Editing Ryu (SSBU)

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|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = B+
|tier = A-
|ranking = 32
|ranking = 36
}}
}}
'''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]].
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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. In the Chinese and Korean versions, Ryu uses his English voice clips.


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.
Ryu is ranked 36th out of 82 on the current tier list, placing him in the A- tier and two places below his [[Echo Fighter]], {{SSBU|Ken}}. This is a noticeable drop from his 11th/12th out of 54 placement in ''SSB4'' where he was tied with {{SSB4|Marth}}.


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.
 
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 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.
 
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.
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.


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.
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.


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. With the likes of {{Sm|Asimo}} and {{Sm|Ikan}}, Ryu has gotten very good placements throughout the post-quarantine meta of Ultimate, enough to be considered a high-tier character, though he is considered slightly worse then his [[Echo Fighter]] {{SSBU|Ken}}.
{{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 on par 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 yoko geri, 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.


''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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===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]]==
===Tier placement and history===
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, with Ryu ranked 36th on the first and current tier list.
===Most historically significant players===
===Most historically significant players===
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''See also: [[:Category:Ryu players (SSBU)]]''
''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|Asimo|Japan}} - The best Ryu player in the world. Placed 2nd at {{Trn|Seibugeki 10}}, {{Trn|Kagaribi 7}}, and {{Trn|Kagaribi 9}}, 3rd at {{Trn|Sumabato SP 26}}, and 5th at {{Trn|The Gimvitational}} with wins over players such as {{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 5th at {{Trn|Ignition 300}}, 7th at {{Trn|Frosty Faustings XV 2023}}, 9th at both {{Trn|GENESIS 8}}, and 17th at both {{Trn|Glitch - Infinite}} and {{Trn|Collision 2023}} with wins over players such as {{Sm|Cosmos}}, {{Sm|yonni}}, and {{Sm|MVD}}. 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==
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|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}}''||
|-
|-
|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}}''||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}}''||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}}''||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}}''||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}}''||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}}''||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''.
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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]].
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.
KazuyaTW3.jpg|Ryu fighting Terry and Kazuya on Boxing Ring.
</gallery>
</gallery>
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**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'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.


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==Notes==

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