Super Smash Bros. 4

Ryu (SSB4)/Forward tilt: Difference between revisions

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{{ArticleIcons|ssb4=y}}
{{ArticleIcons|ssb4=y}}
[[File:RyuFTiltTappedSSB4.gif|thumb|270px|Hitbox visualization showing Ryu's tapped forward tilt.]]
[[File:RyuFTiltHeldSSB4.gif|thumb|270px|Hitbox visualization showing Ryu's held forward tilt.]]


==Overview==
==Overview==
{{competitive expertise}}
{{competitive expertise}}
===Tapped===
If the attack button is pressed only lightly, Ryu will perform a weak round kick ahead. While it is a valid out-of-shield option, Ryu's wide variety of other options make his tapped forward tilt see less usage in this capacity.
===Held===
Holding the attack button instead of tapping unleashes his Collarbone Breaker, a two-hit overhand punch originating in ''Super Street Fighter II Turbo''. Although it comes out a bit slower than its tapped companion, it offers one quality that no other forward tilt in the game can, namely, impressive shield damage. Collarbone Breaker can shatter an opponent's shield at around 75% strength, establishing it as an important tool against a combatant unafraid to use their shield in excess.
==Hitboxes==
==Hitboxes==
===Tapped===
===Tapped===
Line 8: Line 15:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=0
|id=0
|trip=50
|damage=6.8%
|damage=6.8%
|angle=55
|angle=55
Line 27: Line 33:
{{SSB4HitboxTableRow
{{SSB4HitboxTableRow
|id=1
|id=1
|trip=50
|damage=6.8%
|damage=6.8%
|angle=72
|angle=72
Line 178: Line 183:
|-
|-
!Animation length
!Animation length
|42
|41
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=16}}{{FrameStrip|t=Interruptible|c=15}}
{{FrameStrip|t=Lag|c=7}}{{FrameStrip|t=Hitbox|c=4}}{{FrameStrip|t=Lag|c=16}}{{FrameStrip|t=Interruptible|c=14}}
|-
|-
{{FrameStrip|t=Vulnerable|c=5}}{{FrameStrip|t=Intangible|c=6}}{{FrameStrip|t=Vulnerable|c=31}}
{{FrameStrip|t=Vulnerable|c=5}}{{FrameStrip|t=Intangible|c=6}}{{FrameStrip|t=Vulnerable|c=30}}
{{FrameStripEnd}}
{{FrameStripEnd}}
===Held===
===Held===
{|class="wikitable"
{|class="wikitable"
!Hit 1
!Hit 1
|16
|13
|-
|-
!Hit 2
!Hit 2
|18-19
|15-16
|-
|-
!Interruptible
!Interruptible
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|-
|-
!Animation length
!Animation length
|60
|59
|}
|}


{{FrameStripStart}}
{{FrameStripStart}}
{{FrameStrip|t=Lag|c=15}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=15}}{{FrameStrip|t=Interruptible|c=26}}
{{FrameStrip|t=Lag|c=12}}{{FrameStrip|t=Hitbox|c=1}}{{FrameStrip|t=Lag|c=1}}{{FrameStrip|t=Hitbox|c=2}}{{FrameStrip|t=Lag|c=18}}{{FrameStrip|t=Interruptible|c=25}}
{{FrameStripEnd}}
{{FrameStripEnd}}
{{FrameIconLegend|lag=y|hitbox=y|intangible=y|vulnerable=y|interruptible=y}}
{{FrameIconLegend|lag=y|hitbox=y|intangible=y|vulnerable=y|interruptible=y}}

Latest revision as of 11:37, June 21, 2024

Hitbox visualization showing Ryu's tapped forward tilt.
Hitbox visualization showing Ryu's held forward tilt.

Overview[edit]

Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

Tapped[edit]

If the attack button is pressed only lightly, Ryu will perform a weak round kick ahead. While it is a valid out-of-shield option, Ryu's wide variety of other options make his tapped forward tilt see less usage in this capacity.

Held[edit]

Holding the attack button instead of tapping unleashes his Collarbone Breaker, a two-hit overhand punch originating in Super Street Fighter II Turbo. Although it comes out a bit slower than its tapped companion, it offers one quality that no other forward tilt in the game can, namely, impressive shield damage. Collarbone Breaker can shatter an opponent's shield at around 75% strength, establishing it as an important tool against a combatant unafraid to use their shield in excess.

Hitboxes[edit]

Tapped[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
0 0 6.8% 0 AngleIcon55.png 66 46 0 3.8 0 0.0 11.0 9.0 to 5.0 1.0x 1.8x 0.5% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Ryu Kick SpecialsDirect.png
1 0 6.8% 0 AngleIcon72.png 66 46 0 3.8 0 0.0 11.0 14.0 to 5.0 1.0x 1.8x 0.5% HitboxTableIcon(Clang).png HitboxTableIcon(Rebound).png Foot (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Ryu Kick SpecialsDirect.png

Held[edit]

ID Part Damage SD Angle BK KS FKV Radius Bone Offset SDIx T% Clang Rebound Type Effect G A Sound Direct
Hit 1
0 0 3% 8 AngleIcon270.png 0 100 15 3.0 21 1.2 0.0 0.0 1.0x 1.8x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Ryu Punch SpecialsDirect.png
1 0 3% 8 AngleIcon270.png 0 100 15 2.0 13 0.0 0.0 0.0 1.0x 1.8x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Ryu Punch SpecialsDirect.png
2 0 3% 8 AngleIcon270.png 0 100 15 4.2 0 0.0 11.0 10.8 1.0x 1.8x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Ryu Punch SpecialsDirect.png
Hit 2
0 0 6% 20 AngleIcon46.png 60 90 0 3.0 15 1.2 0.0 0.0 1.0x 1.8x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Ryu Punch SpecialsDirect.png
1 0 6% 20 AngleIcon46.png 60 90 0 2.0 13 0.0 0.0 0.0 1.0x 1.8x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Ryu Punch SpecialsDirect.png
2 0 6% 20 AngleIcon46.png 60 90 0 4.2 0 0.0 7.0 8.0 1.0x 1.8x 0% HitboxTableIcon(Clang).png HitboxTableIcon(NoRebound).png Hand (type) Normal (effect) HitboxTableIcon(GroundedTrue).png HitboxTableIcon(AerialTrue).png M Ryu Punch SpecialsDirect.png

Timing[edit]

Tapped[edit]

Leg intangible 6-11
Hitboxes 8-11
Interruptible 28
Animation length 41
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Intangible).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png FrameIcon(Vulnerable).png

Held[edit]

Hit 1 13
Hit 2 15-16
Interruptible 35
Animation length 59
FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Hitbox).png FrameIcon(Hitbox).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Lag).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png FrameIcon(Interruptible).png
Legend (1 square = 1 frame)
Lag
Lag time
Hitbox
Hitbox
FrameIcon(Vulnerable).png
Vulnerable
Intangibility
Intangible
Interruptibility
Interruptible