OverviewEdit
Update HistoryEdit
- Neutral attack launches opponents, making them easier to be hit.
- Neutral attack 1 can be canceled into a special move for a longer amount of time.
- Neutral attack (heavy, close) deals drastically less knockback (70 base/70 scaling → 25/15) and sends at a slightly more horizontal angle (85° → 80°), making it a much better combo starter even at high percents.
HitboxesEdit
TappedEdit
Held (close)Edit
Held (far)Edit
TimingEdit
For each variant, canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
TappedEdit
The move can only transition into the second jab if it hits an opponent; otherwise, pressing the attack button again triggers a consecutive jab.
Hitboxes | 2-3 |
---|---|
Jab 2 continuability window | 6-24 |
Special cancel window | 2-11 |
Final Smash cancel window | 2-3 |
Consecutive jab frame | 7 |
Interruptible | 16 |
Animation length | 30 |
Hitboxes | ||||||||||||||||||||||||||||||
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Jab 2 | ||||||||||||||||||||||||||||||
Special cancel | ||||||||||||||||||||||||||||||
FS cancel |
Held (close)Edit
The move grants intangibility to Ryu's head, bust, and arms.
Upper body intangible | 4-10 |
---|---|
Clean hit | 7 |
Late hit | 8-11 |
Special cancel window | 7-20 |
Final Smash cancel window | 7-11 |
Interruptible | 38 |
Animation length | 39 |
Hitboxes | |||||||||||||||||||||||||||||||||||||||
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Upper body | |||||||||||||||||||||||||||||||||||||||
Special cancel | |||||||||||||||||||||||||||||||||||||||
FS cancel |
Held (far)Edit
Hitbox | 9-10 |
---|---|
Final Smash cancel window | 9-10 |
Interruptible | 33 |
Animation length | 52 |
Hitbox | ||||||||||||||||||||||||||||||||||||||||||||||||||||
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FS cancel |
Lag time |
Hitbox |
Hitbox change |
Vulnerable |
Loop point |
Intangible |
Continuable |
Earliest continuable point |
Interruptible |