Ryu (SSB4): Difference between revisions

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Ryu's moveset in and of itself also boasts significant utility. His above average [[air speed]] complements his ability to take advantage of [[hitstun]] and keep opponents in long combos until higher percents. Nearly all of his attacks -- even his tapped tilts -- have abnormally high amounts of hitlag, making them very safe on shield and making it easy for Ryu to pressure foes who shield abusively, further helped by his highly shield-damaging held forward tilt Collarbone Breaker. He also has a wide array of very powerful finishers, such as his held tilts, smash attacks, aerials (except neutral aerial), input [[Tatsumaki Senpukyaku]], and most dangerously, his signature move in an input [[Shoryuken]]. Additionally, his recovery is somewhat versatile, with Focus Attack slowing down his falling speed and making him less vulnerable, Tatsumaki Senpukyaku giving him protection against close-range gimps and providing large horizontal distance, and Shoryuken being able to easily punish reckless edgeguarders.
Ryu's moveset in and of itself also boasts significant utility. His above average [[air speed]] complements his ability to take advantage of [[hitstun]] and keep opponents in long combos until higher percents. Nearly all of his attacks -- even his tapped tilts -- have abnormally high amounts of hitlag, making them very safe on shield and making it easy for Ryu to pressure foes who shield abusively, further helped by his highly shield-damaging held forward tilt Collarbone Breaker. He also has a wide array of very powerful finishers, such as his held tilts, smash attacks, aerials (except neutral aerial), input [[Tatsumaki Senpukyaku]], and most dangerously, his signature move in an input [[Shoryuken]]. Additionally, his recovery is somewhat versatile, with Focus Attack slowing down his falling speed and making him less vulnerable, Tatsumaki Senpukyaku giving him protection against close-range gimps and providing large horizontal distance, and Shoryuken being able to easily punish reckless edgeguarders.
Along with his proficient comboing abilities, Ryu is also rather difficult to combo himself. Despite being heavy and having an above average falling speed, Focus Attack can quickly and immediately get Ryu out of a disadvantageous situation, alongside him having a bevy of powerful and quick combo breakers, such as his neutral aerial and input Shoryuken.


However, Ryu has some weaknesses. Despite his aforementioned recovery being very long-distanced overall, it is very short if many extendable elements, such as [[Tatsumaki Senpukyaku]], are not utilized due to Shoryuken's recovery being almost strictly vertical while also having high aerial lag and thus completely stops his momentum until he is helpless which is exacerbated by his air acceleration. As such, while Ryu has a manageable horizontal recovery, his vertical recovery is easy to predict and gimp or meteor smash.
However, Ryu has some weaknesses. Despite his aforementioned recovery being very long-distanced overall, it is very short if many extendable elements, such as [[Tatsumaki Senpukyaku]], are not utilized due to Shoryuken's recovery being almost strictly vertical while also having high aerial lag and thus completely stops his momentum until he is helpless which is exacerbated by his air acceleration. As such, while Ryu has a manageable horizontal recovery, his vertical recovery is easy to predict and gimp or meteor smash.


Ryu's [[neutral game]] is also held back by several issues. He has a very slow walking speed (the third slowest on the game), which hinders the otherwise great utility of his tilt attacks. While his tapped tilts and neutral aerial are very quick and useful for pressuring [[shield]]s, they have short [[range]], especially for his tall stature. His only projectile, [[Hadoken]], is slow, short-distanced, and laggy, making it telegraphed and punishable, and giving him a difficult time against opposing [[camping]], and he has no real way of forcing approaches. Aside from the speed and combo ability of his neutral aerial and Focus Attack's mix-up potential, Ryu's aerial [[approach]] is comparatively poor. Despite having above average air speed, his air acceleration prevents him from maneuvering effectively in midair. Furthermore, the advantages offered by Focus Attack are match-up dependent; it is relatively ineffective against characters with several multiple hitting moves, most notably {{SSB4|Meta Knight}} and {{SSB4|Fox}}. As Focus Attack is also Ryu's main method of escaping combos against such characters, Ryu's high weight and rather fast falling speed leave him susceptible to combos and juggles, and unlike most other fighters, his fast falling speed increases his normal falling speed by 40%, rather than 60%, giving him occasional difficulty landing.  
Ryu's [[neutral game]] is also held back by several issues. He has a very slow walking speed (the third slowest on the game), which hinders the otherwise great utility of his tilt attacks. While his tapped tilts and neutral aerial are very quick and useful for pressuring [[shield]]s, they have short [[range]], especially for his tall stature. His only projectile, [[Hadoken]], is slow, short-distanced, and laggy, making it telegraphed and punishable, and giving him a difficult time against opposing [[camping]], and he has no real way of forcing approaches. Aside from the speed and combo ability of his neutral aerial and Focus Attack's mix-up potential, Ryu's aerial [[approach]] is comparatively poor. Despite having above average air speed, his air acceleration prevents him from maneuvering effectively in midair. Furthermore, the advantages offered by Focus Attack are match-up dependent; it is relatively ineffective against characters with several multiple hitting moves, most notably {{SSB4|Meta Knight}} and {{SSB4|Fox}}. As Focus Attack is also Ryu's main method of escaping combos against such characters, Ryu's high weight and rather fast falling speed leave him susceptible to some combos and juggles, and his fast falling speed uniquely increases his normal falling speed by 40%, rather than 60%, giving him occasional difficulty landing.  


Ryu's [[grab]] game is poor, aside from its high damage output and quick [[pummel]]. Due to its high knockback scaling, down throw has poor combo potential past lower percents. His other throws have high base knockback, giving them little to no follow-up potential, while their weak knockback scaling makes them unreliable for KOing. Another weakness Ryu has is the inability to "force" KOs. While Ryu does possess some powerful moves such as his sweetspotted forward smash and his input Shoryuken, those moves mostly require setups, and most of his other moves have low knockback scaling, such as his forward aerial, which KOs well beyond 100% despite dealing as much as 15%. Without reads or proper setup and with opponent's great SDI, Ryu can have a difficult time taking stocks from opponents, however Ryu's great comboing ability means that it's less of a necessity for him to have to KO early. His unique button inputs can be a double-edged sword, as his normal specials have lower power without traditionally inputting them and it is possible for a simple slip of the hand to cause Ryu to use the wrong move at an essential time. Ryu's combos can also be hard to start outside of reads, precise punishing, or Focus Attack. Finally, like other DLC characters, Ryu lacks custom moves, though due to the strengths his default special moveset posseses, this weakness is pretty small overall when compared to the other DLC characters.
Ryu's [[grab]] game is poor, aside from its high damage output and quick [[pummel]]. Due to its high knockback scaling, down throw has poor combo potential past lower percents. His other throws have high base knockback, giving them little to no follow-up potential, while their weak knockback scaling makes them unreliable for KOing. Another weakness Ryu has is the inability to "force" KOs. While Ryu does possess some powerful moves such as his sweetspotted forward smash and his input Shoryuken, those moves mostly require setups, and most of his other moves have low knockback scaling, such as his forward aerial, which KOs well beyond 100% despite dealing as much as 15%. Without reads or proper setup and with opponent's great SDI, Ryu can have a difficult time taking stocks from opponents, however Ryu's great comboing ability means that it's less of a necessity for him to have to KO early. His unique button inputs can be a double-edged sword, as his normal specials have lower power without traditionally inputting them and it is possible for a simple slip of the hand to cause Ryu to use the wrong move at an essential time. Ryu's combos can also be hard to start outside of reads, precise punishing, or Focus Attack. Finally, like other DLC characters, Ryu lacks custom moves, though due to the strengths his default special moveset posseses, this weakness is pretty small overall when compared to the other DLC characters.