Editing Ryu (SSB4)

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==Attributes==
==Attributes==
Ryu has one of the most unique archetypes in ''SSB4'', being a [[weight|heavyweight]] of average size and mobility. Most of his attributes liken to the balance of {{SSB4|Mario}} in regard to several key attributes: Ryu has amazing frame data; high [[damage]] output; and an excellent ground game with average mobility, due to his slightly above average [[traction]] and average [[dash]]ing speed. This owes to the fact that Ryu, like Mario, is an "all-rounder" in his home series. However, the rest of his attributes are polarized due to them attempting to mirror the physics of ''Street Fighter'': in contrast to his dash, Ryu's [[walk]]ing speed is the third slowest, while his fast [[air speed]] is counteracted by his moderately fast [[falling speed]] and very short [[jump]]s (being the fourth lowest, tied with {{SSB4|Little Mac}}). His jumps also follow a fixed "arc" due to him having the lowest [[air acceleration]], and a unique trait where his [[air friction]] stays locked at 0 while jumping, despite having a standard amount while attempting to decelerate. Finally, Ryu's fast falling speed increases his normal falling speed by 40%, instead of 60%. Overall, Ryu has effective burst movement through dashing and jumping, but has to fully commit when approaching through the air, and can have trouble moving short distances or landing.
Ryu has one of the most unique archetypes in ''SSB4'', being a [[weight|heavyweight]] of average size and mobility. Most of his attributes liken to the balance of {{SSB4|Mario}} in regard to several key attributes: Ryu has decent frame data; an average [[damage]] output; and an overall dependable ground game and mobility, due to his slightly above average [[traction]] and average [[dash]]ing speed. This owes to the fact that Ryu, like Mario, is an "all-rounder" in his home series. However, the rest of his attributes are polarized due to them attempting to mirror the physics of ''Street Fighter'': in contrast to his dash, Ryu's [[walk]]ing speed is the third slowest, while his above average [[air speed]] is counteracted by his moderately fast [[falling speed]] and very short [[jump]]s (being the fourth lowest, tied with {{SSB4|Little Mac}}). His jumps also follow a fixed "arc" due to him having the lowest [[air acceleration]], and a unique trait where his [[air friction]] stays locked at 0 while jumping, despite having a standard amount while attempting to decelerate. Finally, Ryu's fast falling speed increases his normal falling speed by 40%, instead of 60%. Overall, Ryu has effective burst movement through dashing and jumping, but has to fully commit when approaching through the air, and can have trouble moving short distances or landing.


Ryu's controls set him apart from any character in the ''Super Smash Bros.'' series, in that they emulate how he functions in his home series. The speed and power of his attacks are based on whether the player taps the attack button (fast but weak) or holds it (strong but slow).<ref>[https://www.sourcegaming.info/2015/06/25/ryu-roy-and-lucas-join-the-battle-sakurai-famitsu-column-vol-481/ Ryu, Roy, and Lucas join the battle!]</ref> Additionally, Ryu's special moves (aside from [[Focus Attack]]) have different effects; altered hitbox sizes/durations; and/or increased power if the button is held and/or the move is used with its input in ''Street Fighter''. This essentially gives Ryu two movesets, both with different uses: in general, one opens up reliable combo chains and racks up damage quickly, and another KOs outright. Not only does this make Ryu the only character in the game that has access to [[true combo]]s from nearly any move that can be chained directly into KO options, it also gives him a wide array of punishing mix-ups. This grants him arguably the most reward off of landing combo attacks in relation to the cast. His previously mentioned air speed complements his ability to take advantage of [[hitstun]] and keep opponents in long combos until high percents, both while grounded and in the air.
Ryu's controls set him apart from any character in the ''Super Smash Bros.'' series, in that they emulate how he functions in his home series. The speed and power of his attacks are based on whether the player taps the attack button (fast but weak) or holds it (strong but slow).<ref>[https://www.sourcegaming.info/2015/06/25/ryu-roy-and-lucas-join-the-battle-sakurai-famitsu-column-vol-481/ Ryu, Roy, and Lucas join the battle!]</ref> Additionally, Ryu's special moves (aside from [[Focus Attack]]) have different effects; altered hitbox sizes/durations; and/or increased power if the button is held and/or the move is used with its input in ''Street Fighter''. This essentially gives Ryu two movesets, both with different uses: in general, one opens up reliable combo chains and racks up damage quickly, and another KOs outright. Not only does this make Ryu the only character in the game that has access to [[true combo]]s from nearly any move that can be chained directly into KO options, it also gives him a wide array of punishing mix-ups. This grants him arguably the most reward off of landing combo attacks in relation to the cast. His previously mentioned air speed complements his ability to take advantage of [[hitstun]] and keep opponents in long combos until high percents, both while grounded and in the air.

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