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{{Disambig2|Ryu's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Ryu}}
{{disambig2|Ryu's appearance in ''Super Smash Bros. Ultimate''|the character in other contexts|Ryu}}
{{Infobox Character
{{Infobox Character
|name = Ryu
|name = Ryu
|image = [[File:Ryu SSBU.png|x250px]]
|image = [[File:Ryu SSBU.png|250px]]
|game = SSBU
|game = SSBU
|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B+
|ranking = 32
}}
}}
'''Ryu''' ({{ja|リュウ|Ryū}}, ''Ryū'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He is the second fighter from [[Capcom]] after {{SSBU|Mega Man}}. He was officially confirmed alongside {{SSBU|Ganondorf}} and the rest of the returning roster on June 12th, 2018 during E3 2018. Ryu is classified as [[Fighter number|Fighter #60]].
{{cquote|''Ryu is a special character—you can use directional command inputs to trigger his special moves. Executing moves like his Hadoken and Shoryuken using the command inputs from the original game will raise their power. You can even use a Shakunetsu Hadoken by inputting ←↙↓↘→ then tapping the attack button while facing right!''|cite=[https://www.smashbros.com/en_US/blog/ Super Smash Blog]|source=[[Super Smash Bros. Ultimate Official Site]]}}
'''Ryu''' ({{ja|リュウ|Ryū}}, ''Ryū'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was officially confirmed on June 12th, 2018. Ryu is classified as fighter #60.


Ryu is once again voiced by {{s|wikipedia|Kyle Hebert}} in English and {{s|wikipedia|Hiroki Takahashi}} in Japanese, with their portrayals from ''[[Super Smash Bros. 4]]'' being repurposed for the English and Japanese releases of ''Ultimate'', respectively. In the Chinese and Korean versions, Ryu uses his English voice clips.
Ryu is once again voiced by Kyle Hebert in English and Hiroki Takahashi in Japanese, with their portayals of Ryu from ''Super Smash Bros. 4'' being repurposed for the English and Japanese releases of ''Ultimate'', respectively.  


Ryu is ranked 32nd out of 82 on the current tier list, placing him in the B+ tier. This is a noticeable drop from his 11th/12th out of 54 placement in ''SSB4'' where he was tied with {{SSB4|Marth}}. Ryu has a strong combo game due to his auto turn around mechanic and ability to special cancel out of several of his moves. His multitude of combos gives him a strong advantage state and high damage output. His Hadouken (the Shakunetsu, in particular) is well-known for playing his neutral and suits his defensive playstyle. The rest of his specials all serve use as they are single hit moves that are good for KOs and combo finishers.
Despite these strengths, Ryu has some weaknesses. His mobility is subpar so his approach options are limited and it forces him to play more defensively. His recovery is also exploitable and linear with Tatsumaki Senpukyaku and Shoryuken traveling predictable distances for the opponent to edgeguard. Despite having a combo breaker in the form of Focus Attack, it can be broken through multi-hit moves making his disadvantage state below average. Ryu is also a difficult character to master due to his different playstyle with the special cancel and auto turnaround mechanic.
Ryu has seen some representation and strong results from players, such as {{Sm|Asimo}} and {{Sm|Ikan}}, doing well with him at majors and supermajors.
==How to unlock==
==How to unlock==
Complete one of the following:
Complete one of the following:
*Play [[VS. match]]es, with Ryu being the 13th character to be unlocked.
*Play [[VS. match]]es, with Ryu being the 13th character to be unlocked.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Yoshi}} or any character in his unlock tree, being the 3rd character unlocked after {{SSBU|Marth}}.
*Clear {{SSBU|Classic Mode}} with {{SSBU|Yoshi}} or anyone in his unlock tree, being the third character unlocked after {{SSBU|Marth}}.
*Have Ryu join the player's party in [[World of Light]].
*Have Ryu join the player's party in [[World of Light]].
With the exception of the third method, Ryu must then be defeated on {{SSBU|Battlefield}}. In World of Light, he is fought on the [[Ω form]] of [[Suzaku Castle]].
With the exception of the third method, Ryu must then be defeated on {{SSBU|Battlefield}}.


==Attributes==
==Attributes==
As the "all-rounder" of his home series, Ryu's overall attributes are mostly average. As a [[weight|heavyweight]] with average mobility, Ryu has decent frame data and damage output, as well as a dependable ground game due to his decent [[traction]] and average [[dash]]ing speed. However, his other attributes are polarized in an attempt to replicate the physics of ''Street Fighter''. Ryu's [[walk]]ing speed is extremely slow, and while his [[air speed]] is slightly above-average, this is counteracted by his moderately high [[falling speed]] and extremely short jumps. Additionally, he has the 2nd-slowest [[air acceleration]] and his [[air friction]] is uniquely locked at 0 while jumping or [[double jump]]ing, causing his jumps to follow a fixed "arc" unless the player steers them manually. Finally, Ryu's fast fall increases his falling speed by 40% instead of the usual 60%. Overall, this grants Ryu effective burst movement through dashing and jumping, but forces him to commit when approaching through the air and makes it difficult to land or move short distances.
{{cleanup|This section is literally copypasted from his Smash 4 page.}}
Ryu is one of the most varied and unique fighters in ''Ultimate'', being a medium-[[weight|heavyweight]] fighter of average size and mobility. 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 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 extremely slow, 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.
 
What makes Ryu truly unique is his ability to use many variations of his standard and special attacks (barring his Echo Fighter, {{SSBU|Ken}}). The speed and power of his attacks are based on whether the player taps the attack button (faster but weaker) or holds it (stronger but slower).<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 one of the very few characters 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 a huge reward when it comes to landing combo starters, and it gives him an incredibly varied and versatile punishment game.


Despite his average attributes, Ryu is one of the most unique fighters in ''Ultimate'', as he has access to many variations of both his standard and special attacks. His jab and tilts can either be held or tapped; tapped attacks are faster and usually combo well into themselves, while held attacks have greater KO potential and can serve as combo finishers. This also applies to his special moves (other than [[Focus Attack]]), which gain different effects like increased power or altered hitboxes when the button is held; they also see an increase in power when used with the original ''Street Fighter'' inputs. This effectively gives Ryu two movesets, one for starting combos and racking up damage, and the other for scoring KOs. This versatility gives him access to potent [[true combo]]s and mix-ups, leading to a strong punish game overall. His Collarbone Breaker (held forward tilt) deals immense shield damage, further complementing his ability to pressure and deplete shields.
Apart from his control scheme, Ryu possesses another unique trait: nearly all of his attacks (even his tapped tilts) have a [[freeze frame]] multiplier of at least 1.8×, making his attacks surprisingly safe on [[shield]] for a melee fighter (Ken shares this trait). This makes it easy for Ryu to pressure foes who shield abusively, while making some of his combo-initiating attacks hard to escape despite his average damage output. 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. Notably, his Collarbone Breaker (held forward tilt) deals massive shield damage, which allows him to not only pressure shields effectively, but deplete them quickly and easily as well.


Ryu's grounded moveset boasts considerable utility. His tapped jab and down tilt both hit on frame 3, making the former useful for relieving pressure, and the latter excellent for extending combos due to its launch trajectory being useful for followups, such as grabs. Tapped up tilt's low knockback, high speed and active frames make it effective for combos, either into itself, [[Shoryuken]], or even down aerial at high percents near the ledge. Held down tilt can be canceled on a hit into a special move, making it effective for shield pressure and damage-racking even at high percents. Down smash is quite powerful for its speed, and up smash lowers Ryu's hurtbox while charging. Both tapped forward tilt and held jab are altered at close range, both becoming very potent at starting combos into his special moves. Additionally, Ryu will automatically face his opponent in 1-on-1 matches while standing on the ground, making it considerably easier to land his effective ground attacks.
Ryu's moveset also boasts significant utility. As mentioned above, his tapped attacks have the advantage of being fast, weak and extremely spammable, alongside other useful traits. Both his tapped neutral attack and down tilt hit on frames 2-3, with the former being useful as a simple pressure reliever, and the latter being an excellent combo extender due to it lightly launching prone opponents and setting up for a followup, including a grab. Tapped up tilt is notoriously effective for combos due to its speed, active frames (3-6) and low knockback, with notable combos including itself (on fast-fallers/heavyweights while buffering a step forward), [[Shoryuken]], and even a true combo into a down aerial meteor smash at certain percents, though this combo is only viable near the ledge at very high percentages. Held down tilt can be immediately canceled on hit into a special attack to pressure shields or follow up with a quick damage racking combo, even at high percents. Up and down smashes have unique perks, with up smash making his hitbox small while charging, and down smash being highly damaging for its speed.


Ryu's aerial moveset is effective as well. Neutral aerial is a [[sex kick]] with low knockback and has only five frames of [[landing lag]], making it useful for combos and kill confirms even at high percents. Forward aerial is quick, highly damaging and has good range; it can be chained into itself through repeated jumps, and its sour spot deals high shield damage. Up aerial has fast startup and decently high reach, making it useful for juggling, and both it and down aerial can auto-cancel from a full hop.
Ryu's aerial moveset shares his grounded moveset's utility. His neutral aerial is a [[sex kick]] with high effectiveness, due to it having very low knockback and the lowest [[landing lag]] of any aerial in the game. Because of its very weak late hit, it has excellent utility as a combo starter and KO set-up even at high percents. Forward aerial is quick, has good range and deals high damage, can be chained into itself with jumps, and its sourspot's high shield damage can pressure shields. Up aerial starts fast and has a decently high reach, granting it juggling capabilities. Up and down aerials are also able to autocancel from a full hop.


Complementing Ryu's moveset and combo potential is his wide array of powerful finishers; some of his held tilts, smash attacks, and aerials are very capable KO moves due to their high speed. Held up tilt grants upper body [[intangibility]] on frames 4-10 while hitting on frame 7, making it deceptively safe for KOs when combined with its speed and tapped up tilt setups. Up smash makes an effective substitute for held up tilt as a finisher, and its wide hitbox can catch aerial approaches. While slow, Ryu's forward smash has long range and is his strongest standard ground attack, making it useful for hard punishes. Back aerial is Ryu's strongest aerial, and is fast and with good range. Forward and up aerial also serve as decent KO moves, enhancing their already impressive utility. Finally, down aerial is a powerful [[meteor smash]] with a fast start-up and long duration, making it a deadly edgeguarding tool. Combined with his excellent combo ability, Ryu's punish game is incredibly effective and versatile, being able to rack up damage or KO very easily after connecting with almost any attack.
Alongside these tools, Ryu has a wide array of very powerful finishers: some of his held tilts, smash attacks and aerials are capable of ending stocks swiftly due to their overall speed. Held up tilt grants upper body [[intangibility]] from frames 4-10 while hitting on frame 7, making it deceptively safe for KOs alongside its speed and combo potential from tapped up tilt. Up smash's wide vertical hitbox can punish aerial approaches and substitute for the previously mentioned combo. Forward smash, while somewhat sluggish, has long range compared to most of Ryu's attacks and is his strongest standard ground attack, making it good for hard punishes. Back aerial's hitbox is small, but it is his strongest aerial while being fast with good range. Meanwhile, forward and up aerial's overall utility are further enhanced by their KO potential at high percents. Finally, down aerial is a powerful diagonal [[meteor smash]] with a long duration and fast start-up, making it deadly at the edge. With this abundance of finishers tying in with his excellent combo ability, Ryu has a plethora of set-ups and combos that can begin with almost any of his attacks connecting.


Ryu's signature special moves are also effective in their own ways. [[Hadoken]] is a large ''ki'' projectile, with three distinct variations, each with a different travel speed, based on input method; the standard version is capable of [[lock]]ing, while the input and Shakunetsu Hadoken deal more damage (with the latter being a multi-hit [[flame]] projectile). [[Tatsumaki Senpukyaku]] propels Ryu forward and deals more damage after an initial travel distance, while the 7.0.0 update allows the move to have Ryu travel through certain projectiles and low hits. Ryu's signature [[Shoryuken]] serves as his main vertical recovery move, it is most well-known for its offensive utility, due to its sweet spot's high knockback and brief intangibility (frame 5). The input version of Shoryuken has increased KO power, even longer intangibility (frames 4-6, with arm intangibility, frames 1-14), and lower landing lag, and can easily be chained into from Ryu's other moves. Finally, [[Focus Attack]] grants Ryu [[armor|heavy armor]] against a single hit, and incapacitates opponents when at least half-charged, allowing for followups. It can also be canceled on hit, after tanking a blow, or even while charging, allowing Ryu to fake out with a shuffle that also provides horizontal recovery distance. His close held neutral attack, first two hits of tapped neutral attack, close tapped forward tilt, held down tilt, and all aerials can be canceled into special moves, allowing Ryu to combo into Shoryuken or Tatsumaki for KOs, Hadoken for safety and damage racking, and Focus Attack for mixups and safety.
Ryu's special moveset features his signature moves, and are all effective in their own ways. [[Hadoken]] is a large ''ki'' projectile that has two travel speeds and three slightly distinct versions based on the input, with the standard projectile being capable of [[lock]]ing, and the input and Shakunetsu versions dealing more damage (the latter being a multiple-hit [[flame]] projectile). [[Tatsumaki Senpukyaku]] propels Ryu forward, does not render him helpless, and deals more damage after an initial travel distance. Ryu's signature [[Shoryuken]] functions as his main vertical recovery move; however, it is most well-known for its outstanding offensive use, due to its sweetspot's high knockback and slight intangibility (frames 3-5). The input version of Shoryuken has fearsome KO power, grants even more intangibility (frames 1-6), much higher knockback, and lower landing lag, alongside being easily capable of chaining from Ryu's other moves. Finally, [[Focus Attack]] allows him to tank a single hit during its use, with a half to fully-charged blow incapacitating opponents on the spot and granting an opening. It can also be canceled on hit or after tanking a blow, allowing Ryu to fake out with a shuffle that can provide a horizontal recovery boost.


Lastly, Ryu has a long-distanced recovery and is surprisingly difficult to combo, traits not shared with most heavyweights. Tatsumaki Senpukyaku has large hitboxes and doesn't cause helplessness; this combined with canceled Focus Attack's armor and momentum boost grants surprisingly effective horizontal distance and protection. Shoryuken travels a good vertical distance, reaches above [[edge]]s, and can [[stage spike]] reckless edge guarders. Focus Attack also serves as an effective combo breaker, and neutral aerial and input Shoryuken both grant high speed and intangibility and can even lead into combo or KO opportunities respectively. These traits allow Ryu to survive to very high percents when used effectively, which also allows him to take full advantage of [[rage]].
Lastly, Ryu has a long-distanced recovery and is surprisingly difficult to combo, which is a trait most heavyweights do not have. A combination of a canceled Focus Attack's momentum boost and the large hitboxes of Tatsumaki Senpukyaku grant him surprisingly effective horizontal distance and gimp protection, while Shoryuken reaches above [[edge]]s, granting him protection while recovering, and is able to [[stage spike]] reckless edgeguarders. Meanwhile, Focus Attack is a dependable and powerful combo breaker, allowing him to quickly and immediately escape a disadvantageous situation, while neutral aerial and input Shoryuken grant the speed and intangibility needed to escape, and can potentially open up combo or KO opportunities respectively. This grants him excellent staying power for a heavyweight with above average falling speed, allowing him to potentially use [[rage]] to maximum effect, most notoriously with input Shoryuken.


Despite his abundance of strengths, Ryu has his weaknesses, some of which are exploitable. Despite his aforementioned recovery being very long-distanced overall, it is very short if many extendable elements, such as [[Tatsumaki Senpukyaku]], are not utilized. Focus Attack still requires a brief charge before it can be canceled. Tatsumaki Senpukyaku's long duration makes it susceptible to being interrupted by long-ranged attacks during use, and he can only use it once if airborne without landing back on stage or taking hitstun. Ryu's falling speed, low jumps and very poor air acceleration causes his vertical recovery to suffer if he is constantly forced offstage at lower trajectories, which is exacerbated by Shoryuken's recovery being almost strictly vertical while also having very high aerial lag. As such, while Ryu has a manageable horizontal recovery, his vertical recovery is easy to predict and interrupt. Additionally, while Ryu excels at shield pressure, his [[grab]] game is otherwise poor. Although his throws have decent damage output, none of them have effective follow-up or KO potential due to them having too much knockback to combo, and too little to secure stocks. Down throw is his only combo throw, but only at very low percents, while the unique mechanics of his other throws only work in [[doubles]] and [[free-for-all]]s (down throw instantly breaking shields, and up throw being capable of KOing bystanders).
Despite his abundance of strengths, Ryu has his weaknesses, some of which are exploitable. Despite his aforementioned recovery being very long-distanced overall, it is very short if many extendable elements, such as [[Tatsumaki Senpukyaku]], are not utilized. Canceled Focus Attack still requires a brief charge before it can be canceled. Tatsumaki Senpukyaku's long duration makes it susceptible to being interrupted by long-ranged attacks during use, and he can only use it once before landing (unless he is affected by hitstun). Ryu's falling speed, low jumps and very poor air acceleration causes his vertical recovery to suffer if he is constantly forced offstage at lower trajectories, which is exacerbated by Shoryuken's recovery being almost strictly vertical while also having very high endlag. As such, while Ryu has a manageable horizontal recovery, his vertical recovery is easy to predict and interrupt. Additionally, while Ryu excels at shield pressure, his [[grab]] game is otherwise poor. Aside from their high damage outputs and quick [[pummel]], none of his throws have effective follow-up or KO potentials as they each have high base knockback, but low knockback scaling (meaning they send opponents too far to combo at low percentages, but also prevents them from KOing at realistic percentages). Down throw is his only combo throw, but only at very low percents, while the unique mechanics of his other throws only work in [[doubles]] play (down throw instantly breaking shields, and up throw being capable of KOing bystanders), thus making them situational.


Ryu's strong combo potential is also held back by his [[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. Despite the advantages granted by Focus Attack, Ryu's aerial approach is comparatively poor due to his fixed arc jumps and poor air acceleration, 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, with some characters being able to exploit it for a free hit. As Focus Attack is also one of Ryu's main methods 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 [[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 usually unsafe if the receiving attack is a multi-hit move or a fast move (such as Cloud's [[Cross Slash]] and Roy's forward aerial, 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. 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]], 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.
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.


Overall, Ryu is a combo-oriented fighter with a fearsome offensive ability, due to his unique mechanics deliberately giving him the true combos necessary for many characters' competitive success; his ability to overwhelm opponents by trapping them in hitstun/shield pressure, multiple options to negate and escape combos, along with his dependable recovery all tie in to him being very rewarding and unpredictable, with his strengths somewhat outweighing his weaknesses. However, unlike his Echo Fighter, Ken, Ryu is also capable of playing a more zoning-based playstyle, thanks in part to his more damaging Hadoken projectile and his command-input Shakunetsu Hadoken, which is in line with his playstyle in his home series. However, his polarized movement, mediocre vertical recovery, and lack of approach make him difficult to use optimally without mastering his options. Possibly his biggest issue is his notably high learning curve; much practice is generally required for his command specials in order to use them reliably and consistently rather than accidentally inputting the wrong move.
Overall, Ryu is a combo-oriented fighter with a fearsome offensive ability, due to his unique mechanics deliberately giving him the true combos necessary for many characters' competitive success; his ability to overwhelm opponents by trapping them in hitstun/shield pressure, multiple options to negate and escape combos, along with his dependable recovery all tie in to him being very rewarding and unpredictable, with his strengths overpowering his weaknesses. However, his polarized movement, mediocre vertical recovery, and lack of approach make him difficult to use optimally without mastering his options. Possibly his biggest issue is his notably high learning curve; much practice is generally required for his command specials in order to use them reliably and consistently rather than accidentally inputting the wrong move.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Ryu was previously considered a powerful character in ''SSB4'', even consistently ranking in top tier in competitive play (being ranked 11th/12th out of 54 ranked characters near the end of the game's lifespan), thanks to a combination of an extremely powerful combo game and consistent KO potential, made better by his great endurance and the existence of rage. Likely due to some of these factors, Ryu was initially significantly nerfed in the transition to ''Ultimate'', losing many of his options and being harmed by gameplay changes, though he has also received plenty of equally significant buffs from game updates that have alleviated his direct nerfs. Nonetheless, despite now being objectively buffed as a character, the changes to the engine's gameplay means Ryu is still considered to be slightly nerfed overall.
Ryu has received a mixture of buffs and nerfs in his transition from ''Smash 4'' to ''Ultimate'', but was generally nerfed overall.
 
Ryu has received various nerfs to his most powerful options. Light [[up tilt]] and both versions of [[down tilt]] have smaller hitboxes, and the former sends aerial targets at a less favorable angle, making it less feasible to chain multiple tilt attacks in a row. [[Up aerial]] also possesses similarly shorter range. [[Neutral aerial]] possesses far more ending lag, and the changes to the [[Sakurai angle]] make it far harder to chain into itself or combo into down aerial. [[Shoryuken]] has more landing lag and less intangibility. [[Focus Attack]] also has a lower armor threshold, boasts less range and doesn't hit behind Ryu, making it less safe of a move to use.


Most of the changes to gameplay mechanics have been detrimental to Ryu. Most notably, the universal increase in mobility hurts him more than any other character; he has the dubious distinction of being the only character whose [[walk]]ing, [[dash]]ing and [[air speed]]s were all completely unchanged, thus providing absolutely no benefit to him and placing him at a greater disadvantage relative to the cast's faster mobility, and it exacerbates Ryu's already commital approach. While the reductions to landing lag benefit his own aerials, they already had among the lowest landing lag in ''SSB4'', which benefits him less than most other returning veterans as it grants them combo potentials that are just as superior as Ryu's own. The toning down of [[rage]] is also harmful to Ryu, giving him more issues at KOing the opponent, most notably causing his Shoryuken to be much less threatening (though it still remains a highly powerful KO move if inputted). The changes to [[air dodge]]s make Ryu far easier to edgeguard due to the limit to one air dodge per air time, while he also gains little benefit from the mechanic due to his lackluster edgeguarding potential. The changes to knockback and the universal nerfs to grabs hinder Ryu's already poor grab game even more, as it is riskier to grab an opponent and his down throw possesses lower combo potential. Finally, the changes to [[jostling]] make [[Tatsumaki Senpukyaku]] perfectly punishable on shield, removing a mix-up.
Ryu has received some useful buffs; he greatly benefits from the dash-cancel mechanic as he can now dash cancel into his tilts which somewhat helps his overall poor and commital approach. Ryu can also attack cancel his standard attacks and aerial attacks into his specials which further enhances his varied combo game. He also benefits from his unique trait that makes him always face his opponent in a 1v1, as he can now create ledge-traps and lessen the chance of misinputting his special attacks.


However, Ryu has also received predominantly more useful buffs to both his unique mechanics and individual moves. His [[Special move canceling]] has been significantly expanded upon, as many of Ryu's moves can now cancel into his special moves, such as his light [[neutral attack]], [[down smash]], and all of his aerials; down smash, in particular, can now special cancel during its first frames (even while charging). All of his attacks (except throws and getup/edge attacks) can also cancel into his Final Smash. This has opened several now routes in Ryu's already impressive combo game, and drastically buffs his shield pressuring ability to the point it is one of the most fearsome.
However, Ryu has received many nerfs to counter the buffs. He is one of the only characters whose [[walk]]ing, [[dash]]ing and [[air speed]]s were all unchanged, which makes him slower overall compared to the rest of the cast and excaberates his already poor approach. The new 1v1 mechanic also hinders his air game, as he is unable to perform a back aerial freely; he has to perform the move in a [[reverse aerial rush]] in order to do so. Because of his back aerial being his strongest aerial and having the longest reach among his aerials, this hurts him more than good. His most notorious KO  move from ''Smash 4'', [[Shoryuken]], was nerfed in terms of damage output, KO potential, and invincibility, making it not as reliable of a KO option as it was in the previous game (although it still remains as an effective KO move). Ryu's setups into [[Shoryuken]] have also been nerfed (such as up tilt having a smaller hitbox), making the move much less of a threat. [[Focus Attack]] also has less range and doesn't hit behind Ryu, making it less safe of a move to use.  


Ryu now possesses a new heavy neutral attack and light forward tilt, both of which are executed when close to an opponent and can still be special-canceled, further upping Ryu's repertoire of grounded moves and making his hit confirms easier. [[Hadoken]] has been strengthened to be notably stronger, having variable speeds and overall higher damage, which helps its utility as both a zoning option and an approaching tool. Tatsumaki Senpukyaku has seen a drastic increase in versatility through his pivoting leg gaining intengibility and the move itself dealing more knockback, making the move a much more useful burst and KO option, especially out of a hit confirm.
Overall, while Ryu's combo game has slightly improved overall, it is offset by his overall mobility and KO potential being worse, which does him more harm than good. This is reflected in his tournament representation, as he has had very little results in ''Ultimate''{{'}}s early metagame.


Ryu has received a new, unique trait that makes him always face his opponent in a 1v1. This brings both good and bad points; on one hand, this hinders his air game, as he is unable to perform a back aerial freely; he has to perform the move in a [[reverse aerial rush]] in order to do so. On the other hand, this change, combined with the changes to [[dash-dance|dash-dancing]] grants Ryu a very useful retreat option in the form of a "shimmy", allows him to create ledge-traps, and makes it easier to perform command inputs for his special attacks.
===Aesthetics===
*{{change|As with all [[veteran]]s returning from ''SSB4'', Ryu's model features a more subdued color scheme. His muscles and other physical features are more pronounced, and his hair is spikier. These changes make him appear virtually identical to his appearance in ''{{s|wikipedia|Street Fighter V}}''.}}
**{{change|Ryu's [[Hadoken]] also has a subdued color scheme, making it appear similar to its appearance in the ''Street Fighter'' series.}}
*{{change|Ryu's up taunt no longer has him turn around when tightening his headband, now more closely resembling the taunt it is based on from ''Street Fighter IV''.}}
*{{change|The victory pose where Ryu strikes a hook is slightly modified. He now closes his eyes and crosses his arms before winding the hook, with the camera coming in from the left, making the victory pose more resemble his ''Street Fighter IV'' pose.}}
*{{change|Ryu's [[Boxing Ring]] alias has been changed to "Eternal Wanderer".}}


Overall, Ryu's most powerful options from the previous game have all been toned down, but he has seen a general compensation through his expanded combo game and own improved mechanics, as well as a more useful move for zoning, now granting Ryu a less polarized kit. However, his playstyle fares slightly worse despite the vast amount of buffs he has received, due to the noticeable universal gameplay changes working against him. Many of Ryu's buffs were received from game updates, which have helped him boost his reward and relieve his most troublesome points, though neither them nor his changes during the advent of the game have addressed his issues from ''SSB4'', namely his prone recovery, linear approach, vulnerability to combos and necessity to force KOs. In bulk, Ryu performs worse than his previous iteration, but the vast amount of improvements he has received has allowed him to continue being an effective character.
===Attributes===
*{{buff|Like all characters, Ryu's [[jumpsquat]] animation now takes three frames to complete (down from 5).}}
*{{buff|Being able to [[dash cancel]] his tilts greatly improves his approach, letting him threaten the opponent with his tapped tilts for combos, or space his smash attacks more safely.}}
*{{buff|Ryu's double jump gains slightly more height.}}
*{{change|In 1-on-1 matches, Ryu will always face his opponent, similar to how he behaves in his origin series.}}
**{{buff|This makes it harder to be hit from behind by {{SSBU|Shulk}}'s [[Back Slash]] or {{SSBU|Robin}}'s [[Nosferatu]].}}
**{{nerf|This makes it difficult to attack things behind Ryu, such as [[Rosalina & Luma (SSBU)|Luma]], and makes him easier to be hit with {{SSBU|Mewtwo}}'s [[Disable]].}}
**{{nerf|If one wishes to use [[Back aerial|back air]] in an [[Edgeguarding|edgeguard]], one must perform a [[reverse aerial rush]], which takes longer to perform as Ryu as he will only pivot around as part of his turnaround, and not in a dash dance. Without performing a reverse aerial rush, it is impossible to jump offstage while facing towards it if the opponent is offstage.}}
**{{buff|This changes the application of his [[dashdance]], as his initial dash does not turn him in the opposite direction. Instead, he performs a backdash similar to his home series, allowing him to perform an evasive "shimmy" to keep within an effective range while still facing the opponent. This potentially improves his punishes.}}
**{{buff|This makes his command inputs easier to perform. For instance, it is now not possible to accidentally perform a Hadoken backwards when attempting to perform a Tatsumaki.}}
**{{buff|This makes it practically impossible for Ryu to be [[reverse]]d by {{SSBU|Mario}}'s [[Cape]] or {{SSBU|Dr. Mario}}'s [[Super Sheet]] on the ground, as Ryu will immediately turn right back around.}}


{{SSB4 to SSBU changelist|char=Ryu}}
===Ground attacks===
*{{change|Ryu now has proximity normals that change depending on his distance from the opponent. Tapped [[forward tilt]] changes from his standing medium kick to a new attack based off his ''Street Fighter II'' close medium punch, a right hook inwards. Held neutral attack changes from his ''Street Fighter II'' standing heavy kick to his close heavy punch, which has the same damage and animation to held [[up tilt]], but doesn't launch the opponent away, and can be special canceled. Both attacks can be special-cancelled on hit, similar to his held [[down tilt]].}}
**{{buff|Proximity forward tilt is special cancellable, which gives Ryu a stronger followup than most of his other options for a Focus Attack crumple punish.}}
*[[Neutral attack]]:
**{{buff|Tapped neutral attack can now [[jab reset]].}}
**{{buff|Ryu can now special-cancel the second hit of his [[neutral attack]].}}
**{{nerf|First and second hit of neutral attack deal less damage (2% (first)/3% (second) → 1.5% (both).}}
**{{change|First and second hit of neutral attack have reduced hitlag.}}
*[[Forward tilt]]:
**{{buff|Tapped [[forward tilt]] has less ending lag (FAF 28 → 24).}}
**{{nerf|Held forward tilt has more startup (frame 14 → 16) and ending lag (FAF 35 → 39).}}
*[[Up tilt]]:
**{{nerf|[[Up tilt]]'s light and heavy versions have smaller hitboxes.}}
*[[Down tilt]]:
**{{buff|Held down tilt has less startup lag (7 frames → 6 frames).}}
*[[Forward smash]]:
**{{buff|Forward smash deals more knockback (25 (base)/94 (growth) → 26/98).}}
*[[Up smash]]:
**{{buff|Up smash deals more knockback (growth 76 (clean)/81 (late) → 82/86).}}
*[[Down smash]]:
**{{nerf|[[Down smash]] has less range. It also does not hit below ledge as well anymore, hurting Ryu's edgeguarding.}}


==Update history==
===Aerial attacks===
Ryu has been significantly buffed overall through game updates, albeit not to the exact same extent as {{SSBU|Ken}}. Patch 2.0.0 improved his neutral attack and allowed his forward air to autocancel from a full hop, but at the cost of down tilt no longer allowing Ryu to jump as fast after using it. Patch 3.1.0 gave the most changes, altering many of his core moves: jab 1, jab 2 and light (close) forward tilt have a wider window to followup with a special move, while heavy (close) neutral attack has been completely changed into a low-knockback combo tool, significantly improving its utility as it was previously a heavy up tilt with no followups. Light (far) forward tilt has more range, up aerial and early [[Tatsumaki Senpukyaku]] has a larger hitbox, light down tilt has more hitstun, and heavy down tilt has decreased knockback, allowing the latter two to combo more effectively. Finally, all versions of [[Hadoken]] travel slower if tapped and faster if held, allowing the player to control the projectile's use.
*{{buff|Ryu can cancel all of his aerial attacks into special attacks in the same way he can cancel some of his ground attacks.}}
*{{buff|All aerials have reduced landing lag (6 frames → 5 (neutral), 14 frames → 11 (forward), 12 frames → 10 (back), 14 frames → 11 (up), 18 frames → 15 (down)).}}
*[[Neutral aerial]]:
**{{buff|[[Neutral aerial]]'s weak hitbox has more active hitbox frames.}}
**{{nerf|Neutral aerial has more endlag (FAF 28 → 36), making it much more difficult to start combos with it while airborne.}}
**{{buff|Neutral aerial's weak hitbox can be used to [[jab reset]] prone opponents.}}
*[[Forward aerial]]:
**{{buff|Its sweetspot deals significantly increased knockback (80 base/49 scaling  → 82/56), boosting its KO potential.}}
***{{nerf|This reduces its combo potential.}}
**{{nerf|It has more startup (frame 6 → 8) and fewer active frames (6-14 → 8-14).}}
**{{nerf|It deals less damage on the sweetspots (15% (clean)/13% (late) → 14%/12%).}}
*[[Back aerial]]:
**{{buff|Back aerial deals more base knockback (12 → 20).}}
*[[Down aerial]]:
**{{change|Down aerial's grounded hitbox has reversed knockback values (14 (base)/60 (growth) → 60/14).}}


Patch 4.0.0 gave Ryu the ability to turn to opponents after parrying an attack, allowing for stronger punishes. Patch 7.0.0 further enhanced Ryu's combo game by allowing his down smash to cancel into special moves (though at the expense of lowered shield damage), and significantly improved held down tilt's combo strings into Hadoken and Tatsumaki Senpukyaku by altering its launch angle (allowing the former to lock even at very high percents, and the latter to KO at a higher percent range). Hadoken's variants were all improved: Hadoken's spacing ability was buffed by increasing its shieldstun multiplier, while Shakunetsu Hadoken's looping hits now uses the autolink angle, allowing its hits to connect more reliably. Tatsumaki Senpukyaku also deals more damage, and gained more safety due to both of Ryu's legs now being intangible during use.
===Throws===
*[[Grab]]s:
**{{nerf|Dash and pivot grab have slightly more startup (frame 8 → 9 (dash), 9 → 10 (pivot)).}}
**{{nerf|All grabs have more ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot)).}}


Another buff to his down smash (that went undocumented) is that Ryu can now Kara Cancel during the move's charging animation. Ryu could already Kara Cancel his down smash, but it was only during the first four frames of the move. Thanks to this change, Kara Cancel is now much easier to pull off and greatly improves Ryu's combo game.  
*[[Down throw]]:
**{{nerf|Down throw deals less damage (5% (hit 1)/4% (throw) → 3% (both)), with its knockback compensated (growth 137 → 157).}}


Patch 13.0.1 made his heavy forward tilt faster, gave all versions of Hadoken even more damage, and made all versions of Tatsumaki Senpukyaku safer to use on the ground. These changes significantly improve Ryu's shield pressure, as all attacks mentioned are typical frame trap combo enders that more often then not lead to either significant damage or a broken shield.
===Special Moves===
*{{buff|All versions of [[Hadoken]] deal more damage and are active for a longer time. This helps Ryu control larger ranges.}}
*{{buff|[[Tatsumaki Senpukyaku]]'s weak hitbox deals more damage and knockback.}}
*{{nerf|[[Shoryuken]] deals less knockback and has more endlag.}}
*{{nerf|Shoryuken has less invulnerability frames, most notably on the input version of Shoryuken, which no longer grants intangibility on the first few frames when the move is inputted.}}
*{{nerf|Shoryuken has a shorter window of time in which Ryu can snap to the ledge when recovering with it.}}
*{{nerf|[[Focus Attack]]'s first stage of charge is harder to combo off of.}}
*{{nerf|[[Focus Attack]] has a smaller hitbox and can no longer hit opponents directly behind Ryu.}}
*{{change|During Ryu's [[Shin Shoryuken]], the opposing fighter has been given new animations while getting hit, somewhat inspired by animations from ''Street Fighter IV'' for the Metsu Shoryuken.}}
*{{buff|Ryu can cancel several standard attacks and any special move excluding [[Focus Attack]] into Shin Shoryuken or [[Shinku Hadoken]].}}


Overall, Ryu's renowned combo strings and patient playstyle have been significantly improved through game updates and he is now considered by most players to be more on par with his Echo Fighter, Ken.
==Update history==


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
{{UpdateList (SSBU)/2.0.0|char=Ryu}}
*{{buff|Neutral attack launches opponents, making them easier to be hit.}}
*{{buff|Forward aerial [[auto-cancel]]s earlier (frame 41 → 38), matching the move's [[interruptibility]] and allowing to autocancel from a rising full hop.}}
*{{nerf|Can no longer jump immediately after using down tilt.}}


'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.0.0}}'''
{{UpdateList (SSBU)/3.0.0|char=Ryu}}
*{{change|Edge attack deals less [[hitlag]].}}
*{{change|Shoryuken's animation has been slightly altered.}}
*{{bugfix|Focus Attack sliding has been removed.}}


'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|3.1.0}}'''
{{UpdateList (SSBU)/3.1.0|char=Ryu}}
*{{buff|Increased the amount of time you can cancel the first and second hit of neutral attack with a special move.}}
 
*{{change|Heavy neutral attack has an altered knockback distance and angle.}}
'''{{GameIcon|ssbu}} {{SSBU|4.0.0}}'''
*{{buff|Increased the amount of time you can cancel forward tilt (light) with a special move.}}
{{UpdateList (SSBU)/4.0.0|char=Ryu}}
**{{buff|The tip hitbox has a larger hitbox.}}
 
*{{change|Heavy up tilt has a altered launch angle when hitting airborne opponents.}}
'''{{GameIcon|ssbu}} {{SSBU|7.0.0}}'''
*{{buff|Light down tilt has increased hitstun.}}
{{UpdateList (SSBU)/7.0.0|char=Ryu}}
**{{nerf|Heavy down tilt has decreased knockback.}}
 
*{{buff|Up aerial has increased hitbox frames and a larger hitbox size.}}
'''{{GameIcon|ssbu}} {{SSBU|12.0.0}}'''
*{{change|Light Hadoken and Shakunetsu Hadoken have decreased speed.}}
{{UpdateList (SSBU)/12.0.0|char=Ryu}}
**{{buff|Heavy Hadoken and Shakunetsu Hadoken have increased speed.}}
 
*{{buff|Hadoken and Shakunetsu Hadoken have decreased start-up and increased damage.}}
'''{{GameIcon|ssbu}} {{SSBU|13.0.1}}'''
*{{buff|The first hit of Tatsumaki Senpukyaku has an increased hitbox size when used on the ground.}}
{{UpdateList (SSBU)/13.0.1|char=Ryu}}


==Moveset==
==Moveset==
*Ryu always faces his opponent when one is left standing, counting teammates as opponents if [[Team Attack]] is on.
*Ryu will always face his opponent during a one-on-one match.
*A small flash will appear whenever Ryu does the input command version of one of his Special Moves instead of the standard B input.
[[File:Ryu SSBU Skill Preview Extra 1.png|thumb|right|Ryu inputting Shakunetsu Hadoken as shown by a Skill Preview in ''Ultimate''.]]
*Sound effects from the ''Street Fighter II'' series, albeit heavily modified, are used when Ryu hits an opponent instead of the standard knockback sound effects. The intensity of the sound depends on the power of the move. Ryu also uses a unique sound effect when he performs a parry, which is based on the parry sound effect from the ''Street Fighter III'' series. Ryu shares these traits with {{SSBU|Ken}}.
{{cquote|''Some of Ryu's attacks can be executed by inputting the commands with the control stick and attack button. This may raise the power of the attack, and some can only be done this way.
<br>Command Input When Facing Right
<br>• Hadoken: ↓ ↘ → + attack button
<br>• Shakunetsu Hadoken: ← ↙ ↓ ↘ → + attack button
<br>• Tatsumaki Senpukyaku: ↓ ↙ ← + attack button
<br>• Shoryuken: → ↓ ↘ + attack button
<br>
<br>When facing left, the directional inputs will be reversed. Shakunetsu Hadoken has a shorter range than Hadoken, but it's a command-input-specific move that hits repeatedly.''
|left|cite=Move List Description|source=[[Super Smash Bros. Ultimate]]}}


''For a gallery of Ryu's hitboxes, see [[Ryu (SSBU)/Hitboxes|here]].''
[[File:Ryu SSBU Skill Preview Extra 2.png|thumb|right|Ryu using different strength Neutral Attacks as shown by a Skill Preview in ''Ultimate''.]]
{{cquote|''The strength of the attacks depends on how long you hold the button.
<br>
<br>Short hold: activates quickly and leaves you less vulnerable
<br>Long hold: powerful and has long reach
<br>
<br>Holding the attack button will change the type of attack, while holding the special button will change its speed and power. Special moves have three levels: light, medium, and heavy''
|left|cite=Move List Description|source=[[Super Smash Bros. Ultimate]]}}


{{MovesetTable
{{MovesetTable
Line 109: Line 184:
|neutralcount=3
|neutralcount=3
|neutralinf=y
|neutralinf=y
|neutralname=Jab ({{ja|ジャブ|Jabu }}) / Body Blow ({{ja|ボディーブロー|Bodī Burō}}) / Hook ({{ja|フック|Fukku}})<br/> Mawashi Geri{{ref|a}} ({{ja|回し蹴り|Mawashi Geri}}) (Held-Far)<br/> Upper ({{ja|アッパー|Appā}}) (Held-Close)
|neutralname=&nbsp;
|neutral1dmg=1.5%
|neutral1dmg=1.5%
|neutral2dmg=1.5%
|neutral2dmg=1.5%
|neutral3dmg=5%
|neutral3dmg=5%
|neutralinfdmg=10% (held-far), 12% (held-close)
|neutralinfdmg=10% (held- far), 12% (held- close)
|neutraldesc=''Tapped'': A jab, followed by a body blow, followed by a hook. The first two hits can [[lock]]. It is based on his standing light punch from ''Street Fighter II'' (albeit with its animation from ''Street Fighter III''), close standing medium punch from ''Street Fighter III'', and standing hard punch from ''Street Fighter III'', respectively. The first and second hits can be special-cancelled; this is recommended due to the third hit dealing comparatively low damage. At low percents, Shakunetsu Hadoken can effectively rack up damage, while at high percents, Shoryuken will act as a KO combo.
|neutraldesc=''Tapped'': A jab, followed by a {{s|wikipedia|short straight-punch}}, followed by a hook. The first two hits can [[lock]]. It is based on his standing light punch from ''Street Fighter II'' (albeit with its animation from ''Street Fighter III''), close standing medium punch from ''Street Fighter II'', and standing hard punch from ''Street Fighter III'', respectively. The first and second hits can be special-cancelled.<br/>
 
''Held (Far)'': A spinning hook kick. It is based on his standing heavy kick in ''Street Fighter II''. Unlike many of his other moves, it cannot be special-cancelled.<br/>
''Held (Far)'': A spinning hook kick. It is based on his standing heavy kick in ''Street Fighter II''. Unlike many of his other moves, it cannot be special-cancelled, though it deals enough knockback to KO at high percents and possesses good range, allowing it to act as a poking/KO option from a distance. However, Ryu's leg is positioned high during the move, allowing even medium-sized characters like {{SSBU|Mario}} to duck under it while using certain moves, or even during their landing animation after jumping.
''Held (Close)'': An uppercut similar to his held up tilt, but with significantly different properties, doing virtually no knockback and being special-cancellable. This makes it extremely potent for combos, reliably cancelling into Shoryuken's sweetspot well past realistic percentages on any character.
 
|ftiltname=Collarbone Breaker (Held)
''Held (Close)'': An uppercut similar to his held up tilt, but with significantly different properties, doing virtually no knockback and being special-cancelable. This makes it extremely potent for combos, reliably cancelling into Shoryuken's sweetspot well past realistic percentages on any character.
|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- far), 6% (tapped- close), 3% (hit 1, held), 6% (hit 2, held)
|ftiltdmg=6.8% (tapped- far), 6% (tapped- close), 3% (hit 1, held), 6% (hit 2, held)
|ftiltdesc=''Tapped (Far)'': The yoko geri{{ref|b}}, a kick used in traditional karate. It launches the opponent diagonally upward, and grants intangibility on Ryu's leg from frames 7-12. Good for following with a dash attack or forward aerial at low percents. It is based on his standing medium kick in ''Street Fighter III''. Cannot be special-cancelled.
|ftiltdesc=''Tapped (Far)'': The tsumasaki geri {{ref|a}}, a kick used in Karate. It launches the opponent diagonally upward, and grants intangibility on Ryu's leg from frames 7-12. Good for following with a dash attack or forward aerial at low percents. It is based on his standing medium kick in ''Street Fighter III''. Cannot be special-cancelled.<br/><br/>
 
''Tapped (Close)'': An inward hook. based off his ''Street Fighter II'' close medium punch. This move causes the opponent to slightly shift towards Ryu, allowing it to combo into any of his special moves. Even at 999%, this move is incapable of KO'ing. This move can also lock.<br/><br/>
''Tapped (Close)'': An inward hook. based off his ''Street Fighter II'' close medium punch. This move causes the opponent to slightly shift towards Ryu, allowing it to combo into any of his special moves. Even at 999%, this move is incapable of KO'ing. This move can also lock, which grants Ryu a potent combo on missed techs: floored opponents can be hit by two light forward tilts, a held neutral attack, then true Shoryuken, which will deal around 50% and act as a guaranteed KO as early as 60%.
''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.
 
|utiltname=&nbsp; 
''Held'': The overhead of the same name that debuted in ''Super Street Fighter II Turbo''. Ryu draws his fist back over his shoulder before thrusting it forward and down. 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. It is best used after conditioning an opponent to shield, or while they are trapped shielding near a ledge, where Ryu can use his tilts to potentially lead into a shield break.
|utiltname=Elbow Strike ({{ja|肘打ち|Hiji Uchi}}) (Tapped)<br/> Upper ({{ja|アッパー|Appā}}) (Held)
|utiltdmg=2% (tapped), 12% (held)
|utiltdmg=2% (tapped), 12% (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. It has lost its misleadingly large hitbox, making it less reliable as an all-purpose move, though it is still effective at chaining into itself, leading into many of Ryu's moves for a quick finisher, or forcing opponents to hold their shield long enough to use a held forward tilt for a shield break. At high percents near the ledge, light up tilt can lead into down aerial as a powerful KO option. It is based on his close standing light punch in ''Street Fighter II''.
|utiltdesc=''Tapped:'' The sok ngat{{ref|b}}, 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/>
 
''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''.
''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 (Tapped)<br/> Heavy Ankle Kick (Held)
|dtiltdmg=1.6% (tapped); 7% (leg, held), 5.5% (foot, held)
|dtiltdmg=1.6% (tapped); 7% (leg, held), 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 light up tilt. 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. Ryu is unable to jump immediately after using down tilt, making special moves the most effective followup, though a forward aerial can catch a jumping opponent. It is based on his crouching light 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/>
 
''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''.
''Held:'' A lunging, Hapkido-style shin kick. Like the light version, Ryu is unable to jump immediately after using this move. Despite having low power, it can be immediately canceled into a special move if Ryu hits the opponent or their shield, allowing Ryu to pressure his opponent. As of update 7.0.0, the move's changed angle allows effective combos from held down tilt even past 180%, with Hadoken allowing a free lock at high percents, and Tatsumaki Senpukyaku being a dependable KO combo. It is based on his crouching medium kick in ''Street Fighter II''.
|dashname=&nbsp;
|dashname=Tobisokuto{{ref|d}} ({{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 Sokutōgeri}})
|fsmashname=Joudan Sokutogeri{{ref|c}}
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (leg), {{ChargedSmashDmgSSBU|17.5}} (foot)
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (leg), {{ChargedSmashDmgSSBU|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. Can cancel into his Final Smash upon hit.
|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. Can cancel into his Final Smash upon hit.
|usmashname=Thrust Upper ({{ja|突き上げアッパー|Tsukiage Appā}})
|usmashname=&nbsp;
|usmashdmg={{ChargedSmashDmgSSBU|17}} (clean), {{ChargedSmashDmgSSBU|13.5}} (late)
|usmashdmg={{ChargedSmashDmgSSBU|17}} (clean), {{ChargedSmashDmgSSBU|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, though it is the highest hitting of all his standing attacks, being the only one able to hit an opponent on a Battlefield platform. His arm becomes intangible on frames 3-6. A good finisher for his tap combos. KOs at 130%. Can cancel into his Final Smash upon hit. 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. His arm becomes intangible on frames 3-6. A good finisher for his tap combos. KOs at 130%. Can cancel into his Final Smash upon hit. 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=&nbsp;
|dsmashdmg={{ChargedSmashDmgSSBU|16}}
|dsmashdmg={{ChargedSmashDmgSSBU|16}}
|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 a comparably safe option. 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. As of update 7.0.0, down smash now deals less shield damage, but can be special-canceled just like most of his moves, repurposing it into a capable combo starter at low percents. Can cancel into his Final Smash upon hit. 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. Can cancel into his Final Smash upon hit. It is based on his crouching heavy kick in ''Street Fighter II''.
|nairname=Knee Kick ({{ja|膝蹴り|Hizageri}})
|nairname=&nbsp;
|nairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|4.5}} (late)
|nairdmg={{ShortHopDmgSSBU|8}} (clean), {{ShortHopDmgSSBU|4.5}} (late)
|nairdesc=A downward angled knee strike. Its limited range is compensated by its [[sex kick]] properties and low ending lag. Can cancel into any of his special moves upon hit. The late hit is capable of locking. Overall, this is one of Ryu's best combo starters/breakers, as it allows him to transition to the ground and pressure opponents into shielding, or start tilt combos. 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 low ending lag. Can cancel into any of his special moves upon hit. The late hit is capable of locking. 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|d}}
|fairdmg={{ShortHopDmgSSBU|15}} (clean sweetspot), {{ShortHopDmgSSBU|13}} (late sweetspot), {{ShortHopDmgSSBU|9}} (clean sourspot), {{ShortHopDmgSSBU|8}} (late sourspot)
|fairdmg={{ShortHopDmgSSBU|15}} (clean sweetspot), {{ShortHopDmgSSBU|13}} (late sweetspot), {{ShortHopDmgSSBU|9}} (clean sourspot), {{ShortHopDmgSSBU|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. Can cancel into any of his special moves upon hit, though this is most effective when using the sourspot, which has low enough knockback to effectively combo. 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. Can cancel into any of his special moves upon hit. It is based on his diagonal jumping medium and heavy kick animation in ''Street Fighter II''.
|bairname=Senpukyaku ({{ja|旋風脚|Senpūkyaku}})
|bairname=&nbsp;
|bairdmg={{ShortHopDmgSSBU|16}} (leg), {{ShortHopDmgSSBU|13}} (foot)
|bairdmg={{ShortHopDmgSSBU|16}} (leg), {{ShortHopDmgSSBU|13}} (foot)
|bairdesc=An outside crescent kick. It has very good reach, and its strength and fast start-up make it Ryu's most powerful aerial and a viable KOing option, able to KO at 115%. Due to Ryu always facing his opponent in one-on-one matches, it is difficult to use for edgeguarding: one must perform a reverse aerial rush, which takes longer to perform as Ryu, as he will only pivot around as part of his turnaround, and not in a dash dance (without performing a reverse aerial rush, it is impossible to jump offstage while facing towards it if the opponent is offstage). It is based on his vertical jumping heavy kick from ''Street Fighter II'', which in some sources also doubled as his Senpukyaku ({{ja|旋風脚|Senpūkyaku}}, "Whirlwind Leg") command normal/unique art from other games.
|bairdesc=An outside crescent kick. Though it has a small hitbox, its strength and fast start-up make it Ryu's most powerful aerial and a viable KOing option. KOs at 115%. Due to Ryu always facing his opponent in one-on-one matches, it is difficult to use for edgeguarding: one must perform a reverse aerial rush, which takes longer to perform as Ryu, as he will only pivot around as part of his turnaround, and not in a dash dance (without performing a reverse aerial rush, it is impossible to jump offstage while facing towards it if the opponent is offstage). 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|e}}
|uairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|6}} (hit 2)
|uairdmg={{ShortHopDmgSSBU|5}} (hit 1), {{ShortHopDmgSSBU|6}} (hit 2)
|uairdesc=An uppercut. Despite its appearance, it hits twice, has good vertical range, and is reliable at catching opponents above Ryu. His arm becomes intangible on frames 6-10. KOs at 155%. It is also effective as a landing option, as the first hitbox starts low enough to pressure shields and start combos; it can also extend into Shoryuken in the air as a KO combo. 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. His arm becomes intangible on frames 6-10. KOs at 155%. It is based on his diagonal jumping medium punch in ''Super Street Fighter II Turbo''.
|dairname=Straight Punch ({{ja|ストレート|Sutorēto}}, ''Straight'')
|dairname=Straight Punch
|dairdmg={{ShortHopDmgSSBU|12}} (grounded opponent), {{ShortHopDmgSSBU|15}} (aerial opponent sweetspot), {{ShortHopDmgSSBU|11}} (aerial opponent sourspot)
|dairdmg={{ShortHopDmgSSBU|12}} (grounded opponent), {{ShortHopDmgSSBU|15}} (aerial opponent sweetspot), {{ShortHopDmgSSBU|11}} (aerial opponent sourspot)
|dairdesc=A downward angled cross. Hitting an airborne opponent with the attack's sweetspot (his fist as it comes down) results in a [[meteor smash]] that powerfully sends opponents diagonally downward, while hitting an airborne opponent with the sourspot launches the opponent diagonally upward with high knockback. Hitting a grounded opponent, however, results in extremely low knockback that will not KO even at 300%, but nonetheless possesses the ability to start combos. Can cancel into any of his special moves upon hit, with Shoryuken being especially useful across all percent ranges. It is based on his jumping medium and heavy punch in ''Street Fighter II'', albeit at an emphasized downward angle.
|dairdesc=A downward angled cross. Hitting an airborne opponent with the attack's sweetspot (his fist as it comes down) results in a [[meteor smash]] that powerfully sends opponents diagonally downward, while hitting an airborne opponent with the sourspot launches the opponent diagonally upward with high knockback. Hitting a grounded opponent, however, results in extremely results in extremely low knockback that will not KO even at 300%, but nonetheless possesses the ability to start combos. Can cancel into any of his special moves upon hit. It is based on his jumping medium and heavy punch in ''Street Fighter II'', albeit at an emphasized downward angle.
|grabname=Grab ({{ja|つかみ|Tsukami}})
|grabname=&nbsp;
|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=&nbsp;
|pummeldmg=1.3%
|pummeldmg=1.3%
|pummeldesc=A knee strike while holding the opponent in the {{s|wikipedia|collar-and-elbow}} position. Average power, and its lower hitlag makes it faster compared to other similar pummels, being only marginally slower than {{SSBU|Kirby}}. As a result, it is very useful for racking up damage. 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. 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=&nbsp;
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=The {{s|wikipedia|seoi nage}}{{ref|j}} (a Judo throw). If the opponent does not react or jumps, 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}}{{ref|f}} (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
|bthrowdmg=12%
|bthrowdmg=12%
|bthrowdesc=The {{s|wikipedia|tomoe nage}}{{ref|k}} (a Judo throw). Ryu's most damaging throw on grabbed opponents, though its launch angle makes it underwhelming for KOing at the edge. 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}}{{ref|g}} (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
|uthrowdmg=8% (throw), 15% (kick)
|uthrowdmg=8% (throw), 15% (kick)
|uthrowdesc=A stretch kick transitioned into an axe kick. It can combo into an aerial attack at low percents. While the axe kick cannot hit the thrown opponent, it can nevertheless hit another opponent that is too close to Ryu. Unlike the stretch kick, the axe kick deals much more damage and has high knockback (KO's Mario starting at 77% from the edge of Final Destination). Ryu's leg becomes intangible during the axe kick (frames 25-30). It is based on his close heavy kick in ''Street Fighter II''.
|uthrowdesc=A stretch kick transitioned into an axe kick. It can combo into an aerial attack at low percents. While the axe kick cannot hit the thrown opponent, it can nevertheless hit another opponent that is too close to Ryu. Unlike the stretch kick, the axe kick deals much more damage and has high knockback (KO's Mario starting at 77% from the edge of Final Destination). Ryu's leg becomes intangible during the axe kick (frames 25-30). It is based on his close heavy kick in ''Street Fighter II''.
|dthrowname=Tile Breaker ({{ja|瓦割り|Kawara Wari}})
|dthrowname=&nbsp;
|dthrowdmg=5% (hit), 4% (throw)
|dthrowdmg=5% (hit), 4% (throw)
|dthrowdesc=Pins the opponent to the ground and performs a {{s|wikipedia|knifehand strike}}. Its angle allows it to combo into held neutral attack at 0%, which can be extended into any special move. It also combos well into aerial attacks and Shoryuken until 30%, where thrown opponents are launched too high to get hit. Deals immense shield damage, enough to instantly break the shield of opponents that are right next to Ryu. Its shield-breaking properties and animation are based on the brick breaking bonus game in ''Street Fighter'', though it also resembles Akuma's Shurettō ({{ja|朱裂刀|Shurettō}}, "Vermilion Rending Blade") throw in ''Street Fighter IV''.
|dthrowdesc=Pins the opponent to the ground and performs a {{s|wikipedia|knifehand strike}}. Its angle allows it to combo well into aerial attacks and Shoryuken until 30%, where thrown opponents are launched too high to get hit. Deals immense shield damage, enough to instantly break the shield of opponents that are right next to Ryu. Based on the brick breaking bonus game in ''Street Fighter'', though it also resembles Akuma's Shurettō ({{ja|朱裂刀|Shurettō}}, "Vermilion Rending Blade") throw in ''Street Fighter IV''.
|floorfname=&nbsp;
|floorfname=&nbsp;
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Kicks behind himself and then in front of himself before getting up. The front hit is based on his crouching heavy kick in ''Street Fighter III''.
|floorfdesc=Kicks behind himself and then in front of himself before getting up. The front hit is based on his crouching heavy kick in ''Street Fighter III''.  
|floorbname=&nbsp;
|floorbname=&nbsp;
|floorbdmg=7%
|floorbdmg=7%
Line 193: Line 262:
|edgedesc=Performs a crouching shin kick while climbing up.
|edgedesc=Performs a crouching shin kick while climbing up.
|nsname=Hadoken
|nsname=Hadoken
|nsdmg=Standard:<br/>9%, 9.5%, 10%<br/>Input:<br/>10.8%, 11.4%, 12%<br/>Shakunetsu Hadoken:<br/>1.1% (hits 1-4), 9.3% (hit 5)
|nsdmg=7%, 7.5%, 8% (Standard);<br/> 8.7%, 9.3%, 10% (Input);<br/> 1.1% (Shakunetsu Hadoken, hits 1-4),<br/> 7.3% (Shakunetsu Hadoken, hit 5)
|nsdesc=Quickly cups his hands to his side and then thrusts them forward to launch a blue ''ki'' blast from his cupped hands that deals decent damage and low knockback, is capable of locking, and may cause tripping at low percents. Using it in the air stalls Ryu and allows him to control his aerial momentum a bit, allowing him to mix up his linear recovery. Only one Hadoken can be active, as attempting to shoot another results in a puff of smoke emitting from his hands. Holding down the special button greatly increases the blast's speed and slightly increases damage output. Three versions of the move can be performed, two of which have directional inputs: a small blue Hadoken (special button only), a slighty stronger (1.2× damage) and larger inputted Hadoken (↓ ↘ → + attack/special/side taunt), and the red [[flame|flaming]] '''Shakunetsu Hadoken''' that hits multiple times (← ↙ ↓ ↘ → + attack/special/side taunt). Combos well out of his tapped tilt attacks and aerials, and is mainly used to rack up damage and control space due to its low knockback. The light version travels extremely slowly and can be used to control space and even start combos while approaching, while the heavy version is extremely fast and is useful for zoning. Shakunetsu Hadoken deals some shield damage, though not to the extent of his Collarbone Breaker. However, the Hadoken and its variants should be used wisely due to its low [[priority]]. All variants can cancel into his Final Smash.
|nsdesc=Quickly cups his hands to his side and then thrusts them forward to launch a blue ''ki'' blast from his cupped hands that deals decent damage and low knockback, is capable of locking, and may cause tripping at low percents. Only one Hadoken can be active, as attempting to shoot another results in a puff of smoke emitting from his hands. Holding down the special button greatly increases the blast's speed and slightly increases damage output. Three versions of the move can be performed, two of which have directional inputs: a small blue Hadoken (special button only), a minutely stronger and larger inputted Hadoken (↓ ↘ → + attack/special), and the red [[flame|flaming]] '''Shakunetsu Hadoken''' that hits multiple times (← ↙ ↓ ↘ → + attack/special). Combos well out of his tapped tilt attacks and aerials, and is mainly used to rack up damage and control space due to its low knockback. The light version travels extremely slowly and can be used to control space and even start combos while approaching, while the heavy version is extremely fast and is useful for zoning. Shakunetsu Hadoken deals some shield damage, though not to the extent of his Collarbone Breaker. However, the Hadoken and its variants should be used wisely due to its low [[priority]]. All variants can cancel into his Final Smash.
|ssname=Tatsumaki Senpukyaku
|ssname=Tatsumaki Senpukyaku
|ssdmg=Standard:<br/>11%, 12%, 13% (front grounded)<br/>10%, 11.5%, 13% (back grounded)<br/>10%, 11%, 12% (front aerial)<br/>9%, 10.5%, 12% (back aerial)<br/>Input:<br/>12.76%, 13.92%, 15.08% (front grounded)<br/>11.6%, 13.34%, 15.08% (back grounded)<br/>11.6%, 12.76%, 13.92% (front aerial)<br/>10.44%, 12.18%, 13.92% (back aerial)
|ssdmg=9%, 10%, 11% (Standard);<br/> 10.4%, 11.5%, 12.4% (Input)
|ssdesc=A jumping, spinning crescent kick. Ryu moves in the given direction he is facing. Has sex kick properties, grants intangibility on Ryu's legs for the whole duration the hitbox is active, and deals more damage and knockback after the first few frames. Holding down the special button increases damage dealt, distance traveled, and the move's duration, also giving the attack additional knockback. Using an inputted Tatsumaki Senpukyaku (↓ ↙ ← + attack/special/side taunt) sees Ryu announce the move by name and results in it dealing 1.16× damage, covering more distance, and granting it better KOing potential. It is an almost guaranteed KO move at very high percents if held down tilt connects, can extend aerial combos on opponents that are hit horizontally, and can be used to prevent Shoryuken from getting [[stale]] as a KO option. The move can be used as a good horizontal recovery while not causing helplessness, but it can only be used once in the air without touching the ground or taking hitstun. It also cannot be canceled once used, and its slow spinning hitbox makes it very easy to punish offstage. Can cancel into his Final Smash.
|ssdesc=A jumping, spinning crescent kick. Ryu moves in the given direction he is facing. Has sex kick properties, grants intangibility on Ryu's leg for the whole duration the hitbox is active, and deals more damage and knockback after the first few frames. Holding down the special button increases damage dealt, distance traveled, and the move's duration, also giving the attack additional knockback. Using an inputted Tatsumaki Senpukyaku (↓ ↙ ← + attack/special) sees Ryu announce the move by name and results in it dealing even more damage, covering more distance, and granting it better KOing potential. The move can be used as a good horizontal recovery while not causing helplessness, but it can only be used once in the air without touching the ground. Essentially, it is a high risk, high reward option for approaching and recovering. Can cancel into his Final Smash.
|usname=Shoryuken
|usname=Shoryuken
|usdmg=Standard:<br/>13%, 14%, 15% (grounded)<br/>12%, 13%, 14% (early air)<br/>7% (late air)<br/>Input:<br/>15.6%, 16.8%, 18% (grounded)<br/>14.4%, 15.6%, 16.8% (early air)<br/>8.4% (late air)
|usdmg=13%, 14%, 15% (Standard, grounded);<br/>12%, 13%, 14% (Standard, early air);<br/>7% (Standard, late air);<br/>15.6%, 16.8%, 18% (Input, grounded);<br/>14.4%, 15.6%, 16.8% (Input, early air);<br/>8.4% (Input, late air)
|usdesc=Ryu's signature leaping uppercut, with him announcing the move's name while propelling his fist into the air at high speed. Holding the special button increases damage and height traveled. An inputted Shoryuken (→ ↓ ↘ + attack/special/side taunt) deals even more knockback, deals 1.2× more damage, has 2/3rds the landing lag, and grants Ryu both slightly more [[intangibility]] (frames 1-14 versus frame 5) and lower landing lag (16 frames versus 23 frames). Aside from being his main vertical recovery move, Shoryuken is also a viable KOing option due to its fast start-up, especially when used in conjunction with [[Focus Attack]]. In comparison, an inputted Shoryuken is Ryu's most powerful vertical KOing option overall and has the highest growth in his entire standard moveset, and can be also used as a risky method to escape combos due to its intangibility. However, it has heavy aerial lag as, alongside his low air acceleration, Ryu cannot alter his aerial drift for around two seconds after he attacks, and he becoming [[helpless]] once he descends. It is also unable to sweetspot ledges until the end, making it mandatory for Ryu to gauge his travel distance. Can cancel into his Final Smash.
|usdesc=A leaping uppercut. Upon usage, Ryu announces the move's name while propelling his fist into the air at high speed. Holding the special button increases damage and height traveled. However, it has heavy aerial lag once the hitbox ceases. An inputted Shoryuken (→ ↓ ↘ + attack/special) deals even more knockback and damage and grants Ryu both slightly more [[intangibility]] (frames 1-14 versus frame 5) and lower landing lag (16 frames versus 23 frames). Aside from being his main vertical recovery move, Shoryuken is also a viable KOing option due to its fast start-up, especially when used in conjunction with [[Focus Attack]]. In comparison, an inputted Shoryuken is Ryu's most powerful vertical KOing option overall and has the highest growth in his entire standard moveset. Ryu becomes [[helpless]] as he descends with the move's high aerial lag. Can cancel into his Final Smash.
|dsname=Focus Attack
|dsname=Focus Attack
|dsdmg=12% (Level 1), 10% (Level 2), 17% (Level 3)
|dsdmg=12% (Level 1), 10% (Level 2), 17% (Level 3)
|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 [[damage-based armor]] that can withstand a single hit below 7%-14% (scaling linearly based on number of frames charged) while charging. Ryu takes 0.5× damage during the move, effectively doubling his damage-based armor to 14%-28%. When fully charged, the attack becomes [[unblockable]] and will pierce through [[counterattack]]s. Peculiarly, if a fully charged focus attack hits a shield at any distance it will still crumple even if the shielding opponent is out of range, essentially making the move more effective on shielding enemies. 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, can block any normal single hit attack, crumples the opponent for a much longer time and deals the most amount of damage. 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. 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 offstage.
|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 oprion while offstage.
|fsname=Shin Shoryuken / Shinku Hadoken
|fsname=Shin Shoryuken / Shinku Hadoken
|fsdmg=Shin Shoryuken:<br/>1% (initial hit), 10% (hits 1 and 2), 20% (last hit)<br/>Forbidden Shoryuken: 2% (multihits), 5% (last hit)<br/>Shinku Hadoken:<br/>1.5% (center multihits), 1% (edge multihits), 10% (explosion)
|fsdmg=1% - 1.5% (multi-hits), 10% (explosion), 1% (initial hit), 10% (hits 1 and 2), 20% (last hit)
|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 [[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]] opponents within a 35 unit (roughly the length of a {{SSBU|Battlefield}} platform) radius 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. Shin Shoryuken can be cancelled into from Ryu's neutral attacks (both tapped and held variants), tilts, smash attacks, aerials, and special moves (for the variants of Hadoken, it must be at point blank range). 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 [[KO Uppercut|KO Uppercut]] and [[Limit Charge|Finishing Touch]]. At any other range, Ryu performs the '''Shinku Hadoken''', a much larger Hadoken that [[wind#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. Shin Shoryuken can be cancelled into from Ryu's neutral attacks (both tapped and held variants), tilts, smash attacks, aerials, and special moves (for the variants of Hadoken, it must be at point blank range).
}}
}}
===Canceling===
Ryu can perform a special move out of certain normal attacks, a mechanic known in his home series as special-cancelling. By pressing the special button or doing the command input after connecting with a normal attack on hit or on shield, Ryu will cancel the endlag of the normal attack and perform the move. The normal attacks that can be canceled include the first two hits of neutral attack, tapped and held down-tilt, tapped up-tilt, held up tilt, proximity forward-tilt, proximity held neutral attack and down smash. He is also capable of doing so with his aerials. Special-cancelling allows Ryu to perform blockstrings and hit confirms into Shoryuken for a kill, Tatsumaki Senpukyaku for a combo, or Hadoken or Shakunetsu Hadoken for safety and pressure. He can also bait the opponent out with a special cancel into a Focus Attack, further increasing mixup potential.
===Stats===
{{Attributes
| cast=89
| weight=103 | rweight=27-28
| dash=1.76 | rdash=80-84
| run=1.6 | rrun=59
| walk=0.75 | rwalk=86
| trac=0.11 | rtrac=39-47
| airfric=0.015 | rairfric=9-30
| air=1.12 | rair=31-32
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.025 | raddaccel=85-86
| gravity=0.12 | rgravity=15-20
| fall=1.6 | rfall=43-47
| ff=2.24 | rff=66-67
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=26 | rjumpheight=81-83
| shorthop=15 | rshorthop=60-61
| djump=29.5 | rdjump=71-72
}}
===[[Announcer]] call===
{{audio|Needs announcer calls from other languages.}}
<gallery>
Ryu English Announcer SSB4-SSBU.wav|English/Japanese/Chinese
</gallery>
===[[On-screen appearance]]===
===[[On-screen appearance]]===
*Walks onto the stage from some mist in the background, then gets into a fighting stance.
*Walks onto the stage from some mist in the background, then gets into a fighting stance.
<gallery>
RyuOnScreenAppearanceSSBU.gif|Ryu's on-screen appearance
</gallery>


===[[Taunt]]s===
===[[Taunts]]===
*'''Up Taunt''': Pulls his headband ends taut while stating "Come on!" ({{ja|かかってこい!|Kakattekoi!}}, ''Come on!'') Unlike in ''Smash 4'', Ryu does not turn around during the taunt. This is one of his taunts from ''{{s|wikipedia|Street Fighter IV}}''.
*'''Up Taunt''': Pulls his headband's ends taunt, while stating "Come on!" Unlike in ''Smash 4'', Ryu does not turn around during the taunt.
*'''Side Taunt''': Holds his fist forwards and declares "Talk is cheap!" ({{ja|拳で語り合おう!|Kobushi de katariaou!}}, ''Let your fists talk!'') This is one of his taunts from ''Street Fighter IV''. Nearly identical to {{SSBU|Ken}}'s side taunt.
*'''Side Taunt''': Ryu holds his fist forwards, and declares "Talk is cheap!"
*'''Down Taunt''': Stomps on the ground and grunts, causing the screen to briefly shake. This is his taunt from the ''Street Fighter III'' series.
*'''Down Taunt''': Stomps on the ground and grunts. This is his taunt from most of the ''Vs. Capcom'' series games.
<small>*Interestingly, the two taunts from ''Street Fighter IV'' have their quotes reversed in ''Ultimate''.</small>
<gallery>
SSBURyuTaunt1.gif|Ryu's up taunt.
SSBURyuTaunt2.gif|Ryu's side taunt.
SSBURyuTaunt3.gif|Ryu's down taunt.
</gallery>


===[[Idle pose]]s===
===[[Idle pose]]s===
*Adjusts his gloves. Resembles his character select pose from Street Fighter Alpha 2.
*Adjusts his gloves.
*Wriggles the fingers on both hands, then crosses his arms and pumps them.
*Wriggles the fingers on both hands, then crosses his arms and pumps them.
<gallery>
SSBURyuIdle1.gif|Ryu's first idle pose.
SSBURyuIdle2.gif|Ryu's second idle pose.
</gallery>
===[[Crowd cheer]]===
<div class="tabber">
<div class="tabbertab" title="English, Japanese/Chinese, Italian, Dutch, French">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (English)
!Cheer (Japanese/Chinese)
!Cheer (Italian)
!Cheer (Dutch)
!Cheer (French)
|-
! scope="row"|Cheer
|[[File:Ryu Cheer English SSBU.ogg|center]]||[[File:Ryu Cheer Japanese SSBU.ogg|center]]||[[File:Ryu Cheer Italian SSBU.ogg|center]]||[[File:Ryu Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Ryu Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Ryu Cheer French PAL SSBU.ogg|center]]
|-
! scope="row"|Description
|Ryu Ryu Ryu! || Ryu! Ryu! Ryu! || Forza Ryu! *claps 5 times* || Ry - u! || Ry - u!
|}
</div>
<div class="tabbertab" title="German, Spanish, Russian, Korean">
{| class="wikitable" border="1" cellpadding="4" cellspacing="1"
|-
!{{{name|}}}
!Cheer (German)
!Cheer (Spanish)
!Cheer (Russian)
!Cheer (Korean)
|-
! scope="row"|Cheer
|[[File:Ryu Cheer German SSBU.ogg|center]]||[[File:Ryu Cheer Spanish SSBU.ogg|center]]||[[File:Ryu Cheer Russian SSBU.ogg|center]]||[[File:Ryu Cheer Korean SSBU.ogg|center]]
|-
! scope="row"|Description
|Ry - u! || Ryu! Ryu! Ryu! || Ryu! *claps 3 times* || Ryu! Ryu! Ryu!
|}
</div>
</div>


===[[Victory pose]]s===
===[[Victory pose]]s===
*'''Left:''' Crosses his arms, then winds back and performs a right hook with his fist facing the camera; his victory pose from ''{{s|wikipedia|Street Fighter IV}}'', saying "Give it your all!" ("{{ja|必殺のタイミングを計れ!|Hissatsu no taimingu wo hakare!}}", ''Gauge the timing of your special moves!''), one of his victory quotes from ''{{s|wikipedia|Street Fighter III: 3rd Strike}}''.
*Winds back and does a pose with his right fist facing the camera; his victory pose from ''{{s|wikipedia|Street Fighter IV}}''. In English, he says "Give it your all!", while in Japanese, he says {{ja|必殺のタイミングを計れ!|Hissatsu no taimingu wo hakare!}} (''Gauge the timing of your sure-kill!''), one of his victory quotes from ''{{s|wikipedia|Street Fighter III: 3rd Strike}}''.
*'''Up:''' Slings his bag over his shoulder while saying "The journey has just begun." ("{{ja|旅はまだ…始まったばかりだ|Tabi wa mada... hajimatta bakarida.}}", ''Yet the journey... has just begun.''). This is one of his victory quotes from ''{{s|wikipedia|Street Fighter Alpha 3}}''.
*Slings his bag over his shoulder while saying "The journey has just begun." In Japanese, he says {{ja|旅はまだ… 始まったばかりだ|Tabi wa mada… hajimatta bakarida.}} (''Yet the journey... has just begun.''), one of his victory quotes from ''{{s|wikipedia|Street Fighter Alpha 3}}''.
*'''Right:''' Punches once before raising his fist in the air, referencing one of his more recurring win poses while saying "Your range is one fist short." ("{{ja|その間合いじゃ、拳半分届かない!|Sono maai ja, ken hanbun todokanai!}}", ''That range doesn't reach half a fist!''). This is another one of his victory quotes from ''Street Fighter III: 3rd Strike''.
*Punches once before doing a victorious uppercut, referencing one of his more recurring win poses. In English, he says "Your range is one fist short", while in Japanese, he says {{ja|その間合いじゃ、拳半分届かない!|Sono maai ja, ken hanbun todokanai!}}, (''That range of yours doesn't reach half a fist!''), another one of his victory quotes from ''Street Fighter III: 3rd Strike''.
[[File:Victory! (Street Fighter).ogg|thumb|A remix of the victory theme from ''Street Fighter II''.]]
[[File:Victory! (Street Fighter).ogg|thumb|A remix of the victory theme from ''Street Fighter II''.]]
<gallery>
<gallery>
Line 311: Line 299:
RyuVictoryPose3SSBU.gif
RyuVictoryPose3SSBU.gif
</gallery>
</gallery>
==In [[competitive play]]==
===Most historically significant players===
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
''See also: [[:Category:Ryu players (SSBU)]]''
*{{Sm|Asimo|Japan}} - The best Ryu player of all-time, largely responsible for Ryu's rise in the metagame, and has been a top 30 player since 2022. He is the only Ryu player to win a major and supermajor, doing so at {{Trn|Sumabato SP 51}}, and has come close to winning several other majors, having placed 2nd at {{Trn|Kagaribi 7}}, {{Trn|Kagaribi 9}}, and {{Trn|UltCore}}.
*{{Sm|Ikan|USA}} - The best Ryu player in North America, first known for his performances in the first half of 2022, especially his run to 9th at {{Trn|GENESIS 8}} with a long Loser's run that eliminated players such as {{Sm|Cosmos}} and {{Sm|Kurama}}. In addition, he briefly studied in France in 2023 and was the best Ryu player in Europe during his tenure there, especially known for his run to 2nd at {{Trn|Regen 2023}}, defeating {{Sm|Bloom4Eva}}, {{Sm|Luugi}}, and {{Sm|Tarik}}.
*{{Sm|Munekin|Japan}} - Co-mains Ryu with {{SSBU|Ken}} and was the best Ryu player in the world in the game's first few years. His performances in the early metagame, including placing 2nd at {{Trn|Karisuma SP 4}} and 9th at {{Trn|Umebura SP 6}}, mark the best Ryu results during this time. Although since greatly overshadowed by Asimo, he remains the second-best Ryu player in Japan, most notably placing 9th at {{Trn|Umebura SP 9}}.
===Tier placement and history===
Upon the game's release, players immediately noticed the severe amount of nerfs from ''Smash 4'', and as such, regarded Ryu as a "high risk, low reward" fighter. He was also significantly overshadowed by his own Echo Fighter {{SSBU|Ken}}, who was faster on the ground and has a more extensive combo game with two exclusive command moves, though Ken himself was also poorly regarded at launch. Although updates 3.1.0 and 7.0.0 significantly buffed both characters, Ryu remained inferior to Ken in the eyes of many players, and was therefore rarely seen in tournaments, with only successful results from co-mains such as {{Sm|Munekin}} and {{Sm|Sandstorm}}.
Ryu's representation began to improve gradually as players took notice of his unique perks over Ken; most notably, his Shakunetsu Hadoken granting him a more reliable neutral game. In update 13.0.1, Ryu got some buffs exclusive to him, including to the aforementioned Shakunetsu Hadoken, leading many Ken players such as {{Sm|AndresFn}} and {{Sm|Vendetta}} to also have a secondary Ryu. In addition, dedicated solo-Ryu players began appearing in the scene as the metagame progressed, especially in 2022, which saw {{Sm|Ikan}}'s run to 9th at {{Trn|GENESIS 8}} and {{Sm|Asimo}}'s meteoric rise to the top-level after becoming the runner-up at {{Trn|Kagaribi 7}}. With Ryu's representation on an upswing during this time, many players considered him to be around the same rank as Ken, with both characters being considered high-tiers. This is reflected in Ryu's placement on the first tier list, placing 36th on the first tier list, two places behind Ken and ranking as a high-tier.
Following the first tier list, Ryu's results only served to improve, with Asimo establishing himself as a top 30 player since 2022 and Ikan seeing further success during his tenure in Europe. In addition, Ken's representation began to dwindle as his best players, while still seeing strong performances, were also notoriously inconsistent. As such, Ryu rose to 32nd on the second tier list, ranking in the B+ tier and thirteen places higher than Ken.


=={{SSBU|Classic Mode}}: Seeking a Challenge==
=={{SSBU|Classic Mode}}: Seeking a Challenge==
[[File:SSBU Congratulations Ryu.png|thumb|Ryu's congratulations screen.]]
Ryu's opponents are all references to characters that appear in ''Street Fighter II'' and are stamina battles with all of the stages being in [[Ω form]]. The Bonus Stage also comes earlier, similar to the car mini-game from said title. The final boss fight also includes {{SSBU|Ken}} as a teammate.
Ryu's opponents are all references to characters that appear in ''Street Fighter II'' and are stamina battles with all of the stages being in [[Ω form]]. The Bonus Stage also comes earlier, similar to the car mini-game from said title. Items are disabled throughout the route. The final boss fight also includes Ken as a teammate. Both Ryu and his opponent always start with 150 HP, as well as his ally, Ken, in the final round.


{|class="wikitable" style="text-align:center"
{|class="wikitable sortable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music
|-
|-
|1||{{CharHead|Ken|SSBU|hsize=20px}}||[[Suzaku Castle]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Ken Stage Type A}}''||
|1||{{SSBU|Ken}} {{Head|Ken|g=SSBU|s=20x20px}}||[[Suzaku Castle]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Ken Stage Type A}}''
|-
|-
|2||{{CharHead|Zero Suit Samus|SSBU|hsize=20px|color=Blue}}||[[Onett]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Chun-Li Stage Type A}}''||Zero Suit Samus represents Chun-Li.
|2||{{SSBU|Zero Suit Samus}} {{Head|Zero Suit Samus|g=SSBU|s=20x20px|cl=Blue}}||[[Onett]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Chun-Li Stage Type A}}''
|-
|-
|3||{{CharHead|Incineroar|SSBU|hsize=20px}}||[[Boxing Ring]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Zangief Stage Type A}}''||Incineroar represents Zangief.
|3||{{SSBU|Incineroar}} {{Head|Incineroar|g=SSBU|s=20x20px}}||[[Boxing Ring]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Zangief Stage Type A}}''
|-
|-
|4||{{CharHead|Donkey Kong|SSBU|hsize=20px|color=Green}}||[[Kongo Falls]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Blanka Stage Type A}}''||Donkey Kong represents Blanka.
|4||{{SSBU|Donkey Kong}} {{Head|Donkey Kong|g=SSBU|s=20x20px|cl=Green}}||[[Kongo Falls]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Blanka Stage Type A}}''
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="4"|[[Bonus Stage]]
|-
|-
|5||Giant {{CharHead|Little Mac|SSBU|hsize=20px|color=Blue}}||Boxing Ring (Ω form)||''{{SSBUMusicLink|Street Fighter|Balrog Stage Type A}}''||Little Mac represents Balrog.
|5||Giant {{SSBU|Little Mac}} {{Head|Little Mac|g=SSBU|s=20x20px|cl=Blue}}||Boxing Ring (Ω form)||''{{SSBUMusicLink|Street Fighter|Balrog Stage Type A}}''
|-
|-
|6||{{CharHead|Meta Knight|SSBU|hsize=20px}}||[[Arena Ferox]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Vega Stage Type A}}''||Meta Knight represents Vega.
|6||{{SSBU|Meta Knight}} {{Head|Meta Knight|g=SSBU|s=20x20px}}||[[Arena Ferox]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Vega Stage Type A}}''
|-
|-
|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Street Fighter|M. Bison Stage Type A}}''||References M. Bison in the artwork of ''Street Fighter II: Champion Edition'', while {{Head|Ken|g=SSBU|s=20px}} Ken appears as a CPU ally, which represents the final battle against M. Bison in ''Street Fighter II: The Animated Movie''.
|Final||{{SSBU|Master Hand}} and {{SSBU|Crazy Hand}}||{{SSBU|Final Destination}}||''{{SSBUMusicLink|Street Fighter|M. Bison Stage Type A}}''
|}
|}
Note: All of the matches play music from ''Street Fighter II'' regardless of the stage.
Note: All of the matches play music from ''Street Fighter II'' regardless of the stage.


[[Credits]] roll after completing Classic Mode. Completing it as Ryu has ''{{SSBUMusicLink|Street Fighter|Ryu Stage}}'' accompany the credits.
[[Credits]] roll after completing Classic Mode. Completing it as Ryu has ''{{SSBUMusicLink|Street Fighter|Ryu Stage}}'' accompany the credits.
{{clr}}


==Role in [[World of Light]]==
==Role in [[World of Light]]==
[[File:WoL-60Ryu.jpg|thumb|Finding Ryu in World of Light|left]]
[[File:WoL-60Ryu.jpg|thumb|Finding Ryu in World of Light|left]]
Although Ryu does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (except for {{SSBU|Kirby}}) when [[Galeem]] unleashed his beams of light.
Although Ryu does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans {{SSBU|Kirby}}) when Galeem unleashed his beams of light.


Ryu only appears after the player clears the [[World Tour]] sub-area reminiscent of ''Street Fighter II'' by beating every spirit.
Ryu only appears after the player clears the [[World Tour]] sub-area reminiscent of ''Street Fighter II'' by beating every spirit.
Line 365: Line 334:


===Fighter Battle===
===Fighter Battle===
{|class="wikitable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
|-
!style="width:5%;"|No.
! style="width:5%;"|No.
!style="width:5%;"|Image
! style="width:5%;"|Image
!Name
! Name
!Type
! Type
!Power
! Power
!Stage
! Stage
!Music
! Music
|-
|-
|60
| 60
|[[File:Ryu SSBU.png|center|108x108px]]
| [[File:Ryu SSBU.png|center|108x108px]]
|Ryu
| {{SSBU|Ryu}}
|{{SpiritType|Attack}} <center>{{color|#dc1029|Attack}}</center>
| {{color|#dc1029|Attack}}
|9,000
| 9,000
|[[Suzaku Castle]] ([[Ω form]])
| [[Suzaku Castle]] ([[Ω form]])
|''{{SSBUMusicLink|Street Fighter|Ryu Stage}}''
| ''{{SSBUMusicLink|Street Fighter|Ryu Stage}}''
|}
|}
{{clr}}
{{-}}


==[[Spirit]]s==
==[[Spirit]]s==
Ryu's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Ryu has been unlocked. Unlocking Ryu in World of Light allows the player to preview the first spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''.
Ryu's Fighter Spirit can be obtained by completing [[Classic Mode]]. It is also available periodically for purchase in the shop for 500 coins. Unlocking Ryu in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in ''Ultimate''.
 
Additionally, Evil Ryu was added as a primary spirit via the spirit board event, "[[Street Fighter 35th Anniversary]]".


<center>
<center>
<gallery>
<gallery>
SSBU spirit Ryu.png|977. '''''Ryu'''''
Ryu Spirit.png|977. '''''Ryu'''''
SSBU spirit Evil Ryu.png|1,513. Evil Ryu
</gallery>
</gallery>
</center>
</center>


==In Spirit Battles==
==In Spirit battles==
===As the main opponent===
===As the main opponent===
{|class="wikitable sortable" style="width:100%;"
{|class="wikitable sortable" style="width:100%;"
|-
! colspan=4|Spirit
! colspan=4|Spirit
! colspan=7|Battle parameters
! colspan=7|Battle parameters
Line 416: Line 383:
|-
|-
|170
|170
|{{SpiritTableName|Karate Kong|size=64}}
|[[File:Karatekong.png|center|64x64px]]
|''Donkey Kong Jungle Beat''
|{{anchor|Karate Kong}}Karate Kong
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Purple}} (160 HP)
|''Donkey Kong: Jungle Beat''
|{{SpiritType|Attack}}
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Purple}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,500
|9,500
|[[Kongo Falls]] ([[Ω form]])
|[[Kongo Falls]] ([[Ω form]])
|•Hard to Launch<br>•Hazard: High Gravity
|•Hard to Launch<br>•Hazard: High Gravity
|•The enemy's physical attacks have increased power<br>•Timed [[stamina battle]] (1:30)<br>•All fighters have reduced jump ability
|•The enemy's physical attacks have increased power<br>•Timed [[Stamina battle]]<br>•All fighters have reduced jump ability
|{{SSBUMusicLink|Donkey Kong|Battle for Storm Hill}}
|{{SSBUMusicLink|Donkey Kong|Battle for Storm Hill}}
|-
|-
|379
|379
|{{SpiritTableName|Knuckle Joe|link=y|size=64}}
|[[File:Knucklejoe.png|center|64x64px]]
|''Kirby'' Series
|{{anchor|Knuckle Joe}}[[Knuckle Joe]]
|''Kirby series''
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Blue}}
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Blue}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,100
|9,100
|[[Find Mii]] ([[Ω form]])
|[[Find Mii]] ([[Ω form]])
|•Assist Trophy Enemies (Knuckle Joe)
|•Assist Trophy Enemies ([[Knuckle Joe]])
|•The enemy's punches and elbow strikes have increased power<br>•The enemy's kicks and knee strikes have increased power<br>•The enemy's physical attacks have increased power
|•The enemy's punches and elbow strikes have increased power<br>•The enemy's kicks and knee strikes have increased power<br>•The enemy's physical attacks have increased power
|{{SSBUMusicLink|Kirby|Butter Building (Brawl)}}
|{{SSBUMusicLink|Kirby|Butter Building (Brawl)}}
|-
|-
|574
|574
|{{SpiritTableName|Poo|link=y|size=64}}
|[[File:Poo Spirit.png|center|64x64px]]
|''EarthBound'' Series
|[[Poo]]
|''Earthbound series''
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Cyan}}
|{{SpiritType|Shield}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,400
|9,400
|[[Skyworld]] ([[Battlefield form]])
|[[Skyworld]] ([[Battlefield form]])
Line 449: Line 419:
|-
|-
|954
|954
|{{SpiritTableName|Reyn|size=64}}
|[[File:Reyn.png|center|64x64px]]
|''Xenoblade Chronicles'' Series
|Reyn
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Orange}} (150 HP)
|''Xenoblade Chronicles series''
|{{SpiritType|Grab}}
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Orange}}
|[[File:SpiritTypeGrab.png|20px|center|Grab]]
|4,300
|4,300
|[[Gaur Plain]] ([[Battlefield form]])
|[[Gaur Plain]] ([[Battlefield form]])
|N/A
|N/A
|•The enemy has super armor but moves slower<br>•Timed [[stamina battle]] (2:00)<br>•The enemy loves to taunt
|•The enemy has super armor but moves slower<br>•Timed [[Stamina battle]]<br>•The enemy loves to taunt
|{{SSBUMusicLink|Xenoblade Chronicles|Time to Fight! - Xenoblade Chronicles}}
|{{SSBUMusicLink|Xenoblade|Time to Fight! - Xenoblade Chronicles}}
|-
|-
|988
|988
|{{SpiritTableName|Sagat|size=64}}
|[[File:Sagat.png|center|64x64px]]
|''Street Fighter'' Series
|Sagat
|{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Blue}} (160 HP)
|''Street Fighter series''
|{{SpiritType|Shield}}
|•Giant {{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Blue}}
|[[File:SpiritTypeShield.png|20px|center|Shield]]
|9,300
|9,300
|[[Coliseum]] ([[Ω form]])
|[[Coliseum]] ([[Ω form]])
Line 471: Line 443:
|-
|-
|994
|994
|{{SpiritTableName|Akuma|size=64}}
|[[File:Akuma.png|center|64x64px]]
|''Street Fighter'' Series
|Akuma
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Black}} (180 HP)
|''Street Fighter series''
|{{SpiritType|Attack}}
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|13,700
|13,700
|[[Suzaku Castle]] ([[Ω form]])
|[[Suzaku Castle]] ([[Ω form]])
Line 482: Line 455:
|-
|-
|997
|997
|{{SpiritTableName|Sakura (Street Fighter)|size=64}}
|[[File:Sakura Spirit.png|center|64x64px]]
|''Street Fighter'' Series
|Sakura (Street Fighter)
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Cyan}} (160 HP)
|''Street Fighter series''
|{{SpiritType|Attack}}
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Cyan}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,300
|9,300
|[[Suzaku Castle]] ([[Ω form]])
|[[Suzaku Castle]] ([[Ω form]])
Line 493: Line 467:
|-
|-
|1,192
|1,192
|{{SpiritTableName|Karate Joe|size=64}}
|{{anchor|Karate Joe}}[[File:Karate Joe Spirit.png|center|64x64px]]
|''Rhythm Heaven'' Series {{Flag|North America}}<br>''Rhythm Paradise'' Series {{Flag|PAL}}
|Karate Joe
|''Rythm Heaven series''
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Cyan}}
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Cyan}}
|{{SpiritType|Attack}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|9,200
|9,200
|[[Suzaku Castle]] ([[Ω form]])
|[[Suzaku Castle]] ([[Ω form]])
Line 504: Line 479:
|-
|-
|1,217
|1,217
|{{SpiritTableName|Ouendan|size=64}}
|{{anchor|Ouendan}}[[File:Oendan.png|center|64x64px]]
|''Osu! Tatakae! Ouendan'' Series
|Ouendan
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Black}}×3
|''Osu! Tatakae! Ouendan series''
|{{SpiritType|Attack}}
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Black}} (×3)
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|3,700
|3,700
|[[Tomodachi Life]]
|[[Tomodachi Life]]
|•Attack Power ↑
|•Attack Power ↑
|•The enemy has increased attack power after a little while<br>•The enemy favors down specials
|•The enemy has increased attack power after a little while<br>•The enemy favors down specials
|{{SSBUMusicLink|Other|Filled with Hope}}
|{{SSBUMusicLink|Nintendo|Filled with Hope}}
|-
|-
|1,294
|1,294
|{{SpiritTableName|Akira|link=y|size=64}}
|{{anchor|Akira}}[[File:Akira virtua fighter.png|center|64x64px]]
|''Virtua Fighter'' Series
|[[Akira]]
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Black}} (180 HP)
|''Virtua Fighter series''
|{{SpiritType|Attack}}
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Black}}
|[[File:SpiritTypeAttack.png|20px|center|Attack]]
|13,800
|13,800
|[[Coliseum]] ([[Ω form]])
|[[Coliseum]] ([[Ω form]])
|•Assist Trophy Enemies (Akira)<br>•Hazard: High Gravity
|•[[Assist Trophy]] Enemies (Akira)<br>•Hazard: High Gravity
|•The enemy's smash attacks have increased power<br>•The enemy's physical attacks have increased power<br>•[[Stamina battle]]
|•The enemy's smash attacks have increased power<br>•The enemy's physical attacks have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Super Smash Bros.|Cruel Smash}}
|{{SSBUMusicLink|Super Smash Bros.|Cruel Smash}}
|-
|1,397
|{{SpiritTableName|Ryuichi & Ryuji|size=64}}
|''River City'' Series
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Purple}}×2
|{{SpiritType|Neutral}}
|9,300
|[[Wrecking Crew]] ([[Battlefield form]])
|•Item: [[Killing Edge]]
|•The enemy's side special has increased power<br>•The enemy favors side specials
|{{SSBUMusicLink|Mega Man|Flash in the Dark (Dr. Wily Stage 1)}}
|-
|1,513
|{{SpiritTableName|Evil Ryu|size=64}}
|''Street Fighter'' Series
|•{{SSBU|Ryu}} {{Head|Ryu|g=SSBU|s=20px|cl=Black}} (150 HP)
|{{SpiritType|Neutral}}
|13,700
|[[Suzaku Castle]] ([[Ω form]])
|•Attack Power ↑<br>•Sudden Final Smash
|•The enemy will suddenly have a Final Smash<br>•The enemy's special moves have increased power<br>•[[Stamina battle]]
|{{SSBUMusicLink|Street Fighter|M. Bison Stage Type B}}
|}
|}


Line 566: Line 521:
<gallery>
<gallery>
SSBU Ryu Number.png|Ryu's fighter card.
SSBU Ryu Number.png|Ryu's fighter card.
Ryu unlock notice SSBU.jpg|Ryu's unlock notice.
SSBUWebsiteRyu1.jpg|[[Taunting]] on [[Kongo Falls]].
SSBUWebsiteRyu1.jpg|[[Taunting]] on [[Kongo Falls]].
SSBUWebsiteRyu2.jpg|Charging his [[Focus Attack]] on [[Wily Castle]].
SSBUWebsiteRyu2.jpg|Charging his [[Focus Attack]] on [[Wily Castle]].
Line 578: Line 532:
SSBUWebsiteVillager3.jpg|Ryu getting launched by {{SSBU|Villager}}'s neutral finisher on [[Coliseum]].
SSBUWebsiteVillager3.jpg|Ryu getting launched by {{SSBU|Villager}}'s neutral finisher on [[Coliseum]].
SSBUWebsiteSukapon2.jpg|Performing a Hadoken near [[Sukapon]] on [[Wrecking Crew]].
SSBUWebsiteSukapon2.jpg|Performing a Hadoken near [[Sukapon]] on [[Wrecking Crew]].
SSBUWebsiteKazuya4.jpg|Ryu fighting against {{SSBU|Terry}} and {{SSBU|Ken}} alongside {{SSBU|Kazuya}} on [[Mishima Dojo]].
RyuDaisySuzakuCastleUltimateFightStart.jpg|Ryu fighting {{SSBU|Daisy}} on Suzaku Castle.
KazuyaTW3.jpg|Ryu fighting Terry and Kazuya on Boxing Ring.
</gallery>
</gallery>


===Fighter Showcase Video===
===Character Showcase Video===
{{#widget:YouTube|id=9LAjpoI-ap8}}
{{#widget:YouTube|id=9LAjpoI-ap8}}


==Trivia==
==Trivia==
*Ryu and {{SSBU|Wii Fit Trainer}} are the only two characters whose full renders are not on the [https://www.smashbros.com/en_US/index.html/ official ''Super Smash Bros. Ultimate'' website]. In this case, the picture stops around his ankles.
*Ryu and {{SSBU|Wii Fit Trainer}} are the only two characters (so far) whose full renders are not on the [https://www.smashbros.com/en_US/index.html/ official ''Super Smash Bros. Ultimate'' website]. In this case, the picture stops around his ankles.
*Ryu's artwork pose resembles a pose from [http://streetfighter.fandom.com/wiki/File:Ryu_(SF2).png his official artwork] for ''Street Fighter II: The World Warrior'', as well as the [[wikipedia::File:Street Fighter IV (flyer).jpg|promotional poster]] for the original arcade release of ''Street Fighter IV''.
*Ryu's artwork pose resembles a pose from [http://streetfighter.fandom.com/wiki/File:Ryu_(SF2).png his official artwork] for ''Street Fighter II: The World Warrior'', as well as the [[wikipedia::File:Street Fighter IV (flyer).jpg|promotional poster]] for the original arcade release of ''Street Fighter IV''.
*Ryu is the only fighter who was introduced in ''[[Super Smash Bros. 4]]'' to have an [[Echo Fighter]], that being {{SSBU|Ken}}.
*Ryu is the only fighter who was introduced in ''[[Super Smash Bros. 4]]'' to have an [[Echo Fighter]], that being {{SSBU|Ken}}.
**This also makes him the only character introduced as a newcomer through downloadable content to have an Echo Fighter.
**He is also the only third-party veteran to have an Echo Fighter, as {{SSBU|Simon}} and {{SSBU|Richter}} are both newcomers.
**This also makes him the only character introduced as a newcomer through downloadable content in a previous game to have an Echo Fighter.
*Ryu is one of the five veterans from ''Smash 4'' to have their [[Boxing Ring]] alias changed in ''Ultimate'', the others being {{SSBU|Link}}, {{SSBU|Kirby}}, {{SSBU|King Dedede}}, and {{SSBU|Mega Man}}.
*Ryu is one of the five veterans from ''Smash 4'' to have their [[Boxing Ring]] alias changed in ''Ultimate'', the others being {{SSBU|Link}}, {{SSBU|Kirby}}, {{SSBU|King Dedede}}, and {{SSBU|Mega Man}}.
*Ryu, {{SSBU|Ivysaur}}, {{SSBU|Olimar}}, {{SSBU|Little Mac}}, {{SSBU|Greninja}} and {{SSBU|Ken}} are the only base game characters to never appear as minions in any Spirit battles.
*Ryu's classic mode has numerous references to ''Street Fighter II'':
*Ryu's Classic Mode has numerous references to ''Street Fighter II'':
**Each stage represents an opponent from the franchise: Ken (Ken), Zero Suit Samus (Chun-Li), Incineroar (Zangief), Green Donkey Kong (Blanka), Giant Little Mac (Boxer/Balrog), Meta Knight (Vega/Claw). Each character's theme plays during these fights on stages that resemble their Street Fighter 2 home stages.
**Each stage represents an opponent from the franchise: Ken (Ken), Zero Suit Samus (Chun-Li), Incineroar (Zangief), Donkey Kong (Blanka), Giant Little Mac (Boxer/Balrog), and Meta Knight (Vega/Claw). Each character's theme plays during these fights on stages that resemble their ''Street Fighter II'' home stages.
***These fights are identical to their Spirit Battles with only Blanka and Balrog being fought on different stages.
***These fights are near identical to their Spirit Battles with only Blanka and Balrog being fought on different stages.
**Ryu's bonus stage is in the middle, referencing Street Fighter's tendency to have bonus stages as midway points.
**Ryu's bonus stage is in the middle, referencing ''Street Fighter'''s tendency to have bonus stages as midway points.
**The final two bosses before the final boss is a reference to the "Four Heavenly Kings" who must be fought as the last fighters before Bison, in this case Balrog and Vega (minus Sagat) with Bison being the fourth king.
**The final two opponents before the final boss are a reference to the "Four Heavenly Kings" who must be fought as the last fighters before M. Bison, in this case, Balrog and Vega (minus Sagat) with Bison being the fourth king.
**Ryu's final stage in Classic Mode is a reference to the [https://vignette.wikia.nocookie.net/capcomdatabase/images/8/8b/SFIICEPCJapan.png/revision/latest?cb=20110223190039 artwork] used for ''Street Fighter II': Champion Edition'', which features a giant M. Bison towering over Ryu (represented in the game as both Master Hand and Crazy Hand) and the finale of ''Street Fighter II: The Animated Movie'', where Ryu and Ken double team against M. Bison. Additionally, M. Bison's theme plays in the background during the final battle.
**Ryu's final stage in Classic Mode is a reference to the [https://vignette.wikia.nocookie.net/capcomdatabase/images/8/8b/SFIICEPCJapan.png/revision/latest?cb=20110223190039 artwork] used for ''Street Fighter II: Champion Edition'', which features a giant M. Bison towering over Ryu (represented in the game as both Master Hand and Crazy Hand) and the finale of ''Street Fighter II: The Animated Movie'', where Ryu and Ken double team against M. Bison. Additionally, M. Bison's theme plays in the background during the final battle.
*Ryu is unlocked upon clearing Classic with Yoshi is likely a reference to how one of Yoshi's victory poses have him posing like Akuma.
**As a reference to the health bars of not just ''Street Fighter II'' but the whole ''Street Fighter'' series, Ryu uses [[stamina battle]]s in his Classic Mode route.
**Coincidentally, Lucario takes inspiration from Ryu as it is also unlocked by clearing Classic Mode with Yoshi.
**Ryu's route has no items, similar to how the ''Street Fighter'' series also features no items.
*Ryu, {{SSBU|Dr. Mario}}, {{SSBU|Ivysaur}}, {{SSBU|Greninja}}, {{SSBU|Little Mac}}, {{SSBU|Olimar}}, {{SSBU|Cloud}}, {{SSBU|Dark Samus}}, and {{SSBU|Ken}} are the only characters to never appear as minions in any Spirit battles.
*Ryu's held forward tilt (Collarbone Breaker) and the sourspot of his forward air (Tobigeri) dealing high shield damage is a reference to how [https://glossary.infil.net/?t=Overhead%20Attack overhead attacks] and [https://glossary.infil.net/?t=Cross-up cross-ups] are a common way to open an opponent's defense in traditional fighting games.
*If Ryu is set as a CPU opponent in [[Training Mode]], all three CPUs will always face the player, much like on 1-on-1 matches. He shares this distinction with {{SSBU|Ken}}, {{SSBU|Terry}}, and {{SSBU|Kazuya}}.
**This also happens if Ryu faces a single opponent in a team consisting of two or more characters in [[Team Battle]]s with [[Team Attack]] off, and in [[All-Star Mode]] when he appears.


==Notes==
==Notes==
:1.{{note|a}}translates to "Roundhouse Kick"
:1.{{note|a}}translates to "Toe Kick"
:2.{{note|b}}translates to "Toe Kick"
:2.{{note|b}}translates to "Uppercut Elbow"
:3.{{note|c}}translates to "Uppercut Elbow"
:3.{{note|c}} translates to "High-Level Foot Edge Kick"
:4.{{note|d}}translates to "Flying Front Foot Edge''
:4.{{note|d}}translates to "Front Kick"
:5.{{note|e}}translates to "High-Level Foot Edge Kick"
:5.{{note|e}}translates to "Scooping Punch"
:6.{{note|f}}translates to "Rotating Leg Sweep"
:6.{{note|f}}translates to "Shoulder Throw"
:7.{{note|g}}translates to "Front Kick"
:7.{{note|g}}translates to "Circle Throw"
: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"
<!-- I refrained from adding the other mentioned Street Fighter move translations (from his back air, pummel, and down throw) mostly to the note section as to avoid confusion, but also because they are only referencing moves from the other Street Fighter games. -->
<!-- I refrained from adding the other mentioned Street Fighter move translations (from his back air, pummel, and down throw) mostly to the note section as to avoid confusion, but also because they are only referencing moves from the other Street Fighter games. -->


{{SSBUCharacters}}
{{SSBUCharacters}}
{{Street Fighter universe}}
{{Street Fighter universe}}
[[Category:Ryu (SSBU)| ]]
[[Category:Ryu (SSBU)| ]]
[[Category:Third-party characters]]
[[Category:Third party characters]]
[[Category:Capcom]]
[[Category:Capcom]]
[[Category:Spirits]]
[[Category:Spirits]]
[[es:Ryu (SSBU)]]

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