Super Smash Bros. Ultimate

Ryu (SSBU)

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This article is about Ryu's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Ryu.
Ryu
in Super Smash Bros. Ultimate
Ryu SSBU.png
StreetFighterSymbol.svg
Universe Street Fighter
Other playable appearance in SSB4


Availability Unlockable
Final Smash Shin Shoryuken / Shinku Hadoken
Ryu (SSBU)
Ryu is a special character—you can use directional command inputs to trigger his special moves. Executing moves like his Hadoken and Shoryuken using the command inputs from the original game will raise their power. You can even use a Shakunetsu Hadoken by inputting ←↙↓↘→ then tapping the attack button while facing right!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Ryu (リュウ, Ryū) is a playable character in Super Smash Bros. Ultimate. He was officially confirmed on June 12th, 2018. Ryu is classified as fighter #60.

Ryu is once again voiced by Kyle Hebert in English and Hiroki Takahashi in Japanese, with their portayals of Ryu from Super Smash Bros. 4 being repurposed for the English and Japanese releases of Ultimate, respectively.

How to unlock

Complete one of the following:

With the exception of the third method, Ryu must then be defeated on Battlefield.

Changes from Super Smash Bros. 4

Ryu has received a mixture of buffs and nerfs in his transition from Smash 4 to Ultimate, but was nerfed overall.

Ryu's walking, dashing and air speed were all unchanged; however, since relatively most other characters had a speed increase in those areas, Ryu's overall speed is much slower relative to the cast.

Aesthetics

  • Change As with all veterans returning from SSB4, Ryu's model features a more subdued color scheme. His muscles and other physical features are more pronounced, and his hair is spikier. These changes make him appear virtually identical to his appearance 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 The victory pose where Ryu strikes 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.

Attributes

  • Buff Like all characters, Ryu's jumpsquat animation now 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 double jump gains slightly more height.
  • Change In 1-on-1 matches, Ryu will always face his opponent, similar to how he behaves in his origin series.
    • Buff This makes it harder to be hit from behind by Shulk's Back Slash or affected fully by Robin's Nosferatu.
    • Nerf This makes it difficult to attack things behind Ryu, such as Luma, and makes him easier to be hit with Mewtwo's Disable.
    • Nerf If one wishes to use back air in an edgeguard, one must perform a reverse aerial rush, which takes longer to perform as Ryu as he will only pivot around as part of his turnaround, and not in a dash dance. Without performing a reverse aerial rush, it is impossible to jump offstage while facing towards it if the opponent is offstage.
    • Buff This changes the application of his dashdance, as his initial dash does not turn him in the opposite direction. Instead, he performs a backdash 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 command inputs easier to perform. For instance, it is now not possible to accidentally perform a Hadoken backwards when attempting to perform a Tatsumaki.
    • Buff This makes it harder for Ryu to be reversed by Mario's Cape on the ground, as Ryu will almost immediately turn back around. Aerial caping still works as usual.

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 is functionally identical to his held up tilt. Both attacks can be special-cancelled on hit, similar to his held down tilt.
    • Nerf Since held neutral attack's proximity variant is identical to up tilt, providing no advantages over that move, this change as applied to neutral attack can result in involuntarily using an up tilt, and provides no advantage to compensate.
    • Buff Proximity forward tilt is special cancellable, which gives Ryu a stronger followup than most of his other options for a Focus Attack crumple punish.
  • Buff Tapped neutral attack can now jab reset.
    • Buff Ryu can now special-cancel the second hit of his neutral attack.
    • Change First and second hit of neutral attack have reduced hitlag.
  • Buff Tapped forward tilt has less ending lag (FAF 28 → 24).
    • Nerf Held forward tilt has more startup (frame 14/16 → 16/18) and ending lag (FAF 35 → 39).
    • Buff Held down tilt has fewer frames of startup lag (6 frames → 5 frames).
  • Up tilt:
    • Nerf Up tilt's light and heavy versions have smaller hitboxes.
  • Forward smash:
    • Buff Forward smash deals more knockback (25 (base)/94 (growth) → 26/98).
  • Up smash:
    • Buff Up smash deals more knockback (growth 76 (clean)/81 (late) → 82/86).
  • Down smash:
    • Nerf Down smash has less range. It also does not hit below ledge as well anymore, hurting Ryu's edgeguarding.

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 reduced 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 has more active hitbox frames.
    • Nerf Neutral aerial has more endlag (FAF 28 → 36), making it much more difficult to start combos with it while airborne.
    • Buff Neutral aerial's weak hitbox can be used to jab reset prone opponents.
  • Forward aerial:
    • Nerf Forward aerial has more startup (frame 6 → 8) and the clean hit's sweetspot deals less damage (15% → 14%).
    • Buff Forward aerial's sweetspot deals significantly increased knockback, boosting its KO potential.
  • Back aerial:
    • Buff Back aerial deals more base knockback (12 → 20).
  • Down aerial:
    • Change Down aerial's grounded hitbox has reversed knockback values (14 (base)/60 (growth) → 60/14).

Throws

  • 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)).
  • Down throw:
    • Nerf Down throw deals less damage (5% (hit 1)/4% (throw) → 3% (both)), with its knockback compensated (growth 137 → 157).

Special Moves

  • Buff All versions of Hadoken deal more damage and are active for a longer time. This helps Ryu control larger ranges.
  • Buff Tatsumaki Senpukyaku's weak hitbox deals more damage and knockback.
  • Nerf Shoryuken deals less knockback and has more endlag.
  • Nerf Shoryuken has less invulnerability frames, most notably on the input version of Shoryuken, which no longer grants intangibility on the first few frames when the move is inputted.
  • Nerf Shoryuken has a shorter window of time in which Ryu can snap to the ledge when recovering with it.
  • Nerf Focus Attack's first stage of charge is harder to combo off of.
  • Change During Ryu's 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.

Update history

Super Smash Bros. Ultimate 2.0.0

  • Buff Neutral attack launches opponents, making them easier to be hit.
  • Buff Forward aerial auto-cancels earlier (frame 41 → 38), matching the move's interruptibility and allowing to autocancel from a rising full hop.
  • Nerf Can no longer jump immediately after using down tilt.

Moveset

  • Ryu will always face his opponent during a one-on-one match.

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   1.5% Tapped: A jab, followed by a short straight-punch, followed by a hook. It is based on his standing light punch from Street Fighter II (albeit with its animation from Street Fighter III), close standing medium punch from Street Fighter II, and standing hard punch from Street Fighter III, respectively. The first and second hits can be special-cancelled.

Held (Far): A spinning hook kick. It is based on his standing heavy kick in Street Fighter II. Unlike many of his other moves, it cannot be special-cancelled.
Held (Close): The same as his held Up Tilt.

1.5%
5%
10% (held- far), 12% (held- close)
Forward tilt Collarbone Breaker (Held) 6.8% (tapped- far), 6% (tapped- close), 3% (hit 1, held), 6% (hit 2, held) Tapped (Far): The tsumasaki geri [1], a kick used in Karate. It launches the opponent diagonally upward. Good for following with a dash attack or forward aerial at low percents It is based on his standing medium kick in Street Fighter III. Cannot be special-cancelled.

Tapped (Close): An inward hook. based off his Street Fighter II close medium punch. This move causes the opponent to slightly shift towards Ryu, allowing it to combo into any of his special moves. Even at 999%, this move is incapable of KO'ing.

Held: The overhand of the same name that debuted in Super Street Fighter II Turbo. Despite its appearance, it hits twice much like the original version. Deals very high shield damage, but its start-up makes it difficult to use on quick opponents.

Up tilt    2% (tapped), 12% (held) Tapped: The sok ngat[2], an uppercut-style elbow strike used in Muay Thai. It can be used repeatedly as fast as the player can press the attack button, which allows it to chain into itself and lead into many of Ryu's moves for a quick finisher. Despite its appearance, it has decent range. It is based on his close standing light punch in Street Fighter II.

Held: An uppercut. Strong for its speed and grants his upper body intangibility from frames 4-10, making it a surprisingly effective anti-air attack and KO move. If it connects, it can instantly be canceled into any version of Shoryuken. A reliable finisher for his tapped up tilt. KOs at 152%. It is based on his close standing heavy punch in Street Fighter III.

Down tilt Light Ankle Kick (Tapped)
Heavy Ankle Kick (Held)
1.6% (tapped); 7% (leg, held), 5.5% (foot, held) Tapped: A crouching, Hapkido-style shin kick. It can be repeated as fast as the player can press, similar to his other tapped tilts. If used on a prone opponent, they will be lightly launched back onto their feet, allowing Ryu to continue combos on them for extended periods of time. It is based on his crouching light kick in Street Fighter II.

Held: A lunging, Hapkido-style shin kick. Despite having low power, it can be immediately canceled into a special move only if Ryu hits the opponent or their shield, allowing Ryu to pressure his opponent. Shoryuken combos well from this attack. It is based on his crouching medium kick in Street Fighter II.

Dash attack   12% (clean), 8% (late) A flying kick. Possesses high base knockback for a dash attack and it can reliably combo into many of his tapped attacks as a finisher. KOs at 150%. Based on his original jumping medium and heavy kicks in the Street Fighter Alpha/Zero games.
Forward smash Joudan Sokutogeri[3] 16% (leg), 17.5% (foot) The side kick of the same name from Street Fighter III. Moves him slightly forward and has the highest range of all his standard attacks, as it is able to hit opponents two character lengths away from him. However, it has noticeable ending lag. Deals slightly more damage and knockback when hit with Ryu's heel, and is Ryu's strongest standard attack if his heel connects. KOs at 110% with his heel and 120% anywhere else. Can cancel into his Final Smash upon hit.
Up smash   17% (clean), 13.5% (late) Squats and then rises up to throw an uppercut. Makes his hurtbox smaller while attacking, making this a good anti-air attack. Slight ending lag and does not have much horizontal range. A good finisher for his tap combos. KOs at 130%. Can cancel into his Final Smash upon hit. It is based on his crouching heavy punch in Street Fighter, albeit with its animation from Street Fighter III.
Down smash   16% A legsweep. Launches opponents at a diagonal angle and unlike most down smashes, it only hits in one direction. Has the fastest start-up of all of his smash attacks, with more range than his up smash but less than his forward smash, making it also his safest smash attack at a distance. However, it has below average knockback for a smash attack, which makes it unreliable as a KOing option. Instead, it functions better as a spacing and anti-pressure option. Like his other smash attacks, it works well as a good finisher for his tapped combos. Can cancel into his Final Smash upon hit. It is based on his crouching heavy kick in Street Fighter II.
Neutral aerial   8% (clean), 4.5% (late) A downward angled knee strike. Its limited range is compensated by its sex kick properties and low ending lag. Can cancel into any of his special moves upon hit. It is based on his diagonal jumping light kick in Street Fighter II.
Forward aerial Tobigeri[4] 15% (clean sweetspot), 13% (late sweetspot), 9% (clean sourspot), 8% (late sourspot) A flying kick. Ryu's foot has high launching power, while his upper leg has a sourspot and deals less damage. Despite this, the sourspot deals high shield damage. A good combo move and very damaging for its speed, but lacks KO power due to its knockback growth, making it more suitable for damage racking unless near the side blast lines. Can cancel into any of his special moves upon hit. It is based on his diagonal jumping medium and heavy kick animation in Street Fighter II.
Back aerial   16% (leg), 13% (foot) An outside crescent kick. Though it has a small hitbox, its strength and fast start-up make it Ryu's most powerful aerial and a viable KOing option. KOs at 115%. Due to Ryu always facing his opponent in one-on-one matches, it is difficult to use for edgeguarding: one must perform a reverse aerial rush, which takes longer to perform as Ryu, as he will only pivot around as part of his turnaround, and not in a dash dance (without performing a reverse aerial rush, it is impossible to jump offstage while facing towards it if the opponent is offstage). It is based on his vertical jumping heavy kick from Street Fighter II, which in some sources also doubled as his Senpuukyaku (旋風脚, "Whirlwind Leg") command normal/unique art from other games.
Up aerial Sukui Tsuki[5] 5% (hit 1), 6% (hit 2) An uppercut. Despite its appearance, it hits twice, has good vertical range, and is reliable at catching opponents above Ryu. KOs at 155%. It is based on his diagonal jumping medium punch in Super Street Fighter II Turbo.
Down aerial Straight Punch 12% (grounded opponent), 15% (aerial opponent sweetspot), 11% (aerial opponent sourspot) A downward angled cross. Hitting an airborne opponent with the attack's sweetspot (his fist as it comes down) results in a meteor smash that powerfully sends opponents diagonally downward, while hitting an airborne opponent with the sourspot launches the opponent diagonally upward with high knockback. Hitting a grounded opponent, however, results in extremely results in extremely low knockback that will not KO even at 300%, but nonetheless possesses the ability to start combos. Can cancel into any of his special moves upon hit. It is based on his jumping medium and heavy punch in Street Fighter II, albeit at an emphasized downward angle.
Grab   Reaches out. Ryu's overall grab range is short. It is based on his grab animation in Street Fighter III.
Pummel   1.3% A knee strike while holding the opponent in the collar-and-elbow position. It is based on Ken's Tsukami Hizageri (つかみ膝蹴り, "Grasping Knee Kick") throw in the Street Fighter Alpha/Zero games.
Forward throw   9% The seoi nage[6] (a Judo throw). If the opponent does not react, this throw can lead into a down aerial meteor smash at medium percentages. It is based on his punch throw in Street Fighter II, where it had the same name in most in-depth sources.
Back throw Somersault Throw 12% The tomoe nage[7] (a Judo throw). Heavy opponents can be knocked back onto their feet with a tapped down tilt, then thrown again. It is based on his kick throw in Street Fighter II, where it had the same name in most in-depth sources.
Up throw Heel Drop 8% (throw), 15% (kick) A stretch kick transitioned into an axe kick. It can combo into an aerial attack at low percents. While the axe kick cannot hit the thrown opponent, it can nevertheless hit another opponent that is too close to Ryu. Unlike the stretch kick, the axe kick deals much more damage and has high knockback. It is based on his close heavy kick in Street Fighter II.
Down throw   5% (hit), 4% (throw) Pins the opponent to the ground and performs a knifehand strike. Its angle allows it to combo well into aerial attacks and Shoryuken until 30%, where thrown opponents are launched too high to get hit. Deals immense shield damage, enough to instantly break the shield of opponents that are right next to Ryu. Based on the brick breaking bonus game in Street Fighter, though it also resembles Akuma's Shurettō (朱裂刀, "Vermilion Rending Blade") throw in Street Fighter IV.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Kicks behind himself and then in front of himself before getting up. The front hit is based on his crouching heavy kick in Street Fighter III.
Floor attack (back)
Floor getups (back)
  7% Kicks around himself before getting up.
Floor attack (trip)
Floor getups (trip)
  5% Kicks behind himself and then in front of himself before getting up.
Edge attack
Edge getups
  7% Performs a crouching shin kick while climbing up.
Neutral special Hadoken 6%, 6.5%, 7% (Standard);
7.5%, 8.1%, 8.7% (Input);
1.1% (Shakunetsu Hadoken, hits 1-4),
5% (Shakunetsu Hadoken, hit 5)
Quickly cups his hands to his side and then thrusts them forward to launch a blue ki blast from his cupped hands that deals low damage and knockback, and may cause tripping at low percents. Only one Hadoken can be active, as attempting to shoot another results in a puff of smoke emitting from his hands. Holding down the special button slightly increases the blast's speed and damage output. Three versions of the move can be performed, two of which have directional inputs: a small blue Hadoken (special button only), a minutely stronger and larger inputted Hadoken (↓ ↘ → + attack/special), and the red flaming Shakunetsu Hadoken that hits multiple times (← ↙ ↓ ↘ → + attack/special). Combos well out of his tapped tilt attacks and aerials, and is mainly used to rack up damage due to its low damage outputs, knockback and slow speed. Shakunetsu Hadoken deals some shield damage, though not to the extent of his Collarbone Breaker. However, the Hadoken and its variants should be used wisely due to its low priority. All variants can cancel into his Final Smash.
Side special Tatsumaki Senpukyaku 9%, 10%, 11% (Standard);
10.4%, 11.5%, 12.4% (Input)
A jumping, spinning crescent kick. Ryu moves in the given direction he is facing. Has sex kick properties, and deals more damage and knockback after the first few frames. Holding down the special button increases damage dealt, distance traveled, and the move's duration, also giving the attack additional knockback. Using an inputted Tatsumaki Senpukyaku (↓ ↙ ← + attack/special) sees Ryu announce the move by name and results in it dealing even more damage, covering more distance, and granting it better KOing potential. The move can be used as a good horizontal recovery while not causing helplessness, but it can only be used once in the air without touching the ground. Essentially, it is a high risk, high reward option for approaching and recovering. Can cancel into his Final Smash.
Up special Shoryuken 13%, 14%, 15% (Standard, grounded);
12%, 13%, 14% (Standard, early air);
7% (Standard, late air);
15.6%, 16.8%, 18% (Input, grounded);
14.4%, 15.6%, 16.8% (Input, early air);
8.4% (Input, late air)
A leaping uppercut. Upon usage, Ryu announces the move's name while propelling his fist into the air at high speed. Holding the special button increases damage and height traveled. However, it has heavy aerial lag once the hitbox ceases. An inputted Shoryuken (→ ↓ ↘ + attack/special) deals even more knockback and damage and grants Ryu both slightly more intangibility and lower landing lag. Aside from being his main vertical recovery move, Shoryuken is also a viable KOing option due to its fast start-up, especially when used in conjunction with Focus Attack. In comparison, an inputted Shoryuken is Ryu's most powerful vertical KOing option overall and has the highest growth in his entire standard moveset. Ryu becomes helpless as he descends with the move's high aerial lag. Can cancel into his Final Smash.
Down special Focus Attack 12% (Level 1), 10% (Level 2), 17% (Level 3) Assumes a focused stance while emitting a black ink-like aura, and then throws a short straight-punch. Crumples opponents where they stand with a lengthy stun animation if charged for more than half a second, which can allow for follow-ups. Ryu gains super armor that can withstand a single hit while it is charging. When fully charged, the attack becomes unblockable and will pierce through counterattacks. Ryu can also perform a technique called the Focus Attack Dash Cancel. This is performed by tapping left or right twice, which cancels Focus Attack and instead propels Ryu a set distance depending on where the control stick was tapped. However if the punch misses, Ryu will be unable to cancel the move. If the move hits an airborne opponent, they will instead by launched with heavy hitlag. The move's charge is indicated by Ryu flashing during its start-up. Level 1 is performed immediately and slightly launches an opponent. Level 2 is performed after half a second and crumples an opponent, but deals the least amount of damage. Level 3 is performed after a whole second, crumples the opponent for a much longer time and deals the most amount of damage. Although Focus Attack cannot block grabs and is countered by multiple hit attacks, it is a useful tool for baiting opponents and punishing, while its Dash Cancel can function as a horizontal recovery oprion while offstage.
Final Smash Shin Shoryuken / Shinku Hadoken 1% - 1.5% (multi-hits), 10% (explosion), 1% (initial hit), 10% (hits 1 and 2), 20% (last hit) A Final Smash that varies depending on range. At point-blank range, Ryu traps the opponent with the Shin Shoryuken, a three-hit combo that launches the opponent with an even stronger Shoryuken. Begins KOing at specific percentages for every character, much like KO Uppercut and Finishing Touch. At any other range, Ryu performs the Shinku Hadoken, a much larger Hadoken that vacuums nearby opponents into it before dragging them a distance across the screen and exploding. Shin Shoryuken has much higher KO potential against a single opponent, whereas Shinku Hadoken has more range, reliably affects multiple opponents, and is capable of bypassing walls. Shin Shoryuken can be cancelled into from Ryu's neutral attacks (both tapped and held variants), tilts, smash attacks, aerials, and special moves (for the variants of Hadoken, it must be at point blank range).

On-screen appearance

  • Walks onto the stage from some mist in the background, then gets into a fighting stance.

Taunts

  • Up Taunt: Pulls his headband's ends taunt, while stating "Come on!" Unlike in Smash 4, Ryu does not turn around during the taunt.
  • Side Taunt: Ryu holds his fist forwards, and declares "Talk is cheap!"
  • Down Taunt: Stomps on the ground and grunts. This is his taunt from most of the Vs. Capcom series games.

Idle poses

  • Adjusts his gloves.
  • Wriggles the fingers on both hands, then crosses his arms and pumps them.

Victory poses

  • Winds back and does a pose with his right fist facing the camera; his victory pose from Street Fighter IV. In English, he says "Give it your all!", while in Japanese, he says 必殺のタイミングを計れ! (Gauge the timing of your sure-kill!), one of his victory quotes from Street Fighter III: 3rd Strike.
  • Slings his bag over his shoulder while saying "The journey has just begun." In Japanese, he says 旅はまだ… 始まったばかりだ (Yet the journey... has just begun.), one of his victory quotes from Street Fighter Alpha 3.
  • Punches once before doing a victorious uppercut, referencing one of his more recurring win poses. In English, he says "Your range is one fist short", while in Japanese, he says その間合いじゃ、拳半分届かない!, (That range of yours doesn't reach half a fist!), another one of his victory quotes from Street Fighter III: 3rd Strike.
A remix of the victory theme from Street Fighter II.

Classic Mode: Seeking a Challenge

Ryu's opponents are all references to characters that appear in Street Fighter II and are stamina battles with all of the stages being in Ω form. The Bonus Stage also comes earlier, similar to the car mini-game from said title. The final boss fight also includes Ken as a teammate. His song in the credits is "Ryu Stage".

Round Opponent Stage Music
1 Ken Suzaku Castle (Ω form) Ken Stage Type A
2 Zero Suit Samus Onett (Ω form) Chun-Li Stage Type A
3 Incineroar Boxing Ring (Ω form) Zangief Stage Type A
4 Donkey Kong Kongo Falls (Ω form) Blanka Stage Type A
Bonus Stage
5 Giant Little Mac Boxing Ring (Ω form) Balrog Stage Type A
6 Meta Knight Arena Ferox (Ω form) Vega Stage Type A
Final Master Hand and Crazy Hand Final Destination M. Bison Stage Type A

Note: All of the matches play music from Street Fighter II regardless of the stage.

Role in World of Light

Although Ryu does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light.

Ryu only appears after the player clears the World Tour sub-area reminiscent of Street Fighter II by beating every spirit.

Spirits

Ryu's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. Unlocking Ryu in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a Fighter Spirit, it cannot be used in Spirit Battles and is purely aesthetic. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.

Alternate costumes

Palette swap (SSBU)
Ryu (SSBU) Ryu (SSBU) Ryu (SSBU) Ryu (SSBU) Ryu (SSBU) Ryu (SSBU) Ryu (SSBU) Ryu (SSBU)

Gallery

Character Showcase Video

Trivia

  • Ryu and Wii Fit Trainer are the only two characters (so far) whose full renders are not on the official Super Smash Bros. Ultimate website. In this case, the picture stops around his ankles.
  • Ryu's artwork pose resembles a pose from his official artwork for Street Fighter II: The World Warrior.
  • Ryu is the only fighter who was introduced in Super Smash Bros. 4 to have an Echo Fighter, that being Ken.
    • He is also the only third-party veteran to have an Echo Fighter, as Simon and Richter are both newcomers.
    • This also makes him the only character introduced as a newcomer through downloadable content in a previous game to have an Echo Fighter.
  • Ryu is one of three veterans from Super Smash Bros. 4 to have their Boxing Ring alias changed in Ultimate, the others being Mega Man and Link.
  • Ryu's classic mode has numerous references to Street Fighter II:
    • Each stage represents an opponent from the franchise: Zero Suit Samus (Chun-Li), Incineroar (Zangief), Green Donkey Kong (Blanka), Giant Little Mac (Boxer/Balrog), Meta Knight (Vega/Claw). Each character's theme plays during these fights on stages that resemble their Street Fighter 2 home stages.
      • These fights are identical to their Spirit Battles with only Blanka and Balrog being fought on different stages.
    • Ryu's bonus stage is in the middle, referencing Street Fighter's tendency to have bonus stages as midway points.
    • The final two bosses before the final boss is a reference to the "Four Heavenly Kings" who must be fought as the last fighters before Bison, in this case Balrog and Vega (minus Sagat) with Bison being the fourth king.
    • Ryu's final stage in Classic Mode is a reference to the artwork used for Street Fighter II': Champion Edition, which features a giant M. Bison towering over Ryu (represented in the game as both Master Hand and Crazy Hand) and the finale of Street Fighter II: The Animated Movie, where Ryu and Ken double team against M. Bison. Additionally, M. Bison's theme plays in the background during the final battle.

Notes

1.^ translates to "Toe Kick"
2.^ translates to "Uppercut Elbow"
3.^  translates to "High-Level Foot Edge Kick"
4.^ translates to "Front Kick"
5.^ translates to "Scooping Punch"
6.^ translates to "Shoulder Throw"
7.^ translates to "Circle Throw"