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Ryu from Street Fighters

Ryu

(Sean's profile)


Power Level:
Game system: DC Heroes Role-Playing Game

Context

This is our older, 1990s writeup for this classic Street Fighter video game character.

The main goal of this writeups series was to experiment with DCH game mechanics for SF-style signature combat techniques.


Background

  • Real Name: Ryu Hoshi (“Hoshi” is the name he was given in Street Fighter: The Movie and is not canonical).
  • Marital Status: Single.
  • Known Relatives: None.
  • Group Affiliation: None.
  • Base Of Operations: Japan.
  • Height: 5’10” Weight: 150 lbs.
  • Eyes: {Color} Hair: Dark Brown


History

Ryu is already known to be the world’s greatest fighter. He has beaten the ex-champion of the world twice already.

Ryu journeys on to seek out the answer that he has been searching for since his early years in training with Ken, and his master. Ryu stumbles from fight to fights, hoping to one day, finally find that answer he hungers for.

He ends up in the next Street Fighter tournament, sponsored by the evil organization that he once heard of, the Shadowloo. Ryu braves himself once again to face this organization in his quest to seek the answer to his burning question… ”What’s is the true meaning of the word ’fight‘?” Will he ever get his answer?


Quotes

“You must defeat Sheng Long to stand a chance.”


DC Universe History

The entire Street Fighter story could easily be transported into the DCU with little difficulty.

However, it seems unlikely that only the Street Fighters would oppose M. Bison’s tyranny, but that’s typical of comics in which only the protagonist can save the day.


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Ryu

Dex: 08 Str: 04 Bod: 04 Motivation: Seeking Fights
Int: 05 Wil: 07 Min: 07 Occupation: none
Inf: 05 Aur: 07 Spi: 07 Resources {or Wealth}: 00
Init: 020 HP: 085

Powers:
Jumping: 02, Flight: 05, Energy Blast: 05, Super Power Reserve: 05, Dispersal: 08

Bonuses and Limitations:

  • Flight represents his Hurricane Kick. As such, it may not lift him far off the ground. He must also land each round. He may add APs of Flight to APs of EV logarithmically while using Flight.
  • Energy Blast may only be used while standing on the ground.
  • Dispersal automatically activates while using Combat Scholar (Dragon Punch). Ryu may still attack as normal. Only attacks that get the same initiative as Ryu will be ignored as a result of Dispersal. Ryu automatically disperses through energy attacks with fewer APs than he has APs of Dispersal.
  • Super Power Reserve may only be applied to his Energy Blast.

Skills:
Martial Artist: 10

Advantages:
Combat Scholar (Dragon Punch).

Connections:
Ken (High).

Drawbacks:
SIA: looking for a good fight.

Equipment:
Duffle Bag [BODY 01 STR 02].


New rules

Combat Scholar is a new advantage meant to simulate Dragon Punches and other video game maneuvers that translate poorly into DCH. When the advantage is chosen, a specific flashy combat maneuver must be chosen to go with it. When this maneuver is then used, the character must Critical or Devastate.

However, the Combat Scholar gives a +1 column to AV. However, all opponents gain a +1 column to their AV when attacking this character this round.

For example, when Ryu performs a Dragon Punch, he might Critical, thereby gaining -1/+3 with his Combat Scholar. However, anyone attacking him this round (whether their actions occur before or after his) will get a +1 to hit him.

Typically, Combat Scholar maneuvers are only done when one has initiative and expects to knock down/out one’s opponent. Note that this combines well with Laying Back or Pressing the Attack.

Super Power Reserve is really just a variation on Power Reserve. It represents the Super moves that Street Fighters have, which can only be done after fighting for a while. That is, after a character with SPR has done a total of 15 RAPs of damage to opponents in a fight (these RAPs may have been bought off with Last Ditch Defense), he may then use his SPR.

When he uses the SPR, it then resets; that is, to use it again, he must score another 15 RAPs of damage. RAPs may not be saved up; that is, after doing 18 RAPs, one can not “spend” 15 and have 3 left over.

In later versions of SF, however, these RAPs may be saved up, up to 45 at a time. When SPR is purchased, the character must choose one maneuver to which it applies; often this choice is a Combat Scholar maneuver. It may be purchased multiple times if it is to be applied to several different maneuvers.

Also, many Street Fighters have movement powers which add to their EV. For example, Blanka’s Flight: 5 which may add to his STR: 4 for a total of 6. This may seem pointless, since he can have an EV of 8 with Martial Artist. However, when spending HPs to increase Martial Artist EV, one may only spend as many HPs as one’s STR.

These movement power additions are considered to add to STR for these purposes. Thus, Blanka could spend 6 Hero Points on his 8 Martial Artist EV when performing his flying ball attack, instead of the normal 4.

By Sean MacDonald.

Source of Character: Street Fighter 2 videos games (including SF2: CE, SF2T, SSF2, and SSF2T.).

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