Editing Ryu (SSBU)

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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 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.
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 [[Special move canceling]] has been significantly expanded upon, as many of Ryu's moves can now cancel into his special moves, such as his light [[neutral attack]], [[down smash]], and all of his aerials; down smash, in particular, can now special cancel during its first frames (even while charging). All of his attacks (except throws and getup/edge attacks) can also cancel into his Final Smash. This has opened several now routes in Ryu's already impressive combo game, and drastically buffs his shield pressuring ability to the point it is one of the most fearsome.
However, Ryu has 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 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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''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 of all-time, largely responsible for Ryu's rise in the metagame. He has come close to winning many majors, including being the runner-up at {{Trn|Kagaribi 7}}, {{Trn|Kagaribi 9}}, and {{Trn|UltCore}}. He has been ranked in the top 50 since 2022, and is the only Ryu player ever ranked that high on a global ranking.
*{{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 North America, first known for his performances in the first half of 2022, especially his run to 9th at {{Trn|GENESIS 8}} with a long Loser's run that eliminated players such as {{Sm|Cosmos}} and {{Sm|Kurama}}. In addition, he briefly studied in France in 2023 and was the best Ryu player in Europe during his tenure there, especially known for his run to 2nd at {{Trn|Regen 2023}}, defeating {{Sm|Bloom4Eva}}, {{Sm|Luugi}}, and {{Sm|Tarik}}.
*{{Sm|Munekin|Japan}} - Co-mains Ryu with {{SSBU|Ken}} and was the best Ryu player in the world in the game's first few years. His performances in the early metagame, including placing 2nd at {{Trn|Karisuma SP 4}} and 9th at {{Trn|Umebura SP 6}}, mark the best Ryu results during this time. Although since greatly overshadowed by Asimo, he remains the second-best Ryu player in Japan, most notably placing 9th at {{Trn|Umebura SP 9}}.
*{{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}}.

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