Editing Ryu (SSB4)

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Ryu's moveset also boasts significant utility. As mentioned above, his tapped attacks have the advantage of being fast, weak and extremely spammable, alongside other useful traits. Both his tapped neutral attack and down tilt hit on frames 2-3, with the former being useful as a simple pressure reliever, and the latter being an excellent combo extender due to it lightly launching prone opponents and setting up for a followup, including a grab. Tapped up tilt is notoriously effective for combos due to its speed, active frames (3-6) and low knockback, with notable combos including itself (on fast-fallers/heavyweights while buffering a step forward), [[Shoryuken]], and even a true combo into a down aerial meteor smash at certain percents. Held forward tilt (Collarbone Breaker) deals very high [[shield damage]], which benefits due to Ryu's already excellent shield pressuring ability and high hitlag. Held down tilt can be immediately canceled on hit into a special attack to pressure shields or follow up with a quick damage racking combo, even at high percents. Up and down smashes have unique perks, with up smash making his hitbox small while charging, and down smash being damaging for its speed.
Ryu's moveset also boasts significant utility. As mentioned above, his tapped attacks have the advantage of being fast, weak and extremely spammable, alongside other useful traits. Both his tapped neutral attack and down tilt hit on frames 2-3, with the former being useful as a simple pressure reliever, and the latter being an excellent combo extender due to it lightly launching prone opponents and setting up for a followup, including a grab. Tapped up tilt is notoriously effective for combos due to its speed, active frames (3-6) and low knockback, with notable combos including itself (on fast-fallers/heavyweights while buffering a step forward), [[Shoryuken]], and even a true combo into a down aerial meteor smash at certain percents. Held forward tilt (Collarbone Breaker) deals very high [[shield damage]], which benefits due to Ryu's already excellent shield pressuring ability and high hitlag. Held down tilt can be immediately canceled on hit into a special attack to pressure shields or follow up with a quick damage racking combo, even at high percents. Up and down smashes have unique perks, with up smash making his hitbox small while charging, and down smash being damaging for its speed.


Ryu's aerial moveset shares his grounded moveset's utility. His neutral aerial is a [[sex kick]] with high effectiveness, due to it having very low knockback and the lowest [[landing lag]] of any aerial in the game. Combined with the ability to use it twice in a short hop and its very weak late hit, it has excellent utility as a combo starter and KO set-up even at high percents. Forward aerial is quick, has good range and deals high damage, can be chained into itself with jumps, and its sourspot's high shield damage can pressure shields. Up aerial starts fast and has deceptively high reach, granting it juggling capabilities. Finally, his down aerial is fast and its sweetspot is a powerful meteor smash. Both his up and down aerials are also able to autocancel from a jump.
Ryu's aerial moveset shares his grounded moveset's utility. His neutral aerial is a [[sex kick]] with high effectiveness, due to it having very low knockback and the lowest [[landing lag]] of any aerial in the game. Combined with the ability to use it twice in a short hop and its very weak late hit, it has excellent utility as a combo starter and KO set-up even at high percents. Forward aerial is quick, has good range and deals high damage, can be chained into itself with jumps, and its sourspot's high shield damage can pressure shields. Up aerial starts fast and has a deceptively high reach, granting it juggling capabilities. Up and down aerials are also able to autocancel from a jump, with down aerial doing so from a jump.


Alongside these tools, Ryu has a wide array of very powerful finishers: some of his held tilts, smash attacks and aerials are capable of ending stocks swiftly due to their overall speed. Held up tilt grants upper body [[intangibility]] from frames 4-10 while hitting on frame 7, making it deceptively safe for KOs alongside its speed and combo potential from tapped up tilt. Up smash's wide vertical hitbox can punish aerial approaches and substitute for the previously mentioned combo. Forward smash, while slow, has a long range compared to most of Ryu's attacks and is his strongest standard ground attack, making it good for hard punishes. Back aerial is his strongest aerial, having fast startup and good horizontal range. Meanwhile, forward and up aerial's overall utility are further enhanced by their KO potential at high percents. Finally, down aerial is a powerful diagonal [[meteor smash]] with a long duration and fast start-up, making it deadly at the edge. With this abundance of finishers tying in with his excellent combo ability, Ryu has a plethora of set-ups and combos that can begin with almost any of his attacks connecting.
Alongside these tools, Ryu has a wide array of very powerful finishers: some of his held tilts, smash attacks and aerials are capable of ending stocks swiftly due to their overall speed. Held up tilt grants upper body [[intangibility]] from frames 4-10 while hitting on frame 7, making it deceptively safe for KOs alongside its speed and combo potential from tapped up tilt. Up smash's wide vertical hitbox can punish aerial approaches and substitute for the previously mentioned combo. Forward smash, while slow, has a long range compared to most of Ryu's attacks and is his strongest standard ground attack, making it good for hard punishes. Back aerial's hitbox is small, but it is his strongest aerial while being fast with good range. Meanwhile, forward and up aerial's overall utility are further enhanced by their KO potential at high percents. Finally, down aerial is a powerful diagonal [[meteor smash]] with a long duration and fast start-up, making it deadly at the edge. With this abundance of finishers tying in with his excellent combo ability, Ryu has a plethora of set-ups and combos that can begin with almost any of his attacks connecting.


Ryu's special moveset features his signature moves, and are all effective in their own ways. [[Hadoken]] is a large ''ki'' projectile that has two travel speeds and three slightly distinct versions based on the input, with the standard projectile being capable of [[lock]]ing, and the input and Shakunetsu versions dealing more damage (the latter being a multiple-hit [[flame]] projectile). [[Tatsumaki Senpukyaku]] propels Ryu forward, does not render him helpless, and deals more damage after an initial travel distance. Ryu's signature [[Shoryuken]] functions as his main vertical recovery move; however, it is most well-known for its outstanding offensive use, due to its sweetspot's high knockback and slight intangibility (frames 3-5). The input version of Shoryuken has fearsome KO power, grants even more intangibility (frames 1-6), much higher knockback, and halved landing lag, alongside being easily capable of chaining from Ryu's other moves. Finally, [[Focus Attack]] allows him to tank a single hit during its use, with a half to fully-charged blow incapacitating opponents on the spot and granting an opening. It can also be canceled on hit or after tanking a blow, allowing Ryu to fake out with a shuffle that can provide a horizontal recovery boost.
Ryu's special moveset features his signature moves, and are all effective in their own ways. [[Hadoken]] is a large ''ki'' projectile that has two travel speeds and three slightly distinct versions based on the input, with the standard projectile being capable of [[lock]]ing, and the input and Shakunetsu versions dealing more damage (the latter being a multiple-hit [[flame]] projectile). [[Tatsumaki Senpukyaku]] propels Ryu forward, does not render him helpless, and deals more damage after an initial travel distance. Ryu's signature [[Shoryuken]] functions as his main vertical recovery move; however, it is most well-known for its outstanding offensive use, due to its sweetspot's high knockback and slight intangibility (frames 3-5). The input version of Shoryuken has fearsome KO power, grants even more intangibility (frames 1-6), much higher knockback, and halved landing lag, alongside being easily capable of chaining from Ryu's other moves. Finally, [[Focus Attack]] allows him to tank a single hit during its use, with a half to fully-charged blow incapacitating opponents on the spot and granting an opening. It can also be canceled on hit or after tanking a blow, allowing Ryu to fake out with a shuffle that can provide a horizontal recovery boost.

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