Editing Ryu (SSB4)

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|ftiltname=Side Kick ({{ja|横蹴り|Yoko Geri}}) (Tapped-Far)<br/> Hook ({{ja|フック|Fukku}}) (Tapped-Close)<br/> Collarbone Breaker ({{ja|鎖骨割り|Sakotsu Wari}}) (Held)
|ftiltname=Side Kick ({{ja|横蹴り|Yoko Geri}}) (Tapped-Far)<br/> Hook ({{ja|フック|Fukku}}) (Tapped-Close)<br/> Collarbone Breaker ({{ja|鎖骨割り|Sakotsu Wari}}) (Held)
|ftiltdmg=6.8% (tapped); 3%, 6% (held)
|ftiltdmg=6.8% (tapped); 3%, 6% (held)
|ftiltdesc=''Tapped'': The yoko geri{{ref|b}}, a kick used in Karate. It launches the opponent diagonally upward. Good for following with a dash attack or forward aerial at low percents. Renders his foot intangible from frames 6-11. It is based on his standing medium kick in ''Street Fighter III''.<br /><br /> ''Held'': The overhand of the same name that debuted in ''Super Street Fighter II Turbo''. Despite its appearance, it hits twice much like the original version. Deals very high [[shield damage]], but its start-up makes it difficult to use on quick opponents. A tapped up tilt can lead into this move.
|ftiltdesc=''Tapped'': The tsumasaki geri, a kick used in Karate. It launches the opponent diagonally upward. Good for following with a dash attack or forward aerial at low percents. Renders his foot intangible from frames 6-11. It is based on his standing medium kick in ''Street Fighter III''.<br /><br /> ''Held'': The overhand of the same name that debuted in ''Super Street Fighter II Turbo''. Despite its appearance, it hits twice much like the original version. Deals very high [[shield damage]], but its start-up makes it difficult to use on quick opponents. A tapped up tilt can lead into this move.
|utiltname=Elbow Strike ({{ja|肘打ち|Hiji Uchi}}) (Tapped)<br/> Upper ({{ja|アッパー|Appā}}) (Held)
|utiltname=Elbow Strike ({{ja|肘打ち|Hiji Uchi}}) (Tapped)<br/> Upper ({{ja|アッパー|Appā}}) (Held)
|utiltdmg=2% (tapped); 8% (sourspot), 12% (sweetspot) (held)
|utiltdmg=2% (tapped); 8% (sourspot), 12% (sweetspot) (held)
|utiltdesc=''Tapped'': The sok ngat{{ref|c}}, an uppercut-style elbow strike used in Muay Thai. It can be used repeatedly as fast as the player can press the attack button, which allows it to chain into itself and lead into many of Ryu's moves for a quick finisher. Despite its appearance, it has decent range. It is based on his close standing light punch in ''Street Fighter II''.<br /><br /> ''Held'': An uppercut. Strong for its speed and grants his upper body intangibility from frames 4-10, making it a surprisingly effective anti-air attack and KO move. If it connects, it can instantly be canceled into any version of Shoryuken. A reliable finisher for his tapped up tilt. KOs at 152%. It is based on his close standing heavy punch in ''Street Fighter III''.
|utiltdesc=''Tapped'': The sok ngat, an uppercut-style elbow strike used in Muay Thai. It can be used repeatedly as fast as the player can press the attack button, which allows it to chain into itself and lead into many of Ryu's moves for a quick finisher. Despite its appearance, it has decent range. It is based on his close standing light punch in ''Street Fighter II''.<br /><br /> ''Held'': An uppercut. Strong for its speed and grants his upper body intangibility from frames 4-10, making it a surprisingly effective anti-air attack and KO move. If it connects, it can instantly be canceled into any version of Shoryuken. A reliable finisher for his tapped up tilt. KOs at 152%. It is based on his close standing heavy punch in ''Street Fighter III''.
|dtiltname=Light Ankle Kick ({{ja|キック|Kikku}}, ''Kick'')(Tapped)<br>Heavy Ankle Kick ({{ja|くるぶしキック|Kurubushi Kikku}}, Ankle Kick)(Held)
|dtiltname=Light Ankle Kick ({{ja|キック|Kikku}}, ''Kick'')(Tapped)<br>Heavy Ankle Kick ({{ja|くるぶしキック|Kurubushi Kikku}}, Ankle Kick)(Held)
|dtiltdmg=1.6% (tapped); 7% (leg), 5.5% (foot) (held)
|dtiltdmg=1.6% (tapped); 7% (leg), 5.5% (foot) (held)
|dtiltdesc=''Tapped'': A crouching, Hapkido-style shin kick. It can be repeated as fast as the player can press, similar to his other tapped tilts. If used on a prone opponent, they will be lightly launched back onto their feet, allowing Ryu to continue combos on them for extended periods of time. It is based on his crouching light kick in ''Street Fighter II''.<br /><br /> ''Held'': A lunging, Hapkido-style shin kick. Despite having low power, it can be immediately canceled into a special move only if Ryu hits the opponent or their shield, allowing Ryu to pressure his opponent. Shoryuken combos well from this attack. It is based on his crouching medium kick in ''Street Fighter II''.
|dtiltdesc=''Tapped'': A crouching, Hapkido-style shin kick. It can be repeated as fast as the player can press, similar to his other tapped tilts. If used on a prone opponent, they will be lightly launched back onto their feet, allowing Ryu to continue combos on them for extended periods of time. It is based on his crouching light kick in ''Street Fighter II''.<br /><br /> ''Held'': A lunging, Hapkido-style shin kick. Despite having low power, it can be immediately canceled into a special move only if Ryu hits the opponent or their shield, allowing Ryu to pressure his opponent. Shoryuken combos well from this attack. It is based on his crouching medium kick in ''Street Fighter II''.
|dashname=Tobisokuto{{ref|d}} ({{ja|跳び足刀|Tobisokuto}})
|dashname=Tobisokuto ({{ja|跳び足刀|Tobisokuto}})
|dashdmg=12% (clean), 8% (late)
|dashdmg=12% (clean), 8% (late)
|dashdesc=A flying kick. Possesses high base knockback for a dash attack and it can reliably combo into many of his tapped attacks as a finisher. KOs at 150%. Based on his original jumping medium and heavy kicks in the ''Street Fighter Alpha/Zero'' games.
|dashdesc=A flying kick. Possesses high base knockback for a dash attack and it can reliably combo into many of his tapped attacks as a finisher. KOs at 150%. Based on his original jumping medium and heavy kicks in the ''Street Fighter Alpha/Zero'' games.
|fsmashname=Joudan Sokutogeri{{ref|e}} ({{ja|上段足刀蹴り|Jōdan Sokutō Geri}}, ''High-Level Foot Edge Kick'')
|fsmashname=Joudan Sokutougeri ({{ja|上段足刀蹴り|Jōdan Sokutō Geri}}, ''High-Level Foot Edge Kick'')
|fsmashdmg={{ChargedSmashDmgSSB4|16}} (leg), {{ChargedSmashDmgSSB4|17.5}} (foot)
|fsmashdmg={{ChargedSmashDmgSSB4|16}} (leg), {{ChargedSmashDmgSSB4|17.5}} (foot)
|fsmashdesc=The side kick of the same name from ''Street Fighter III''. Moves him slightly forward and has the highest range of all his standard attacks, as it is able to hit opponents two character lengths away from him. However, it has noticeable ending lag. Deals slightly more damage and knockback when hit with Ryu's heel, and is Ryu's strongest standard attack if his heel connects. KOs at 110% with his heel and 120% anywhere else.
|fsmashdesc=The side kick of the same name from ''Street Fighter III''. Moves him slightly forward and has the highest range of all his standard attacks, as it is able to hit opponents two character lengths away from him. However, it has noticeable ending lag. Deals slightly more damage and knockback when hit with Ryu's heel, and is Ryu's strongest standard attack if his heel connects. KOs at 110% with his heel and 120% anywhere else.
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|usmashdmg={{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|13.5}} (late)
|usmashdmg={{ChargedSmashDmgSSB4|17}} (clean), {{ChargedSmashDmgSSB4|13.5}} (late)
|usmashdesc=Squats and then rises up to throw an uppercut. Makes his hurtbox smaller while attacking, making this a good anti-air attack. Slight ending lag and does not have much horizontal range. A good finisher for his tap combos. KOs at 130%. It is based on his crouching heavy punch in ''Street Fighter'', albeit with its animation from ''Street Fighter III''.
|usmashdesc=Squats and then rises up to throw an uppercut. Makes his hurtbox smaller while attacking, making this a good anti-air attack. Slight ending lag and does not have much horizontal range. A good finisher for his tap combos. KOs at 130%. It is based on his crouching heavy punch in ''Street Fighter'', albeit with its animation from ''Street Fighter III''.
|dsmashname=Kaiten Ashibarai{{ref|f}} ({{ja|回転足払い|Kaiten Ashibarai}})
|dsmashname=Kaiten Ashibarai ({{ja|回転足払い|Kaiten Ashibarai}})
|dsmashdmg={{ChargedSmashDmgSSB4|16}} (leg), {{ChargedSmashDmgSSB4|15}} (foot)
|dsmashdmg={{ChargedSmashDmgSSB4|16}} (leg), {{ChargedSmashDmgSSB4|15}} (foot)
|dsmashdesc=A legsweep. Launches opponents at a diagonal angle and unlike most down smashes, it only hits in one direction. Has the fastest start-up of all of his smash attacks, with more range than his up smash but less than his forward smash, making it also his safest smash attack at a distance. However, it has below average knockback for a smash attack, which makes it unreliable as a KOing option. Instead, it functions better as a spacing and anti-pressure option. Like his other smash attacks, it works well as a good finisher for his tapped combos. It is based on his crouching heavy kick in ''Street Fighter II''.
|dsmashdesc=A legsweep. Launches opponents at a diagonal angle and unlike most down smashes, it only hits in one direction. Has the fastest start-up of all of his smash attacks, with more range than his up smash but less than his forward smash, making it also his safest smash attack at a distance. However, it has below average knockback for a smash attack, which makes it unreliable as a KOing option. Instead, it functions better as a spacing and anti-pressure option. Like his other smash attacks, it works well as a good finisher for his tapped combos. It is based on his crouching heavy kick in ''Street Fighter II''.
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|nairdmg=8% (clean), 4.5% (late)
|nairdmg=8% (clean), 4.5% (late)
|nairdesc=A downward angled knee strike. Its limited range is compensated by its [[sex kick]] properties and very low ending lag. When used after a [[short hop]], it can be a useful way to lead into his up tilt-initiated or down tilt-initiated combos until 50%. It can also be used twice in a short hop. Has the lowest landing lag of any aerial move in the game, with a total of 6 frames. It is based on his diagonal jumping light kick in ''Street Fighter II''.
|nairdesc=A downward angled knee strike. Its limited range is compensated by its [[sex kick]] properties and very low ending lag. When used after a [[short hop]], it can be a useful way to lead into his up tilt-initiated or down tilt-initiated combos until 50%. It can also be used twice in a short hop. Has the lowest landing lag of any aerial move in the game, with a total of 6 frames. It is based on his diagonal jumping light kick in ''Street Fighter II''.
|fairname=Tobigeri{{ref|g}} ({{ja|飛び蹴り|Tobigeri}})
|fairname=Tobigeri{{ref|a}} ({{ja|飛び蹴り|Tobigeri}})
|fairdmg=15% (clean sweetspot), 13% (late sweetspot), 9% (clean sourspot), 8% (late sourspot)
|fairdmg=15% (clean sweetspot), 13% (late sweetspot), 9% (clean sourspot), 8% (late sourspot)
|fairdesc=A flying kick. Ryu's foot has high launching power, while his upper leg has a sourspot and deals less damage. Despite this, the sourspot deals high shield damage. A good combo move and very damaging for its speed, but lacks KO power due to its knockback growth, making it more suitable for damage racking unless near the side blast lines. It is based on his diagonal jumping medium and heavy kick animation in ''Street Fighter II''.
|fairdesc=A flying kick. Ryu's foot has high launching power, while his upper leg has a sourspot and deals less damage. Despite this, the sourspot deals high shield damage. A good combo move and very damaging for its speed, but lacks KO power due to its knockback growth, making it more suitable for damage racking unless near the side blast lines. It is based on his diagonal jumping medium and heavy kick animation in ''Street Fighter II''.
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|bairdmg=16% (leg), 13% (foot)
|bairdmg=16% (leg), 13% (foot)
|bairdesc=An outside crescent kick. It has fast startup and possesses great horizontal reach due to its large sweetspot. Its strength and speed make it Ryu's most powerful aerial and a viable KOing option. KOs at 115%. It is based on his vertical jumping heavy kick from ''Street Fighter II'', which in some sources also doubled as his Senpuukyaku ({{ja|旋風脚|Senpūkyaku}}, "Whirlwind Leg") command normal/unique art from other games.
|bairdesc=An outside crescent kick. It has fast startup and possesses great horizontal reach due to its large sweetspot. Its strength and speed make it Ryu's most powerful aerial and a viable KOing option. KOs at 115%. It is based on his vertical jumping heavy kick from ''Street Fighter II'', which in some sources also doubled as his Senpuukyaku ({{ja|旋風脚|Senpūkyaku}}, "Whirlwind Leg") command normal/unique art from other games.
|uairname=Sukui Tsuki{{ref|h}} ({{ja|すくい突き|Sukui Tsuki}})
|uairname=Sukui Tsuki{{ref|b}} ({{ja|すくい突き|Sukui Tsuki}})
|uairdmg=5% (hit 1), 6% (hit 2)
|uairdmg=5% (hit 1), 6% (hit 2)
|uairdesc=An uppercut. Despite its appearance, it hits twice, has good vertical range, and is reliable at catching opponents above Ryu. KOs at 155%. It is based on his diagonal jumping medium punch in ''Super Street Fighter II Turbo''.
|uairdesc=An uppercut. Despite its appearance, it hits twice, has good vertical range, and is reliable at catching opponents above Ryu. KOs at 155%. It is based on his diagonal jumping medium punch in ''Super Street Fighter II Turbo''.
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|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabdesc=Reaches out. Ryu's overall grab range is short. It is based on his grab animation in ''Street Fighter III''.
|grabdesc=Reaches out. Ryu's overall grab range is short. It is based on his grab animation in ''Street Fighter III''.
|pummelname=Hizageri{{ref|i}} ({{ja|ひざ蹴り|Hizageri}})
|pummelname=Hizageri ({{ja|ひざ蹴り|Hizageri}})
|pummeldmg=2%
|pummeldmg=2%
|pummeldesc=A knee strike while holding the opponent in the {{s|wikipedia|collar-and-elbow}} position. A fairly fast pummel. It is based on Ken's Tsukami Hizageri ({{ja|つかみ膝蹴り|Tsukami Hizageri}}, "Grasping Knee Kick") throw in the ''Street Fighter Alpha/Zero'' games.
|pummeldesc=A knee strike while holding the opponent in the {{s|wikipedia|collar-and-elbow}} position. A fairly fast pummel. It is based on Ken's Tsukami Hizageri ({{ja|つかみ膝蹴り|Tsukami Hizageri}}, "Grasping Knee Kick") throw in the ''Street Fighter Alpha/Zero'' games.
|fthrowname=Seoi Throw ({{ja|背負い投げ|Seoi Nage}})
|fthrowname=Seoi Throw ({{ja|背負い投げ|Seoi Nage}})
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=The {{s|wikipedia|seoi nage}}{{ref|j}}, a Judo throw. If the opponent does not react, this throw can lead into a down aerial meteor smash at medium percentages. It is based on his punch throw in ''Street Fighter II'', where it had the same name in most in-depth sources.
|fthrowdesc=The {{s|wikipedia|seoi nage}}, a Judo throw. If the opponent does not react, this throw can lead into a down aerial meteor smash at medium percentages. It is based on his punch throw in ''Street Fighter II'', where it had the same name in most in-depth sources.
|bthrowname=Somersault Throw ({{ja|巴投げ|Tomoe Nage}})
|bthrowname=Somersault Throw ({{ja|巴投げ|Tomoe Nage}})
|bthrowdmg=12%
|bthrowdmg=12%
|bthrowdesc=The {{s|wikipedia|tomoe nage}}{{ref|k}}, a Judo throw. Heavy opponents can be knocked back onto their feet with a tapped down tilt, then thrown again. It is based on his kick throw in ''Street Fighter II'', where it had the same name in most in-depth sources.
|bthrowdesc=The {{s|wikipedia|tomoe nage}}, a Judo throw. Heavy opponents can be knocked back onto their feet with a tapped down tilt, then thrown again. It is based on his kick throw in ''Street Fighter II'', where it had the same name in most in-depth sources.
|uthrowname=Heel Drop ({{ja|かかと落とし|Kakato Otoshi}})
|uthrowname=Heel Drop ({{ja|かかと落とし|Kakato Otoshi}})
|uthrowdmg=8% (throw), 15% (collateral)
|uthrowdmg=8% (throw), 15% (collateral)
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==Notes==
==Notes==
:1.{{note|a}}translates to "Roundhouse Kick"
:1.{{note|a}}translates to "Front Kick"
:2.{{note|b}}translates to "Toe Kick"
:2.{{note|b}}translates to "Scooping Punch"
:3.{{note|c}}translates to "Uppercut Elbow"
:4.{{note|d}}translates to "Flying Front Foot Edge''
:5.{{note|e}}translates to "High-Level Foot Edge Kick"
:6.{{note|f}}translates to "Rotating Leg Sweep"
:7.{{note|g}}translates to "Front Kick"
:8.{{note|h}}translates to "Scooping Punch"
:9.{{note|i}}translates to "Knee Kick"
:10.{{note|j}}translates to "Shoulder Throw"
:11.{{note|k}}translates to "Circle Throw"


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