Template:SSB4 to SSBU changelist/Ryu
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Aesthetics
- Ryu's design has changed. His muscles and other physical features are more pronounced, his hair is spikier, and his skin tone is also slightly tanned. Additionally, his pupils are smaller. Lastly, the aesthetic used in Ultimate has resulted in Ryu's color scheme being more vibrant and his gi having subtle detailing. Altogether, these changes make him appear virtually identical to his appearance in Street Fighter V.
- Ryu's eighth alternate costume has been replaced with a costume based on his tenth color in Street Fighter V.
- Ryu's up taunt no longer has him turn around when tightening his headband, now more closely resembling the taunt it is based on from Street Fighter IV.
- Ryu's eyes are no longer fully closed during his clapping animation.
- The victory pose where Ryu throws a hook is slightly modified. He now closes his eyes and crosses his arms before winding the hook, with the camera coming in from the left, making the victory pose more resemble his Street Fighter IV pose.
- As with all previous downloadable fighters in SSB4, Ryu now has a unique Palutena's Guidance conversation.
- Ryu's Boxing Ring alias has been changed to "Eternal Wanderer", his official title as of Street Fighter V.
Attributes
- Like all characters, Ryu's jumpsquat animation takes three frames to complete (down from 5).
- Being able to dash cancel his tilts greatly improves his approach, letting him threaten the opponent with his tapped tilts for combos, or space his smash attacks more safely.
- Ryu's initial dash is faster (1.6 → 1.76).
- Double jump is slightly higher.
- In matches where Ryu has only one opponent left to face, he will always face his opponent, similar to how he behaves in the Street Fighter series. Ryu can still have teammates left standing if Team Attack is off.
- This makes it harder to be hit from behind by Back Slash or Nosferatu.
- This makes it difficult to attack things behind Ryu, such as Luma, and makes him easier to be hit by Disable.
- This makes it more difficult for Ryu to utilize his back aerial, as he will almost always have to perform a reverse aerial rush in order for it to connect.
- This changes the application of his dash dance, as his initial dash does not turn him in the opposite direction. Instead, he performs a back dash similar to his home series, allowing him to perform an evasive "shimmy" to keep within an effective range while still facing the opponent. This potentially improves his punishes.
- This makes his ledgetraps more efficient and allows him to punish rolls and cross ups much more easily.
- This makes his command inputs easier to perform. For instance, it is now impossible to accidentally perform a Hadoken backwards when attempting to perform a Tatsumaki Senpukyaku, or accidentally perform a Tatsumaki Senpukyaku when trying to perform a Hadoken.
- This makes it practically impossible for Ryu to be reversed by Cape/Super Sheet on the ground, as Ryu will immediately turn right back around.
Ground attacks
- Ryu now has proximity normals that change depending on his distance from the opponent. Tapped forward tilt changes from his standing medium kick to a new attack based off his Street Fighter II close medium punch, a right hook inwards. Held neutral attack changes from his Street Fighter II standing heavy kick to his close heavy punch, which has the same damage and animation to held up tilt, but doesn't launch the opponent away. Both attacks can be special cancelled on hit.
- Proximity forward tilt is capable of locking while proximity held neutral attack deals 14% and cancels into Shoryuken's sweetspot reliably, which gives Ryu a stronger followup than most of his other options for a Focus Attack crumple punish. Two forward tilts locks into a held neutral attack deals 26%, turning missed techs into potential KOs.
- Neutral attack:
- Tapped neutral attack can now jab reset.
- Neutral attack launches opponents, making them easier to be hit.
- Ryu can now also special cancel the second hit of his tapped neutral attack, rather than just the first.
- Held neutral attack's hitbox has been moved inward (Z offset: 6.4-13.9 → 5.4-11.9), reducing its range.
- First and second hit of neutral attack deal less damage (2% (first)/3% (second) → 1.5% (both).
- First and second hit of neutral attack have reduced hitlag.
- Forward tilt:
- Tapped forward tilt has less ending lag (FAF 28 → 24).
- Held forward tilt has more startup (frame 13 → 15).
- Up tilt:
- The outer hitboxes of tapped up tilt are located closer to Ryu (Z offset: 7.5 → 6.0), reducing its horizontal reach.
- Tapped up tilt has a more horizontal angle on airborne opponents (84° → 75°).
- Down tilt:
- Tapped down tilt has gained a hitstun modifier of 1.
- Held down tilt has less startup lag (7 frames → 6).
- Held down tilt deals less knockback (70 (base)/23 (scaling) → 66/16), allowing it to combo at a wider percent range.
- Held down tilt has a lowered knockback angle (64 → 55). This makes it easier to combo into Tatsumaki Senpukyaku, but harder to combo into Shoryuken.
- Light down tilt's outermost hitbox is smaller (3.5u → 2.5u), and all 3 of the hitboxes have lost their extensions, reducing the move's range.
- Held down tilt's outer hitbox does not extend as far (Z offset: 7-17.2 → 7-15.7), noticeably reducing its range.
- Forward smash:
- Forward smash deals more knockback (25 (base)/94 (scaling) → 26/98).
- Up smash:
- Up smash deals more knockback (scaling 76 (clean)/81 (late) → 82/86).
- Up smash grants intangibility on Ryu's arm on frames 3-6.
- Up smash transitions to its late hit one frame earlier, reducing the clean hit's duration (frames 9-10 → 9).
- Down smash:
- Down smash's sweetspot launches at a lower angle (45˚ → 35˚), with knockback scaling not fully compensated (50 → 47), improving its KO potential and turning it into a semi-spike.
- Down smash can now be canceled into special moves.
- Down smash's shield damage was reduced (0 → -8/-6), preventing Ryu from easily breaking shields by chaining down smash into special moves.
- Down smash's outermost hitbox has been removed entirely, with no changes to the other hitboxes to compensate. As such, the move has considerably reduced range.
Aerial attacks
- Ryu can cancel all of his aerial attacks into special attacks in the same way he can cancel some of his ground attacks.
- All aerials have less landing lag (6 frames → 5 (neutral), 14 frames → 11 (forward), 12 frames → 10 (back), 14 frames → 11 (up), 18 frames → 15 (down)).
- Neutral aerial:
- Neutral aerial's weak hitbox stays out much longer (frame 7-22 → 7-32).
- Neutral aerial has more ending lag (FAF 28 → 36), making it much more difficult to start combos with it while airborne.
- The late hit has smaller hitboxes (3.3u/3.3u → 3u/3u), further weakening its already very poor range.
- Due to universal changes to the Sakurai angle (~45° → 38°), chaining neutral aerial into itself or down aerial is significantly harder, removing a major component of Ryu's combo and kill confirm game.
- Forward aerial:
- Its sweetspot deals significantly more knockback (80 base/49 scaling → 82/56), boosting its KO potential.
- This reduces its combo potential.
- It auto-cancels earlier (frame 41 → 38), allowing it to autocancel from a rising full hop.
- It has more startup lag with a shorter duration (frames 6-14 → 8-14).
- It deals less damage on the sweetspots (15% (clean)/13% (late) → 14%/12%).
- Its sweetspot deals significantly more knockback (80 base/49 scaling → 82/56), boosting its KO potential.
- Back aerial:
- Back aerial deals more base knockback (12 → 21).
- Back aerial's outer hitbox does not extend as far (Z offset: 7.5-16 → 7.5-15), reducing its infamously large horizontal reach somewhat.
- Up aerial:
- Up aerial's hitboxes stay out longer (1 frame (both) → 2 frames (hit 1), 3 frames (hit 2)).
- Up aerial grants intangibility on Ryu's arm on frames 6-11.
- Up aerial has smaller hitboxes (6u (hit 1)/7u (hit 2) → 5.0u/6.0u), and they do not extend as far upwards (Y offset: 15-17 (hit 1)/17-19 (hit 2) → 15-16.5/17-18.5), significantly reducing its previously infamously large range above Ryu.
Throws and other attacks
- Grabs:
- Dash and pivot grab have slightly more startup (frame 8 → 9 (dash), 9 → 10 (pivot).
- All grabs have more ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot).
- Standing grab extends slightly further (Z offset: 4-8.7 → 4-9.1), slightly improving its range
- Dash grab does not extend as far (Z offset: 4-10.6 → 4-10), somewhat reducing its range.
- Pivot grab extends a shorter distance (Z offset: 4-14.7 → 4-14.1), somewhat reducing its range. Combined with the new mechanic of Ryu facing his opponent, it has lost much of its utility.
- Pummel:
- Pummel deals less damage (2% → 1.3%).
- It deals more hitlag (4 frames → 12), but has less startup (frame 2 → 1) and much less ending lag (FAF 16 → 7). This overall makes Ryu's pummel slightly faster.
- Ryu's throws are no longer weight dependent.
- Down throw:
- Down throw deals less damage (5% (hit 1)/4% (throw) → 3% (both)), although the throw's knockback scaling was compensated (137 → 157). In addition, Ultimate's front-loaded knockback results in this move having very little true followups.
Special moves
- Hadoken:
- All variants of Hadoken have slightly less startup lag (frame 13 → 12).
- All variants of Hadoken deal more damage (Hadoken: 6% (light)/6.5% (medium)/7% (heavy) → 9%/9.5%/10%, True Hadoken: 7.5%/8.1%/8.7% → 10.8%/11.4%/12%, Shakunetsu Hadoken: 5% → 9.3%).
- All variants of Hadoken had their travel speeds adjusted, increasing their versatility (Light: 0.9 → 0.8, Medium: 1.2 → 1.3, Heavy: 1.5 → 1.8).
- Hadoken and input Hadoken deals more shieldstun (multiplier: 0.29 → 1.06), improving its safety against shields.
- Shakunetsu Hadoken's multi-hits have altered angles (60/0 → 366), now being an autolink, allowing them to link into later hits more consistently.
- The design of Hadoken has been changed. It now more closely resembles its appearance in the Street Fighter series.
- Tatsumaki Senpukyaku:
- The first hit of Tatsumaki Senpukyaku has a larger hitbox when used on the ground (3.5u → 4.5u).
- Tatsumaki Senpukyaku's weak hitbox deals more damage and knockback.
- Ryu's pivoting leg is now intangible during grounded Tatsumaki Senpukyaku in addition to his kicking leg. This prevents attacks that hit low to the ground from invalidating the move.
- Tatsumaki Senpukyaku deals more damage overall and its strongest hit deals more knockback as a result.
- The changes to jostling makes Tatsumaki Senpukyaku even more unsafe on shield, as Ryu can no longer cross up with the move.
- Shoryuken:
- Shoryuken has more landing lag (18 frames (standard)/12 (input) → 22/15).
- Shoryuken has less intangibility (frames 3-5 (standard)/1-6 (input) → 5/4-6), and the standard version no longer grants intangibility to Ryu's arm (outside of when Ryu is fully intangible).
- Shoryuken cannot grab ledges as early (frame 15 → 20), hindering its recovery potential.
- Focus Attack:
- Focus Attack's first stage of charge is harder to combo off of.
- Focus Attack's hitbox does not extend as far backwards (Z offset: -3—11.5 → 2—11.5), no longer being able to hit opponents directly behind Ryu.
- The maximum amount of damage Focus Attack's armor can sustain is lowered (22%-39% → 16.8%-33.6%).
- Final Smash:
- During Shin Shoryuken, the opposing fighter has been given new animations while getting hit, somewhat inspired by animations from Street Fighter IV for the Metsu Shoryuken.
- Ryu can cancel several standard attacks and any special move excluding Focus Attack into Shin Shoryuken or Shinku Hadoken.
- Shin Shoryuken's final hit has significantly less knockback scaling (105 → 90), weakening its KO potential.