Template:SSB4 to SSBU changelist/Ryu: Difference between revisions

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===Aesthetics===
===Aesthetics===
*{{change|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 ''{{s|wikipedia|Street Fighter V}}''.}}
*{{change|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 ''{{s|wikipedia|Street Fighter V}}''.}}
*{{change|Ryu's eighth [[alternate costume]] has been replaced to based on his tenth color in ''Street Fighter V''.}}
*{{change|Ryu's eighth [[alternate costume]] has been replaced with a costume based on his tenth color in ''Street Fighter V''.}}
*{{change|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''.}}
*{{change|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''.}}
*{{change|Ryu's eyes are no longer fully closed during his clapping animation.}}
*{{change|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.}}
*{{change|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.}}
*{{change|As with all previous downloadable fighters in ''SSB4'', Ryu now has a unique [[Palutena's Guidance]] conversation.}}
*{{change|As with all previous downloadable fighters in ''SSB4'', Ryu now has a unique [[Palutena's Guidance]] conversation.}}
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*{{buff|Ryu's initial [[dash]] is faster (1.6 → 1.76).}}
*{{buff|Ryu's initial [[dash]] is faster (1.6 → 1.76).}}
*{{buff|Double jump is slightly higher.}}
*{{buff|Double jump is slightly higher.}}
*{{change|In matches where there is only one participant aside from Ryu, he will always face his opponent, similar to how he behaves in the ''Street Fighter'' series.}}
*{{change|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.}}
**{{buff|This makes it harder to be hit from behind by [[Back Slash]] or [[Nosferatu]].}}
**{{buff|This makes it harder to be hit from behind by [[Back Slash]] or [[Nosferatu]].}}
**{{nerf|This makes it difficult to attack things behind Ryu, such as [[Rosalina & Luma (SSBU)|Luma]], and makes him easier to be hit by [[Disable]].}}
**{{nerf|This makes it difficult to attack things behind Ryu, such as [[Rosalina & Luma (SSBU)|Luma]], and makes him easier to be hit by [[Disable]].}}
**{{nerf|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.}}
**{{buff|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.}}
**{{buff|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.}}
**{{buff|This makes his ledgetraps more efficient and allows him to punish [[roll]]s and [[cross up]]s much more easily.}}
**{{buff|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.}}
**{{buff|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.}}
**{{buff|This makes it practically impossible for Ryu to be [[reverse]]d by [[Cape]]/[[Super Sheet]] on the ground, as Ryu will [https://twitter.com/SykinSSB/status/1070760498591924224  immediately turn right back around].}}
**{{buff|This makes it practically impossible for Ryu to be [[reverse]]d by [[Cape]]/[[Super Sheet]] on the ground, as Ryu will [https://twitter.com/SykinSSB/status/1070760498591924224  immediately turn right back around].}}
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**{{buff|Tapped neutral attack can now [[jab reset]].}}
**{{buff|Tapped neutral attack can now [[jab reset]].}}
**{{buff|Neutral attack launches opponents, making them easier to be hit.}}
**{{buff|Neutral attack launches opponents, making them easier to be hit.}}
**{{buff|Ryu can now special cancel the first and second hit of his [[neutral attack]].}}
**{{buff|Ryu can now also special cancel the second hit of his tapped [[neutral attack]], rather than just the first.}}
**{{nerf|Held neutral attack's hitbox has been moved inward (Z offset: 6.4-13.9 → 5.4-11.9), reducing its range.}}
**{{nerf|Held neutral attack's hitbox has been moved inward (Z offset: 6.4-13.9 → 5.4-11.9), reducing its range.}}
**{{nerf|First and second hit of neutral attack deal less damage (2% (first)/3% (second) → 1.5% (both).}}
**{{nerf|First and second hit of neutral attack deal less damage (2% (first)/3% (second) → 1.5% (both).}}
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*[[Forward tilt]]:
*[[Forward tilt]]:
**{{buff|Tapped [[forward tilt]] has less ending lag (FAF 28 → 24).}}
**{{buff|Tapped [[forward tilt]] has less ending lag (FAF 28 → 24).}}
**{{nerf|Held forward tilt has more startup (frame 14 16) and ending lag (FAF 35 → 39).}}
**{{nerf|Held forward tilt has more startup (frame 13 15).}}
*[[Up tilt]]:
*[[Up tilt]]:
**{{nerf|[[Up tilt]]'s light version has smaller hitboxes (5u/5u 3.8u/3.8u).}}
**{{nerf|The outer hitboxes of tapped up tilt are located closer to Ryu (Z offset: 7.5 6.0), reducing its horizontal reach.}}
**{{nerf|Tapped [[up tilt]] has a more horizontal angle on airborne opponents (84° → 75°).}}
**{{nerf|Tapped up tilt has a more horizontal angle on airborne opponents (84° → 75°).}}
*[[Down tilt]]:
*[[Down tilt]]:
**{{buff|Tapped down tilt has gained a [[hitstun modifier]] of 1.}}
**{{buff|Tapped down tilt has gained a [[hitstun modifier]] of 1.}}
**{{buff|Held down tilt has less startup lag (7 frames → 6).}}
**{{buff|Held down tilt has less startup lag (7 frames → 6).}}
**{{buff|Held down tilt deals less knockback (70 (base)/23 (scaling) → 73/16), allowing it to combo at a wider percent range.}}
**{{buff|Held down tilt deals less knockback (70 (base)/23 (scaling) → 66/16), allowing it to combo at a wider percent range.}}
**{{change|Held down tilt has a lowered knockback angle (64 → 55) and reduced base knockback (73 → 66). This makes it easier to combo into Tatsumaki Senpukyaku, but harder to combo into Shoryuken.}}
**{{change|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.}}
**{{nerf|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.}}
**{{nerf|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.}}
**{{nerf|Held down tilt's outer hitbox does not extend as far (Z offset: 7-17.2 → 7-15.7), noticeably reducing its range.}}
**{{nerf|Held down tilt's outer hitbox does not extend as far (Z offset: 7-17.2 → 7-15.7), noticeably reducing its range.}}
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===Aerial attacks===
===Aerial attacks===
*{{buff|Ryu can cancel all of his aerial attacks into special attacks in the same way he can cancel some of his ground attacks.}}
*{{buff|Ryu can cancel all of his aerial attacks into special attacks in the same way he can cancel some of his ground attacks.}}
*{{buff|All aerials have reduced landing lag (6 frames → 5 (neutral), 14 frames → 11 (forward), 12 frames → 10 (back), 14 frames → 11 (up), 18 frames → 15 (down)).}}
*{{buff|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]]:
**{{buff|Neutral aerial's weak hitbox stays out much longer (frame 7-22 → 7-32).}}
**{{buff|Neutral aerial's weak hitbox stays out much longer (frame 7-22 → 7-32).}}
**{{nerf|Neutral aerial has more ending lag (FAF 28 → 36), making it much more difficult to start combos with it while airborne.}}
**{{nerf|Neutral aerial has more ending lag (FAF 28 → 36), making it much more difficult to start combos with it while airborne.}}
**{{nerf|The late hit has smaller hitboxes (3.3u/3.3u → 3u/3u), further weakening its already very poor range.}}
**{{nerf|The late hit has smaller hitboxes (3.3u/3.3u → 3u/3u), further weakening its already very poor range.}}
**{{nerf|Due to engine-wide 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.}}
**{{nerf|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]]:
*[[Forward aerial]]:
**{{buff|Its sweetspot deals significantly more knockback (80 base/49 scaling  → 82/56), boosting its KO potential.}}
**{{buff|Its sweetspot deals significantly more knockback (80 base/49 scaling  → 82/56), boosting its KO potential.}}
***{{nerf|This reduces its combo potential.}}
***{{nerf|This reduces its combo potential.}}
**{{nerf|It has more startup (frame 6 → 8) and fewer active frames (6-14 → 8-14).}}
**{{buff|It auto-cancels earlier (frame 41 → 38), allowing it to autocancel from a rising full hop.}}
**{{nerf|It has more startup lag with a shorter duration (frames 6-14 → 8-14).}}
**{{nerf|It deals less damage on the sweetspots (15% (clean)/13% (late) → 14%/12%).}}
**{{nerf|It deals less damage on the sweetspots (15% (clean)/13% (late) → 14%/12%).}}
*[[Back aerial]]:
*[[Back aerial]]:
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**{{nerf|Dash grab does not extend as far (Z offset: 4-10.6 → 4-10), somewhat reducing its range.}}
**{{nerf|Dash grab does not extend as far (Z offset: 4-10.6 → 4-10), somewhat reducing its range.}}
**{{nerf|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.}}
**{{nerf|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]]:
**{{nerf|Pummel deals less damage (2% → 1.3%).}}
**{{buff|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.}}
*{{change|Ryu's throws are no longer weight dependent.}}
*[[Down throw]]:
*[[Down throw]]:
**{{nerf|Down throw deals less damage (5% (hit 1)/4% (throw) → 3% (both)), with its knockback compensated (growth 137 → 157). In addition, ''Ultimate''{{'}}s front-loaded knockback results in this move having very little true followups.}}
**{{nerf|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===
===Special moves===
*[[Hadoken]]:
*[[Hadoken]]:
**{{buff|All variants of Hadoken have slightly less startup lag (frame 13 → 12).}}
**{{buff|All variants of Hadoken have slightly less startup lag (frame 13 → 12).}}
**{{buff|All variants of Hadoken deal more damage (Hadoken: 6% (light)/6.5% (medium)/7% (heavy) → 7%/7.5%/8%, True Hadoken: 7.5%/8.1%/8.7% → 8.7%/9.3%/10%, Shakunetsu Hadoken: 5% → 7.3%).}}
**{{buff|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%).}}
**{{buff|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).}}
**{{buff|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).}}
**{{buff|Hadoken and input Hadoken deals more shieldstun (multiplier: 0.29 → 1.06), improving its safety against shields.}}
**{{buff|Hadoken and input Hadoken deals more shieldstun (multiplier: 0.29 → 1.06), improving its safety against shields.}}
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**{{nerf|The changes to [[jostling]] makes Tatsumaki Senpukyaku even more unsafe on shield, as Ryu can no longer cross up with the move.}}
**{{nerf|The changes to [[jostling]] makes Tatsumaki Senpukyaku even more unsafe on shield, as Ryu can no longer cross up with the move.}}
*[[Shoryuken]]:
*[[Shoryuken]]:
**{{nerf|Shoryuken has more landing lag (18 frames → 22).}}
**{{nerf|Shoryuken has more landing lag (18 frames (standard)/12 (input) → 22/15).}}
**{{nerf|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).}}
**{{nerf|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).}}
**{{nerf|Shoryuken has a shorter window of time in which Ryu can snap to the edge when recovering with it.}}
**{{nerf|Shoryuken cannot grab ledges as early (frame 15 → 20), hindering its recovery potential.}}
*[[Focus Attack]]:
*[[Focus Attack]]:
**{{nerf|Focus Attack's first stage of charge is harder to combo off of.}}
**{{nerf|Focus Attack's first stage of charge is harder to combo off of.}}

Latest revision as of 11:23, April 4, 2024

Aesthetics

  • Change 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.
  • Change Ryu's eighth alternate costume has been replaced with a costume based on his tenth color in Street Fighter V.
  • Change 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.
  • Change Ryu's eyes are no longer fully closed during his clapping animation.
  • Change 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.
  • Change As with all previous downloadable fighters in SSB4, Ryu now has a unique Palutena's Guidance conversation.
  • Change Ryu's Boxing Ring alias has been changed to "Eternal Wanderer", his official title as of Street Fighter V.

Attributes

  • Buff Like all characters, Ryu's jumpsquat animation takes three frames to complete (down from 5).
  • Buff 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.
  • Buff Ryu's initial dash is faster (1.6 → 1.76).
  • Buff Double jump is slightly higher.
  • Change 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.
    • Buff This makes it harder to be hit from behind by Back Slash or Nosferatu.
    • Nerf This makes it difficult to attack things behind Ryu, such as Luma, and makes him easier to be hit by Disable.
    • Nerf 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.
    • Buff 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.
    • Buff This makes his ledgetraps more efficient and allows him to punish rolls and cross ups much more easily.
    • Buff 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.
    • Buff 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

  • Change 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.
    • Buff 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:
    • Buff Tapped neutral attack can now jab reset.
    • Buff Neutral attack launches opponents, making them easier to be hit.
    • Buff Ryu can now also special cancel the second hit of his tapped neutral attack, rather than just the first.
    • Nerf Held neutral attack's hitbox has been moved inward (Z offset: 6.4-13.9 → 5.4-11.9), reducing its range.
    • Nerf First and second hit of neutral attack deal less damage (2% (first)/3% (second) → 1.5% (both).
    • Change First and second hit of neutral attack have reduced hitlag.
  • Forward tilt:
    • Buff Tapped forward tilt has less ending lag (FAF 28 → 24).
    • Nerf Held forward tilt has more startup (frame 13 → 15).
  • Up tilt:
    • Nerf The outer hitboxes of tapped up tilt are located closer to Ryu (Z offset: 7.5 → 6.0), reducing its horizontal reach.
    • Nerf Tapped up tilt has a more horizontal angle on airborne opponents (84° → 75°).
  • Down tilt:
    • Buff Tapped down tilt has gained a hitstun modifier of 1.
    • Buff Held down tilt has less startup lag (7 frames → 6).
    • Buff Held down tilt deals less knockback (70 (base)/23 (scaling) → 66/16), allowing it to combo at a wider percent range.
    • Change 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.
    • Nerf 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.
    • Nerf 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:
    • Buff Forward smash deals more knockback (25 (base)/94 (scaling) → 26/98).
  • Up smash:
    • Buff Up smash deals more knockback (scaling 76 (clean)/81 (late) → 82/86).
    • Buff Up smash grants intangibility on Ryu's arm on frames 3-6.
    • Nerf Up smash transitions to its late hit one frame earlier, reducing the clean hit's duration (frames 9-10 → 9).
  • Down smash:
    • Buff 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.
    • Buff Down smash can now be canceled into special moves.
    • Nerf Down smash's shield damage was reduced (0 → -8/-6), preventing Ryu from easily breaking shields by chaining down smash into special moves.
    • Nerf 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

  • Buff Ryu can cancel all of his aerial attacks into special attacks in the same way he can cancel some of his ground attacks.
  • Buff 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:
    • Buff Neutral aerial's weak hitbox stays out much longer (frame 7-22 → 7-32).
    • Nerf Neutral aerial has more ending lag (FAF 28 → 36), making it much more difficult to start combos with it while airborne.
    • Nerf The late hit has smaller hitboxes (3.3u/3.3u → 3u/3u), further weakening its already very poor range.
    • Nerf 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:
    • Buff Its sweetspot deals significantly more knockback (80 base/49 scaling → 82/56), boosting its KO potential.
      • Nerf This reduces its combo potential.
    • Buff It auto-cancels earlier (frame 41 → 38), allowing it to autocancel from a rising full hop.
    • Nerf It has more startup lag with a shorter duration (frames 6-14 → 8-14).
    • Nerf It deals less damage on the sweetspots (15% (clean)/13% (late) → 14%/12%).
  • Back aerial:
    • Buff Back aerial deals more base knockback (12 → 21).
    • Nerf 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:
    • Buff Up aerial's hitboxes stay out longer (1 frame (both) → 2 frames (hit 1), 3 frames (hit 2)).
    • Buff Up aerial grants intangibility on Ryu's arm on frames 6-11.
    • Nerf 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:
    • Nerf Dash and pivot grab have slightly more startup (frame 8 → 9 (dash), 9 → 10 (pivot).
    • Nerf All grabs have more ending lag (FAF 30 → 35 (standing), 37 → 43 (dash), 35 → 38 (pivot).
    • Buff Standing grab extends slightly further (Z offset: 4-8.7 → 4-9.1), slightly improving its range
    • Nerf Dash grab does not extend as far (Z offset: 4-10.6 → 4-10), somewhat reducing its range.
    • Nerf 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:
    • Nerf Pummel deals less damage (2% → 1.3%).
    • Buff 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.
  • Change Ryu's throws are no longer weight dependent.
  • Down throw:
    • Nerf 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:
    • Buff All variants of Hadoken have slightly less startup lag (frame 13 → 12).
    • Buff 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%).
    • Buff 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).
    • Buff Hadoken and input Hadoken deals more shieldstun (multiplier: 0.29 → 1.06), improving its safety against shields.
    • Buff Shakunetsu Hadoken's multi-hits have altered angles (60/0 → 366), now being an autolink, allowing them to link into later hits more consistently.
    • Change The design of Hadoken has been changed. It now more closely resembles its appearance in the Street Fighter series.
  • Tatsumaki Senpukyaku:
    • Buff The first hit of Tatsumaki Senpukyaku has a larger hitbox when used on the ground (3.5u → 4.5u).
    • Buff Tatsumaki Senpukyaku's weak hitbox deals more damage and knockback.
    • Buff 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.
    • Buff Tatsumaki Senpukyaku deals more damage overall and its strongest hit deals more knockback as a result.
    • Nerf The changes to jostling makes Tatsumaki Senpukyaku even more unsafe on shield, as Ryu can no longer cross up with the move.
  • Shoryuken:
    • Nerf Shoryuken has more landing lag (18 frames (standard)/12 (input) → 22/15).
    • Nerf 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).
    • Nerf Shoryuken cannot grab ledges as early (frame 15 → 20), hindering its recovery potential.
  • Focus Attack:
    • Nerf Focus Attack's first stage of charge is harder to combo off of.
    • Nerf 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.
    • Nerf The maximum amount of damage Focus Attack's armor can sustain is lowered (22%-39% → 16.8%-33.6%).
  • Final Smash:
    • Change 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.
    • Buff Ryu can cancel several standard attacks and any special move excluding Focus Attack into Shin Shoryuken or Shinku Hadoken.
    • Nerf Shin Shoryuken's final hit has significantly less knockback scaling (105 → 90), weakening its KO potential.