Juggling
Ryu does not want to set anything up to juggling. It would be much better to do a true ladder combo into a h.DP for a KO. But in the event that he does not get a KO, UAir is disjointed and good for covering landing attacks as well as HUTilt. You can just try to KO the opponent again if you hit UAir in a juggle.
Edgeguarding
Ryu won’t often go for edge guards. Really it’s best if the opponent for sure has to use their double jump. It’s not advised to edge guard if the opponent has a really long recovery and large hitbox on their USpecial that could potentially stage spike Ryu or worse. An example would be Byleth, Charizard, and Ken and Ryu. If possible, stuff them out before they get a chance to use their USpecial. Only other time edge guarding would be beneficial would be from combos. If Ryu hits a DAir at the ledge at an early percent a cool trick would be to cancel to Focus Attack and fall down then release the attack when they jump up next to Ryu then dash cancel, double jump, DAir, and cancel to Shoryuken to recover back to stage. Combo notation for that would be: DAir xx FA (hold until opponent is next to Ryu) > release > dash cancel > double jump > DAir xx Shoryuken.
Ledge Trapping
A common setup used is the three zones. The three zones are the pressure zone, neutral zone, and distance zone. The pressure zone is when Ryu is right on top of the ledge. It covers ledge getup and ledge jumps if Ryu is mashing tilts. It loses to ledge attack, ledge drop aerials, and ledge roll but Ryu can react to the roll and pressure that as well. The next zone is the distance zone. It is meant to cover ledge rolls to prevent losing stage control. It is also good for reacting to ledge jumps. It loses to ledge getup. The final zone is the neutral zone. It is right in between the pressure zone and the distance zone meant to be used to transition between the two other zones and react to ledge options and move there with Ryu’s walk to successfully punish it. Another setup is to stand at ledge roll distance and throw a light Hado as soon as the opponent grabs the ledge. This will cause them to delay ledge getup, ledge attack, and ledge jump, for if they do this, they will get hit by the Hadoken and be pushed off stage again. And if they decide to ledge roll, Ryu will be right there to punish that. Alternatively, Ryu can use a slow Shaku and if the opponent gets hit by it, Ryu can jump up and hit an aerial to potentially KO the opponent. This will cause them to wait so that their intangibility runs out. If they ledge getup or getup attack dash in and try for a combo starter. If they jump, use an air-to-air or Shoryuken. If they roll try for a combo starter. Be ready to transition to shield pressure if they do shield. After doing this for a little bit, be prepared for hasty ledge jumps to try and get out of the way before the Hado gets to the ledge. Finally, if the opponent decides to hang on the ledge, there are many ways Ryu can counter that. Depending on the character, Ryu’s LDTilt, HDTilt, and DSmash can hit the opponent’s ledge hang based on the chart below.
Another way to counter ledge hangs is to use Tatsu trumping. This is a way to ledge trump without having to deal with body blocking preventing ledge trumping. How to Tatsu trump is listed on this character’s Tech page under COIL.
Tech Chase Set-ups
PTilt/PJab Jab Lock
Do the first jab lock listed unless it gives a character orientation. "Head-side" means when you're standing by their head. "Feet-side" means when you're standing by their feet. Data by Lernonad:
PTilt > Jab 1 Jab Lock
"Head-side" means when you're standing by their head. "Feet-side" means when you're standing by their feet. Data by Kyronic:
Hadoken Jab Locks
At low to mid percents, DSmash will not send far enough to launch off stage. This means that the opponent will be on stage and in a tech scenario. At low percents, m.Hado will cover everything but roll in while l.Hado will cover everything but roll away. And at mid percents, h.Hado will cover everything but roll in and m.Hado will cover everything but roll away. And if the opponent doesn't tech, Hado will jab lock. Shakunetsu can also be used but it won't jab lock, it will launch.
If the opponent is launched to a platform for a tech, Hadoken can be used to cover the tech. If they get knocked off the platform and they were downed from a miss tech, they will pratfall and must try to tech again.
Focus Attack Reset
During tech chases near the ledge or on platforms, instead of going for a jab lock doing jump (short hop if on ground, full hop if on platform) Focus Attack can apply additional pressure and get more reward if successful. Focus Attack will cover all options against opponents with getup attack that are single hit on both sides. If the tech chase is at center stage then this does not cover all options. If Focus lands late and the opponent shields you can dash cancel and go to a DDFADC shield break. Otherwise, FA should be charged enough to get a follow up combo.
Shield Break Set-ups
Ryu doesn't have many shield break set-ups, unlike Ken.
- LDTilt/LUTilt > HFTilt
- The easiest shield break
- Works on everyone
- Shaku > HFTilt
- Best done with Shaku-Bounce
- See how to do it depending on the character here
- Best done with Shaku-Bounce
- Sour FAir xx h.Shoryu
- There is a one frame gap where the opponent can release shield, but they will be hit
- Works on everyone
- DDFADC1/2 > h.Shoryu
- This has a slow enough startup where the opponent can react and get out of the way
- Works on everyone
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
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