Editing Ryu (SSB4)

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Ryu's strong combo potential is also held back by his mediocre [[neutral game]], with several factors making it difficult for him to find openings. His very slow walking speed hinders the otherwise great utility of his tilt attacks, and his overall range is very short despite his good frame data (especially in regard to his tapped tilts and neutral aerial), giving him trouble with characters who possess [[Hitbox|disjointed hitboxes]], especially when including his tall stature. His only projectile, [[Hadoken]], is very easily telegraphed and punishable due to its sluggishness and lag. Overall, these two issues force him to play patiently and take advantage of any openings, due to his difficulty with contending against opposing [[camping]] and inability to force [[approach]]es. Aside from the advantages granted by his neutral aerial and Focus Attack, Ryu's aerial approach is comparatively poor due to his fixed arc jumps, which forces him to commit with air attacks. Furthermore, the advantages offered by Focus Attack are match-up dependent; it is relatively ineffective against characters with several multiple hitting moves (most notably {{SSB4|Meta Knight}} and {{SSB4|Fox}}), with some characters being able to exploit it for a free hit (such as {{SSB4|Shulk}} and {{SSB4|Cloud}} with their up aerial and [[Cross Slash]], respectively). As Focus Attack is also Ryu's main method of escaping combos against such characters, Ryu's high weight and rather quick falling speed leave him susceptible to some combos and juggles, and his slow fast-falling speed gives him occasional difficulty landing.
Ryu's strong combo potential is also held back by his mediocre [[neutral game]], with several factors making it difficult for him to find openings. His very slow walking speed hinders the otherwise great utility of his tilt attacks, and his overall range is very short despite his good frame data (especially in regard to his tapped tilts and neutral aerial), giving him trouble with characters who possess [[Hitbox|disjointed hitboxes]], especially when including his tall stature. His only projectile, [[Hadoken]], is very easily telegraphed and punishable due to its sluggishness and lag. Overall, these two issues force him to play patiently and take advantage of any openings, due to his difficulty with contending against opposing [[camping]] and inability to force [[approach]]es. Aside from the advantages granted by his neutral aerial and Focus Attack, Ryu's aerial approach is comparatively poor due to his fixed arc jumps, which forces him to commit with air attacks. Furthermore, the advantages offered by Focus Attack are match-up dependent; it is relatively ineffective against characters with several multiple hitting moves (most notably {{SSB4|Meta Knight}} and {{SSB4|Fox}}), with some characters being able to exploit it for a free hit (such as {{SSB4|Shulk}} and {{SSB4|Cloud}} with their up aerial and [[Cross Slash]], respectively). As Focus Attack is also Ryu's main method of escaping combos against such characters, Ryu's high weight and rather quick falling speed leave him susceptible to some combos and juggles, and his slow fast-falling speed gives him occasional difficulty landing.


Notably, Ryu suffers from the inability to "force" KOs, as his KO potential relies heavily on stringing his aforementioned combo moves. While Ryu does possess some powerful moves, such as his sweetspotted forward smash and back aerial, those moves mostly require hard reads to land, while most of his other moves have low knockback scaling due to being tailored for combo use (a prime example being his forward aerial, which fails to KO well beyond 100% despite dealing as much as 15%). Ryu's great combo ability compensates for this and often makes it less of a necessity for him to KO early; regardless, without the proper use of reads, setups, a heavy knowledge of Ryu's moveset, or a lack of compensating for an opponent's [[Smash directional influence|SDI]], Ryu can have a difficult time taking stocks from opponents due to his significant lack of moves that can KO without prior combos. Finally, the emphasis of using Ryu's unique button inputs cause his normal specials to have lower power without traditionally inputting them, and it is possible for a simple slip of the hand to use the wrong move at an essential time, most notoriously with him accidentally [[self-destruct|self-destructing]] while recovering.
Notably, Ryu suffers from the inability to "force" KOs, as his KO potential relies heavily on stringing his aforementioned combo moves. While Ryu does possess some powerful moves, such as his sweetspotted forward smash and back aerial, those moves mostly require hard reads to land, while most of his other moves have low knockback scaling due to being tailored for combo use (a prime example being his forward aerial, which fails to KO well beyond 100% despite dealing as much as 15%). Ryu's great combo ability compensates for this and often makes it less of a necessity for him to KO early; regardless, without the proper use of reads, setups, a heavy knowledge of Ryu's moveset, or a lack of compensating for an opponent's [[Smash directional influence|SDI]], Ryu can have a difficult time taking stocks from opponents due to his significant lack of moves that can KO without prior combos. Finally, the emphasis of using Ryu's unique button inputs cause his normal specials to have lower power without traditionally inputting them, and it is possible for a simple slip of the hand to use the wrong move at an essential time, most notoriously with him accidentally [[self-destruct]]ing while recovering.


Like other DLC characters, Ryu lacks custom moves, though due to the strengths his default special moveset possesses and the blanket ban of customs, this weakness is rather negligible when compared to the other DLC characters.
Like other DLC characters, Ryu lacks custom moves, though due to the strengths his default special moveset possesses and the blanket ban of customs, this weakness is rather negligible when compared to the other DLC characters.

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