SSBU/Ryu/Techniques

Here are some advanced techniques that can be used to increase Ken's pressure or make doing certain actions easier

Shaku Bounce
bounce is when hits shield at an angle where it will refract, recreating the final hitbox so that it will do 6 hits on shield instead of 5 hits, thus dealing more shield damage. This is best explained by Mak The Knife: https://youtu.be/TGbE8lO0_UI

Execution
Perform one of the following based on this chart:

Application
It does more shield damage and because of the extra hit on shield, it also does more shield stun. This can allow Ryu to run up and to shield break.

Downsides
Most characters can crouch hover.

Short Hop Aerial B-Reverse/Wave-Bounce Focus Attack Dash Cancel (SHABRFADC/SHAWBFADC)
SHABRFADC and SHAWBFADC (no one remembers these acronyms) is a simple mixup way to keep the opponent guessing while keeping pressure. Introduced by GVO: https://youtu.be/Y6IApqHfHjw

Execution
This is done by canceling an aerial into a B-Reverse Focus Attack or a Wave-Bounce Focus Attack.

Application
This makes the aerial canceled incredibly safe on shield, especially against single hit OOS moves, and against other moves, it can easily avoid them with the momentum shift from the B-Reverse or Wave-Bounce. Then, if the opponent tries to be aggressive OOS, Ryu can release the attack. If they try to run away Ryu can dash cancel towards them. And, if they decide to hold shield, Ryu can go for a DDFADC. On hit, this can also be used as a mix up to get a bigger follow up.

Downsides
Ryu is stuck in focus for 26 frames minimum. That means that the opponent can react and grab Ken or do a multihit.

Descending Dragon Focus Attack Dash Cancel (DDFADC)
DDFADC is a good way to get more advantage on focus attack both on hit and on block. This is best explained by AndresFN: https://twitter.com/AndresFnSsb/status/1438924861246693377?s=20&t=HB4nt1TXgpC5GUfX12OqqQ

Execution
Do FA in the air and release the attack when close to the ground. For Ryu, release the attack when his feet are aligned with Ken’s knees. Then, dash cancel the focus attack on hit or block. When done perfectly, Ken will go straight into hard landing lag.

Application
When FA1 or FA2 hits shield while in the air and dash canceled low enough to the ground, the dash cancel animation gets canceled into hard landing lag (4 frames) this makes FADC1 at most +8 on block and FADC2 at most +6 on block. Both do a lot of shield damage. On everyone you can buffer input shoryuken to shield break the opponent. If FA2 is done on shield, you can buffer up B to shield break the opponent. Because shoryuken is frame 6, if DDFADC is done perfectly, the opponent cannot escape the shield break. On hit, Ryu can set up into a landing aerial after DDFA2, which on normal FA2 he cannot do.

Downsides
The downside to this tech is that it is very reactable. This will need some conditioning and setplay to be able to hit. Ryu can always opt to go for something else like a shield poke because of the amount of shield damage done.

Command Orientation Input Lock (COIL) and Double Tap COIL (DTCOIL)
Best explained by Zegis/SecSho Resources: https://youtu.be/dcoSzJDT6Xk

Although Terry gets best use out of this with his charge input, Ken and Ryu can get some use out of this.

Execution
Coil is executed by pressing and holding a direction on the CStick while pressing a direction on the control stick. So for example, while pressing forward on the control stick, press and hold down on the CStick, then release the control stick and the forward input is saved. Now, shoryuken can be done by pressing down, then releasing the CStick then doing the hadoken input. DTCOIL can be executed by holding the desired direction to be COILed, pressing the CStick in the same direction twice and holding the second CStick press fast enough that only ONE tilt happens. Here are extra docs on COIL: https://drive.google.com/file/d/1MxJocVcTAwDd1sqZDwpqWTproHHMjSDD/view https://drive.google.com/file/d/1JKnUK24mrs8QLl4KFSFwuACU-HLwCJDF/view

Application
The best use Ken and Ryu get out of COIL is for ledge trumping, often called tatsu trumping. This is done by: COILing the down input for tatsu run off stage Do a half circle towards the stage release the CStick at the down input press B at the end of the input A tatsu towards the ledge will happen and Ken will grab the ledge.

Downsides
While using normal COIL Ryu cannot use normal attacks, grabs, or pick up items With DTCOIL Ryu cannot do tilts on the CStick. COIL is actually a common execution error done by shoto players. When doing a dash walk ldtilt xx roundhouse/hadoken, if the CStick is released too late, a shoryuken will happen because the forward input of the dash walk was COILed.

Kara Canceling
Kara Canceling is the newest flashy tech that can be used to catch the opponent by surprise.

Execution
Kara canceling is executed by canceling the startup of dsmash into any input special. Just finish the input before frame 6 of dsmash. Yes, that means that dsmash can be canceled on whiff of the first active frame of the move. Doing kara cancel is a bit tricky as there are only 5 frames total to do an input and press the button to get the special out. This can get easier if done while charging dsmash as the input can be started while charging the dsmash, then release dsmash and finish the input. Charge dsmash with the A button, then release A while doing the input, then press the B button for the special. The key is that there cannot be a frame where A and B are pressed at the same time. COIL can also be used to get one direction of the input, then do dsmash and finish the input. Negative edge can also be used to get a kara cancel by using A+B smash. To do this, release the B button to do the dsmash, then release the A button to do the negative edge special. This is not really useful though because it will only give the light version.

Application
If tatsu is kara canceled on frame 4-5 of dsmash it gains a speed boost and will go farther. This is useful if playing against characters like pikachu who have weak, low profile projectiles. Do dsmash, have dsmash clank with the projectile, then kara cancel into tatsu to get a quick punish. Ryu can gets better use than Ken with kara canceling because his tatsu kills. Kara cancel tatsu with the speed boost will have a larger unreactable burst range, so it can be done raw to kill when the opponent least expects it. This burst range increases online. Another application of kara tatsu is for shield breaks. After a shaku bounce, Ryu can go for kara tatsu to shield break the opponent.

Downside
Most specials are not safe if blocked or whiffed.

Baby dash/Micro dash
Baby dash/micro dash Because of some weird physics engine stuff, Ken and Ryu have access to a shorter dash. Found by Ayerbe: https://twitter.com/Shieldlesscap/status/1385023304654860289?s=20&t=LTlkxiBVpShNm9UiuiBjDQ

Execution
First, backdash. Then, on frame 1-3 of the backdash (while they are walking), forward dash. Dashing forward on the first frame will shorten the dash more than dashing forward on the second frame or the third frame.

Application
Baiting the opponent to react to forward dash to then make them whiff because a baby dash was done to make Ryu stop short of their punish.

Downsides
Very hard to do. Aren't many benefits from doing it.