 T (Izuna). 12 frame throw, his signature move. Does great damage. Sadly there is not too much environmental damage to abuse anymore. It does give you free follow ups in stages with ceilings though. The easiest way to get the throw out is do the first part, spin the stick and press throw when combo throw pops up.QcfT (When in air state) This is a new air grab he has. A juggle ender for the most part. Used in most of his juggles so better get used to it.Ongyoin throws8T. A teleport throw. Can be freesteped. Pretty risky. Still, sometimes the move comes in handy.T 41236T 478963214T. New throw with great damage. Needs to be baited for or setup. The input is pretty strict so be sure to practice itIzuna holds. [h2]Frame Data[/h2] To be added later.
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