Suiryu is a fluid, martial-arts, combo-focused fighter with powerful kicks, flowing movement, and strong finishers.
He specializes in pressure, mix-ups, and chaining long combos, while keeping strong mobility.
Suiryu is NOT as tanky as Metal Bat or as fast as Sonic, but his combo damage is extremely high.
Everything is close-range martial arts.
His combos are long — dropping one means you get punished.
If the counter misses, he is wide open.
Gets launched and combo-locked easily by heavy characters.
Suiryu’s natural martial arts give him:
+15% dash speed
+10% jump height
Reduced end-lag on M1s
Can move slightly while using abilities (small mobility)
Makes him a fluid fighter.
Damage: 14
Cooldown: 6s
Range: Close
Effect: Quick palm strike → small stun
Use: Combo starter or pressure tool
Damage: 8 × 4 hits = 32 total
Cooldown: 12s
Range: Mid
Effect: Rapid spinning kicks → launches enemy slightly
Use: Combo extender / punish
Damage: 22 (on success)
Cooldown: 15s
Effect:
Suiryu enters counter stance
If hit, he teleports behind the enemy → high-damage chop
If missed, he stumbles (punishable)
Use: Anti-rush, mind-games
Damage: 28
Cooldown: 18s
Range: Mid lunge
Effect: Suiryu leaps forward → heavy spinning kick → huge knockback
Use: Finisher or wall kill setup
Suiryu activates the full extent of his martial arts talent.
+25% damage
+20% movement speed
+15% ability size/hitbox
10% cooldown reduction
Blue aura trail + glowing eyes
Moves become smoother with less end-lag
Awakening lasts 22 seconds.
Suiryu vanishes into a blue blur
Appears around the target, striking 6 ultra-fast kicks
Final hit is a massive heel drop that slams the enemy into the ground
0.25s iframe on startup
Slight aim-assist on first dash
Can hit multiple enemies if grouped
Final hit causes ground shockwave