Logical Operators:
- → Implication (If-Then)
- ∧ Conjunction (AND)
- ∨ Disjunction (OR)
- ¬ Negation (NOT)
- ∀ Universal Quantifier (For All)
- ∃ Existential Quantifier (Exists)
- ↔ Bi-conditional (If and Only If)
Formalizing Ryu's Journey from World Warrior to True Master
This document formalizes Street Fighter's combat systems and Ryu's martial philosophy using predicate logic and mathematical notation. To effectively navigate this content:
The document merges formal logic with Street Fighter's rich lore, particularly focusing on Ryu's journey from student to master. Code implementations follow theoretical concepts, providing a complete framework for understanding both the technical and philosophical aspects of the combat system.
In Street Fighter, character states form the foundation of decision-making:
isGrounded(x)
Formal Definition: ∀x [ Position(x).y = 0 ∧ ¬inHitstun(x)]
"A character is grounded when their Y position is 0 and they're not in hitstun."
SF Context: Determines when Ryu can perform ground normals or throws.
hasChargeMeter(x)
Formal Definition: ∀x [ ChargeTime(x) ≥ RequiredTime ∧ Direction(x) = Backward]
"A character has charge when they've held back for the required time."
SF Context: Used for special moves like Guile's Sonic Boom.
Satsui no Hado Control:
∀x [ hasSatsui(x) → ( increasedPower(x) ∧ ¬hasMuDo(x) ∧ shouldSuppressUrge(x) ) ]
SF Context: Ryu's constant battle against the dark hadou.
isReversalMove(m)
∀m [ isReversalMove(m) ↔ (hasInvincibility(m) ∧ startupFrames(m) ≤ 5 ∧ meterCost(m) > 0) ]
"A move is a reversal if it has invincibility, fast startup, and costs meter."
SF Context: Dragon Punch (DP) with meter is a reversal.
isAntiAir(m)
∀m [ isAntiAir(m) ↔ (hitboxHeight(m) > characterHeight ∧ upperBodyInvuln(m) ∧ startupFrames(m) ≤ 7) ]
"A move is an anti-air if it has upward hitboxes, upper body invulnerability, and quick startup."
SF Context: Ryu's Standing Heavy Punch or DP.
isValidCombo(m1, m2)
∀m1,m2 [ isValidCombo(m1,m2) ↔ (hitstun(m1) > startupFrames(m2) ∧ pushbackDistance(m1) ≤ range(m2) ∧ cancelWindow(m1) ∧ canCancelInto(m1,m2)) ]
"A combo is valid if the second move can start before hitstun ends, is in range, and can be canceled into."
SF Context: Ryu's cr.MK into Hadoken combo.
∀x,m1,m2 [ (performsMove(x,m1) ∧ isTargetCombo(m1,m2) ∧ inputWindow(m2) < 6) → shouldBuffer(x,m2) ]
SF Context: Buffering Ken's b.MP into HP target combo.
∀x,y [ (opponentTechPattern(y, "aggressive") ∧ hasFrameAdvantage(x) ∧ distance(x,y) ≤ throwRange) → (shouldDelayButton(x) ∨ shouldThrow(x)) ]
"Against aggressive opponents, alternate between delayed buttons and throws when at advantage."
∀x,y [ isKnockedDown(y) → ( (hasQuickRise(y) → setOkiTiming(x, 11)) ∧ (hasBackRoll(y) → setOkiTiming(x, 15)) ∧ (hasVReversal(y) → shouldBait(x)) ) ]
"On knockdown, adjust timing for quick rise or back roll, and bait V-Reversal if available."
∀x,y [ (canSafeJump(x,y) ∧ hasMeterForReversal(y)) → performSafeJump(x) ]
SF Context: Safe jump timing against DP reversals.
∀x [ shouldActivateVTrigger(x) ↔ ( (health(x) < 40% ∧ hasVTrigger(x) ∧ ¬isInHitstun(x)) ∨ (canConfirmInto(x, "highDamageCombo") ∧ hasVTrigger(x)) ) ]
"Activate V-Trigger when at low health or to confirm into high damage."
∀x,y,m [ shouldVReversal(x) ↔ ( isBlocking(x) ∧ hasVGauge(x) ∧ ( (pressure(y) > threshold ∧ health(x) < 30%) ∨ isSetupMove(lastMove(y)) ) ) ]
SF Context: V-Reversal against heavy pressure or setup moves.
Zoner Matchup Logic:
∀x,y [ isZoner(y) → ( (projectileOnScreen(y) → (shouldNeutralJump(x) ∨ shouldEX(x))) ∧ (distance(x,y) < rushdownRange → maintainPressure(x)) ) ]
SF Context: Ryu vs Guile matchup strategies.
Grappler Counter-Strategy:
∀x,y [ isGrappler(y) → ( (distance(x,y) = throwRange → shouldPreemptiveButton(x)) ∧ (hasCommandGrab(y) → maintainDistance(x, "mid")) ) ]
SF Context: Keeping Zangief out with Ryu's cr.MK.
∀x,y [ (character(y) = "Dhalsim" ∧ limb(y, "extended")) → (shouldTatsu(x) ∨ shouldEXFireball(x)) ]
"Against Dhalsim's extended limbs, use Tatsumaki or EX Fireball to punish."
∀x,y [ (hasCornerPressure(x,y) ∧ opponentTendency(y, "reversal")) → ( shouldShimmy(x) ∨ (blockString(x) ∧ waitForReversal(x)) ) ]
SF Context: Baiting and punishing desperate DPs in corner.
∀x,y,p [ stagePosition(p) ∧ ( (p = "corner" → increasePressure(x)) ∧ (p = "midscreen" → maintainNeutral(x)) ∧ (p = "backToCorner" → shouldEscape(x)) ) ]
∀x,y,s [ (situation(s) ∧ observedResponse(y,s) > 3) → ( addToPatternDB(y,s) ∧ calculateCounter(x,s) ) ]
"After observing an opponent's response to a situation multiple times, add it to the pattern database and calculate counters."
∀x,y [ (successfulCounter(y,x) > 2) → ( shouldChangePattern(x) ∧ updateStrategy(x, getAlternateStrategy()) ) ]
SF Context: Adapting when opponent has downloaded your patterns.
class StreetFighterNode {
condition: Predicate
weight: float
priority: number
actions: Action[]
children: StreetFighterNode[]
frameData: FrameData
evaluate(): Action {
if (this.condition.test()) {
return this.getBestAction()
}
return this.defaultAction
}
getBestAction(): Action {
return this.actions
.filter(a => this.isViable(a))
.sort((a, b) => this.calculateUtility(b) - this.calculateUtility(a))[0]
}
calculateUtility(action: Action): number {
return action.damage * action.successRate * this.weight
+ (action.frameAdvantage > 0 ? 1.5 : 1.0)
- (action.meterCost * 0.8)
}
}
Each node in the decision tree evaluates frame-perfect conditions and calculates optimal responses.
class FrameManager {
currentFrame: number
inputBuffer: Input[]
frameData: Map
update(gameState: GameState) {
this.currentFrame++
this.processInputBuffer()
this.checkFrameAdvantage()
this.updateHitConfirms()
}
isInStartup(move: Move): boolean {
return this.currentFrame - move.startFrame < this.frameData.get(move.id).startup
}
isInRecovery(move: Move): boolean {
return this.currentFrame - move.startFrame < this.frameData.get(move.id).recovery
}
}
class PatternTracker {
patterns: Map
frequency: Map
counters: Map
recordPattern(situation: GameState, response: Action) {
const pattern = this.createPattern(situation, response)
this.updateFrequency(pattern)
this.updateCounters(pattern)
}
suggestCounter(pattern: Pattern): Action {
return this.counters.get(pattern.id)
.sort((a, b) => this.getSuccessRate(b) - this.getSuccessRate(a))[0]
}
}
Real-time pattern recognition system that adapts to opponent tendencies.
class FighterStateMachine {
currentState: FighterState
transitions: Map
frameData: FrameData
update(input: Input, gameState: GameState) {
const nextState = this.getNextState(input, gameState)
if (this.canTransition(this.currentState, nextState)) {
this.executeTransition(nextState)
}
}
canTransition(from: FighterState, to: FighterState): boolean {
return this.transitions.has(`${from.id}->${to.id}`)
&& this.checkTransitionConditions(from, to)
}
}
State machine handling character states and transitions.
const FRAME_BUDGET_MS = 16.67 // 60fps target const MAX_PREDICTION_DEPTH = 3 // Limit prediction tree depth const CACHE_DURATION_FRAMES = 6 // Cache predictions for 6 frames
class DecisionCache {
cache: Map
getCachedDecision(state: GameState): Decision | null {
const key = this.getStateHash(state)
const cached = this.cache.get(key)
if (cached && !this.isStale(cached)) {
return cached.decision
}
return null
}
}
class DecisionPriorityQueue {
queue: PriorityQueue
addDecision(decision: Decision) {
const priority = this.calculatePriority(decision)
this.queue.enqueue(decision, priority)
}
getNextDecision(): Decision {
return this.queue.dequeue()
}
}
class StreetFighterAI {
decisionTree: StreetFighterNode
frameManager: FrameManager
patternTracker: PatternTracker
stateMachine: FighterStateMachine
cache: DecisionCache
update(gameState: GameState) {
// Update all systems
this.frameManager.update(gameState)
this.stateMachine.update(gameState)
this.patternTracker.update(gameState)
// Get optimal action
const action = this.getOptimalAction(gameState)
// Execute action
this.executeAction(action)
}
getOptimalAction(gameState: GameState): Action {
// Check cache first
const cached = this.cache.getCachedDecision(gameState)
if (cached) return cached
// Calculate new optimal action
const action = this.decisionTree.evaluate()
// Cache result
this.cache.cacheDecision(gameState, action)
return action
}
}
Denjin Enhancement:
∀m [ isDenjinCharged(m) → ( frameAdvantage(m) += 2 ∧ damage(m) *= 1.5 ∧ hasStunProperty(m) ) ]
SF Context: Ryu's mastery of the electrical properties of Hadou.
Mu no Ken (Fist of Nothingness):
∀x [ hasMuState(x) → ( perfectParryRate(x) *= 1.5 ∧ counterHitDamage(x) *= 1.25 ∧ ¬canUseSatsui(x) ) ]
SF Context: Ryu's ultimate state of consciousness, transcending the Satsui no Hado.
Gouken's Teachings:
∀x [ isGoukenStudent(x) → ( useHadouForDefense(x) ∧ ¬seekDestructivePower(x) ∧ (training(x) → spiritualGrowth(x)) ) ]
SF Context: The foundational principles taught by Master Gouken.
Ken Masters Rivalry:
∀x,y [ (isRyu(x) ∧ isKen(y)) → ( pushesEachOtherForward(x,y) ∧ sharedTechniques(x,y) ∧ distinctStyles(x,y) ) ]
SF Context: The eternal rivalry that drives both warriors to greater heights.
Shoryuken Evolution:
∀x [ mastersShinShoryuken(x) → ( damage(shoryuken) *= 2 ∧ addProperty(shoryuken, "airborne_invincible") ∧ requiresMomentOfMu(x) ) ]
SF Context: The pinnacle of Ryu's dragon punch mastery.
Akuma Encounter Protocol:
∀x,y [ (isRyu(x) ∧ isAkuma(y)) → ( detectKillingIntent(y) ∧ (satsuitemptation(x) *= 3) ∧ ( hasMuState(x) → canResistRage(x) ) ) ]
SF Context: The ultimate test of Ryu's control over the dark hadou.
World Warrior Journey:
∀x,t [ isWorldWarrior(x) → ( (encounterNewStyle(x,t) → expandTechnique(x,t)) ∧ (faceAdversity(x) → growStronger(x)) ∧ seeksTrueMeaning(x) ) ]
SF Context: Ryu's never-ending journey of self-improvement.
The Answer in Battle:
∀x [ seeksTrueMeaning(x) → ( (fightWithHonor(x) ∧ respectOpponent(x)) → ( gainInsight(x) ∧ approachEnlightenment(x) ) ) ]
SF Context: Ryu's philosophy that true growth comes through honorable combat.
Hadou Evolution Path:
∀x [ mastersDenjinHadou(x) → ( (baseHadoken → shakunetsuHadoken) ∧ (shakunetsuHadoken → denjinHadoken) ∧ (denjinHadoken → shinHadoken) ) ]
SF Context: The evolution of Ryu's Hadou techniques from basic energy projection to mastery of both fire and electric properties.
Satsui no Hado Stages:
∀x [ embracesSatsui(x) → ( (stage1 → chokusenhadoken) ∧ (stage2 → ashurasenku) ∧ (stage3 → messatsuGouHadou) ∧ (stage4 → shunGokuSatsu) ) ]
SF Context: The dark progression of techniques if Ryu were to fully embrace the killing intent.
Dojo Training Principles:
∀x,t [ isTrainingDay(t) → ( (meditateAtDawn(x) ∧ practiceKata(x) ∧ sparWithKen(x)) → ( improveSpirit(x) ∧ refineTechnique(x) ∧ strengthenBonds(x) ) ) ]
SF Context: Daily life at Gouken's dojo, where Ryu and Ken trained together.
Sakura's Mentorship:
∀x,y [ (isRyu(x) ∧ isSakura(y)) → ( inspiresDetermination(x,y) ∧ teachesHumility(x,y) ∧ ( seekingGuidance(y) → reflectsOnJourney(x) ) ) ]
SF Context: Ryu's relationship with his most dedicated follower, showing how teaching others leads to self-discovery.
Gouken's Final Lesson:
∀x [ understandsPower(x) → ( powerForDefense(x) ∧ strengthForProtection(x) ∧ victoryThroughPeace(x) ) ]
SF Context: The ultimate teaching that helped Ryu resist the Satsui no Hado.
Sagat's Honor Match:
∀x,y [ (isRyu(x) ∧ isSagat(y)) → ( respectfulBattle(x,y) ∧ overcomesPastSin(x) ∧ ( fightWithHonor(x,y) → mutualGrowth(x,y) ) ) ]
SF Context: The redemption match between Ryu and Sagat, where both warriors sought to overcome their past.
Power of Nothingness Awakening:
∀x [ awakensNothingness(x) → ( transcendsDuality(x) ∧ achievesBalance(x) ∧ ( fightingIntent(x) → pureAction(x) ) ) ]
SF Context: Ryu's ultimate achievement, mastering the Power of Nothingness taught by Gouken.
World Warrior Encounters:
∀x,y [ encountersWarrior(x,y) → ( studiesTechnique(x,y) ∧ respectsTradition(x,y) ∧ ( learnsFighting(x,y) → understandsCulture(x,y) ) ) ]
SF Context: Ryu's encounters with fighters worldwide, learning not just techniques but cultural wisdom.
Fundamental Principles:
∀x [ followsAnsatsuken(x) → ( respectsLife(x) ∧ seeksPerfection(x) ∧ maintainsBalance(x) ∧ ( facesChallenge(x) → growsStronger(x) ) ) ]
SF Context: The core tenets of Ansatsuken as taught by Gouken, emphasizing the preservation of life.
The Three Virtues:
∀x [ masterOfVirtues(x) → ( (hasHumility(x) ∧ ¬seeksGlory(x)) ∧ (hasDiscipline(x) ∧ dailyTraining(x)) ∧ (hasWisdom(x) ∧ understandsBalance(x)) ) ]
SF Context: The three core virtues Gouken taught to both Ryu and Ken.
Path of the True Warrior:
∀x,t [ walksTruePath(x) → ( (meditateDaily(x) ∧ trainBody(x) ∧ cultivateSpirit(x)) ∧ ( encounterDarkness(x) → findLight(x) ) ∧ ( gainPower(x) → maintainHumility(x) ) ) ]
SF Context: Ryu's daily practice to maintain balance between power and control.
The Five Battle Principles:
∀x [ mastersBattlePrinciples(x) → ( (readOpponent(x) ∧ anticipateIntent(x)) ∧ (maintainDistance(x) ∧ controlSpace(x)) ∧ (timePrecisely(x) ∧ seizeOpportunity(x)) ∧ (adaptStrategy(x) ∧ overcomeWeakness(x)) ∧ (showRespect(x) ∧ honorOpponent(x)) ) ]
SF Context: The fundamental combat principles of Ansatsuken, passed down through generations.
Ki Energy Mastery:
∀x [ mastersKi(x) → ( canChannelHadou(x) ∧ ( (focusKi(x) → increasePower(x)) ∧ (balanceKi(x) → maintainControl(x)) ∧ (flowKi(x) → achieveHarmony(x)) ) ) ]
SF Context: The foundation of Hadou techniques and spiritual growth.
Mental Fortitude:
∀x [ hasMentalFortitude(x) → ( (facesFailure(x) → learnsLesson(x)) ∧ (facesTemptation(x) → maintainsPurity(x)) ∧ (facesFear(x) → findsStrength(x)) ∧ ( inBattle(x) → remainsFocused(x) ) ) ]
SF Context: The mental discipline required to resist the Satsui no Hado.
Teaching and Legacy:
∀x,y [ isTeacher(x) → ( (sharesKnowledge(x,y) ∧ guidesGrowth(x,y)) ∧ ( makesMistake(y) → providesGuidance(x,y) ) ∧ ( showsPromise(y) → nurtureTalent(x,y) ) ) ]
SF Context: Ryu's responsibility to pass on Gouken's teachings, as shown with Sakura.
Hadou Evolution Path:
∀x [ mastersDenjinHadou(x) → ( (baseHadoken → shakunetsuHadoken) ∧ (shakunetsuHadoken → denjinHadoken) ∧ (denjinHadoken → shinHadoken) ) ]
SF Context: The evolution of Ryu's Hadou techniques from basic energy projection to mastery of both fire and electric properties.
Satsui no Hado Stages:
∀x [ embracesSatsui(x) → ( (stage1 → chokusenhadoken) ∧ (stage2 → ashurasenku) ∧ (stage3 → messatsuGouHadou) ∧ (stage4 → shunGokuSatsu) ) ]
SF Context: The dark progression of techniques if Ryu were to fully embrace the killing intent.
Dojo Training Principles:
∀x,t [ isTrainingDay(t) → ( (meditateAtDawn(x) ∧ practiceKata(x) ∧ sparWithKen(x)) → ( improveSpirit(x) ∧ refineTechnique(x) ∧ strengthenBonds(x) ) ) ]
SF Context: Daily life at Gouken's dojo, where Ryu and Ken trained together.
Sakura's Mentorship:
∀x,y [ (isRyu(x) ∧ isSakura(y)) → ( inspiresDetermination(x,y) ∧ teachesHumility(x,y) ∧ ( seekingGuidance(y) → reflectsOnJourney(x) ) ) ]
SF Context: Ryu's relationship with his most dedicated follower, showing how teaching others leads to self-discovery.
Gouken's Final Lesson:
∀x [ understandsPower(x) → ( powerForDefense(x) ∧ strengthForProtection(x) ∧ victoryThroughPeace(x) ) ]
SF Context: The ultimate teaching that helped Ryu resist the Satsui no Hado.
Sagat's Honor Match:
∀x,y [ (isRyu(x) ∧ isSagat(y)) → ( respectfulBattle(x,y) ∧ overcomesPastSin(x) ∧ ( fightWithHonor(x,y) → mutualGrowth(x,y) ) ) ]
SF Context: The redemption match between Ryu and Sagat, where both warriors sought to overcome their past.
Power of Nothingness Awakening:
∀x [ awakensNothingness(x) → ( transcendsDuality(x) ∧ achievesBalance(x) ∧ ( fightingIntent(x) → pureAction(x) ) ) ]
SF Context: Ryu's ultimate achievement, mastering the Power of Nothingness taught by Gouken.
World Warrior Encounters:
∀x,y [ encountersWarrior(x,y) → ( studiesTechnique(x,y) ∧ respectsTradition(x,y) ∧ ( learnsFighting(x,y) → understandsCulture(x,y) ) ) ]
SF Context: Ryu's encounters with fighters worldwide, learning not just techniques but cultural wisdom.