Editing Ryu (SSB4)

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|dsdesc=Assumes a focused stance while emitting a black ink-like aura, and then throws a short straight-punch. Crumples opponents where they stand with a lengthy stun animation if charged for more than half a second, which can allow for follow-ups. Ryu gains [[Armor|super armor]] that can withstand a single hit while it is charging. When fully charged, the attack becomes [[unblockable]] and will pierce through [[counterattack]]s. Ryu can also perform a technique called the Focus Attack Dash Cancel. This is performed by tapping left or right twice, which cancels Focus Attack and instead propels Ryu a set distance depending on where the control stick was tapped. However if the punch misses, Ryu will be unable to cancel the move. If the move hits an airborne opponent, they will instead by launched with heavy hitlag. The move's charge is indicated by Ryu flashing during its start-up. Level 1 is performed immediately and slightly launches an opponent. Level 2 is performed after half a second and crumples an opponent, but deals the least amount of damage. Level 3 is performed after a whole second, crumples the opponent for a much longer time and deals the most amount of damage. Although Focus Attack cannot block grabs and is countered by multiple hit attacks, it is a useful tool for baiting opponents and punishing, while its Dash Cancel can function as a horizontal recovery option while off-stage.
|dsdesc=Assumes a focused stance while emitting a black ink-like aura, and then throws a short straight-punch. Crumples opponents where they stand with a lengthy stun animation if charged for more than half a second, which can allow for follow-ups. Ryu gains [[Armor|super armor]] that can withstand a single hit while it is charging. When fully charged, the attack becomes [[unblockable]] and will pierce through [[counterattack]]s. Ryu can also perform a technique called the Focus Attack Dash Cancel. This is performed by tapping left or right twice, which cancels Focus Attack and instead propels Ryu a set distance depending on where the control stick was tapped. However if the punch misses, Ryu will be unable to cancel the move. If the move hits an airborne opponent, they will instead by launched with heavy hitlag. The move's charge is indicated by Ryu flashing during its start-up. Level 1 is performed immediately and slightly launches an opponent. Level 2 is performed after half a second and crumples an opponent, but deals the least amount of damage. Level 3 is performed after a whole second, crumples the opponent for a much longer time and deals the most amount of damage. Although Focus Attack cannot block grabs and is countered by multiple hit attacks, it is a useful tool for baiting opponents and punishing, while its Dash Cancel can function as a horizontal recovery option while off-stage.
|fsname=Shin Shoryuken / Shinku Hadoken
|fsname=Shin Shoryuken / Shinku Hadoken
|fsdmg=Shin Shoryuken: 1% (trapping hit), 10% (hits 1 and 2), 20% (last hit)<br/>Forbidden Shoryuken: 2% (multihits), 5% (last hit)<br/>Shinku Hadoken:<br/>1.3% (center multihits), 0.8% (edge multihits), 10% (explosion)
|fsdmg=1% (Shin Shoryuken electricity), 10% (Shin Shoryuken hits 1-2), 20% (Shin Shoryuken last), 29%-30% (Shinku Hadoken)
|fsdesc=A Final Smash that varies depending on range. At point-blank range, Ryu traps the opponent with the '''Shin Shoryuken''', a three-hit combo that launches the opponent with an even stronger Shoryuken. Begins KOing at specific percentages for every character, much like [[Straight Lunge|KO Uppercut]] and [[Limit Charge|Finishing Touch]]. At any other range, Ryu performs the '''Shinku Hadoken''', a much larger Hadoken that [[windbox#pulling attacks|vacuums]] nearby opponents into it before dragging them a distance across the screen and exploding. Shin Shoryuken has much higher KO potential against a single opponent, whereas Shinku Hadoken has more range, reliably affects multiple opponents, and is capable of bypassing walls. In particular situations (such as precise spacing or suddenly becoming intangible or invincible), it is possible for an opponent to be in range for a Shin Shoryuken but not get hit, resulting in Ryu performing the '''Forbidden Shoryuken'''&mdash;a significantly weaker failsafe&mdash;from {{iw|wikipedia|Street Fighter Alpha 3}}.
|fsdesc=A Final Smash that varies depending on range. At point-blank range, Ryu traps the opponent with the '''Shin Shoryuken''', a three-hit combo that launches the opponent with an even stronger Shoryuken. Begins KOing at specific percentages for every character, much like [[Straight Lunge|KO Uppercut]] and [[Limit Charge|Finishing Touch]]. At any other range, Ryu performs the '''Shinku Hadoken''', a much larger Hadoken that [[windbox#pulling attacks|vacuums]] nearby opponents into it before dragging them a distance across the screen and exploding. Shin Shoryuken has much higher KO potential against a single opponent, whereas Shinku Hadoken has more range, reliably affects multiple opponents, and is capable of bypassing walls.
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