Editing Ryu (SSBU)
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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]]''== | ||
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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 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 | 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 is the only character whose [[walk]]ing, [[dash]]ing and [[air speed]]s were all completely unchanged, thus providing 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 [[ | However, Ryu has also received predominantly more useful buffs to both his unique mechanics and individual moves. His [[special attack 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 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. | ||
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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 | |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 | |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 | |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). | |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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==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 some 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 tier list, and later ranked higher than Ken on the second and current tier list at 32nd. | |||
===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 | *{{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 | *{{Sm|Ikan|USA}} - The best Ryu player in the United States. Placed 2nd at {{Trn|Regen 2023}}, 5th at {{Trn|Ignition 300}}, 7th at {{Trn|Frosty Faustings XV 2023}}, 9th at {{Trn|GENESIS 8}}, and 17th at {{Trn|Collision 2023}} with wins over players such as {{Sm|Bloom4Eva}}, {{Sm|Cosmos}}, and {{Sm|MVD}}. Ranked top 120 on the [[LumiRank Mid-Year 2023]]. | ||
*{{Sm|Munekin|Japan}} - Co-mains Ryu with {{SSBU|Ken}} and | *{{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]]. | |||
*{{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]]. | |||
*{{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]]. | |||
=={{SSBU|Classic Mode}}: Seeking a Challenge== | =={{SSBU|Classic Mode}}: Seeking a Challenge== |