Editing Ryu (SSBU)

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|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]].
'''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]].


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 {{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.


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:
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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 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.
Due to his weaknesses and high learning curve, Ryu's results and representation have overall been very low so far, being one of the least used characters in competitive play. Much of his player base has either dropped him or instead use either his Echo Fighter, {{SSBU|Ken}}, or DLC newcomer {{SSBU|Terry}}, both of whom are somewhat similar to him overall. However, Ryu's copious buffs over the course of the game's lifespan have patched up many of his prior weaknesses at launch, though his current placing is still to be determined.


==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.
During the advent of the game, Ryu was significantly nerfed overall in the transition from ''Smash 4'' to ''Ultimate'', but also received significant buffs from game updates.  


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.
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 committal 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. [[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. His new proximity normals allow for much more varied combo options, and with the ability to special cancel his attacks, makes his ground game much more varied and overall easier to confirm into.


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.
However, Ryu has received many nerfs to counter the buffs. He is the only character whose [[walk]]ing, [[dash]]ing and [[air speed]]s were all completely unchanged. While this technically is not a nerf, this does put him at a greater disadvantage relative to the cast, as almost every other character had their walking, dashing and air speeds increased. This exacerbates his already poor approach (similar to {{SSBU|Ike}}, who has had the lowest [[dash]]ing speed increase). 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 his back aerial is his strongest and most far-reaching aerial, this does him more harm than good. His most notorious KO move from ''Smash 4'', [[Shoryuken]], suffers from increased landing lag and decreased intangibility, making it easier to punish (although it still remains as an effective KO move). Ryu's original setups into [[Shoryuken]] have also been nerfed (such as up tilt having a smaller hitbox and more horizontal), 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.


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.
Overall, Ryu is considered to be noticeably worse than his previous iteration. While he has had very little results in ''Ultimate''{{'}}s early metagame, the buffs he received in {{SSBU|3.1.0}} and {{SSBU|7.0.0}} has caught the attention of many players, with some even saying they have been moved to a much higher tier. While his results have improved as a result, Ryu’s tournament representation still remains as one of the worst in the game. Furthermore, his Echo Fighter {{SSBU|Ken}} has received much better representation and higher placings. Ryu is currently considered to be a mid-tier or high-tier, though his true viability remains up for debate.
 
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.
 
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.
 
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.


{{SSB4 to SSBU changelist|char=Ryu}}
{{SSB4 to SSBU changelist|char=Ryu}}
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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.  
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.  


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.
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 used 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.


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.
Overall, Ryu's renowned combo strings and patient playstyle have been improved through game updates, making him fare far better than at release. He is now considered by most players to be more in line with his Echo Fighter, Ken.


'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}'''
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==Moveset==
==Moveset==
*Ryu always faces his opponent when one is left standing, counting teammates as opponents if [[Team Attack]] is on.
*Ryu always faces his opponent during a one-on-one match or when only two players are remaining in a 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.
*A small flash will appear whenever Ryu does the input command version of one of his Special Moves instead of the standard B input.
*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}}.
*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}}.
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|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 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.


''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 (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.
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|ftiltname=Side Kick ({{ja|横蹴り|Yoko Geri}}) (Tapped-Far)<br/> Hook ({{ja|フック|Fukku}}) (Tapped-Close)<br/> Collarbone Breaker ({{ja|鎖骨割り|Sakotsu Wari}}) (Held)
|ftiltname=Side Kick ({{ja|横蹴り|Yoko Geri}}) (Tapped-Far)<br/> Hook ({{ja|フック|Fukku}}) (Tapped-Close)<br/> Collarbone Breaker ({{ja|鎖骨割り|Sakotsu Wari}}) (Held)
|ftiltdmg=6.8% (tapped- 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|b}}, a kick used in Okinawan 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.


''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%.
''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%.
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|pummelname=Hizageri{{ref|i}} ({{ja|ひざ蹴り|Hizageri}})
|pummelname=Hizageri{{ref|i}} ({{ja|ひざ蹴り|Hizageri}})
|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=Seoi Throw ({{ja|背負い投げ|Seoi Nage}})
|fthrowdmg=9%
|fthrowdmg=9%
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|bthrowname=Somersault Throw ({{ja|巴投げ|Tomoe Nage}})
|bthrowname=Somersault Throw ({{ja|巴投げ|Tomoe Nage}})
|bthrowdmg=12%
|bthrowdmg=12%
|bthrowdesc=The {{s|wikipedia|tomoe nage}}{{ref|k}} (a Judo throw). 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|k}} (a Judo throw). Heavy opponents can be knocked back onto their feet with a tapped down tilt, then thrown again. It is based on his kick throw in ''Street Fighter II'', where it had the same name in most in-depth sources.
|uthrowname=Heel Drop ({{ja|かかと落とし|Kakato Otoshi}})
|uthrowname=Heel Drop ({{ja|かかと落とし|Kakato Otoshi}})
|uthrowdmg=8% (throw), 15% (kick)
|uthrowdmg=8% (throw), 15% (kick)
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|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=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)
|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. 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), 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=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)
|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 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) 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.
|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=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)
|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=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) 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.
|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 [[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.
|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=Shin Shoryuken:<br/>1% (initial hit), 10% (hits 1 and 2), 20% (last hit)<br/>Shinku Hadoken:<br/>1.5% (center multihits), 1% (edge multihits), 10% (explosion)
|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]] 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).
}}
}}
===Canceling===
===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.
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===
===[[Announcer]] call===
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===[[Taunt]]s===
===[[Taunt]]s===
*'''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 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}}''.
*'''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''': 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.
*'''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, causing the screen to briefly shake. This is his taunt from the ''Street Fighter III'' series.
<small>*Interestingly, the two taunts from ''Street Fighter IV'' have their quotes reversed in ''Ultimate''.</small>
<small>*Interestingly, the two taunts from ''Street Fighter IV'' have their quotes reversed in ''Ultimate''.</small>
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*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>
<gallery>
SSBURyuIdle1.gif|Ryu's first idle pose.
SSBURyuIdle1.gif|Ryu's first idle pose
SSBURyuIdle2.gif|Ryu's second idle pose.
SSBURyuIdle2.gif|Ryu's second idle pose
</gallery>
</gallery>


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==In [[competitive play]]==
==In [[competitive play]]==
After ''Ultimate''{{'}}s launch, Ryu was met with a negative reception. Many players immediately noticed the severe amount of nerfs from ''Smash 4'', and regarded him as a "high risk, low reward" fighter. He was also significantly overshadowed by his own Echo Fighter {{SSBU|Ken}}, who is 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.
The perception of both fighters began to turn around with updates 3.1.0 and 7.0.0, which significantly buffed both. However, Ryu, though considered to be significantly improved on his own, was still regarded as inferior to Ken (now generally seen as a high tier character) and therefore rarely seen in tournament play.
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, which once again boosted his perception.
Currently, Ryu has a decent amount of players and results; however, there is a very large overlap with Ken's playerbase, and dedicated Ryu mains remain rare. Many top players, such as {{Sm|AndresFn}}, {{Sm|Vendetta}}, {{Sm|Venom}}, {{Sm|Maeda}} and {{Sm|Munekin}}, main both characters in order to leverage their unique advantages in different matchups.
Overall, Ryu's reputation has significantly improved since the game's launch, and he is no longer believed to be significantly outclassed by Ken. Most players now rank them very close, with a few believing he is in fact slightly better. The latter belief is supported by some of the best "shoto" placements being achieved by solo Ryu players, such as {{Sm|Asimo}} finishing 2nd at {{Trn|Kagaribi 7}} and {{Sm|Ikan}} finishing 9th at {{Trn|GENESIS 8}}. Regardless, both fighters are considered to be high-tier characters at minimum.
===Most historically significant players===
===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 -->
<!--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)]]''
''See also: [[:Category:Ryu professionals (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|Asimo|Japan}} - The best Ryu player in the world. Placed 1st at {{Trn|Hirosuma Revolution 4}}, 2nd at both {{Trn|Seibugeki 10}} and {{Trn|Kagaribi 7}}, 3rd at {{Trn|Sumabato SP 26}}, and 5th at {{Trn|The Gimvitational}} with wins over {{Sm|Light|p=Connecticut}}, {{Sm|Tea}}, and {{Sm|ProtoBanham}}.
*{{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|Ikan|USA}} - The best Ryu player in the United States. Placed 9th at both {{Trn|GENESIS 8}} and {{Trn|Combo Breaker 2022}}, as well as 17th at {{Trn|Glitch - Infinite}}, with wins over players such as {{Sm|Cosmos}}, {{Sm|yonni}}, and {{Sm|MVD}}. Currently ranked 38th on the [[PGRU v3 NA]].
*{{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}}.
*{{Sm|Maeda|France}} - Co-mains Ryu with {{SSBU|Ken}} and is considered the best Ryu player in France. Placed 9th at {{Trn|Smash4Glory - Ultimate Edition}}, 25th at {{Trn|Ultimate WANTED 3}}, and 33rd at {{Trn|Syndicate 2019}} with wins over {{Sm|AndresFn}}, {{Sm|Manda}} and {{Sm|Greward}}. Currently ranked 45th on the [[European Smash Rankings]].
 
*{{Sm|Munekin|Japan}} - Co-mains Ryu with {{SSBU|Ken}} and is one of the best Ryu players in Japan. Placed 3rd at {{Trn|Maesuma TOP 2}}, 9th at {{Trn|Umebura SP 6}}, 17th at {{Trn|Sumabato SP 6}}, 25th at {{Trn|EVO Japan 2020}}, and 33rd at {{Trn|Umebura Japan Major 2019}} with wins over {{Sm|Etsuji}}, {{Sm|Rizeasu}}, and {{Sm|Shuton}}. Currently ranked 83rd on the [[Japan Player Rankings]].
===Tier placement and history===
*{{Sm|Sandstorm|USA}} - Co-mains Ryu with {{SSBU|Ken}} and is one of the best Ryu players in the United States. Placed 1st at {{Trn|DreamHack Rotterdam 2019}}, 9th at {{Trn|Low Tier City 7}}, 13th at {{Trn|Final Round 2019}}, and 25th at {{Trn|DreamHack Dallas 2019}} with wins over {{Sm|Azrael}}, {{Sm|ESAM}}, and {{Sm|Myran}}. Currently ranked 1st on the [[Central Pennsylvania Power Rankings]].
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}}.
*{{Sm|Venom|Canada}} - Tri-mains Ryu with {{SSBU|Ken}} and {{SSBU|Kazuya}} and is considered the best Ryu player in Canada. Placed 1st at {{Trn|LAN ETS 2020}}, 17th at {{Trn|Defend the North 2019}}, and 33rd at {{Trn|Shine 2019}} with wins over players like {{Sm|Ally}}, {{Sm|Blacktwins13}}, and {{Sm|Soar}}. Currently ranked 9th on the [[Smash Canada Rankings Ultimate]].
 
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.]]
[[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. 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.
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.


{|class="wikitable" style="text-align:center"
{|class="wikitable" style="text-align:center"
!Round!!Opponent!!Stage!!Music!!Notes
!Round!!Opponent!!Stage!!Music!!Notes
|-
|-
|1||{{CharHead|Ken|SSBU|hsize=20px}}||[[Suzaku Castle]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Ken Stage Type A}}''||
|1||{{CharHead|Ken|SSBU|hsize=20px}}||[[Suzaku Castle]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Ken Stage Type A}}''||150 HP.
|-
|-
|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||{{CharHead|Zero Suit Samus|SSBU|hsize=20px|color=Blue}}||[[Onett]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Chun-Li Stage Type A}}''||150 HP. Represents Chun-Li.
|-
|-
|3||{{CharHead|Incineroar|SSBU|hsize=20px}}||[[Boxing Ring]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Zangief Stage Type A}}''||Incineroar represents Zangief.
|3||{{CharHead|Incineroar|SSBU|hsize=20px}}||[[Boxing Ring]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Zangief Stage Type A}}''||150 HP. Represents Zangief.
|-
|-
|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||{{CharHead|Donkey Kong|SSBU|hsize=20px|color=Green}}||[[Kongo Falls]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Blanka Stage Type A}}''||150 HP. Represents Blanka.
|-
|-
|colspan="5"|[[Bonus Stage]]
|colspan="5"|[[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 {{CharHead|Little Mac|SSBU|hsize=20px|color=Blue}}||Boxing Ring (Ω form)||''{{SSBUMusicLink|Street Fighter|Balrog Stage Type A}}''||150 HP. Represents Balrog.
|-
|-
|6||{{CharHead|Meta Knight|SSBU|hsize=20px}}||[[Arena Ferox]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Vega Stage Type A}}''||Meta Knight represents Vega.
|6||{{CharHead|Meta Knight|SSBU|hsize=20px}}||[[Arena Ferox]] (Ω form)||''{{SSBUMusicLink|Street Fighter|Vega Stage Type A}}''||150 HP. Represents Vega.
|-
|-
|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}}''||Player and Ally: 150 HP. 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''.
|}
|}
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.
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|''{{SSBUMusicLink|Street Fighter|Ryu Stage}}''
|''{{SSBUMusicLink|Street Fighter|Ryu Stage}}''
|}
|}
{{clr}}
{{clear}}


==[[Spirit]]s==
==[[Spirit]]s==
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</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%;"
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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]].
KazuyaTW3.jpg|Ryu fighting Terry and Kazuya on Boxing Ring.
</gallery>
</gallery>


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*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}}.
**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 to have an Echo Fighter.
**This also makes him the only character introduced as a newcomer through downloadable content 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), 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.
**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.
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**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.
**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.
**Ryu's route has no items, similar to how the ''Street Fighter'' series also features no items.
**Ryu's route has no items, similar to how the ''Street Fighter'' series also features no items.
*Ryu, {{SSBU|Hero}}, {{SSBU|Terry}}, {{SSBU|Byleth}}, {{SSBU|Steve}}, {{SSBU|Kazuya}} and {{SSBU|Sora}} are the only characters who have stamina battles for their Classic Mode routes, though Ryu is the only non-DLC character to have them. However, like the aforementioned characters, he debuted as DLC in the previous installment.
**{{SSBU|Pyra}} and {{SSBU|Mythra}} also have stamina battles in their route, but for only one round, which, coincidentally, involves fighting Ryu and Ken.
*Ryu, {{SSBU|Ivysaur}}, {{SSBU|Greninja}}, {{SSBU|Little Mac}}, {{SSBU|Olimar}}, and Ken are the only characters to never appear as minions in any Spirit Battles, not counting the Ouendan Spirit Battle as the three Ryus featured in the battle are identical.
*Ryu is the only Capcom fighter to not appear in any CGI trailers whatsoever.
**Ryu is also one of the two third-party fighters in the base game that do not appear in any CGI trailers in ''Ultimate'', the other being {{SSBU|Pac-Man}}.
*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 Ken, Terry, and Kazuya.
**This also happens if Ryu faces a single opponent in a team consisting of two or more characters in [[Team Battle]]s, and in [[All-Star Mode]] when he appears.
*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.
*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==

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