Super Smash Bros. Ultimate

Ryu (SSBU)/Neutral special

< Ryu (SSBU)
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Hitbox visualization showing Ryu's light neutral special, Hadoken.
Hitbox visualization showing Ryu's medium neutral special, Hadoken.
Hitbox visualization showing Ryu's Heavy neutral special, Hadoken.
Hitbox visualization showing Ryu's light input neutral special, Shakunetsu Hadoken.
Hitbox visualization showing Ryu's medium input neutral special, Shakunetsu Hadoken.
Hitbox visualization showing Ryu's Heavy input neutral special, Shakunetsu Hadoken.

Overview

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Hitboxes

Light

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Shieldstun
Clean hit
0 0 0 7.0% 0   Standard 68 10 0   3.5 top 0.0 0.5 to -5.2 -0.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.2
1 0 0 7.0% 0   Standard 68 10 0   2.8 top 0.0 0.0 0.0 to -2.0 1.4× 0.0× 0%               Ryu Punch   All All             x1.2
2 0 0 7.0% 0   Standard 67 10 0   2.8 top 0.0 0.0 0.0 to -2.0 1.4× 0.0× 0%               Ryu Punch   All All             x1.2
Late hit
0 0 0 7.0% 0   Standard 58 10 0   3.0 top 0.0 0.0 0.0 to -2.0 1.4× 0.0× 0%               Ryu Punch   All All             x1.2
1 0 0 7.0% 0   Standard 58 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.2
2 0 0 7.0% 0   Standard 58 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.2

Medium

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Shieldstun
Clean hit
0 0 0 7.5% 0   Standard 68 10 0   3.5 top 0.0 0.5 to -5.2 -0.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.13
1 0 0 7.5% 0   Standard 68 10 0   2.8 top 0.0 0.0 0.0 to -2.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.13
2 0 0 7.5% 0   Standard 67 10 0   2.8 top 0.0 0.0 0.0 to -2.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.13
Late hit
0 0 0 7.5% 0   Standard 58 10 0   3.0 top 0.0 0.0 0.0 to -2.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.13
1 0 0 7.5% 0   Standard 58 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.13
2 0 0 7.5% 0   Standard 58 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.13

Heavy

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Shieldstun
Clean hit
0 0 0 8.0% 0   Standard 68 10 0   3.5 top 0.0 0.5 to -5.2 -0.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.06
1 0 0 8.0% 0   Standard 68 10 0   2.8 top 0.0 0.0 0.0 to -3.0 1.4× 0.0× 0%               Ryu Punch   All All             x1.06
2 0 0 8.0% 0   Standard 67 10 0   2.8 top 0.0 0.0 0.0 to -3.0 1.4× 0.0× 0%               Ryu Punch   All All             x1.06
Late hit
0 0 0 8.0% 0   Standard 58 10 0   3.0 top 0.0 0.0 0.0 to -2.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.06
1 0 0 8.0% 0   Standard 58 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.06
2 0 0 8.0% 0   Standard 58 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.06

Light Shakunetsu

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Rehit rate Hitstun
Clean multihits
0 0 0 1.1% 0   Standard 11 10 0   3.5 top 0.0 0.5 to -5.2 0.0 0.25× 0.0× 0%               Burn   All All             2 +4 frames
Late multihits
0 0 0 1.1% 0   Standard 11 10 0   2.8 top 0.0 0.0 to -1.0 -2.0 0.25× 0.0× 0%               Burn   All All             2 +4 frames
1 0 0 1.1% 0   Standard 11 10 0   2.3 top 0.0 0.25 0.3 to -4.5 0.25× 0.0× 0%               Burn   All All             2 +4 frames
Final hit
0 0 0 7.3% 0   Standard 60 60 0   5.0 top 0.0 0.0 -1.0 1.5× 0.0× 0%               Burn   All All             5

Medium Shakunetsu

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Rehit rate Hitstun
Clean multihits
0 0 0 1.1% 0   Standard 14 10 0   3.5 top 0.0 0.5 to -5.2 0.0 0.25× 0.0× 0%               Burn   All All             2 +4 frames
Late multihits
0 0 0 1.1% 0   Standard 14 10 0   2.8 top 0.0 0.0 to -1.0 -2.5 0.25× 0.0× 0%               Burn   All All             2 +4 frames
1 0 0 1.1% 0   Standard 14 10 0   2.3 top 0.0 0.25 -0.2 to -4.5 0.25× 0.0× 0%               Burn   All All             2 +4 frames
Final hit
0 0 0 7.3% 0   Standard 60 60 0   5.0 top 0.0 0.0 -1.0 1.5× 0.0× 0%               Burn   All All             5

Heavy Shakunetsu

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Rehit rate Hitstun
Clean multihits
0 0 0 1.1% 0   Standard 17 10 200   3.5 top 0.0 0.5 to -5.2 0.0 0.25× 0.0× 0%               Burn   All All             1 +4 frames
Late multihits
0 0 0 1.1% 0   Standard 17 10 0   2.8 top 0.0 0.0 to -1.0 -3.0 0.25× 0.0× 0%               Burn   All All             1 +4 frames
1 0 0 1.1% 0   Standard 17 10 0   2.3 top 0.0 0.25 -0.2 to -4.5 0.25× 0.0× 0%               Burn   All All             1 +4 frames
Final hit
0 0 0 7.3% 0   Standard 60 60 0   5.0 top 0.0 0.0 -1.0 1.5× 0.0× 0%               Burn   All All             5

Timing

The final hit of Shakunetsu Hadoken is triggered after an opponent is hit 5 times maximum. It appears 4 frames after the previous hit.

Light (clean, late) 12-18, 19-93
Medium (clean, late) 12-17, 18-78
Heavy (clean, late) 12-16, 17-61
Light Shakunetsu (clean, late) 12-21, 22-79
Medium Shakunetsu (clean, late) 12-20, 21-72
Heavy Shakunetsu (clean, late) 12-19, 20-66
Interruptible 57
Animation length 81
Light                                                                                                                                                                                          
Medium                                                                                                                                                                                          
Heavy                                                                                                                                                                                          
Ken                                                                                                                                                                                           
H Shakunetsu                                                                                                                                                                                          
M Shakunetsu                                                                                                                                                                                          
L Shakunetsu                                                                                                                                                                                          
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
  
Prop event
 
Interruptible