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Perform one of the following based on this chart:
Perform one of the following based on this chart:
{{#invoke:Tier List|drawTierList
{{#invoke:Tier List|drawTierList
|SSBU
|Works All The Time;Yoshi
|Works All The Time;Yoshi
|Ground Shakunetsu;Banjo & Kazooie,Diddy Kong,Dr. Mario,Duck Hunt,Fox,Greninja,Inkling,Isabelle,Squirtle,Bulbasaur,Kirby,Lucas,Luigi,Mario,Mega Man,Meta Knight,Mii Gunner,Mr. Game & Watch, Pac-Man, Peach, Pichu, Pikachu, Olimar, Sora, Toon Link, Villager, Wario
|Ground Shakunetsu;Banjo & Kazooie,Diddy Kong,Dr. Mario,Duck Hunt,Fox,Greninja,Inkling,Isabelle,Squirtle,Ivysaur,Kirby,Lucas,Luigi,Mario,Mega Man,Meta Knight,Mii Gunner,Mr. Game & Watch, Pac-Man, Peach, Pichu, Pikachu, Olimar, Sora, Toon Link, Villager, Wario
|Hover Shakunetsu;Bayonetta,Bowser,Bowser Jr.,Byleth,Captain Falcon,Charizard,Cloud,Corrin,Donkey Kong,Falco,Ganondorf,Hero,Ice Climbers,Ike,Incineroar,Jigglypuff,Joker,Kazuya,King Dedede,King K. Rool, Link, Little Mac, Lucario, Marth, Lucina, Mewtwo, Mii Brawler, Mii Swordfighter,Min Min,Ness,Palutena,Piranha Plant,Pit,Dark Pit, Pyra, Mythra,Ridley,R.O.B.,Robin,Rosalina & Luma,Roy,Chrom,Ryu,Ken,Samus,Dark Samus,Sephiroth,Sheik,Shulk,Simon,Snake,Sonic,Steve,Terry,Wii Fit Trainer,Wolf,Young Link,Zelda,Zero Suit Samus
|Hover Shakunetsu;Bayonetta,Bowser,Bowser Jr.,Byleth,Captain Falcon,Charizard,Cloud,Corrin,Donkey Kong,Falco,Ganondorf,Hero,Ice Climbers,Ike,Incineroar,Jigglypuff,Joker,Kazuya,King Dedede,King K. Rool, Link, Little Mac, Lucario, Marth, Lucina, Mewtwo, Mii Brawler, Mii Swordfighter,Min Min,Ness,Palutena,Piranha Plant,Pit,Dark Pit, Pyra, Mythra,Ridley,R.O.B.,Robin,Rosalina & Luma,Roy,Chrom,Ryu,Ken,Samus,Dark Samus,Sephiroth,Sheik,Shulk,Simon,Snake,Sonic,Steve,Terry,Wii Fit Trainer,Wolf,Young Link,Zelda,Zero Suit Samus
}}
}}
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== Descending Dragon Focus Attack Dash Cancel (DDFADC) ==
== 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.
DD{{clr|special|FADC}} is a good way to get more advantage on {{clr|special|Focus Attack}} both on hit and on block.
This is best explained by AndresFN: https://twitter.com/AndresFnSsb/status/1438924861246693377?s=20&t=HB4nt1TXgpC5GUfX12OqqQ
This is best explained by AndresFN: https://twitter.com/AndresFnSsb/status/1438924861246693377?s=20&t=HB4nt1TXgpC5GUfX12OqqQ


==== Execution ====
==== 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.
Do {{clr|special|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 {{clr|special|Focus Attack}} on hit or block. When done perfectly, Ryu will go straight into hard landing lag.
==== Application ====
==== 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.
When {{clr|special|FA1}} or {{clr|special|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 {{clr|special|DDFADC1}} at most +8 on block and {{clr|special|DDFADC2}} at most +6 on block. Both do a lot of shield damage. On everyone you can buffer input {{clr|special|Shoryuken}} to shield break the opponent. If {{clr|special|DDFADC2}} is done on shield, you can buffer {{clr|special|USpecial}} to shield break the opponent. Because {{clr|special|Shoryuken}} is frame 6, if {{clr|special|DDFADC}} is done perfectly, the opponent cannot escape the shield break. On hit, Ryu can set up into a landing aerial after {{clr|special|DDFADC2}}, which on normal FA2 he cannot do.
==== Downsides ====
==== 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.
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.
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Although Terry gets best use out of this with his charge input, Ken and Ryu can get some use out of this.
Although Terry gets best use out of this with his charge input, Ken and Ryu can get some use out of this.
==== Execution ====
==== 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.
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, {{clr|special|Shoryuken}} can be done by pressing down, then releasing the CStick then doing the {{clr|special|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.
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:
Here are extra docs on COIL:
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==== Application ====
==== Application ====
The best use Ken and Ryu get out of COIL is for ledge trumping, often called tatsu trumping. This is done by:
The best use Ken and Ryu get out of COIL is for ledge trumping, often called {{clr|special|Tatsu}} trumping. This is done by:
COILing the down input for tatsu
COILing the down input for {{clr|special|Tatsu}}
run off stage
run off stage
Do a half circle towards the stage
Do a half circle towards the stage
release the CStick at the down input
release the CStick at the down input
press B at the end of the input
press B at the end of the input
A tatsu towards the ledge will happen and Ken will grab the ledge.
A {{clr|special|Tatsu}} towards the ledge will happen and Ryu will grab the ledge.
==== Downsides ====
==== Downsides ====
While using normal COIL Ryu cannot use normal attacks, grabs, or pick up items
While using normal COIL Ryu cannot use normal attacks, grabs, or pick up items
With DTCOIL Ryu cannot do tilts on the CStick.
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.
COIL is actually a common execution error done by Shoto players. When doing a dash walk {{clr|tilt|LDTilt}} xx {{clr|special|Shakunetsu}}/{{clr|special|Hadoken}}, if the CStick is released too late, a {{clr|special|Shoryuken}} will happen because the forward input of the dash walk was COILed.


== Kara Canceling ==
== Kara Canceling ==
Kara Canceling is the newest flashy tech that can be used to catch the opponent by surprise.
Kara Canceling is the newest flashy tech that can be used to catch the opponent by surprise.
==== Execution ====
==== 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.
Kara canceling is executed by canceling the startup of {{clr|smash|DSmash}} into any input special. Just finish the input before frame 6 of {{clr|smash|DSmash}}. Yes, that means that {{clr|smash|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 {{clr|smash|DSmash}} as the input can be started while charging the {{clr|smash|DSmash}}, then release {{clr|smash|DSmash}} and finish the input. Charge {{clr|smash|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 {{clr|smash|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 {{clr|smash|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 ====
==== 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.
If tatsu is kara canceled on frame 4-5 of {{clr|smash|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 {{clr|smash|DSmash}}, have {{clr|smash|DSmash}} clank with the projectile, then kara cancel into {{clr|special|Tatsu}} to get a quick punish. Ryu can gets better use than Ken with kara canceling because his {{clr|special|Tatsu}} kills. Kara cancel {{clr|special|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 {{clr|special|Tatsu}} is for shield breaks. After a {{clr|special|Shaku}} bounce, Ryu can go for kara {{clr|special|Tatsu}} to shield break the opponent.
==== Downside ====
==== Downside ====
Most specials are not safe if blocked or whiffed.
Most specials are not safe if blocked or whiffed.

Latest revision as of 11:39, 26 April 2023

Ryu


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

Shaku Bounce

Shaku bounce is when Shakunetsu 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 HFTilt to shield break.

Downsides

Most characters can crouch Shaku 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 Ryu 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, Ryu 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 DDFADC1 at most +8 on block and DDFADC2 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 DDFADC2 is done on shield, you can buffer USpecial 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 DDFADC2, 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 Ryu 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 Shakunetsu/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.

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