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|overview={{StockIcon|SSBU|Ryu|25px}} has numerous tools to play most situations in the game well. |
|overview={{StockIcon|SSBU|Ryu|25px}} has numerous tools to play most situations in the game well. |
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For neutral, he has many strong poking tools. Mainly, Ryu will lean on his single hit fireball ({{clr|special|Hadouken}}) and his multihit fireball ({{clr|special|Shakunetsu}}). Ryu’s best close range move is {{clr|tilt| |
For neutral, he has many strong poking tools. Mainly, Ryu will lean on his single hit fireball ({{clr|special|Hadouken}}) and his multihit fireball ({{clr|special|Shakunetsu}}). Ryu’s best close range move is {{clr|tilt|Light Down Tilt}}. It is Ryu's primary combo starter, frame 2, and can be canceled into all of his special moves as well as itself. The most common combo ender for Ryu is {{clr|special|Shoryuken}}. It's fast at frame 6 and packs a powerful punch. Although he has a hard time while in disadvantage, {{clr|special|Focus Attack}} is important to know how to use, for it is a frame 1 combo breaker. |
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At close range Ryu will use his quick frame data to outbox most of the cast, but at midrange is where Ryu really shines. Ryu will be using fireball to encourage sloppy jump ins, and use his good anti-airs like {{clr|tilt| |
At close range Ryu will use his quick frame data to outbox most of the cast, but at midrange is where Ryu really shines. Ryu will be using fireball to encourage sloppy jump ins, and use his good anti-airs like {{clr|tilt|Heavy Up Tilt}} and {{clr|tilt|Light Forward Tilt}} to punish. If he isn't throwing fireballs. He will be looking for either a poke in the form of {{clr|tilt|LFTilt}} or {{clr|tilt|LDTilt}}, or he will be looking for a jump in aerial. Meanwhile, at long range, Ryu will mostly be throwing fireballs to encourage approaching into midrange. |
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All of Ryu's aerials are also very good. {{clr|aerial|NAir}} is a combo starter, forces tech chases, and is a quick OOS option. {{clr|aerial|FAir}} is for spacing. {{clr|aerial|BAir}} is for KOing and low percent combos. {{clr|aerial|UAir}} is a combo extender and juggle tool. They can all be canceled into any of his special moves. |
All of Ryu's aerials are also very good. {{clr|aerial|NAir}} is a combo starter, forces tech chases, and is a quick OOS option. {{clr|aerial|FAir}} is for spacing. {{clr|aerial|BAir}} is for KOing and low percent combos. {{clr|aerial|UAir}} is a combo extender and juggle tool. They can all be canceled into any of his special moves. |
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*Neutral |
*Neutral |
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**Auto-turn also causes the '''FGCs''' ({{StockIcon|SSBU|Ryu|25px}}, {{StockIcon|SSBU|Ken|25px}}, {{StockIcon|SSBU|Terry|25px}}, and {{StockIcon|SSBU|Kazuya|25px}}) to be able to walk backwards while facing forwards. This can be used for micro spacing, as Ryu has a fast initial walk speed. This also messes with their backdash. On the first 3 frames of backdash, Ryu actually walks before doing the backdash. |
**Auto-turn also causes the '''FGCs''' ({{StockIcon|SSBU|Ryu|25px}}, {{StockIcon|SSBU|Ken|25px}}, {{StockIcon|SSBU|Terry|25px}}, and {{StockIcon|SSBU|Kazuya|25px}}) to be able to walk backwards while facing forwards. This can be used for micro spacing, as Ryu has a fast initial walk speed. This also messes with their backdash. On the first 3 frames of backdash, Ryu actually walks before doing the backdash. |
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**Auto-turn also requires {{term|reverse aerial rush |
**Auto-turn also requires {{term|RAR|reverse aerial rush}} to be done correctly in order for them to turn around and jump. This makes doing {{clr|aerial|BAir}} in neutral and in combos a lot harder than other characters, as other characters can mess up the {{term|RAR|reverse aerial rush}} in some way and still be able to get a {{clr|aerial|BAir}} in their intended direction. |
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*OOS |
*OOS |
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**Ryu can release shield and then do {{smash|USmash}} or jump to do an auto-turn before doing the following action while also skipping {{term|shield drop|shield drop}} frames. |
**Ryu can release shield and then do {{clr|smash|USmash}} or jump to do an auto-turn before doing the following action while also skipping {{term|shield drop|shield drop}} frames. |
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**Ryu cannot do auto-turn {{grab}} or any other auto-turn attacks {{term|out of shield|OOS}} without going through {{term|shield drop|shield drop}} frames. |
**Ryu cannot do auto-turn {{clr|grab|Grab}} or any other auto-turn attacks {{term|out of shield|OOS}} without going through {{term|shield drop|shield drop}} frames. |
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|unique_mechanic2_name = Input System |
|unique_mechanic2_name = Input System |
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|unique_mechanic2 = ''Light/Heavy Normals'' |
|unique_mechanic2 = ''Light/Heavy Normals'' |
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Ryu has access to light and heavy jabs and tilts. |
Ryu has access to light and heavy jabs and tilts. |
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*Accessed by letting go of the attack button or CStick |
*Accessed by letting go of the attack button or CStick within the first 5 frames of startup. |
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**FTilt: release the attack button or CStick within the first 5 frames. |
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*For light normals, they will transition into the first frame of their move as soon as the attack button is released. |
*For light normals, they will transition into the first frame of their move as soon as the attack button is released. |
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**For example, if CStick up was held for 2 frames to get a {{tilt|LUTilt}}, on frame 3, the hitbox for {{tilt|LUTilt}} will not come out. The hitbox will come out 3 frames later as {{tilt|LUTilt}} has 3 frames startup. This can be fixed by buffering the light tilt. |
**For example, if CStick up was held for 2 frames to get a {{clr|tilt|LUTilt}}, on frame 3, the hitbox for {{clr|tilt|LUTilt}} will not come out. The hitbox will come out 3 frames later as {{clr|tilt|LUTilt}} has 3 frames startup. This can be fixed by buffering the light tilt. |
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**Can cause medium tilts. |
**Can cause medium tilts. |
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***Holding the CStick up for 4- |
***Holding the CStick up for 4-5 frames will give Ryu the upper body intangibility of {{clr|tilt|HUTilt}}, but because the CStick was released before frame 6, it will transition to {{clr|tilt|LUTilt}}. |
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''Proximity Normals'' |
''Proximity Normals'' |
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Ryu has access to proximity normals, being {{tilt|Proximity Heavy Jab (Pjab)}} and {{tilt|Proximity Light Ftilt (Ptilt)}}. |
Ryu has access to proximity normals, being {{clr|tilt|Proximity Heavy Jab (Pjab)}} and {{clr|tilt|Proximity Light Ftilt (Ptilt)}}. |
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*They are accessed by doing the corresponding attack while close to the opponent, and both are meant for special canceling into specials for combos. |
*They are accessed by doing the corresponding attack while close to the opponent, and both are meant for special canceling into specials for combos. |
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*Limits to proximity detection: |
*Limits to proximity detection: |
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**Buffering attacks will lock the proximity detection to what it was at the beginning of the buffered sequence. |
**Buffering attacks will lock the proximity detection to what it was at the beginning of the buffered sequence. |
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***For example, buffering dash walk {{tilt|LUTilt}} > {{tilt|PJab}} can give you a {{tilt|LUTilt}} > {{tilt|HJab}} because all moves were buffered and the {{tilt|LUTilt}} was pressed when Ken was outside of proximity range. |
***For example, buffering dash walk {{clr|tilt|LUTilt}} > {{clr|tilt|PJab}} can give you a {{clr|tilt|LUTilt}} > {{clr|tilt|HJab}} because all moves were buffered and the {{clr|tilt|LUTilt}} was pressed when Ken was outside of proximity range. |
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''Command Input Specials'' - |
''Command Input Specials'' - |
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Command inputs are important to learn as some specials are only input specials. Input specials have an added damage multiplier on them, and some input specials have better stats like extra intangibility. Numpad notation is the easiest way to describe inputs. |
Command inputs are important to learn as some specials are only input specials. Input specials have an added damage multiplier on them, and some input specials have better stats like extra intangibility. Numpad notation is the easiest way to describe inputs. |
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''Negative Edge'' - Negative edge is a way to do specials by releasing the attack buttons instead of pressing the buttons. |
''Negative Edge'' - Negative edge is a way to do specials by releasing the attack buttons instead of pressing the buttons. |
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Typically, negative edge is considered bad and not useful at all, as it will always give the light version of the special. The most common occurrence of negative edge is when trying to recover to stage with {{special|USpecial}} but getting hit right before inputting {{special|USpecial}} and while in hitstun, the Ryu player will release the attack button and the buffer system outputs {{special| |
Typically, negative edge is considered bad and not useful at all, as it will always give the light version of the special. The most common occurrence of negative edge is when trying to recover to stage with {{clr|special|USpecial}} but getting hit right before inputting {{clr|special|USpecial}} and while in hitstun, the Ryu player will release the attack button and the buffer system outputs Light {{clr|special|Shoryuken}}, causing Ryu to not reach the ledge and {{term|self destruct|SD}}. |
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|unique_mechanic3_name = Command Input Specials |
|unique_mechanic3_name = Command Input Specials |
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|unique_mechanic3 = Doing a command input with the control stick then pressing the attack or special button (or sometimes grab button) will result in Ryu doing that corresponding special. Doing the command input will give a damage boost to the special and some specials can only be done with command inputs. |
|unique_mechanic3 = Doing a command input with the control stick then pressing the attack or special button (or sometimes grab button) will result in Ryu doing that corresponding special. Doing the command input will give a damage boost to the special and some specials can only be done with command inputs. |
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[[File:NumpadNotation.png]] |
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[[File:NumpadNotation.png|500px|center]] |
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Note that 6 is forward and 4 is backwards. Another common way to write inputs is in tekken notation. Tekken notation is just the first letter of each direction with diagonals being the first letter of each cardinal direction separated by a slash (e.g. down-forward = d/f). |
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[[File:CommandInputs Ryu.png]] |
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Note that 6 is forward and 4 is backwards. Another common way to write inputs is in Tekken notation. Tekken notation is just the first letter of each direction with diagonals being the first letter of each cardinal direction, separated by a slash (e.g. down-forward = d/f). |
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Note that command inputs in Smash are very lenient. All inputs do not need the final horizontal input and can finish on the diagonal down input with the exception of half circle inputs (41236/63214). Inputs that start on a horizontal input can start on the diagonal down input. (examples: half circles can be done by doing 1236 and {{special|Shoryuken (DP)s}} can be done by doing 323, and extra inputs in the middle can be included in the input. (Example: {{special|DPs}} can be done by doing 6236 or 63236. |
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[[File:CommandInputs Ryu.png|500px|center]] |
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Note that command inputs in Smash are very lenient. All inputs do not need the final horizontal input and can finish on the diagonal down input with the exception of half circle inputs (41236/63214). Inputs that start on a horizontal input can start on the diagonal down input. (examples: half circles can be done by doing 1236 and {{clr|special|Shoryuken (DP)s}} can be done by doing 323, and extra inputs in the middle can be included in the input. (Example: {{clr|special|DPs}} can be done by doing 6236 or 63236. |
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|unique_mechanic4_name = Special Canceling |
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|unique_mechanic4 = Ryu can cancel the endlag of most normals into a special. All moves that are special cancellable can become a lot safer. They are special cancellable on the first frame of {{term|hitstun|hitstun}}/{{term|shieldstun|shieldstun}}, so on shield they become +[frames of shieldstun] on block. Example: {{clr|tilt|Jab 1}} has 3 frames of {{term|shieldstun|shieldstun}} but is -10 on shield. When special canceled, it becomes +3 on shield. |
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|weight = 103 |
|weight = 103 |
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|spotDodge = 3~17F int |
|spotDodge = 3~17F int |
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|airDodge = 3~27F int (Neutral) <br> 3~21F int (Directional) |
|airDodge = 3~27F int (Neutral) <br> 3~21F int (Directional) |
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|uro = [[#Tatsumaki Senpukyaku|Tatsumaki]] |
|uro = [[#Tatsumaki Senpukyaku|Tatsumaki]] |
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|fastestOOS = [[#Shoryuken|Shoryuken]] ( |
|fastestOOS = [[#Shoryuken|Shoryuken]] (6F) |
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}} |
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{{Content Box|header=Special Canceling |
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|content=Ryu can cancel the endlag of most normals into a special. All moves that are special cancellable can become a lot safer. They are special cancellable on the first frame of {{term|hitstun}}/{{term|shieldstun}}, so on shield they become +[frames of shieldstun] on block. Example: {{tilt|Jab 1}} has 3 frames of {{term|shieldstun|shieldstun}} but is -10 on shield. When special canceled, it becomes +3 on shield. |
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}} |
}} |
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==Normal Moves== |
==Normal Moves== |
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{{TOC limit|2}} |
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{{#vardefine:cargoTable|SSBU_MoveData}} |
{{#vardefine:cargoTable|SSBU_MoveData}} |
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=== Jab 1 === |
=== {{clr|tilt|Jab 1}} === |
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<big>Tap {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Jab1 |
|attack=Jab1 |
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}} |
}} |
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=== Jab 2 === |
=== {{clr|tilt|Jab 2}} === |
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<big>Tap {{Prompt|A}} after {{clr|tilt|Jab 1}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Jab12 |
|attack=Jab12 |
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Line 100: | Line 105: | ||
}} |
}} |
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=== Jab 3 === |
=== {{clr|tilt|Jab 3}} === |
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<big>Tap {{Prompt|A}} after {{clr|tilt|Jab 2}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Jab123 |
|attack=Jab123 |
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Line 109: | Line 115: | ||
}} |
}} |
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=== Proximity Jab === |
=== {{clr|tilt|Proximity Jab}} === |
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<big>Hold {{Prompt|A}} while close to the opponent</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Proximity Jab (PJab) |
|attack=Proximity Jab (PJab) |
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}} |
}} |
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=== Heavy Jab === |
=== {{clr|tilt|Heavy Jab}} === |
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<big>Hold {{Prompt|A}} while far from the opponent</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Heavy Jab (HJab) |
|attack=Heavy Jab (HJab) |
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|description= |
|description= |
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*Fast anti air |
*Fast anti air |
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{{clr|tilt|Heavy Jab}} is good for trying to prevent the opponent from short hopping onto Ryu. It does not have any intangibility, and has less kill power than Ken’s {{clr|special|Roundhouse Kick}} but it is not locked behind an input. |
{{clr|tilt|Heavy Jab}} is good for trying to prevent the opponent from short hopping onto Ryu. It does not have any intangibility, and has less kill power than Ken’s {{clr|special|Roundhouse Kick}} but it is not locked behind an input. This move can often be called Roundhouse. |
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}} |
}} |
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=== Proximity Forward Tilt === |
=== {{clr|tilt|Proximity Forward Tilt}} === |
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<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + Tap {{Prompt|A}} while close to the opponent</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Proximity FTilt (PTilt) |
|attack=Proximity FTilt (PTilt) |
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*Best used to counteract SDI away |
*Best used to counteract SDI away |
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*Startup of the move starts when the A button is released |
*Startup of the move starts when the A button is released |
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*Main jab lock starter |
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This is Ryu’s best combo move because the angle sends the opponent into Ryu instead of slightly up like {{clr|tilt|PJab}}. Although this move faces the same problems of being a proximity normal, it is faster than {{clr|tilt|PJab}}, and if proximity detection doesn’t give {{clr|tilt|PTilt}}, {{clr|tilt|LFTilt}} does put the opponent in a favorable position to continue pressure. Being faster, {{clr|tilt|LUTilt}} > {{clr|tilt|PTilt}} becomes a true combo at 32%. For Ryu, the only downside {{clr|tilt|PTilt}} has compared to {{clr|tilt|PJab}} is the damage. |
This is Ryu’s best combo move because the angle sends the opponent into Ryu instead of slightly up like {{clr|tilt|PJab}}. Although this move faces the same problems of being a proximity normal, it is faster than {{clr|tilt|PJab}}, and if proximity detection doesn’t give {{clr|tilt|PTilt}}, {{clr|tilt|LFTilt}} does put the opponent in a favorable position to continue pressure. Being faster, {{clr|tilt|LUTilt}} > {{clr|tilt|PTilt}} becomes a true combo at 32%. For Ryu, the only downside {{clr|tilt|PTilt}} has compared to {{clr|tilt|PJab}} is the damage. |
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}} |
}} |
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=== Light Forward Tilt === |
=== {{clr|tilt|Light Forward Tilt}} === |
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<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + Tap {{Prompt|A}} while far from the opponent</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Light FTilt (LFTilt) |
|attack=Light FTilt (LFTilt) |
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}} |
}} |
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=== Heavy Forward Tilt === |
=== {{clr|tilt|Heavy Forward Tilt}} === |
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<big>{{Prompt|Analog Left}} / {{Prompt|Analog Right}} + Hold {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Heavy FTilt (HFTilt) |
|attack=Heavy FTilt (HFTilt) |
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}} |
}} |
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=== Light Up Tilt === |
=== {{clr|tilt|Light Up Tilt}} === |
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<big>{{Prompt|Analog Up}} + Tap {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Light UTilt (LUTilt) |
|attack=Light UTilt (LUTilt) |
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}} |
}} |
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=== Heavy Up Tilt === |
=== {{clr|tilt|Heavy Up Tilt}} === |
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<big>{{Prompt|Analog Up}} + Hold {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Heavy UTilt (HUTilt) |
|attack=Heavy UTilt (HUTilt) |
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}} |
}} |
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=== Light Down Tilt === |
=== {{clr|tilt|Light Down Tilt}} === |
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<big>{{Prompt|Analog Down}} + Tap {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Light DTilt (LDTilt) |
|attack=Light DTilt (LDTilt) |
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}} |
}} |
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=== Heavy Down Tilt === |
=== {{clr|tilt|Heavy Down Tilt}} === |
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<big>{{Prompt|Analog Down}} + Hold {{Prompt|A}}</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=Heavy DTilt (HDTilt) |
|attack=Heavy DTilt (HDTilt) |
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}} |
}} |
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=== Dash Attack=== |
=== {{clr|tilt|Dash Attack}} === |
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<big>{{Prompt|A}} while dashing or running</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=DA |
|attack=DA |
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== Smash Attacks == |
== Smash Attacks == |
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=== {{clr|smash|Forward Smash}} === |
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<big>{{Prompt|Analog Smash Left}} / {{Prompt|Analog Smash Right}} + {{Prompt|A}} (HOLD OK)</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=FSmash |
|attack=FSmash |
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*A standard {{clr|smash|FSmash}} with a tipper sweet spot and a close sour spot. |
*A standard {{clr|smash|FSmash}} with a tipper sweet spot and a close sour spot. |
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Ryu reels back then kicks forward. It is very strong but is really only used for reads. |
Ryu reels back then kicks forward. It is very strong but is really only used for reads. |
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<small> </small> |
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}} |
}} |
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=== {{clr|smash|Up Smash}} === |
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<big>{{Prompt|Analog Smash Up}} + {{Prompt|A}} (HOLD OK)</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=USmash |
|attack=USmash |
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*Frame 1 hurtbox shift downwards to crouch under attacks. Useful against characters that mash rising aerials on shield. |
*Frame 1 hurtbox shift downwards to crouch under attacks. Useful against characters that mash rising aerials on shield. |
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Standard {{clr|smash|USmash}}. Basically just {{clr|special|Shoryuken}} Lite because it has arm intangibility and is relatively safe OOS. Auto-turn {{clr|smash|USmash}} OOS can be done by releasing shield, then on the next frame do {{clr|smash|USmash}}. It will cancel the rest of the shield drop animation with {{clr|smash|USmash}} while also turning around if the opponent did a cross-up. |
Standard {{clr|smash|USmash}}. Basically just {{clr|special|Shoryuken}} Lite because it has arm intangibility and is relatively safe OOS. Auto-turn {{clr|smash|USmash}} OOS can be done by releasing shield, then on the next frame do {{clr|smash|USmash}}. It will cancel the rest of the shield drop animation with {{clr|smash|USmash}} while also turning around if the opponent did a cross-up. |
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<small> </small> |
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}} |
}} |
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=== {{clr|smash|Down Smash}} === |
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<big>{{Prompt|Analog Smash Down}} + {{Prompt|A}} (HOLD OK)</big> |
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{{SSBU Move Card |
{{SSBU Move Card |
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|attack=DSmash |
|attack=DSmash |
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**Kara cancel has special effects |
**Kara cancel has special effects |
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{{clr|smash|DSmash}} is Ryu’s longest range poke. The 7.0.0 buff made this move amazing. On block, it can be canceled into {{clr|special|Shakunetsu}} for amazing shield damage. On hit, at low percents it can combo into {{clr|special|Hado}} or {{clr|special|Shaku}}. At mid percents it will send into a tech chase and should be canceled into {{clr|special|Hado}} to jab lock them or cover tech in place, or {{clr|special|Tatsu}} to quickly approach the opponent. At high percents, it should be canceled into {{clr|special|Hado}} to cover a double jump when the opponent is off stage. This move, like all moves, can be kara canceled into all specials, but {{clr|smash|DSmash}} gets better use from it due to the special properties it gives {{clr|special|Tatsu}}. {{clr|smash|DSmash}} can be charged then kara canceled to be safe or to bait the opponent into a false sense of security for a kill. |
{{clr|smash|DSmash}} is Ryu’s longest range poke. The 7.0.0 buff made this move amazing. On block, it can be canceled into {{clr|special|Shakunetsu}} for amazing shield damage. On hit, at low percents it can combo into {{clr|special|Hado}} or {{clr|special|Shaku}}. At mid percents it will send into a tech chase and should be canceled into {{clr|special|Hado}} to jab lock them or cover tech in place, or {{clr|special|Tatsu}} to quickly approach the opponent. At high percents, it should be canceled into {{clr|special|Hado}} to cover a double jump when the opponent is off stage. This move, like all moves, can be kara canceled into all specials, but {{clr|smash|DSmash}} gets better use from it due to the special properties it gives {{clr|special|Tatsu}}. {{clr|smash|DSmash}} can be charged then kara canceled to be safe or to bait the opponent into a false sense of security for a kill. |
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<small> </small> |
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}} |
}} |
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== Aerials == |
== Aerials == |
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=== {{clr|aerial|Neutral Aerial}} === |
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<big>Airborne {{Prompt|A}}</big> |
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{{MoveDataCargo |
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{{SSBU Move Card |
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| title = NAir |
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|attack=NAir |
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| subtitle = |
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|specificHits=yes |
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| input = Neutral Aerial |
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|description= |
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| images = |
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{{MoveDataCargoImage|RyuNAir_0|1|caption=}} |
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{{MoveDataCargoImage|RyuNAir_1|1|caption=}} |
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| hitboxes = |
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{{MoveDataCargoImage|RyuNAir_0|1|caption=|hitbox=yes}} |
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| info = |
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{{AttackDataCargo-SSBU/Query|RyuNAir_0/RyuNAir_1}} |
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*Special Cancellable only on the strong hit |
*Special Cancellable only on the strong hit |
||
{{clr|aerial|NAir}} is Ryu’s safest aerial. That being said, it is not as safe as it seems. To get {{clr|aerial|NAir}} to be -1, it has to hit as low as possible. Otherwise it will be anywhere from -9 to -5 on average. {{clr|aerial|NAir}} combos into grounded moves, sets up tech chases, and air-to-airs, though Ken’s {{clr|aerial|NAir}} is a little better at the last one. It is a very versatile move. Although it has lots of uses, it is very small. It will be beat out by anything that is faster than it or has more range than it. It being a small hitbox paired with Ryu’s bad air acceleration makes him an easy target for anti-airs. |
{{clr|aerial|NAir}} is Ryu’s safest aerial. That being said, it is not as safe as it seems. To get {{clr|aerial|NAir}} to be -1, it has to hit as low as possible. Otherwise it will be anywhere from -9 to -5 on average. {{clr|aerial|NAir}} combos into grounded moves, sets up tech chases, and air-to-airs, though Ken’s {{clr|aerial|NAir}} is a little better at the last one. It is a very versatile move. Although it has lots of uses, it is very small. It will be beat out by anything that is faster than it or has more range than it. It being a small hitbox paired with Ryu’s bad air acceleration makes him an easy target for anti-airs. |
||
<small> </small> |
|||
}} |
}} |
||
=== {{clr|aerial|Forward Aerial}} === |
|||
<big>Airborne {{Prompt|Analog Right}} + {{Prompt|A}}</big> |
|||
{{MoveDataCargo |
|||
{{SSBU Move Card |
|||
| title = FAir |
|||
|attack=FAir |
|||
| subtitle = |
|||
|specificHits=yes |
|||
| input = Forward Aerial |
|||
|description= |
|||
| images = |
|||
{{MoveDataCargoImage|RyuFAir_0|1|caption=}} |
|||
{{MoveDataCargoImage|RyuFAir_2|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuFAir_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuFAir_0/RyuFAir_1}} |
|||
{{AttackDataCargo-SSBU/Query|RyuFAir_2/RyuFAir_3}} |
|||
*Special Cancellable |
*Special Cancellable |
||
{{clr|aerial|FAir}} is great for air-to-airing because of its large range forward. But it really shines when using it to start combos. Hitting the back hitbox, often called sour {{clr|aerial|FAir}} or ass {{clr|aerial|FAir}}, pops the opponent up like {{clr|aerial|DAir}} does allowing combos into {{clr|tilt|LUTilt}}, {{clr|tilt|PJab}}, or aerials depending on the percent. Where it falls behind is its safety. Although ass {{clr|aerial|FAir}} does a lot of shield damage, it is not the safest on shield leaving Ryu up close and -6 on block. This can be fixed by special canceling. But it does so much shield damage that ass {{clr|aerial|FAir}} xx b-reverse {{clr|special|TSRK}} breaks shields leaving a one frame gap for the opponent to release shield. |
{{clr|aerial|FAir}} is great for air-to-airing because of its large range forward. But it really shines when using it to start combos. Hitting the back hitbox, often called sour {{clr|aerial|FAir}} or ass {{clr|aerial|FAir}}, pops the opponent up like {{clr|aerial|DAir}} does allowing combos into {{clr|tilt|LUTilt}}, {{clr|tilt|PJab}}, or aerials depending on the percent. Where it falls behind is its safety. Although ass {{clr|aerial|FAir}} does a lot of shield damage, it is not the safest on shield leaving Ryu up close and -6 on block. This can be fixed by special canceling. But it does so much shield damage that ass {{clr|aerial|FAir}} xx b-reverse {{clr|special|TSRK}} breaks shields leaving a one frame gap for the opponent to release shield. |
||
<small> </small> |
|||
}} |
}} |
||
=== {{clr|aerial|Back Aerial}} === |
|||
<big>Airborne {{Prompt|Analog Left}} + {{Prompt|A}}</big> |
|||
{{MoveDataCargo |
|||
{{SSBU Move Card |
|||
| title = BAir |
|||
|attack=BAir |
|||
| subtitle = |
|||
|specificHits=yes |
|||
| input = Back Aerial |
|||
|description= |
|||
| images = |
|||
{{MoveDataCargoImage|RyuBAir_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuBAir_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuBAir_0/RyuBAir_1}} |
|||
*Special Cancellable |
*Special Cancellable |
||
{{clr|aerial|BAir}} is Ryu’s best move that is locked behind auto-turn. It has amazing range, amazing safety, combos at early percents, and kills at late percents. Doing RAR with characters with auto-turn will take some practice as messing it up, even a little, will not cause them to turn around. The simplest way to do it is to do a half-circle back then jump and Ryu will jump straight up facing away from the opponent. |
{{clr|aerial|BAir}} is Ryu’s best move that is locked behind auto-turn. It has amazing range, amazing safety, combos at early percents, and kills at late percents. Doing RAR with characters with auto-turn will take some practice as messing it up, even a little, will not cause them to turn around. The simplest way to do it is to do a half-circle back then jump and Ryu will jump straight up facing away from the opponent. |
||
<small> </small> |
|||
}} |
}} |
||
=== {{clr|aerial|Up Aerial}} === |
|||
<big>Airborne {{Prompt|Analog Up}} + {{Prompt|A}}</big> |
|||
{{MoveDataCargo |
|||
{{SSBU Move Card |
|||
| title = UAir |
|||
|attack=UAir |
|||
| subtitle = |
|||
|specificHits=yes |
|||
| input = Up Aerial |
|||
|description= |
|||
| images = |
|||
{{MoveDataCargoImage|RyuUAir_0|1|caption=}} |
|||
{{MoveDataCargoImage|RyuUAir_1|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuUAir_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuUAir_0}} |
|||
{{AttackDataCargo-SSBU/Query|RyuUAir_1}} |
|||
*Special Cancellable |
*Special Cancellable |
||
{{clr|aerial|UAir}} is Ryu’s juggle move. With platforms, it combos into itself and it can be canceled into {{clr|special|Shoryu}} for a kill. Both hits are special cancelable, but ideally the first hit should be special canceled so that the sweet spot of {{clr|special|Shoryuken}} hits. |
{{clr|aerial|UAir}} is Ryu’s juggle move. With platforms, it combos into itself and it can be canceled into {{clr|special|Shoryu}} for a kill. Both hits are special cancelable, but ideally the first hit should be special canceled so that the sweet spot of {{clr|special|Shoryuken}} hits. |
||
<small> </small> |
|||
}} |
}} |
||
=== {{clr|aerial|Down Aerial}} === |
|||
<big>Airborne {{Prompt|Analog Down}} + {{Prompt|A}}</big> |
|||
{{MoveDataCargo |
|||
{{SSBU Move Card |
|||
| title = DAir |
|||
|attack=DAir |
|||
| subtitle = |
|||
|specificHits=yes |
|||
| input = Down Aerial |
|||
|description= |
|||
| images = |
|||
{{MoveDataCargoImage|RyuDAir_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuDAir_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuDAir_0/RyuDAir_1/RyuDAir_2}} |
|||
*Special Cancellable |
*Special Cancellable |
||
*Can spike |
*Can spike |
||
This is Ryu’s riskiest landing aerial combo starter. Landing on a grounded opponent will pop them up comboing into {{clr|tilt|LUTilt}}, {{clr|tilt|PJab}}, or aerials. Landing the fist on an aerial opponent will spike them. Landing any other hitbox on an aerial opponent will not spike nor kill. |
This is Ryu’s riskiest landing aerial combo starter. Landing on a grounded opponent will pop them up comboing into {{clr|tilt|LUTilt}}, {{clr|tilt|PJab}}, or aerials. Landing the fist on an aerial opponent will spike them. Landing any other hitbox on an aerial opponent will not spike nor kill. |
||
<small> </small> |
|||
}} |
}} |
||
== Specials == |
== Specials == |
||
=== {{clr|special|Hadouken}} === |
|||
Normal Input: <big>{{Prompt|B}} (HOLD OK)</big> |
|||
Input: 236+Attack/Special |
|||
====== Light Hadouken ====== |
|||
{{MoveDataCargo |
|||
| title = Light Hado |
|||
| subtitle = |
|||
| input = Light Hadouken |
|||
| images = |
|||
{{MoveDataCargoImage|RyuHadokenW_0|1|caption=}} |
|||
{{MoveDataCargoImage|RyuHadokenW_2|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuHadokenW_0|1|caption=|hitbox=yes}} |
|||
Command Input: <big>{{Prompt|Analog QCF}} + {{Prompt|A}} OR {{Prompt|B}} (HOLD OK) </big> |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuHadokenW_0/RyuHadokenW_1}} |
|||
==== {{clr|special|Light Hadouken}} ==== |
|||
{{AttackDataCargo-SSBU/Query|RyuHadokenW_2/RyuHadokenW_3}} |
|||
{{SSBU Move Card |
|||
|attack=Light Hado (l.Hado) |
|||
|specificHits=yes |
|||
|description= |
|||
*Access by pressing the button for 1-5 frames |
*Access by pressing the button for 1-5 frames |
||
*Input multiplier: 1.2 |
*Input multiplier: 1.2 |
||
Line 359: | Line 330: | ||
}} |
}} |
||
==== {{clr|special|Medium Hadouken}} ==== |
|||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Med Hado (m.Hado) |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Medium Hadouken |
|||
| images = |
|||
{{MoveDataCargoImage|RyuHadokenM_0|1|caption=}} |
|||
{{MoveDataCargoImage|RyuHadokenM_2|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuHadokenM_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuHadokenM_0/RyuHadokenM_1}} |
|||
{{AttackDataCargo-SSBU/Query|RyuHadokenM_2/RyuHadokenM_3}} |
|||
*Access by pressing the button for 6-13 frames |
*Access by pressing the button for 6-13 frames |
||
*Input multiplier: 1.2 |
*Input multiplier: 1.2 |
||
Line 378: | Line 340: | ||
}} |
}} |
||
==== {{clr|special|Heavy Hadouken}} ==== |
|||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Heavy Hado (h.Hado) |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Heavy Hadouken |
|||
| images = |
|||
{{MoveDataCargoImage|RyuHadokenS_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuHadokenS_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuHadokenS_0/RyuHadokenS_1}} |
|||
*Access by pressing the button for 14+ frames |
*Access by pressing the button for 14+ frames |
||
*Input multiplier: 1.2 |
*Input multiplier: 1.2 |
||
Line 396: | Line 351: | ||
}} |
}} |
||
=== {{clr|special|Shakunetsu Hadouken}} === |
|||
<big>{{Prompt|Analog HCF}} + {{Prompt|A}} OR {{Prompt|B}} (HOLD OK)</big> |
|||
Input: 41236+Attack/Special |
|||
====== Light Shakunetsu ====== |
|||
{{MoveDataCargo |
|||
| title = Light Shaku |
|||
| subtitle = |
|||
| input = Light Shakunetsu |
|||
| images = |
|||
{{MoveDataCargoImage|RyuShakunetsuHadokenW_0|1|caption=}} |
|||
{{MoveDataCargoImage|RyuShakunetsuHadokenW_1|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuShakunetsuHadokenW_0|1|caption=|hitbox=yes}} |
|||
==== {{clr|special|Light Shakunetsu}} ==== |
|||
| info = |
|||
{{SSBU Move Card |
|||
{{AttackDataCargo-SSBU/Query|RyuShakunetsuHadokenW_0}} |
|||
|attack=Light Shaku (l.Shaku) |
|||
{{AttackDataCargo-SSBU/Query|RyuShakunetsuHadokenW_1}} |
|||
|specificHits=yes |
|||
|description= |
|||
*Input special only |
*Input special only |
||
*Access by pressing the A or B button for 1-5 frames |
*Access by pressing the A or B button for 1-5 frames |
||
Line 417: | Line 364: | ||
*First hitbox hits 4 times before the final hitbox activates |
*First hitbox hits 4 times before the final hitbox activates |
||
{{clr|special|Shakunetsu}} is more damaging than {{clr|special|Hadouken}} and it does more shield damage than {{clr|special|Hadouken}}. Doing a shaku hover (like {{clr|special|Hadouken}} hover but with {{clr|special|Shaku}}) can make it do more shield damage (See tech page). {{clr|special|Shaku}} is mainly used for combos because it does more damage, but it launches the opponent. This can make getting follow ups, especially at high percents, hard. It can be used for zoning but isn’t advised to because it loses to everything that does over 1% damage. Each version of {{clr|special|Shaku}} goes a different speed and does the same damage with light {{clr|special|Shaku}} going the slowest and heavy {{clr|special|Shaku}} going the fastest. Light {{clr|special|Shaku}} is mainly used for starting combos or applying shield pressure. |
{{clr|special|Shakunetsu}} is more damaging than {{clr|special|Hadouken}} and it does more shield damage than {{clr|special|Hadouken}}. Doing a shaku hover (like {{clr|special|Hadouken}} hover but with {{clr|special|Shaku}}) can make it do more shield damage (See tech page). {{clr|special|Shaku}} is mainly used for combos because it does more damage, but it launches the opponent. This can make getting follow ups, especially at high percents, hard. It can be used for zoning but isn’t advised to because it loses to everything that does over 1% damage. Each version of {{clr|special|Shaku}} goes a different speed and does the same damage with light {{clr|special|Shaku}} going the slowest and heavy {{clr|special|Shaku}} going the fastest. Light {{clr|special|Shaku}} is mainly used for starting combos or applying shield pressure. |
||
<small> </small> |
|||
}} |
}} |
||
==== {{clr|special|Medium Shakunetsu}} ==== |
|||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Med Shaku (m.Shaku) |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Medium SHakunetsu |
|||
| images = |
|||
{{MoveDataCargoImage|RyuShakunetsuHadokenM_0|1|caption=}} |
|||
{{MoveDataCargoImage|RyuShakunetsuHadokenM_1|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuShakunetsuHadokenM_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuShakunetsuHadokenM_0}} |
|||
{{AttackDataCargo-SSBU/Query|RyuShakunetsuHadokenM_1}} |
|||
*Input special only |
*Input special only |
||
*Access by pressing the A or B button for 6-12 frames |
*Access by pressing the A or B button for 6-12 frames |
||
Line 439: | Line 376: | ||
*First hitbox hits 4 times before the final hitbox activates |
*First hitbox hits 4 times before the final hitbox activates |
||
Medium {{clr|special|Shaku}} can be used in the middle of some combos in which a follow up after {{clr|special|Shaku}} will be possible that heavy {{clr|special|Shaku}} won’t allow. Also used for applying shield pressure. |
Medium {{clr|special|Shaku}} can be used in the middle of some combos in which a follow up after {{clr|special|Shaku}} will be possible that heavy {{clr|special|Shaku}} won’t allow. Also used for applying shield pressure. |
||
<small> </small> |
|||
}} |
}} |
||
==== {{clr|special|Heavy Shakunetsu}} ==== |
|||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Heavy Shaku (h.Shaku) |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Heavy Shakunetsu |
|||
| images = |
|||
{{MoveDataCargoImage|RyuShakunetsuHadokenS_0|1|caption=}} |
|||
{{MoveDataCargoImage|RyuShakunetsuHadokenS_1|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuSHakunetsuHadokenS_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuShakunetsuHadokenS_0}} |
|||
{{AttackDataCargo-SSBU/Query|RyuShakunetsuHadokenS_1}} |
|||
*Input special only |
*Input special only |
||
*Access by pressing the A or B button for 13+ frames |
*Access by pressing the A or B button for 13+ frames |
||
Line 463: | Line 390: | ||
}} |
}} |
||
=== {{clr|special|Tatsumaki Senpukyaku}} === |
|||
Normal Input: <big>{{Prompt|Analog Right}} + {{Prompt|B}} (HOLD OK) </big> |
|||
Input: 214+Attack/Special |
|||
====== Light Tatsumaki Senpukyaku ====== |
|||
{{MoveDataCargo |
|||
| title = Light Tatsu |
|||
| subtitle = |
|||
| input = Light Tatsumaki Senpukyaku |
|||
| images = |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStart_0(W)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuWeakGrounded_0|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuWeakGrounded_1|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStart_0(W)|1|caption=|hitbox=yes}} |
|||
Command Input: <big>{{Prompt|Analog QCB}} + {{Prompt|A}} OR {{Prompt|B}} (HOLD OK)</big> |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuStart_0(W)}} |
|||
==== {{clr|special|Light Tatsumaki Senpukyaku}} ==== |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuWeakGrounded_0}} |
|||
{{SSBU Move Card |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuWeakGrounded_1}} |
|||
|attack=Light Tatsu (l.Tatsu) |
|||
|specificHits=yes |
|||
|description= |
|||
*Access by pressing the A or B button for 1-7 frames |
*Access by pressing the A or B button for 1-7 frames |
||
*High profiles attacks |
*High profiles attacks |
||
Line 487: | Line 406: | ||
**after the move hits shield or a character, it won’t hit that character or their shield again but it can hit other characters |
**after the move hits shield or a character, it won’t hit that character or their shield again but it can hit other characters |
||
Light {{clr|special|Tatsu}} is not used often. It can be used as a combo ender to send the opponent off stage, but {{clr|special|Shaku}} does the same job, does more damage, and can get a possible followup. When recovering, use {{clr|special|Tatsu}} to hurtbox shift away from the blast zone and move closer to the ledge. Despite having the same FAF, the light version does not go far in the air, so it can be used as a mixup to stop short of the opponent’s edge guard. |
Light {{clr|special|Tatsu}} is not used often. It can be used as a combo ender to send the opponent off stage, but {{clr|special|Shaku}} does the same job, does more damage, and can get a possible followup. When recovering, use {{clr|special|Tatsu}} to hurtbox shift away from the blast zone and move closer to the ledge. Despite having the same FAF, the light version does not go far in the air, so it can be used as a mixup to stop short of the opponent’s edge guard. |
||
<small> </small> |
|||
}} |
}} |
||
==== {{clr|special|Light Aerial Tatsumaki Senpukyaku}} ==== |
|||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Aerial Light Tatsu (l.Tatsu) |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Aerial Tatsumaki Senpukyaku |
|||
| images = |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStart_0(WA)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuWeakAerial_0(1)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuWeakAerial_1(1)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuWeakAerial_0(2)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuWeakAerial_1(2)|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStart_0(WA)|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuStart_0(WA)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuWeakAerial_0(1)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuWeakAerial_1(1)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuWeakAerial_0(2)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuWeakAerial_1(2)}} |
|||
*Landing aerial {{clr|special|Tatsu}} before the final hitbox finishes will cause it to continue on the ground like it was grounded {{clr|special|Tatsu}} and will have a FAF of 71. Landing aerial {{clr|special|Tatsu}} on frame 56 or earlier will cause full landing lag but landing lag will gradually decrease the later {{clr|special|Tatsu}} is landed starting on frame 57 so that the FAF would be 71. |
*Landing aerial {{clr|special|Tatsu}} before the final hitbox finishes will cause it to continue on the ground like it was grounded {{clr|special|Tatsu}} and will have a FAF of 71. Landing aerial {{clr|special|Tatsu}} on frame 56 or earlier will cause full landing lag but landing lag will gradually decrease the later {{clr|special|Tatsu}} is landed starting on frame 57 so that the FAF would be 71. |
||
*Hurtbox shifts away from the blast zone |
*Hurtbox shifts away from the blast zone |
||
*Input multiplier: 1.16 |
*Input multiplier: 1.16 |
||
Off-stage, {{clr|special|Tatsu}} should be used as a last resort because of its slow speed allowing it to be very easy to edge guard against. Use the different versions to mix up the distances traveled. |
Off-stage, {{clr|special|Tatsu}} should be used as a last resort because of its slow speed allowing it to be very easy to edge guard against. Use the different versions to mix up the distances traveled. |
||
<small> </small> |
|||
}} |
}} |
||
==== {{clr|special|Medium Tatsumaki Senpukyaku}} ==== |
|||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Med Tatsu (m.Tatsu) |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Medium Tatsumaki Senpukyaku |
|||
| images = |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStart_0(M)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuMediumGrounded_0(1)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuMediumGrounded_1(1)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuMediumGrounded_0(2)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuMediumGrounded_1(2)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuMediumGrounded_0(3)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuMediumGrounded_1(3)|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|KenTatsumakiSenpukyakuStart_0(M)|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuStart_0(M)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuMediumGrounded_0(1)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuMediumGrounded_1(1)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuMediumGrounded_0(2)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuMediumGrounded_1(2)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuMediumGrounded_0(3)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuMediumGrounded_1(3)}} |
|||
*Access by pressing the A or B button for 8-12 frames |
*Access by pressing the A or B button for 8-12 frames |
||
*High profiles attacks |
*High profiles attacks |
||
Line 548: | Line 431: | ||
*DI mixup for a kill |
*DI mixup for a kill |
||
Medium {{clr|special|Tatsu}} is used as a DI mixup as it sends at an angle that is more diagonal and if the opponent were to DI for heavy {{clr|special|Tatsu}}, they would definitely get KOed by med. {{clr|special|Tatsu}} with that DI. When recovering, use {{clr|special|Tatsu}} to hurtbox shift away from the blast zone and move closer to the ledge. Be careful, though, because it moves slowly and has lots of lag, so it is prone to edge guards. |
Medium {{clr|special|Tatsu}} is used as a DI mixup as it sends at an angle that is more diagonal and if the opponent were to DI for heavy {{clr|special|Tatsu}}, they would definitely get KOed by med. {{clr|special|Tatsu}} with that DI. When recovering, use {{clr|special|Tatsu}} to hurtbox shift away from the blast zone and move closer to the ledge. Be careful, though, because it moves slowly and has lots of lag, so it is prone to edge guards. |
||
<small> </small> |
|||
}} |
}} |
||
==== {{clr|special|Medium Aerial Tatsumaki Senpukyaku}} ==== |
|||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Aerial Med Tatsu (m.Tatsu) |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Aerial Tatsumaki Senpukyaku |
|||
| images = |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStart_0(MA)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuMediumAerial_0(1)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuMediumAerial_1(1)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuMediumAerial_0(2)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuMediumAerial_1(2)|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStart_0(MA)|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuStart_0(MA)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuMediumAerial_0(1)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuMediumAerial_1(1)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuMediumAerial_0(2)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuMediumAerial_1(2)}} |
|||
*Landing aerial {{clr|special|Tatsu}} before the final hitbox finishes will cause it to continue on the ground like it was grounded {{clr|special|Tatsu}} and will have a FAF of 71. Landing aerial {{clr|special|Tatsu}} on frame 56 or earlier will cause full landing lag but landing lag will gradually decrease the later {{clr|special|Tatsu}} is landed starting on frame 57 so that the FAF would be 71. |
*Landing aerial {{clr|special|Tatsu}} before the final hitbox finishes will cause it to continue on the ground like it was grounded {{clr|special|Tatsu}} and will have a FAF of 71. Landing aerial {{clr|special|Tatsu}} on frame 56 or earlier will cause full landing lag but landing lag will gradually decrease the later {{clr|special|Tatsu}} is landed starting on frame 57 so that the FAF would be 71. |
||
*Hurtbox shifts away from the blast zone |
*Hurtbox shifts away from the blast zone |
||
*Input multiplier: 1.16 |
*Input multiplier: 1.16 |
||
Off-stage, {{clr|special|Tatsu}} should be used as a last resort because of its slow speed allowing it to be very easy to edge guard against. Use the different versions to mix up the distances traveled. |
Off-stage, {{clr|special|Tatsu}} should be used as a last resort because of its slow speed allowing it to be very easy to edge guard against. Use the different versions to mix up the distances traveled. |
||
<small> </small> |
|||
}} |
}} |
||
==== {{clr|special|Heavy Tatsumaki Senpukyaku}} ==== |
|||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Heavy Tatsu (h.Tatsu) |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Heavy Tatsumaki Senpukyaku |
|||
| images = |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStart_0(S)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStrongGrounded_0(1)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStrongGrounded_1(1)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStrongGrounded_0(2)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStrongGrounded_1(2)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStrongGrounded_0(3)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStrongGrounded_1(3)|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStart_0(S)|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuStart_0(S)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuStrongGrounded_0(1)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuStrongGrounded_1(1)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuStrongGrounded_0(2)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuStrongGrounded_1(2)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuStrongGrounded_0(3)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuStrongGrounded_1(3)}} |
|||
*Access by pressing the A or B button for 13+ frames |
*Access by pressing the A or B button for 13+ frames |
||
*High profiles attacks |
*High profiles attacks |
||
Line 609: | Line 456: | ||
*Reliable kill move |
*Reliable kill move |
||
Heavy {{clr|special|Tatsu}} is the main version of this move that is used. The late hitbox does the most knockback and sends at an angle that is mostly up, so it should be DIed away to survive. To get the late hitbox to hit, cancel {{clr|tilt|HDTilt}} into {{clr|special|Tatsu}}. Despite how long it takes for {{clr|special|Tatsu}} to hit, it is true but can be DIed/SDIed up to avoid. Confirm into the early hitbox at high percents when the late hitbox won’t hit. |
Heavy {{clr|special|Tatsu}} is the main version of this move that is used. The late hitbox does the most knockback and sends at an angle that is mostly up, so it should be DIed away to survive. To get the late hitbox to hit, cancel {{clr|tilt|HDTilt}} into {{clr|special|Tatsu}}. Despite how long it takes for {{clr|special|Tatsu}} to hit, it is true but can be DIed/SDIed up to avoid. Confirm into the early hitbox at high percents when the late hitbox won’t hit. |
||
<small> </small> |
|||
}} |
}} |
||
==== {{clr|special|Heavy Aerial Tatsumaki Senpukyaku}} ==== |
|||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Aerial Heavy Tatsu (h.Tatsu) |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Aerial Tatsumaki Senpukyaku |
|||
| images = |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStart_0(SA)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStrongAerial_0(1)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStrongAerial_1(1)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStrongAerial_0(2)|1|caption=}} |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStrongAerial_1(2)|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuTatsumakiSenpukyakuStart_0(SA)|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuStart_0(SA)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuStrongAerial_0(1)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuStrongAerial_1(1)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuStrongAerial_0(2)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTatsumakiSenpukyakuStrongAerial_1(2)}} |
|||
*Landing aerial {{clr|special|Tatsu}} before the final hitbox finishes will cause it to continue on the ground like it was grounded {{clr|special|Tatsu}} and will have a FAF of 71. Landing aerial {{clr|special|Tatsu}} on frame 56 or earlier will cause full landing lag but landing lag will gradually decrease the later {{clr|special|Tatsu}} is landed starting on frame 57 so that the FAF would be 71. |
*Landing aerial {{clr|special|Tatsu}} before the final hitbox finishes will cause it to continue on the ground like it was grounded {{clr|special|Tatsu}} and will have a FAF of 71. Landing aerial {{clr|special|Tatsu}} on frame 56 or earlier will cause full landing lag but landing lag will gradually decrease the later {{clr|special|Tatsu}} is landed starting on frame 57 so that the FAF would be 71. |
||
*Hurtbox shifts away from the blast zone |
*Hurtbox shifts away from the blast zone |
||
*Input multiplier: 1.16 |
*Input multiplier: 1.16 |
||
Off-stage, {{clr|special|Tatsu}} should be used as a last resort because of its slow speed allowing it to be very easy to edge guard against. Use the different versions to mix up the distances traveled. |
Off-stage, {{clr|special|Tatsu}} should be used as a last resort because of its slow speed allowing it to be very easy to edge guard against. Use the different versions to mix up the distances traveled. |
||
<small> </small> |
|||
}} |
}} |
||
=== {{clr|special|Shoryuken}} === |
|||
Normal Input: <big>{{Prompt|Analog Up}} + {{Prompt|B}} (HOLD OK) </big> |
|||
Input: 623+Attack/Special |
|||
Naming: {{clr|special|SRK}} means doing Up B. {{clr|special|TSRK}} means {{clr|special|True Shoryuken}} which is the input version. All other names just mean the move in general and can mean doing either Up B or input. |
|||
====== Light Shoryuken ====== |
|||
{{MoveDataCargo |
|||
| title = Light Shoryu |
|||
| subtitle = |
|||
| input = Light Shoryuken |
|||
| images = |
|||
{{MoveDataCargoImage|RyuShoryukenLight_0|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenLight_1|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenLight_2|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenLightInput_0|1|caption=Input}} |
|||
{{MoveDataCargoImage|RyuShoryukenLightInput_1|1|caption=Input}} |
|||
{{MoveDataCargoImage|RyuShoryukenLightInput_2|1|caption=Input}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuShoryukenLight_0|1|caption=Up B|hitbox=yes}} |
|||
{{MoveDataCargoImage|RyuShoryukenLightInput_0|1|caption=Input|hitbox=yes}} |
|||
Command Input: <big>{{Prompt|Analog DP}} + {{Prompt|A}} OR {{Prompt|B}} (HOLD OK)</big> |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuShoryukenLight_0/RyuShoryukenLight_1/RyuShoryukenLight_2}} |
|||
Naming: {{clr|special|SRK}} means doing noninput USpecial. {{clr|special|TSRK}} means {{clr|special|True Shoryuken}} which is the input version. All other names just mean the move in general and can mean doing either USpecial or input. |
|||
{{AttackDataCargo-SSBU/Query|RyuShoryukenLightInput_0/RyuShoryukenLightInput_1/RyuShoryukenLightInput_2}} |
|||
==== {{clr|special|Light Shoryuken}} ==== |
|||
{{SSBU Move Card |
|||
|attack=Light Shoryu (l.Shoryu/l.SRK/l.TSRK/l.DP) |
|||
|specificHits=yes |
|||
|description= |
|||
*Access by pressing the button for 1-2 frames |
*Access by pressing the button for 1-2 frames |
||
*Input multiplier: 1.2 |
*Input multiplier: 1.2 |
||
In general, doing the input version is better as it grants more damage and less landing lag. Ryu’s light {{clr|specia|Shoryuken}} is used for safety since it has the least amount of air time. Note that input {{clr|special|Shoryuken}} cannot be done OOS without skipping the 11 frames of shield drop. Only |
In general, doing the input version is better as it grants more damage and less landing lag. Ryu’s light {{clr|specia|Shoryuken}} is used for safety since it has the least amount of air time. Note that input {{clr|special|Shoryuken}} cannot be done OOS without skipping the 11 frames of shield drop. Only USpecial can be done OOS. |
||
<small> </small> |
|||
}} |
}} |
||
==== {{clr|special|Aerial Light Shoryuken}} ==== |
|||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Aerial Light Shoryu (l.Shoryu/l.SRK/l.TSRK/l.DP) |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Light Shoryuken |
|||
| images = |
|||
{{MoveDataCargoImage|RyuShoryukenLight_0(A)|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenLight_1(A)|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenLight_2(A)|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenLightInput_0(A)|1|caption=Input}} |
|||
{{MoveDataCargoImage|RyuShoryukenLightInput_1(A)|1|caption=Input}} |
|||
{{MoveDataCargoImage|RyuShoryukenLightInput_2(A)|1|caption=Input}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuShoryukenLight_0(A)|1|caption=Up B|hitbox=yes}} |
|||
{{MoveDataCargoImage|RyuShoryukenLightInput_0(A)|1|caption=Input|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuShoryukenLight_0/RyuShoryukenLight_1/RyuShoryukenLight_2(A)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuShoryukenLightInput_0/RyuShoryukenLightInput_1/RyuShoryukenLightInput_2(A)}} |
|||
*Access by pressing the button for 1-2 frames |
*Access by pressing the button for 1-2 frames |
||
*Input multiplier: 1.2 |
*Input multiplier: 1.2 |
||
Aerial {{clr|special|Shoryu}} to ledge to not get two framed. Use input version to shark ledge with intangibility. |
Aerial {{clr|special|Shoryu}} to ledge to not get two framed. Use input version to shark ledge with intangibility. |
||
<small> </small> |
|||
}} |
}} |
||
==== {{clr|special|Medium Shoryuken}} ==== |
|||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Med Shoryu (m.Shoryu/m.SRK/m.TSRK/m.DP) |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Medium Shoryuken |
|||
| images = |
|||
{{MoveDataCargoImage|RyuShoryukenMedium_0|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenMedium_1|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenMedium_2|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenMediumInput_0|1|caption=Input}} |
|||
{{MoveDataCargoImage|RyuShoryukenMediumInput_1|1|caption=Input}} |
|||
{{MoveDataCargoImage|RyuShoryukenMediumInput_2|1|caption=Input}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuShoryukenMedium_0|1|caption=Up B|hitbox=yes}} |
|||
{{MoveDataCargoImage|RyuShoryukenMediumInput_0|1|caption=Input|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuShoryukenMedium_0/RyuShoryukenMedium_1/RyuShoryukenMedium_2}} |
|||
{{AttackDataCargo-SSBU/Query|RyuShoryukenMediumInput_0/RyuShoryukenMediumInput_1/RyuShoryukenMediumInput_2}} |
|||
*Access by pressing the button for 3-4 frames |
*Access by pressing the button for 3-4 frames |
||
*Input multiplier: 1.2 |
*Input multiplier: 1.2 |
||
Medium {{clr|special|Shoryuken}} is mainly only used for trying to not go over ledge when recovering. |
Medium {{clr|special|Shoryuken}} is mainly only used for trying to not go over ledge when recovering. |
||
<small> </small> |
|||
}} |
}} |
||
==== {{clr|special|Aerial Medium Shoryuken}} ==== |
|||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Aerial Med Shoryu (m.Shoryu/m.SRK/m.TSRK/m.DP) |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Medium Shoryuken |
|||
| images = |
|||
{{MoveDataCargoImage|RyuShoryukenMedium_0(A)|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenMedium_1(A)|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenMedium_2(A)|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenMediumInput_0(A)|1|caption=Input}} |
|||
{{MoveDataCargoImage|RyuShoryukenMediumInput_1(A)|1|caption=Input}} |
|||
{{MoveDataCargoImage|RyuShoryukenMediumInput_2(A)|1|caption=Input}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuShoryukenMedium_0(A)|1|caption=Up B|hitbox=yes}} |
|||
{{MoveDataCargoImage|RyuShoryukenMediumInput_0(A)|1|caption=Input|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuShoryukenMedium_0/RyuShoryukenMedium_1/RyuShoryukenMedium_2(A)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuShoryukenMediumInput_0/RyuShoryukenMediumInput_1/RyuShoryukenMediumInput_2(A)}} |
|||
*Access by pressing the button for 1-2 frames |
*Access by pressing the button for 1-2 frames |
||
*Input multiplier: 1.2 |
*Input multiplier: 1.2 |
||
Medium {{clr|special|Shoryuken}} is mainly only used for trying to not go over ledge when recovering. |
Medium {{clr|special|Shoryuken}} is mainly only used for trying to not go over ledge when recovering. |
||
<small> </small> |
|||
}} |
}} |
||
==== {{clr|special|Heavy Shoryuken}} ==== |
|||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
|attack=Heavy Shoryu (h.Shoryu/h.SRK/h.TSRK/h.DP) |
|||
| title = Heavy Shoryu |
|||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Heavy Shoryuken |
|||
| images = |
|||
{{MoveDataCargoImage|RyuShoryukenHeavy_0|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenHeavy_1|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenHeavy_2|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenHeavyInput_0|1|caption=Input}} |
|||
{{MoveDataCargoImage|RyuShoryukenHeavyInput_1|1|caption=Input}} |
|||
{{MoveDataCargoImage|RyuShoryukenHeavyInput_2|1|caption=Input}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuShoryukenHeavy_0|1|caption=Up B|hitbox=yes}} |
|||
{{MoveDataCargoImage|RyuShoryukenHeavyInput_0|1|caption=Input|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuShoryukenHeavy_0/RyuShoryukenHeavy_1/RyuShoryukenHeavy_2}} |
|||
{{AttackDataCargo-SSBU/Query|RyuShoryukenHeavyInput_0/RyuShoryukenHeavyInput_1/RyuShoryukenHeavyInput_2}} |
|||
*Access by pressing the button for 5+ frames |
*Access by pressing the button for 5+ frames |
||
*Input multiplier: 1.2 |
*Input multiplier: 1.2 |
||
*Great kill power |
*Great kill power |
||
Ryu’s main kill move. It has a small sweet spot at the beginning and a sour spot afterwards until the move ends. Although it won’t kill, it can be used as an anti-air. |
Ryu’s main kill move. It has a small sweet spot at the beginning and a sour spot afterwards until the move ends. Although it won’t kill, it can be used as an anti-air. |
||
<small> </small> |
|||
}} |
}} |
||
==== {{clr|special|Aerial Heavy Shoryuken}} ==== |
|||
{{SSBU Move Card |
|||
{{MoveDataCargo |
|||
| |
|attack=Aerial Heavy Shoryu (h.Shoryu/h.SRK/h.TSRK/h.DP) |
||
|specificHits=yes |
|||
| subtitle = |
|||
|description= |
|||
| input = Heavy Shoryuken |
|||
| images = |
|||
{{MoveDataCargoImage|RyuShoryukenHeavy_0(A)|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenHeavy_1(A)|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenHeavy_2(A)|1|caption=Up B}} |
|||
{{MoveDataCargoImage|RyuShoryukenHeavyInput_0(A)|1|caption=Input}} |
|||
{{MoveDataCargoImage|RyuShoryukenHeavyInput_1(A)|1|caption=Input}} |
|||
{{MoveDataCargoImage|RyuShoryukenHeavyInput_2(A)|1|caption=Input}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuShoryukenHeavy_0(A)|1|caption=Up B|hitbox=yes}} |
|||
{{MoveDataCargoImage|RyuShoryukenHeavyInput_0(A)|1|caption=Input|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuShoryukenHeavy_0/RyuShoryukenHeavy_1/RyuShoryukenHeavy_2(A)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuShoryukenHeavyInput_0/RyuShoryukenHeavyInput_1/RyuShoryukenHeavyInput_2(A)}} |
|||
*Access by pressing the button for 5+ frames |
*Access by pressing the button for 5+ frames |
||
*Input multiplier: 1.2 |
*Input multiplier: 1.2 |
||
Ryu’s main kill move. It has a small sweet spot at the beginning and a sour spot afterwards until the move ends. Although it won’t kill, it can be used as an anti-air. |
Ryu’s main kill move. It has a small sweet spot at the beginning and a sour spot afterwards until the move ends. Although it won’t kill, it can be used as an anti-air. |
||
When off stage trying to recover, {{clr|special|Shoryuken}} does not snap to ledge. Using light and medium {{clr|special|Shoryuken}} will cause Ryu to go not as high as heavy {{clr|special|Shoryuken}} but this can be better to prevent two framing. Using input {{clr|special|Shoryuken}} to recover is also good as his arm is intangible from 1-15 so that Ryu can punch the opponent off the ledge as he recovers. Also note that the horizontal ledge grab range is really large, so Ryu can space out to make two frame attempts miss. And if Ryu finishes {{clr|special|Shoryuken}} with his shoulders above the ledge, his ledge grab will be fully intangible. |
When off stage trying to recover, {{clr|special|Shoryuken}} does not snap to ledge. Using light and medium {{clr|special|Shoryuken}} will cause Ryu to go not as high as heavy {{clr|special|Shoryuken}} but this can be better to prevent two framing. Using input {{clr|special|Shoryuken}} to recover is also good as his arm is intangible from 1-15 so that Ryu can punch the opponent off the ledge as he recovers. Also note that the horizontal ledge grab range is really large, so Ryu can space out to make two frame attempts miss. And if Ryu finishes {{clr|special|Shoryuken}} with his shoulders above the ledge, his ledge grab will be fully intangible. |
||
<small> </small> |
|||
}} |
}} |
||
=== {{clr|special|Focus Attack}} === |
|||
<big>{{Prompt|Analog Down}} + {{Prompt|B}} (HOLD OK)</big> |
|||
{{MoveDataCargo |
|||
{{SSBU Move Card |
|||
| title = FA |
|||
|attack=FADC |
|||
| subtitle = |
|||
|specificHits=yes |
|||
| input = Focus Attack |
|||
|description= |
|||
| images = |
|||
{{MoveDataCargoImage|RyuFocusAttackLv1_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuFocusAttackLv1_0|1|caption=Level 1|hitbox=yes}} |
|||
{{MoveDataCargoImage|RyuFocusAttackLv2_0|1|caption=Level 2|hitbox=yes}} |
|||
{{MoveDataCargoImage|RyuFocusAttackLv3_0|1|caption=Level 3|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuFocusAttackLv1_0}} |
|||
{{AttackDataCargo-SSBU/Query|RyuFocusAttackLv2_0}} |
|||
{{AttackDataCargo-SSBU/Query|RyuFocusAttackLv3_0}} |
|||
*Frame 1 heavy armor |
*Frame 1 heavy armor |
||
**How armor works: |
**How armor works: |
||
Line 824: | Line 557: | ||
*To get Level 3, hold the special button for 59 frames or longer |
*To get Level 3, hold the special button for 59 frames or longer |
||
{{clr|special|Focus Attack}} is the swiss army knife tool. But just like swiss army knives, it can hurt you if used incorrectly. It has frame 1 heavy armor that can be used to get out of disadvantage. It can be used off stage to stall as it slows down Ryu's fall speed for a little. It can be B-reversed and wave-bounced to mix up momentum when being juggled, then it can be dash canceled to mix up momentum again. It can be used in advantage state to get a hard read into a high damage punish. And it can be used in neutral to beat out attacks. Where it hurts is that its armor only tanks one hit. That means that the opponent can do two attacks and the second attack will launch Ryu like normal. Or the opponent does a multihit attack and it will launch Ryu like normal. Using {{clr|special|Focus Attack}} slows Ryu down and locks Ryu into {{clr|special|Focus}} for 26 frames before he can attack or dash cancel which will lock him into more endlag. This makes {{clr|special|Focus Attack}} reactable. |
{{clr|special|Focus Attack}} is the swiss army knife tool. But just like swiss army knives, it can hurt you if used incorrectly. It has frame 1 heavy armor that can be used to get out of disadvantage. It can be used off stage to stall as it slows down Ryu's fall speed for a little. It can be B-reversed and wave-bounced to mix up momentum when being juggled, then it can be dash canceled to mix up momentum again. It can be used in advantage state to get a hard read into a high damage punish. And it can be used in neutral to beat out attacks. Where it hurts is that its armor only tanks one hit. That means that the opponent can do two attacks and the second attack will launch Ryu like normal. Or the opponent does a multihit attack and it will launch Ryu like normal. Using {{clr|special|Focus Attack}} slows Ryu down and locks Ryu into {{clr|special|Focus}} for 26 frames before he can attack or dash cancel which will lock him into more endlag. This makes {{clr|special|Focus Attack}} reactable. |
||
<small> </small> |
|||
}} |
}} |
||
== Grabs |
== Grabs & Throws == |
||
=== {{clr|grab|Grab}} === |
|||
<big>{{Prompt|Z}}</big> |
|||
{{MoveDataCargo |
|||
{{SSBU Move Card |
|||
| title = Grab |
|||
|attack=Grab |
|||
| subtitle = |
|||
|specificHits=yes |
|||
| input = Grab |
|||
|description= |
|||
| images = |
|||
Like all grabs, it is good catching the opponent shielding. Gives free stage positioning. A good use is in tick throws. A tick throw is an attack on shield into a {{clr|grab|Grab}}. Best used with {{clr|tilt|LDTilt}} or {{clr|tilt|LUTilt}} as they are hard to react to. |
|||
{{MoveDataCargoImage|RyuGrab_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuGrab_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuGrab_0}} |
|||
Like all grabs, it is good catching the opponent shielding. Gives free stage positioning. A good use is in tick throws. A tick throw is an attack on shield into a {{clr|throw|Grab}}. Best used with {{clr|tilt|LDTilt}} or {{clr|tilt|LUTilt}} as they are hard to react to. |
|||
<small> </small> |
|||
}} |
}} |
||
=== {{clr|grab|Dash Grab}} === |
|||
<big>{{Prompt|Z}} while dashing or running</big> |
|||
{{MoveDataCargo |
|||
{{SSBU Move Card |
|||
| title = Dash Grab |
|||
|attack=Dash Grab |
|||
| subtitle = |
|||
|specificHits=yes |
|||
| input = Dash Grab |
|||
|description= |
|||
| images = |
|||
Standard {{clr|grab|Dash Grab}}. |
|||
{{MoveDataCargoImage|RyuDashGrab_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuDashGrab_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuDashGrab_0}} |
|||
Standard {{clr|throw|Dash Grab}}. |
|||
<small> </small> |
|||
}} |
}} |
||
=== {{clr|grab|Pivot Grab}} === |
|||
<big>{{Prompt|Analog Left}} + {{Prompt|Z}} while dashing or running</big> |
|||
{{MoveDataCargo |
|||
{{SSBU Move Card |
|||
| title = Pivot Grab |
|||
|attack=Pivot Grab |
|||
| subtitle = |
|||
|specificHits=yes |
|||
| input = Pivot Grab |
|||
|description= |
|||
| images = |
|||
{{MoveDataCargoImage|RyuPivotGrab_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuPivotGrab_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuPivotGrab_0}} |
|||
Doubles move only. |
Doubles move only. |
||
}} |
}} |
||
=== {{clr|grab|Pummel}} === |
|||
<big>{{Prompt|Z}} or {{Prompt|A}} while the opponent is grabbed</big> |
|||
{{MoveDataCargo |
|||
{{SSBU Move Card |
|||
| title = Pummel |
|||
|attack=Pummel |
|||
| subtitle = |
|||
|specificHits=yes |
|||
| input = Pummel |
|||
|description= |
|||
| images = |
|||
Because of Ryu's lack of kill throws, {{clr|grab|Pummel}} should definitely be used at high percents. At low percents, not using a pummel is appropriate to try and catch the opponent DIing {{clr|grab|DThrow}} in to try and get a mixup string. |
|||
{{MoveDataCargoImage|RyuPummel_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuPummel_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuPummel_0}} |
|||
Because of Ryu's lack of kill throws, {{clr|throw|Pummels}} should definitely be used at high percents. At low percents, not using a pummel is appropriate to try and catch the opponent DIing {{clr|throw|DThrow}} in to try and get a mixup string. |
|||
<small> </small> |
|||
}} |
}} |
||
=== {{clr|grab|Forward Throw}} === |
|||
<big>{{Prompt|Analog Right}} while the opponent is grabbed</big> |
|||
{{MoveDataCargo |
|||
{{SSBU Move Card |
|||
| title = FThrow |
|||
|attack=Forward Throw |
|||
| subtitle = |
|||
|specificHits=yes |
|||
| input = Forward Throw |
|||
|description= |
|||
| images = |
|||
{{MoveDataCargoImage|RyuFThrow_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuFThrow_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuFThrow_0}} |
|||
Good for sending the opponent off stage into either an edge guard or a ledge trap. |
Good for sending the opponent off stage into either an edge guard or a ledge trap. |
||
}} |
}} |
||
=== {{clr|grab|Back Throw}} === |
|||
<big>{{Prompt|Analog Left}} while the opponent is grabbed</big> |
|||
{{MoveDataCargo |
|||
{{SSBU Move Card |
|||
| title = BThrow |
|||
|attack=Back throw |
|||
| subtitle = |
|||
|specificHits=yes |
|||
| input = Back Throw |
|||
|description= |
|||
| images = |
|||
{{MoveDataCargoImage|RyuBThrow_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuBThrow_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuBThrow_0}} |
|||
Also good for sending the opponent off stage into either an edge guard or a ledge trap. |
Also good for sending the opponent off stage into either an edge guard or a ledge trap. |
||
}} |
}} |
||
=== {{clr|grab|Up Throw}} === |
|||
<big>{{Prompt|Analog Up}} while the opponent is grabbed</big> |
|||
{{MoveDataCargo |
|||
{{SSBU Move Card |
|||
| title = UThrow |
|||
|attack=Up Throw |
|||
| subtitle = |
|||
|specificHits=yes |
|||
| input = Up Throw |
|||
|description= |
|||
| images = |
|||
{{MoveDataCargoImage|RyuUThrow_0|1|caption=}} |
|||
{{MoveDataCargoImage|RyuUThrow_1|1|caption=Knock Luma/Nana away}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuUThrow_0|1|caption=Or use it in doubles|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuUThrow_0}} |
|||
{{AttackDataCargo-SSBU/Query|RyuUThrow_1}} |
|||
It sends the opponent upwards. The downwards kick after the throw has a hitbox which is useful against Ice Climbers, Luma, and doubles. |
It sends the opponent upwards. The downwards kick after the throw has a hitbox which is useful against Ice Climbers, Luma, and doubles. |
||
}} |
}} |
||
=== {{clr|grab|Down Throw}} === |
|||
<big>{{Prompt|Analog Down}} while the opponent is grabbed</big> |
|||
{{MoveDataCargo |
|||
{{SSBU Move Card |
|||
| title = DThrow |
|||
|attack=Down Throw |
|||
| subtitle = |
|||
|specificHits=yes |
|||
| input = Down Throw |
|||
|description= |
|||
| images = |
|||
{{MoveDataCargoImage|RyuDThrow_0|1|caption=Break Nana's shield}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuDThrow_0|1|caption=Or use it in doubles|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuDThrow_0}} |
|||
{{AttackDataCargo-SSBU/Query|RyuDThrow_1}} |
|||
This also sends the opponent upwards, but at low percents, it is possible to get a {{clr|tilt|HJab}} if the opponent doesn’t DI or air dodge through it. Ryu can also get an {{clr|aerial|UAir}} if the opponent isn’t ready for it. The throw has a hitbox that is very small and will most likely not hit anyone, but it will hit shields and it does full shield damage. This is really only useful against Ice Climbers. |
This also sends the opponent upwards, but at low percents, it is possible to get a {{clr|tilt|HJab}} if the opponent doesn’t DI or air dodge through it. Ryu can also get an {{clr|aerial|UAir}} if the opponent isn’t ready for it. The throw has a hitbox that is very small and will most likely not hit anyone, but it will hit shields and it does full shield damage. This is really only useful against Ice Climbers. |
||
<small> </small> |
|||
}} |
}} |
||
== |
== Misc. Attacks == |
||
=== Ledge Attack === |
|||
<big>{{Prompt|A}} while holding the ledge</big> |
|||
{{MoveDataCargo |
|||
{{SSBU Move Card |
|||
| title = Ledge Attack |
|||
|attack=Ledge Attack |
|||
| subtitle = |
|||
|specificHits=yes |
|||
| input = Ledge Attack |
|||
|description= |
|||
| images = |
|||
{{MoveDataCargoImage|RyuLedgeAttack_0|1|caption=}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuLedgeAttack_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuLedgeAttack_0}} |
|||
}} |
}} |
||
=== Getup Attack === |
|||
<big>{{Prompt|A}} after getting knocked down</big> |
|||
{{MoveDataCargo |
|||
{{SSBU Move Card |
|||
| title = Getup Attack |
|||
|attack=Getup Attack |
|||
| subtitle = |
|||
|specificHits=yes |
|||
| input = Getup Attack |
|||
|description= |
|||
| images = |
|||
{{MoveDataCargoImage|RyuGetupAttack_0(U)|1|caption=Face up back hit}} |
|||
{{MoveDataCargoImage|RyuGetupAttack_1(U)|1|caption=Face up front hit}} |
|||
{{MoveDataCargoImage|RyuGetupAttack_0(D)|1|caption=Face down back hit}} |
|||
{{MoveDataCargoImage|RyuGetupAttack_1(D)|1|caption=Face down front hit}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuGetupAttack_0(U)|1|caption=Face up|hitbox=yes}} |
|||
{{MoveDataCargoImage|RyuGetupAttack_0(D)|1|caption=Face down|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuGetupAttack_0(U)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuGetupAttack_1(U)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuGetupAttack_0(D)}} |
|||
{{AttackDataCargo-SSBU/Query|RyuGetupAttack_1(D)}} |
|||
}} |
}} |
||
=== Trip Attack === |
|||
<big>{{Prompt|A}} after tripping</big> |
|||
{{MoveDataCargo |
|||
{{SSBU Move Card |
|||
| title = Trip Attack |
|||
|attack=Trip Attack |
|||
| subtitle = |
|||
|specificHits=yes |
|||
| input = Trip Attack |
|||
|description= |
|||
| images = |
|||
{{MoveDataCargoImage|RyuTripAttack_0|1|caption=Back hit}} |
|||
{{MoveDataCargoImage|RyuTripAttack_1|1|caption=Front hit}} |
|||
| hitboxes = |
|||
{{MoveDataCargoImage|RyuTripAttack_0|1|caption=|hitbox=yes}} |
|||
| info = |
|||
{{AttackDataCargo-SSBU/Query|RyuTripAttack_0}} |
|||
{{AttackDataCargo-SSBU/Query|RyuTripAttack_1}} |
|||
}} |
}} |
||
Latest revision as of 18:32, 29 November 2023
Ryu | |
---|---|
Weight: | 103 |
Spotdodge:The duration and intangibility of this character's on-spot dodges. | 3~17F int |
Air Dodge:The intangibility of this character's air dodges, both neutral and directional. | 3~27F int (Neutral) 3~21F int (Directional) |
Unique Recovery Options:Recovery options that this character may have other than their Up Special. | Tatsumaki |
Fastest OOS: | Shoryuken (6F) |
For neutral, he has many strong poking tools. Mainly, Ryu will lean on his single hit fireball (Hadouken) and his multihit fireball (Shakunetsu). Ryu’s best close range move is Light Down Tilt. It is Ryu's primary combo starter, frame 2, and can be canceled into all of his special moves as well as itself. The most common combo ender for Ryu is Shoryuken. It's fast at frame 6 and packs a powerful punch. Although he has a hard time while in disadvantage, Focus Attack is important to know how to use, for it is a frame 1 combo breaker.
At close range Ryu will use his quick frame data to outbox most of the cast, but at midrange is where Ryu really shines. Ryu will be using fireball to encourage sloppy jump ins, and use his good anti-airs like Heavy Up Tilt and Light Forward Tilt to punish. If he isn't throwing fireballs. He will be looking for either a poke in the form of LFTilt or LDTilt, or he will be looking for a jump in aerial. Meanwhile, at long range, Ryu will mostly be throwing fireballs to encourage approaching into midrange.
All of Ryu's aerials are also very good. NAir is a combo starter, forces tech chases, and is a quick OOS option. FAir is for spacing. BAir is for KOing and low percent combos. UAir is a combo extender and juggle tool. They can all be canceled into any of his special moves.
In summary, Ryu is going to want to play patiently to punish poor choices, and then pressure the opponent to keep them messing up. Ryu is for those that like a moderately technical character that can pick apart the opponent’s habits and weaknesses.
Ryu is an all around character with an emphasis on midrange play. | |
Pros | Cons |
|
|
- Neutral
- Auto-turn also causes the FGCs ( Ryu, Ken, Terry, and Kazuya) to be able to walk backwards while facing forwards. This can be used for micro spacing, as Ryu has a fast initial walk speed. This also messes with their backdash. On the first 3 frames of backdash, Ryu actually walks before doing the backdash.
- Auto-turn also requires RARA tech that allows for approaching your opponent with your back turned, out of a forward run. to be done correctly in order for them to turn around and jump. This makes doing BAir in neutral and in combos a lot harder than other characters, as other characters can mess up the RARA tech that allows for approaching your opponent with your back turned, out of a forward run. in some way and still be able to get a BAir in their intended direction.
- OOS
- Ryu can release shield and then do USmash or jump to do an auto-turn before doing the following action while also skipping No results frames.
- Ryu cannot do auto-turn Grab or any other auto-turn attacks No results without going through No results frames.
Ryu has access to light and heavy jabs and tilts.
- Accessed by letting go of the attack button or CStick within the first 5 frames of startup.
- For light normals, they will transition into the first frame of their move as soon as the attack button is released.
- For example, if CStick up was held for 2 frames to get a LUTilt, on frame 3, the hitbox for LUTilt will not come out. The hitbox will come out 3 frames later as LUTilt has 3 frames startup. This can be fixed by buffering the light tilt.
- Can cause medium tilts.
- Holding the CStick up for 4-5 frames will give Ryu the upper body intangibility of HUTilt, but because the CStick was released before frame 6, it will transition to LUTilt.
Proximity Normals
Ryu has access to proximity normals, being Proximity Heavy Jab (Pjab) and Proximity Light Ftilt (Ptilt).
- They are accessed by doing the corresponding attack while close to the opponent, and both are meant for special canceling into specials for combos.
- Limits to proximity detection:
- Buffering attacks will lock the proximity detection to what it was at the beginning of the buffered sequence.
- For example, buffering dash walk LUTilt > PJab can give you a LUTilt > HJab because all moves were buffered and the LUTilt was pressed when Ken was outside of proximity range.
- Buffering attacks will lock the proximity detection to what it was at the beginning of the buffered sequence.
Command Input Specials - Command inputs are important to learn as some specials are only input specials. Input specials have an added damage multiplier on them, and some input specials have better stats like extra intangibility. Numpad notation is the easiest way to describe inputs.
Light/Medium/Heavy Specials - Ryu has access to 3 versions of each special: light, medium, and heavy. Each version has different properties.
Negative Edge - Negative edge is a way to do specials by releasing the attack buttons instead of pressing the buttons.
Typically, negative edge is considered bad and not useful at all, as it will always give the light version of the special. The most common occurrence of negative edge is when trying to recover to stage with USpecial but getting hit right before inputting USpecial and while in hitstun, the Ryu player will release the attack button and the buffer system outputs Light Shoryuken, causing Ryu to not reach the ledge and No results.Note that 6 is forward and 4 is backwards. Another common way to write inputs is in Tekken notation. Tekken notation is just the first letter of each direction with diagonals being the first letter of each cardinal direction, separated by a slash (e.g. down-forward = d/f).
Note that command inputs in Smash are very lenient. All inputs do not need the final horizontal input and can finish on the diagonal down input with the exception of half circle inputs (41236/63214). Inputs that start on a horizontal input can start on the diagonal down input. (examples: half circles can be done by doing 1236 and Shoryuken (DP)s can be done by doing 323, and extra inputs in the middle can be included in the input. (Example: DPs can be done by doing 6236 or 63236.
Normal Moves
Jab 1
Tap
-
Visual is missing Far 1 hitbox
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Far 1 | 1.5 | 2-3 | 15 | 180 | -10 to -9 | N/A |
Close | 1.5 | 2-3 | 15 | 361 | -10 to -9 | N/A |
Middle | 1.5 | 2-3 | 15 | 361 | -10 to -9 | N/A |
Far 2 | 1.5 | 2-3 | 15 | 361 | -10 to -9 | N/A |
- Tied for fastest grounded move with LDTilt.
- Interruptible into Jab 2 during frames 6-28
- Special cancellable
- doesn’t give enough hitstun for most specials to properly combo.
- Startup of the move starts when the attack button is released.
This move is a fast combo starter and combo filler. When doing Jab 2 the Attack button must be pressed quickly or else the opponent will be able to shield before Jab 2 hits. The best way to avoid this is to tap the attack button twice then hold the second button press
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Far 1 | 20 | 0 | N/A | N/A | 3 | 0 | N/A | 1.0 | 1.0 | ||||
Close | 30 | 30 | N/A | N/A | 3 | 0 | N/A | 2.0 | 1.0 | ||||
Middle | 25 | 28 | N/A | N/A | 3 | 0 | N/A | 2.0 | 1.0 | ||||
Far 2 | 20 | 20 | N/A | N/A | 3 | 0 | N/A | 2.0 | 1.0 |
Jab 2
Tap after Jab 1
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close | 1.5 | 3-4 | 27 | 361 | -21 to -20 | N/A |
Far | 1.5 | 3-4 | 27 | 361 | -21 to -20 | N/A |
- Interruptible into Jab 3 during frames 6-28
- Special cancellable
Always link Jab 1 into Jab 2 because most specials off of Jab 1 aren't even true combos. When doing Jab 3 the Attack button must be pressed quickly or else the opponent will be able to shield before Jab 3 hits. The best way to avoid this is to continue holding the attack button after tapping it a second time (to do Jab 2).
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close | 25 | 25 | N/A | N/A | 3 | 0 | N/A | 2.0 | 1.0 | ||||
Far | 20 | 25 | N/A | N/A | 3 | 0 | N/A | 2.0 | 1.0 |
Jab 3
Tap after Jab 2
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab 3 | 5.0 | 8-10 | 34 | 45 | -21 to -19 | N/A |
- Starts tech chases at 0%
If you want a tech chase, then use this move.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 3 | 70 | 50 | N/A | N/A | 6 | 0 | N/A | 2.0 | 1.0 |
Proximity Jab
Hold while close to the opponent
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Strong | 12.0 | 7-11 | 37 | 80 | -19 to -15 | Upper body intangibility: 4-10 |
Weak | 8.0 | 7 | 37 | 80 | -22 | Upper body intangibility: 4-10 |
- Special Cancellable
This move is amazing on Ken, but for Ryu, it is kind of bad. The best way to get this move to hit is with LUTilt > PJab, but that doesn’t true combo until 74%, but also, doing LUTilt > PJab xx Shoryuken at mid to high percents almost always lands the sour spot. The real best way to land this move is to do an aerial into PJab.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Strong | 25 | 15 | N/A | N/A | 11/8 | 0 | N/A | 1.5 | 0.5 | ||||
Weak | 25 | 15 | N/A | N/A | 8 | 0 | N/A | 1.5 | 0.5 |
Heavy Jab
Hold while far from the opponent
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
HJab | 10.0 | 9-10 | 32 | 50 | -13 to -12 | N/A |
- Fast anti air
Heavy Jab is good for trying to prevent the opponent from short hopping onto Ryu. It does not have any intangibility, and has less kill power than Ken’s Roundhouse Kick but it is not locked behind an input. This move can often be called Roundhouse.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
HJab | 40 | 110 | N/A | N/A | 10 | 0 | N/A | 1.5 | 1.0 |
Proximity Forward Tilt
/ + Tap while close to the opponent
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grounded | 6.0 | 3-4 | 29 | 180 | -25 to -24 | N/A |
Aerial | 6.0 | 3-4 | 29 | 75 | -25 to -24 | N/A |
- Special Cancellable
- Best used to counteract SDI away
- Startup of the move starts when the A button is released
- Main jab lock starter
This is Ryu’s best combo move because the angle sends the opponent into Ryu instead of slightly up like PJab. Although this move faces the same problems of being a proximity normal, it is faster than PJab, and if proximity detection doesn’t give PTilt, LFTilt does put the opponent in a favorable position to continue pressure. Being faster, LUTilt > PTilt becomes a true combo at 32%. For Ryu, the only downside PTilt has compared to PJab is the damage.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grounded | 20 FKB | 100 | N/A | N/A | 6 | 0 | N/A | 1.5 | 1.0 | ||||
Aerial | 16 | 23 | N/A | N/A | 6 | 0 | N/A | 1.5 | 1.0 |
Light Forward Tilt
/ + Tap while far from the opponent
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close | 6.8 | 8-11 | 23 | 55 | -8 to -5 | Leg intangibility: 6-11 |
Far | 6.8 | 8-11 | 23 | 72 | -8 to -5 | Leg intangibility: 6-11 |
- Startup of the move starts when the A button is released
- Long Range with intangible startup
This move is used for spacing. The entire leg is intangible, so it can be used to stop opponents from running up to you with an attack. It has a tipper sweet spot at the foot that will send the opponent straight up. This is ideal for air combos like UAir ladders. The sourspot sends at a more outward angle which cannot be comboed off of, but dashing in afterwards can put the pressure on the opponent to make a risky getaway option.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close | 66 | 46 | N/A | N/A | 7 | 0 | N/A | 1.5 | 1.0 | ||||
Far | 66 | 46 | N/A | N/A | 7 | 0 | N/A | 1.5 | 1.0 |
Heavy Forward Tilt
/ + Hold
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 3.0 | 14 | 35 | 270 | -17 | N/A |
Second Hit | 6.0 | 16-17 | 35 | 36 | -13 to -12 | N/A |
- Does almost full shield damage
HFTilt is Ryu’s overhead attack. It does almost full shield damage. Enough where one light tilt into a HFTilt will shield break. The downside is that HFTilt has slow startup, so the opponent can roll out before it hits shield if they are expecting it.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 15 FKB | 100 | N/A | N/A | 4 | 8 | N/A | 1.5 | 1.0 | ||||
Second Hit | 60 | 90 | N/A | N/A | 6 | 20 | N/A | 1.5 | 1.0 |
Light Up Tilt
+ Tap
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grounded | 2.0 | 3-6 | 14 | 90 | -8 to -5 | N/A |
Aerial | 2.0 | 3-6 | 14 | 75 | -8 to -5 | N/A |
- Special Cancellable
- Interruptible into LUTilt on frames 8-14
- Startup of the move starts when the A button is released
- Medium UTilt
- Press the CStick/A button for 4-6 frames
- Gives upper body intangibility for those frames until the button is released. (see HUTilt for where the intangibility is)
LUTilt is fast, safe, and hits high. LUTilt is used for shield pressure, combos, and anti-airing. It is very versatile. It combos into the proximity normals and some aerials, or, if it hits a shield, it can be linked into HUTilt, or DSmash to do a shield damage string or it can be mashed on shield to catch jumps OOS because of how safe it is when canceled into itself. The downside is that this move loses hard to SDI.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grounded | 19 | 75 | N/A | N/A | 3 | 0 | N/A | 1.5 | 2.5 | ||||
Aerial | 19 | 75 | N/A | N/A | 3 | 0 | N/A | 1.5 | 2.5 |
Heavy Up Tilt
+ Hold
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Strong | 12.0 | 7-11 | 37 | 80 | -19 to -15 | Upper body intangibility: 4-10 |
Weak | 12.0 | 7 | 37 | 80 | -22 | Upper body intangibility: 4-10 |
- Special Cancellable
- Upper Body Intangibility makes it an effective anti-air
This move is just about identical to PJab in every way except HUTilt has knockback. The upper body intangibility makes this move really good for anti-airing opponents who want to land on top of Ryu.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Strong | 70 | 70 | N/A | N/A | 11 | 0 | N/A | 1.5 | 1.0 | ||||
Weak | 70 | 70 | N/A | N/A | 8 | 0 | N/A | 1.5 | 1.0 |
Light Down Tilt
+ Tap
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close, Grounded | 1.6 | 2-3 | 14 | 65 | -9 to -8 | N/A |
Aerial | 1.6 | 2-3 | 14 | 65 | -9 to -8 | N/A |
Far, Grounded | 1.6 | 2-3 | 14 | 60 | -9 to -8 | N/A |
- Tied for fastest grounded move with Jab 1
- Cancellable into itself
- Special Cancellable
- Startup of the move starts when the A button is released
- Interruptible into LDTilt or HDTilt on frames 8-14
This is LUTilt, but on a DTilt. It is fast, safe, and hits low. It is also harder to SDI LDTilt than it is to SDI LUTilt. That does not mean it doesn’t lose to SDI though.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close, Grounded | 9 FKB | 100 | N/A | N/A | 3 | 0 | N/A | 1.9 | 1.0 | ||||
Aerial | 11 FKB | 100 | N/A | N/A | 3 | 0 | N/A | 1.9 | 1.0 | ||||
Far, Grounded | 5 FKB | 100 | N/A | N/A | 3 | 0 | N/A | 1.9 | 1.0 |
Heavy Down Tilt
+ Hold
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Strong | 7.0 | 6-7 | 27 | 55 | -14 to -13 | N/A |
Weak | 5.5 | 6-7 | 27 | 55 | -15 to -14 | N/A |
- Special Cancellable
This is mainly a poking tool. It being special cancellable makes it safe, and special canceling it on hit to a Hadouken can be used to keep up scramble. Or, it can be special canceled into Shakunetsu for damage, but both can be escaped by DIing/SDIing up (except for fast fallers).
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Strong | 66 | 16 | N/A | N/A | 7 | 0 | N/A | 1.5 | 1.0 | ||||
Weak | 66 | 16 | N/A | N/A | 6 | 0 | N/A | 1.5 | 1.0 |
Dash Attack
while dashing or running
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 12.0 | 7-9 | 40 | 50 | -22 to -20 | N/A |
Late | 8.0 | 10-15 | 40 | 80 | -22 to -17 | N/A |
- High profiles some lows
This is a pretty standard Dash Attack. Use it for catching landings and whiff punishing. Basically, if a normal tilt is too slow to punish something, then do Dash Attack. Dash Attack can be used as a true combo finisher after crescent kick. The late hitting sour spot sends the opponent straight up which can start juggles or into a kill if the opponent isn’t ready for it.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 80 | 65 | N/A | N/A | 11 | 2 | N/A | 1.5 | 1.0 | ||||
Late | 80 | 60 | N/A | N/A | 8 | 2 | N/A | 1.5 | 1.0 |
Smash Attacks
Forward Smash
/ + (HOLD OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close | 16.0 22.4 charged | 15-17 | 45 | 361 | -19 to -17 -16 to -14 charged | N/A |
Far | 17.5 24.5 charged | 15-17 | 45 | 361 | -18 to -16 -15 to -13 charged | N/A |
- A standard FSmash with a tipper sweet spot and a close sour spot.
Ryu reels back then kicks forward. It is very strong but is really only used for reads.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close | 26 | 98 | N/A | N/A | 11 14 charged | 0 | N/A | 1.5 | 1.0 | ||||
Far | 26 | 98 | N/A | N/A | 12 16 charged | 0 | N/A | 1.5 | 1.0 |
Up Smash
+ (HOLD OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 17.0 25.5 charged | 9 | 44 | 83 | -24 -19 charged | Arm intangibility: 9-12 |
Late | 13.5 20.25 charged | 10-12 | 44 | 83 | -25 to -23 -21 to -19 charged | Arm intangibility: 9-12 |
- Frame 1 hurtbox shift downwards to crouch under attacks. Useful against characters that mash rising aerials on shield.
Standard USmash. Basically just Shoryuken Lite because it has arm intangibility and is relatively safe OOS. Auto-turn USmash OOS can be done by releasing shield, then on the next frame do USmash. It will cancel the rest of the shield drop animation with USmash while also turning around if the opponent did a cross-up.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 32 | 82/86 | N/A | N/A | 11 16 charged | 0 | N/A | 1.5 | 1.0 | ||||
Late | 32 | 82/86 | N/A | N/A | 9 14 charged | 0 | N/A | 1.5 | 1.0 |
Down Smash
+ (HOLD OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Far | 16.0 24.0 | 5-6 | 41 | 35 | -25 to -24 -21 to -20 charged | N/A |
Close | 12.0 18.0 | 5-6 | 41 | 80 | -28 to -27 -24 to -23 charged | N/A |
- Special Cancellable
- Kara cancel has special effects
DSmash is Ryu’s longest range poke. The 7.0.0 buff made this move amazing. On block, it can be canceled into Shakunetsu for amazing shield damage. On hit, at low percents it can combo into Hado or Shaku. At mid percents it will send into a tech chase and should be canceled into Hado to jab lock them or cover tech in place, or Tatsu to quickly approach the opponent. At high percents, it should be canceled into Hado to cover a double jump when the opponent is off stage. This move, like all moves, can be kara canceled into all specials, but DSmash gets better use from it due to the special properties it gives Tatsu. DSmash can be charged then kara canceled to be safe or to bait the opponent into a false sense of security for a kill.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Far | 50 | 47 | N/A | N/A | 11 15 charged | -8 | N/A | 1.5 | 1.0 | ||||
Close | 50 | 50 | N/A | N/A | 8 12 charged | -6 | N/A | 1.5 | 1.0 |
Aerials
Neutral Aerial
Airborne
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 8.0 | 6-8 | 27 | 361 | -1 | N/A |
Late | 4.5 | 6-8 | 27 | 361 | -2 | N/A |
- Special Cancellable only on the strong hit
NAir is Ryu’s safest aerial. That being said, it is not as safe as it seems. To get NAir to be -1, it has to hit as low as possible. Otherwise it will be anywhere from -9 to -5 on average. NAir combos into grounded moves, sets up tech chases, and air-to-airs, though Ken’s NAir is a little better at the last one. It is a very versatile move. Although it has lots of uses, it is very small. It will be beat out by anything that is faster than it or has more range than it. It being a small hitbox paired with Ryu’s bad air acceleration makes him an easy target for anti-airs.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 20 | 100 | 5 | 34+ | 4 | 0 | N/A | 1.5 | 1.0 | ||||
Late | 13 | 90 | 5 | 34+ | 3 | 0 | N/A | 1.5 | 1.0 |
Forward Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Front, Early | 14.0 | 8-9 | 36 | 61 | -6 | N/A |
Back, Early | 9.0 | 8-9 | 36 | 70 | -7 | N/A |
Front, Late | 12.0 | 10-14 | 36 | 61 | -6 | N/A |
Back, Late | 8.0 | 10-14 | 36 | 70 | -7 | N/A |
- Special Cancellable
FAir is great for air-to-airing because of its large range forward. But it really shines when using it to start combos. Hitting the back hitbox, often called sour FAir or ass FAir, pops the opponent up like DAir does allowing combos into LUTilt, PJab, or aerials depending on the percent. Where it falls behind is its safety. Although ass FAir does a lot of shield damage, it is not the safest on shield leaving Ryu up close and -6 on block. This can be fixed by special canceling. But it does so much shield damage that ass FAir xx b-reverse TSRK breaks shields leaving a one frame gap for the opponent to release shield.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Front, Early | 82 | 56 | 11 | 1-2, 38+ | 5 | 0 | N/A | 1.5 | 1.0 | ||||
Back, Early | 65 | 25 | 11 | 1-2, 38+ | 4 | 15 | N/A | 1.5 | 1.0 | ||||
Front, Late | 82 | 56 | 11 | 1-2, 38+ | 5 | 0 | N/A | 1.5 | 1.0 | ||||
Back, Late | 65 | 25 | 11 | 1-2, 38+ | 4 | 15 | N/A | 1.5 | 1.0 |
Back Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Strong | 16.0 | 8-9 | 41 | 361 | -4 | N/A |
Weak | 13.0 | 8-9 | 41 | 361 | -5 | N/A |
- Special Cancellable
BAir is Ryu’s best move that is locked behind auto-turn. It has amazing range, amazing safety, combos at early percents, and kills at late percents. Doing RAR with characters with auto-turn will take some practice as messing it up, even a little, will not cause them to turn around. The simplest way to do it is to do a half-circle back then jump and Ryu will jump straight up facing away from the opponent.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Strong | 21 | 90 | 10 | 25+ | 6 | 0 | N/A | 1.5 | 1.0 | ||||
Weak | 21 | 90 | 10 | 25+ | 5 | 0 | N/A | 1.5 | 1.0 |
Up Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 5.0 | 6-7 | 35 | 366 | -8 | Arm intangibility: 6-10 |
Second Hit | 6.0 | 9-11 | 35 | 75 | -8 | Arm intangibility: 6-10 |
- Special Cancellable
UAir is Ryu’s juggle move. With platforms, it combos into itself and it can be canceled into Shoryu for a kill. Both hits are special cancelable, but ideally the first hit should be special canceled so that the sweet spot of Shoryuken hits.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 0 | 100 | 11 | 18+ | 3 | 0 | N/A | 1.5 | 1.0 | ||||
Second Hit | 0 | 172 | 11 | 18+ | 3 | 0 | N/A | 1.5 | 1.0 |
Down Aerial
Airborne +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Spike, Aerial | 15.0 | 8-12 | 45 | 300 | -10 | N/A |
Grounded | 12.0 | 8-12 | 45 | 84 | -10 | N/A |
Weak, Aerial | 11.0 | 8-12 | 45 | 48 | -11 | N/A |
- Special Cancellable
- Can spike
This is Ryu’s riskiest landing aerial combo starter. Landing on a grounded opponent will pop them up comboing into LUTilt, PJab, or aerials. Landing the fist on an aerial opponent will spike them. Landing any other hitbox on an aerial opponent will not spike nor kill.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spike, Aerial | 10 | 80 | 15 | 1-2, 33+ | 5 | 0 | N/A | 1.5 | 1.0 | ||||
Grounded | 60 | 14 | 15 | 1-2, 33+ | 5 | 0 | N/A | 1.5 | 1.0 | ||||
Weak, Aerial | 20 | 80 | 15 | 1-2, 33+ | 4 | 0 | N/A | 1.5 | 1.0 |
Specials
Hadouken
Normal Input: (HOLD OK)
Command Input: + OR (HOLD OK)
Light Hadouken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early, Grounded | 9.0 Input version damage: 10.8 | 12-18 | 57 | 0 | -25 to -19 Input version: -22 to -16 | N/A |
Early, Aerial | 9.0 Input version damage: 10.8 | 12-18 | 57 | 60 | -25 to -19 Input version: -22 to -16 | N/A |
Late, Grounded | 9.0 Input version damage: 10.8 | 19-82 | 57 | 0 | -18 to +45 Input version: -15 to +48 | N/A |
Late, Aerial | 9.0 Input version damage: 10.8 | 19-82 | 57 | 60 | -18 to +45 Input version: -15 to +48 | N/A |
- Access by pressing the button for 1-5 frames
- Input multiplier: 1.2
Hadouken is Ryu’s main zoning tool. It goes through all moves that do about 9%. Each version has a different speed and different damage with the light version being slow and weak while the heavy version being fast and strong. It can be used after combos to do less damage but leave the opponent closer and it can be used for jab locks. The light version can be used for approaching behind. Doing a Hadouken while in the air can let Ryu drift forward or backwards while doing Hadouken and can be used to make approaching with Hado easier.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early, Grounded | 67 | 10 | N/A | N/A | 10 Input version: 12 | 0 | N/A | 1.4 | 0.0 | ||||
Early, Aerial | 66 | 10 | N/A | N/A | 10 Input version: 12 | 0 | N/A | 1.4 | 0.0 | ||||
Late, Grounded | 57 | 10 | N/A | N/A | 10 Input version: 12 | 0 | N/A | 1.4 | 0.0 | ||||
Late, Aerial | 57 | 10 | N/A | N/A | 10 Input version: 12 | 0 | N/A | 1.4 | 0.0 |
Medium Hadouken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early, Grounded | 9.5 Input version damage: 11.4 | 12-17 | 57 | 0 | -25 to -20 Input version: -22 to -17 | N/A |
Early, Aerial | 9.5 Input version damage: 11.4 | 12-17 | 57 | 60 | -25 to -20 Input version: -22 to -17 | N/A |
Late, Grounded | 9.5 Input version damage: 11.4 | 18-67 | 57 | 0 | -19 to +30 Input version: -16 to +33 | N/A |
Late, Aerial | 9.5 Input version damage: 11.4 | 18-67 | 57 | 60 | -19 to +30 Input version: -16 to +33 | N/A |
- Access by pressing the button for 6-13 frames
- Input multiplier: 1.2
Does medium damage and medium speed. Mainly used for speed mixup.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early, Grounded | 67 | 10 | N/A | N/A | 10 Input version: 12 | 0 | N/A | 1.4 | 0.0 | ||||
Early, Aerial | 66 | 10 | N/A | N/A | 10 Input version: 12 | 0 | N/A | 1.4 | 0.0 | ||||
Late, Grounded | 57 | 10 | N/A | N/A | 10 Input version: 12 | 0 | N/A | 1.4 | 0.0 | ||||
Late, Aerial | 57 | 10 | N/A | N/A | 10 Input version: 12 | 0 | N/A | 1.4 | 0.0 |
Heavy Hadouken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early, Grounded | 10.0 Input version damage: 12.0 | 12-16 | 57 | 0 | -25 to -21 Input version: -22 to -18 | N/A |
Early, Aerial | 10.0 Input version damage: 12.0 | 12-16 | 57 | 60 | -25 to -21 Input version: -22 to -18 | N/A |
Late, Grounded | 10.0 Input version damage: 12.0 | 17-50 | 57 | 0 | -20 to +13 Input version: -17 to +16 | N/A |
Late, Aerial | 10.0 Input version damage: 12.0 | 17-50 | 57 | 60 | -20 to +13 Input version: -17 to +16 | N/A |
- Access by pressing the button for 14+ frames
- Input multiplier: 1.2
The fast version and it does the most damage. The best version for zoning and ending combos. It cannot be used for approaching at all. It can be used as a speed mixup when the opponent is expecting a slower version of Hadouken.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early, Grounded | 67 | 10 | N/A | N/A | 10 Input version: 12 | 0 | N/A | 1.4 | 0.0 | ||||
Early, Aerial | 66 | 10 | N/A | N/A | 10 Input version: 12 | 0 | N/A | 1.4 | 0.0 | ||||
Late, Grounded | 57 | 10 | N/A | N/A | 10 Input version: 12 | 0 | N/A | 1.4 | 0.0 | ||||
Late, Aerial | 57 | 10 | N/A | N/A | 10 Input version: 12 | 0 | N/A | 1.4 | 0.0 |
Shakunetsu Hadouken
+ OR (HOLD OK)
Light Shakunetsu
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Multihit | 1.1 Hits 4 times for total damage of 4.4 | 12-88 | 56 | 366 | -41 to +37 | N/A |
Final Hit | 9.3 Total damage: 13.7 | 3 amount of frames after the final multihit | 56 | 55 | -20 to +47 | N/A |
- Input special only
- Access by pressing the A or B button for 1-5 frames
- Has fire properties
- First hitbox hits 4 times before the final hitbox activates
Shakunetsu is more damaging than Hadouken and it does more shield damage than Hadouken. Doing a shaku hover (like Hadouken hover but with Shaku) can make it do more shield damage (See tech page). Shaku is mainly used for combos because it does more damage, but it launches the opponent. This can make getting follow ups, especially at high percents, hard. It can be used for zoning but isn’t advised to because it loses to everything that does over 1% damage. Each version of Shaku goes a different speed and does the same damage with light Shaku going the slowest and heavy Shaku going the fastest. Light Shaku is mainly used for starting combos or applying shield pressure.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihit | 11 | 10 | N/A | N/A | 2 | 0 | 2 | 0.25 | 0.0 | ||||
Final Hit | 60 | 60 | N/A | N/A | 4 | 0 | 5 | 1.5 | 0.0 |
Medium Shakunetsu
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Multihit | 1.1 Hits 4 times for total damage of 4.4 | 12-72 | 56 | 366 | -41 to +21 | N/A |
Final Hit | 9.3 Total damage: 13.7 | 3 amount of frames after the final multihit | 56 | 55 | -20 to +31 | N/A |
- Input special only
- Access by pressing the A or B button for 6-12 frames
- Has fire properties
- First hitbox hits 4 times before the final hitbox activates
Medium Shaku can be used in the middle of some combos in which a follow up after Shaku will be possible that heavy Shaku won’t allow. Also used for applying shield pressure.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihit | 11 | 10 | N/A | N/A | 2 | 0 | 2 | 0.25 | 0.0 | ||||
Final Hit | 60 | 60 | N/A | N/A | 4 | 0 | 5 | 1.5 | 0.0 |
Heavy Shakunetsu
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Multihit | 1.1 Hits 4 times for total damage of 4.4 | 12-57 | 57 | 366 | -42 to +6 | N/A |
Final Hit | 9.3 Total damage: 13.7 | 3 amount of frames after the final multihit | 57 | 55 | -21 to +16 | N/A |
- Input special only
- Access by pressing the A or B button for 13+ frames
- Has fire properties
- First hitbox rehits 4 times before the final hitbox activates
Mainly used for combo enders and long range zoning.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Multihit | 11 | 10 | N/A | N/A | 2 | 0 | 1 | 0.25 | 0.0 | ||||
Final Hit | 60 | 60 | N/A | N/A | 4 | 0 | 5 | 1.5 | 0.0 |
Tatsumaki Senpukyaku
Normal Input: + (HOLD OK)
Command Input: + OR (HOLD OK)
Light Tatsumaki Senpukyaku
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Starting Hitbox | 11.0 Input version damage: 12.76 | 8-9 | 54 | 75 | -36 to -35 Input version: -34 to -33 | N/A |
Front Hitbox | 11.0 Input version damage: 12.76 | 13-15 | 54 | 45 | -31 to -24 Input version: -29 to -22 | Pivoting leg intangibility: 13-28 |
Back Hitbox | 10.0 Input version damage: 11.6 | 18-20 | 54 | 45 | -23 to -16 Input version: -22 to -15 | Pivoting leg intangibility: 13-28 |
- Access by pressing the A or B button for 1-7 frames
- High profiles attacks
- Does not cross up shield
- Only one hit per character
- after the move hits shield or a character, it won’t hit that character or their shield again but it can hit other characters
Light Tatsu is not used often. It can be used as a combo ender to send the opponent off stage, but Shaku does the same job, does more damage, and can get a possible followup. When recovering, use Tatsu to hurtbox shift away from the blast zone and move closer to the ledge. Despite having the same FAF, the light version does not go far in the air, so it can be used as a mixup to stop short of the opponent’s edge guard.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Starting Hitbox | 85 | 70 | N/A | N/A | 10 Input version: 12 | 0 | N/A | 1.5 | 1.0 | ||||
Front Hitbox | 26 | 160 | N/A | N/A | 10 Input version: 12 | 0 | N/A | 1.5 | 1.0 | ||||
Back Hitbox | 30 | 120 | N/A | N/A | 10 Input version: 11 | 0 | N/A | 1.5 | 1.0 |
Light Aerial Tatsumaki Senpukyaku
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Starting Hitbox | 11.0 Input version damage: 13.2 | 8-9 | 79/70 | 75 | -61 to -60/-52 to -51 Input version: -59 to -58/-50 to -49 | N/A |
First Front Hitbox | 10.0 Input version damage: 12.0 | 13-20 | 79/70 | 55 | -56 to -49/-47 to -40 Input version: -55 to -48/-46 to -40 | Attacking leg intangibility: 13-44 |
First Back Hitbox | 9.0 Input version damage: 10.8 | 21-28 | 79/70 | 50 | -49 to -42/-40 to -33 Input version: -48 to -41/-39 to -32 | Attacking leg intangibility: 13-44 |
Second Front Hitbox | 10.0 Input version damage: 12.0 | 29-36 | 79/70 | 55 | -39 to -32/-30 to -23 Input version: -38 to -31/-29 to -22 | Attacking leg intangibility: 13-44 |
Second Back Hitbox | 9.0 Input version damage: 10.8 | 37-44 | 79/70 | 50 | -32 to -25/-23 to -16 Input version: -31 to -24/-22 to -15 | Attacking leg intangibility: 13-44 |
- Landing aerial Tatsu before the final hitbox finishes will cause it to continue on the ground like it was grounded Tatsu and will have a FAF of 71. Landing aerial Tatsu on frame 56 or earlier will cause full landing lag but landing lag will gradually decrease the later Tatsu is landed starting on frame 57 so that the FAF would be 71.
- Hurtbox shifts away from the blast zone
- Input multiplier: 1.16
Off-stage, Tatsu should be used as a last resort because of its slow speed allowing it to be very easy to edge guard against. Use the different versions to mix up the distances traveled.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Starting Hitbox | 85 | 70 | 0-17 | N/A | 10 Input version: 12 | 0 | N/A | 1.5 | 1.0 | ||||
First Front Hitbox | 80 | 60 | 0-17 | N/A | 10 Input version: 11 | 0 | N/A | 1.5 | 1.0 | ||||
First Back Hitbox | 80 | 42 | 0-17 | N/A | 9 Input version: 10 | 0 | N/A | 1.5 | 1.0 | ||||
Second Front Hitbox | 80 | 60 | 0-17 | N/A | 10 Input version: 11 | 0 | N/A | 1.5 | 1.0 | ||||
Second Back Hitbox | 80 | 42 | 0-17 | N/A | 9 Input version: 10 | 0 | N/A | 1.5 | 1.0 |
Starting Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
First Front Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
First Back Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
Second Front Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
Second Back Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
Medium Tatsumaki Senpukyaku
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Starting Hitbox | 11.0 Input version damage: 12.76 | 8-9 | 86 | 75 | -68 to -67 Input version: -66 to -65 | N/A |
First Front Hitbox | 12.0 Input version damage: 13.92 | 13-20 | 86 | 62 | -62 to -55 Input version: -60 to -53 | Pivoting leg intangibility: 13-60 |
First Back Hitbox | 11.5 Input version damage: 13.34 | 21-28 | 86 | 50 | -54 to -47 Input version: -53 to -46 | Pivoting leg intangibility: 13-60 |
Second Front Hitbox | 12.0 Input version damage: 13.92 | 29-36 | 86 | 62 | -46 to -39 Input version: -44 to -37 | Pivoting leg intangibility: 13-60 |
Second Back Hitbox | 11.5 Input version damage: 13.34 | 37-44 | 86 | 50 | -38 to -31 Input version: -37 to -30 | Pivoting leg intangibility: 13-60 |
Third Front Hitbox | 12.0 Input version damage: 13.92 | 45-52 | 86 | 62 | -30 to -23 Input version: -28 to -21 | Pivoting leg intangibility: 13-60 |
Third Back Hitbox | 11.5 Input version damage: 13.34 | 53-60 | 86 | 50 | -22 to -15 Input version: -21 to -14 | Pivoting leg intangibility: 13-60 |
- Access by pressing the A or B button for 8-12 frames
- High profiles attacks
- Does not cross up shield
- Only one hit per character
- after the move hits shield or a character, it won’t hit that character or their shield again but it can hit other characters
- DI mixup for a kill
Medium Tatsu is used as a DI mixup as it sends at an angle that is more diagonal and if the opponent were to DI for heavy Tatsu, they would definitely get KOed by med. Tatsu with that DI. When recovering, use Tatsu to hurtbox shift away from the blast zone and move closer to the ledge. Be careful, though, because it moves slowly and has lots of lag, so it is prone to edge guards.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Starting Hitbox | 85 | 70 | N/A | N/A | 10 Input version: 12 | 0 | N/A | 1.5 | 1.0 | ||||
First Front Hitbox | 80 | 67 | N/A | N/A | 11 Input version: 13 | 0 | N/A | 1.5 | 1.0 | ||||
First Back Hitbox | 80 | 49 | N/A | N/A | 11 Input version: 12 | 0 | N/A | 1.5 | 1.0 | ||||
Second Front Hitbox | 80 | 67 | N/A | N/A | 11 Input version: 13 | 0 | N/A | 1.5 | 1.0 | ||||
Second Back Hitbox | 80 | 49 | N/A | N/A | 11 Input version: 12 | 0 | N/A | 1.5 | 1.0 | ||||
Third Front Hitbox | 80 | 67 | N/A | N/A | 11 Input version: 13 | 0 | N/A | 1.5 | 1.0 | ||||
Third Back Hitbox | 80 | 49 | N/A | N/A | 11 Input version: 12 | 0 | N/A | 1.5 | 1.0 |
Medium Aerial Tatsumaki Senpukyaku
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Starting Hitbox | 11.0 Input version damage: 13.2 | 8-9 | 79/70 | 75 | -61 to -60/-52 to -51 Input version: -59 to -58/-50 to -49 | N/A |
First Front Hitbox | 11.0 Input version damage: 13.2 | 13-20 | 79/70 | 62 | -56 to -49/-47 to -40 Input version: -54 to -47/-45 to -39 | Attacking leg intangibility: 13-44 |
First Back Hitbox | 10.5 Input version damage: 12.6 | 21-28 | 79/70 | 50 | -48 to -41/-39 to -32 Input version: -47 to -40/-38 to -31 | Attacking leg intangibility: 13-44 |
Second Front Hitbox | 11.0 Input version damage: 13.2 | 29-36 | 79/70 | 62 | -39 to -32/-30 to -23 Input version: -37 to -30/-28 to -21 | Attacking leg intangibility: 13-44 |
Second Back Hitbox | 10.5 Input version damage: 12.6 | 37-44 | 79/70 | 50 | -31 to -24/-22 to -15 Input version: -30 to -23/-21 to -14 | Attacking leg intangibility: 13-44 |
- Landing aerial Tatsu before the final hitbox finishes will cause it to continue on the ground like it was grounded Tatsu and will have a FAF of 71. Landing aerial Tatsu on frame 56 or earlier will cause full landing lag but landing lag will gradually decrease the later Tatsu is landed starting on frame 57 so that the FAF would be 71.
- Hurtbox shifts away from the blast zone
- Input multiplier: 1.16
Off-stage, Tatsu should be used as a last resort because of its slow speed allowing it to be very easy to edge guard against. Use the different versions to mix up the distances traveled.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Starting Hitbox | 85 | 70 | 0-17 | N/A | 10 Input version: 12 | 0 | N/A | 1.5 | 1.0 | ||||
First Front Hitbox | 80 | 67 | 0-17 | N/A | 10 Input version: 12 | 0 | N/A | 1.5 | 1.0 | ||||
First Back Hitbox | 80 | 49 | 0-17 | N/A | 10 Input version: 11 | 0 | N/A | 1.5 | 1.0 | ||||
Second Front Hitbox | 80 | 67 | 0-17 | N/A | 10 Input version: 12 | 0 | N/A | 1.5 | 1.0 | ||||
Second Back Hitbox | 80 | 49 | 0-17 | N/A | 10 Input version: 11 | 0 | N/A | 1.5 | 1.0 |
Starting Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
First Front Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
First Back Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
Second Front Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
Second Back Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
Heavy Tatsumaki Senpukyaku
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Starting Hitbox | 11.0 Input version damage: 12.76 | 8-9 | 86 | 75 | -68 to -67 Input version: -66 to -65 | N/A |
First Front Hitbox | 13.0 Input version damage: 15.08 | 13-20 | 86 | 70 | -61 to -54 Input version: -59 to -52 | Pivoting leg intangibility: 13-42 |
First Back Hitbox | 13.0 Input version damage: 15.08 | 21-28 | 86 | 50 | -53 to -46 Input version: -51 to -44 | Pivoting leg intangibility: 13-42 |
Second Front Hitbox | 13.0 Input version damage: 15.08 | 29-36 | 86 | 70 | -45 to -38 Input version: -43 to -36 | Pivoting leg intangibility: 13-42 |
Second Back Hitbox | 13.0 Input version damage: 15.08 | 37-44 | 86 | 50 | -37 to -30 Input version: -35 to -28 | Pivoting leg intangibility: 13-42 |
Third Front Hitbox | 13.0 Input version damage: 15.08 | 45-52 | 86 | 70 | -29 to -22 Input version: -27 to -20 | Pivoting leg intangibility: 13-42 |
Third Back Hitbox | 13.0 Input version damage: 15.08 | 53-60 | 86 | 50 | -21 to -14 Input version: -19 to -12 | Pivoting leg intangibility: 13-42 |
- Access by pressing the A or B button for 13+ frames
- High profiles attacks
- Does not cross up shield
- Only one hit per character
- after the move hits shield or a character, it won’t hit that character or their shield again but it can hit other characters
- Reliable kill move
Heavy Tatsu is the main version of this move that is used. The late hitbox does the most knockback and sends at an angle that is mostly up, so it should be DIed away to survive. To get the late hitbox to hit, cancel HDTilt into Tatsu. Despite how long it takes for Tatsu to hit, it is true but can be DIed/SDIed up to avoid. Confirm into the early hitbox at high percents when the late hitbox won’t hit.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Starting Hitbox | 85 | 70 | N/A | N/A | 10 Input version: 12 | 0 | N/A | 1.5 | 1.0 | ||||
First Front Hitbox | 80 | 71 | N/A | N/A | 12 Input version: 14 | 0 | N/A | 1.5 | 1.0 | ||||
First Back Hitbox | 80 | 56 | N/A | N/A | 12 Input version: 14 | 0 | N/A | 1.5 | 1.0 | ||||
Second Front Hitbox | 80 | 71 | N/A | N/A | 12 Input version: 14 | 0 | N/A | 1.5 | 1.0 | ||||
Second Back Hitbox | 80 | 56 | N/A | N/A | 12 Input version: 14 | 0 | N/A | 1.5 | 1.0 | ||||
Third Front Hitbox | 80 | 71 | N/A | N/A | 12 Input version: 14 | 0 | N/A | 1.5 | 1.0 | ||||
Third Back Hitbox | 80 | 56 | N/A | N/A | 12 Input version: 14 | 0 | N/A | 1.5 | 1.0 |
Heavy Aerial Tatsumaki Senpukyaku
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Starting Hitbox | 11.0 Input version damage: 13.2 | 8-9 | 79/70 | 75 | -61 to -60/-52 to -51 Input version: -59 to -58/-50 to -49 | N/A |
First Front Hitbox | 12.0 Input version damage: 14.4 | 13-20 | 79/70 | 70 | -55 to -48/-46 to -39 Input version: -53 to -46/-44 to -38 | Attacking leg intangibility: 13-44 |
First Back Hitbox | 12.0 Input version damage: 14.4 | 21-28 | 79/70 | 50 | -47 to -40/-38 to -31 Input version: -45 to -38/-36 to -29 | Attacking leg intangibility: 13-44 |
Second Front Hitbox | 12.0 Input version damage: 14.4 | 29-36 | 79/70 | 70 | -38 to -31/-29 to -22 Input version: -36 to -29/-27 to -20 | Attacking leg intangibility: 13-44 |
Second Back Hitbox | 12.0 Input version damage: 14.4 | 37-44 | 79/70 | 50 | -30 to -23/-21 to -14 Input version: -28 to -21/-19 to -12 | Attacking leg intangibility: 13-44 |
- Landing aerial Tatsu before the final hitbox finishes will cause it to continue on the ground like it was grounded Tatsu and will have a FAF of 71. Landing aerial Tatsu on frame 56 or earlier will cause full landing lag but landing lag will gradually decrease the later Tatsu is landed starting on frame 57 so that the FAF would be 71.
- Hurtbox shifts away from the blast zone
- Input multiplier: 1.16
Off-stage, Tatsu should be used as a last resort because of its slow speed allowing it to be very easy to edge guard against. Use the different versions to mix up the distances traveled.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Starting Hitbox | 85 | 70 | 0-17 | N/A | 10 Input version: 12 | 0 | N/A | 1.5 | 1.0 | ||||
First Front Hitbox | 80 | 71 | 0-17 | N/A | 11 Input version: 13 | 0 | N/A | 1.5 | 1.0 | ||||
First Back Hitbox | 80 | 56 | 0-17 | N/A | 11 Input version: 13 | 0 | N/A | 1.5 | 1.0 | ||||
Second Front Hitbox | 80 | 71 | 0-17 | N/A | 11 Input version: 13 | 0 | N/A | 1.5 | 1.0 | ||||
Second Back Hitbox | 80 | 56 | N/A | 11 Input version: 13 | 0 | N/A | 1.5 | 1.0 |
Starting Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
First Front Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
First Back Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
Second Front Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
Second Back Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
Shoryuken
Normal Input: + (HOLD OK)
Command Input: + OR (HOLD OK)
Naming: SRK means doing noninput USpecial. TSRK means True Shoryuken which is the input version. All other names just mean the move in general and can mean doing either USpecial or input.
Light Shoryuken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 13.0 | 6 | 37 | 80 | -19 | Full Intangiblity: 5 |
Middle | 12.0 | 7-8 | 37 | 80 | -19 to -18 | Full Intangiblity: 5 |
Late | 7.0 | 9-19 | 37 | 70 | -21 to -11 | Full Intangiblity: 5 |
Input, Early | 15.6 | 6 | 37 | 80 | -17 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Middle | 14.4 | 7-8 | 37 | 80 | -17 to -16 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Late | 8.4 | 9-19 | 37 | 70 | -20 to -10 | Full intangibility: 4-6, Arm intangibility: 1-14 |
- Access by pressing the button for 1-2 frames
- Input multiplier: 1.2
In general, doing the input version is better as it grants more damage and less landing lag. Ryu’s light Shoryuken is used for safety since it has the least amount of air time. Note that input Shoryuken cannot be done OOS without skipping the 11 frames of shield drop. Only USpecial can be done OOS.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 80 | 58 | 22 | N/A | 12 | 0 | N/A | 2.0 | 1.0 | ||||
Middle | 80 | 64 | 22 | N/A | 11 | 0 | N/A | 1.5 | 1.0 | ||||
Late | 60 | 90 | 22 | N/A | 7 | 0 | N/A | 1.5 | 1.0 | ||||
Input, Early | 80 | 58 | 15 | N/A | 14 | 0 | N/A | 2.0 | 1.0 | ||||
Input, Middle | 80 | 64 | 15 | N/A | 13 | 0 | N/A | 1.5 | 1.0 | ||||
Input, Late | 60 | 90 | 15 | N/A | 8 | 0 | N/A | 1.5 | 1.0 |
Aerial Light Shoryuken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 12.0 | 6 | 37 | 80 | -20 | Full Intangiblity: 5 |
Middle | 10.0 | 7-8 | 37 | 80 | -20 to -19 | Full Intangiblity: 5 |
Late | 7.0 | 9-19 | 37 | 70 | -21 to -11 | Full Intangiblity: 5 |
Input, Early | 14.4 | 6 | 37 | 80 | -18 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Middle | 12.0 | 7-8 | 37 | 80 | -19 to -18 | Full intangibility: 4-6, Arm intangibility: 1-14 |
input, Late | 8.4 | 9-19 | 37 | 70 | -20 to -10 | Full intangibility: 4-6, Arm intangibility: 1-14 |
- Access by pressing the button for 1-2 frames
- Input multiplier: 1.2
Aerial Shoryu to ledge to not get two framed. Use input version to shark ledge with intangibility.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 80 | 49 | 22 | N/A | 11 | 0 | N/A | 2.0 | 1.0 | ||||
Middle | 80 | 57 | 22 | N/A | 10 | 0 | N/A | 1.5 | 1.0 | ||||
Late | 60 | 70 | 22 | N/A | 7 | 0 | N/A | 1.5 | 1.0 | ||||
Input, Early | 80 | 49 | 15 | N/A | 13 | 0 | N/A | 2.0 | 1.0 | ||||
Input, Middle | 80 | 57 | 15 | N/A | 11 | 0 | N/A | 1.5 | 1.0 | ||||
input, Late | 60 | 70 | 15 | N/A | 8 | 0 | N/A | 1.5 | 1.0 |
Medium Shoryuken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 14.0 | 6 | 37 | 80 | -18 | Full intangibility: 5 |
Middle | 12.0 | 7-8 | 37 | 80 | -19 to -18 | Full intangibility: 5 |
Late | 7.0 | 9-19 | 37 | 70 | -21 to -11 | Full intangibility: 5 |
Input, Early | 16.8 | 6 | 37 | 80 | -16 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Middle | 14.4 | 7-8 | 37 | 80 | -17 to -16 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Late | 8.4 | 9-19 | 37 | 70 | -20 to -10 | Full intangibility: 4-6, Arm intangibility: 1-14 |
- Access by pressing the button for 3-4 frames
- Input multiplier: 1.2
Medium Shoryuken is mainly only used for trying to not go over ledge when recovering.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 80 | 64 | 22 | N/A | 13 | 0 | N/A | 2.0 | 1.0 | ||||
Middle | 80 | 64 | 22 | N/A | 11 | 0 | N/A | 1.5 | 1.0 | ||||
Late | 60 | 90 | 22 | N/A | 7 | 0 | N/A | 1.5 | 1.0 | ||||
Input, Early | 80 | 64 | 15 | N/A | 15 | 0 | N/A | 2.0 | 1.0 | ||||
Input, Middle | 80 | 64 | 15 | N/A | 13 | 0 | N/A | 1.5 | 1.0 | ||||
Input, Late | 60 | 90 | 15 | N/A | 8 | 0 | N/A | 1.5 | 1.0 |
Aerial Medium Shoryuken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 13.0 | 6 | 37 | 80 | -19 | Full intangibility: 5 |
Middle | 10.0 | 7-8 | 37 | 80 | -20 to -19 | Full intangibility: 5 |
Late | 7.0 | 9-19 | 37 | 70 | -21 to -11 | Full intangibility: 5 |
Input, Early | 15.6 | 6 | 37 | 80 | -17 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Middle | 12.0 | 7-8 | 37 | 80 | -19 to -18 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Late | 8.4 | 9-19 | 37 | 70 | -20 to -10 | Full intangibility: 4-6, Arm intangibility: 1-14 |
- Access by pressing the button for 1-2 frames
- Input multiplier: 1.2
Medium Shoryuken is mainly only used for trying to not go over ledge when recovering.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 80 | 54 | 22 | N/A | 12 | 0 | N/A | 2.0 | 1.0 | ||||
Middle | 80 | 57 | 22 | N/A | 10 | 0 | N/A | 1.5 | 1.0 | ||||
Late | 60 | 70 | 22 | N/A | 7 | 0 | N/A | 1.5 | 1.0 | ||||
Input, Early | 80 | 54 | 15 | N/A | 14 | 0 | N/A | 2.0 | 1.0 | ||||
Input, Middle | 80 | 57 | 15 | N/A | 11 | 0 | N/A | 1.5 | 1.0 | ||||
Input, Late | 60 | 70 | 15 | N/A | 8 | 0 | N/A | 1.5 | 1.0 |
Heavy Shoryuken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 15.0 | 6 | 37 | 80 | -17 | Full intangibility: 5 |
Middle | 12.0 | 7-8 | 37 | 80 | -19 to -18 | Full intangibility: 5 |
Late | 7.0 | 9-19 | 37 | 70 | -21 to -11 | Full intangibility: 5 |
Input, Early | 18.0 | 6 | 37 | 80 | -15 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Middle | 14.4 | 7-8 | 37 | 80 | -17 to -16 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Late | 8.4 | 9-19 | 37 | 70 | -20 to -10 | Full intangibility: 4-6, Arm intangibility: 1-14 |
- Access by pressing the button for 5+ frames
- Input multiplier: 1.2
- Great kill power
Ryu’s main kill move. It has a small sweet spot at the beginning and a sour spot afterwards until the move ends. Although it won’t kill, it can be used as an anti-air.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 80 | 69 | 22 | N/A | 14 | 0 | N/A | 2.0 | 1.0 | ||||
Middle | 80 | 64 | 22 | N/A | 11 | 0 | N/A | 1.5 | 1.0 | ||||
Late | 60 | 90 | 22 | N/A | 7 | 0 | N/A | 1.5 | 1.0 | ||||
Input, Early | 80 | 69 | 15 | N/A | 16 | 0 | N/A | 2.0 | 1.0 | ||||
Input, Middle | 80 | 64 | 15 | N/A | 13 | 0 | N/A | 1.5 | 1.0 | ||||
Input, Late | 60 | 90 | 15 | N/A | 8 | 0 | N/A | 1.5 | 1.0 |
Aerial Heavy Shoryuken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 14.0 | 6 | 37 | 80 | -18 | Full intangibility: 5 |
Middle | 10.0 | 7-8 | 37 | 80 | -20 to -19 | Full intangibility: 5 |
Late | 7.0 | 9-19 | 37 | 70 | -21 to -11 | Full intangibility: 5 |
Input, Early | 16.8 | 6 | 37 | 80 | -16 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Middle | 12.0 | 7-8 | 37 | 80 | -19 to -18 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Late | 8.4 | 9-19 | 37 | 70 | -20 to -10 | Full intangibility: 4-6, Arm intangibility: 1-14 |
- Access by pressing the button for 5+ frames
- Input multiplier: 1.2
Ryu’s main kill move. It has a small sweet spot at the beginning and a sour spot afterwards until the move ends. Although it won’t kill, it can be used as an anti-air. When off stage trying to recover, Shoryuken does not snap to ledge. Using light and medium Shoryuken will cause Ryu to go not as high as heavy Shoryuken but this can be better to prevent two framing. Using input Shoryuken to recover is also good as his arm is intangible from 1-15 so that Ryu can punch the opponent off the ledge as he recovers. Also note that the horizontal ledge grab range is really large, so Ryu can space out to make two frame attempts miss. And if Ryu finishes Shoryuken with his shoulders above the ledge, his ledge grab will be fully intangible.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 80 | 60 | 22 | N/A | 13 | 0 | N/A | 2.0 | 1.0 | ||||
Middle | 80 | 57 | 22 | N/A | 10 | 0 | N/A | 1.5 | 1.0 | ||||
Late | 60 | 70 | 22 | N/A | 7 | 0 | N/A | 1.5 | 1.0 | ||||
Input, Early | 80 | 60 | 15 | N/A | 15 | 0 | N/A | 2.0 | 1.0 | ||||
Input, Middle | 80 | 57 | 15 | N/A | 11 | 0 | N/A | 1.5 | 1.0 | ||||
Input, Late | 60 | 70 | 15 | N/A | 8 | 0 | N/A | 1.5 | 1.0 |
Focus Attack
+ (HOLD OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Level 1 | 12.0 | 11-12 | 55 | 60 | -33 to -32 | Full heavy armor while charging: 1-30 |
Level 2 | 10.0 | 11-12 | 55 | 60 | -34 to -33 | Full heavy armor while charging: 1-58 |
Level 3 | 17.0 | 11-12 | 55 | 60 | UNBLOCKABLE | Full heavy armor while charging: 1-59, Full heavy armor during attack: 1-10 after releasing button |
- Frame 1 heavy armor
- How armor works:
Focus Attack has armor that can be broken one of two ways: Either by hitting Ryu twice, or by hitting Ryu with a single strike that deals a higher percent damage than its threshold. When Ryu gets hit, he will take half damage. Focus Attack's threshold starts at 14.0% and increases by ~0.24 every frame, scaling to 28.0% as it's fully charged. During the move, Ryu will flash twice. Before the first flash, the move will deal set knockback (Called FA1 or FADC1). After the first flash, it will crumple a grounded opponent or stun an aerial opponent (Called FA2 or FADC2), after which they can roll/getup attack (if grounded) or they are sent flying. After the second flash, the opponent is stunned for a long time before they crumple or fly away (Called FA3 or FADC3), giving Ryu a longer time to punish. Level 1 and 2 has no armor, Level 3 has armor on frames 1-10, the dash has no armor.
- Can be dash canceled
- How to dash cancel:
By tapping forward or backwards twice, Ryu will do a Focus Attack Dash Cancel, or FADC for short, and they will dash in the direction that was tapped twice in. This can be done after landing any level of Focus Attack, or during frames 26-58 while charging the attack before it is released (Input can be buffered starting frame 19). If an attack was armored with Focus, Ryu can still FADC afterwards. If Ryu launches the attack but it hits nothing, they cannot FADC.
- Does a lot of shield damage
- Level 3 does no shield damage but is unblockable
- Level 2 and 3 crumples opponents.
- When level 2 or 3 hits an aerial opponent, they will be stunned in place before being launched
- To get Level 1, release the special button during frames 1-30
- To get Level 2, release the special button during frames 31-58
- To get Level 3, hold the special button for 59 frames or longer
Focus Attack is the swiss army knife tool. But just like swiss army knives, it can hurt you if used incorrectly. It has frame 1 heavy armor that can be used to get out of disadvantage. It can be used off stage to stall as it slows down Ryu's fall speed for a little. It can be B-reversed and wave-bounced to mix up momentum when being juggled, then it can be dash canceled to mix up momentum again. It can be used in advantage state to get a hard read into a high damage punish. And it can be used in neutral to beat out attacks. Where it hurts is that its armor only tanks one hit. That means that the opponent can do two attacks and the second attack will launch Ryu like normal. Or the opponent does a multihit attack and it will launch Ryu like normal. Using Focus Attack slows Ryu down and locks Ryu into Focus for 26 frames before he can attack or dash cancel which will lock him into more endlag. This makes Focus Attack reactable.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 100 | 10 | N/A | N/A | 11 | 15 | N/A | 2.0 | 1.0 | ||||
Level 2 | 0 | 100 | N/A | N/A | 10 | 22 | N/A | 2.5 | 1.0 | ||||
Level 3 | 0 | 100 | N/A | N/A | UNBLOCKABLE | N/A | N/A | 2.3 | 1.0 |
Level 1:
- Total Frames and Frames Active are counted from the time the button is released, assuming that it has been charged a sufficient amount of time
Level 2:
- Total Frames and Frames Active are counted from the time the button is released, assuming that it has been charged a sufficient amount of time
Level 3:
- Total Frames and Frames Active are counted from the time the button is released, assuming that it has been charged a sufficient amount of time
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grab | N/A | 6-7 | 34 | N/A | N/A | N/A |
Like all grabs, it is good catching the opponent shielding. Gives free stage positioning. A good use is in tick throws. A tick throw is an attack on shield into a Grab. Best used with LDTilt or LUTilt as they are hard to react to.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Dash Grab
while dashing or running
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Dash Grab | N/A | 9-10 | 42 | N/A | N/A | N/A |
Standard Dash Grab.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dash Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Pivot Grab
+ while dashing or running
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Pivot Grab | N/A | 10-11 | 37 | N/A | N/A | N/A |
Doubles move only.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pivot Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Pummel
or while the opponent is grabbed
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Pummel | 1.3 | 1 | 6 | 361 | -2 | N/A |
Because of Ryu's lack of kill throws, Pummel should definitely be used at high percents. At low percents, not using a pummel is appropriate to try and catch the opponent DIing DThrow in to try and get a mixup string.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pummel | 30 FKB | 100 | N/A | N/A | 3 | 0 | N/A | 1.8 | 1.0 |
Forward Throw
while the opponent is grabbed
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
FThrow | 9.0 | 16 | 41 | 50 | N/A | Full invincibility: 1-16 |
Good for sending the opponent off stage into either an edge guard or a ledge trap.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
FThrow | 75 | 45 | N/A | N/A | N/A | N/A | N/A | 0.0 | N/A |
Back Throw
while the opponent is grabbed
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
BThrow | 12.0 | 23 | 49 | 52 | N/A | Full invincibility: 1-23 |
Also good for sending the opponent off stage into either an edge guard or a ledge trap.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
BThrow | 75 | 45 | N/A | N/A | N/A | N/A | N/A | 0.0 | N/A |
Up Throw
while the opponent is grabbed
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
UThrow | 8.0 | 18 | 46 | 88 | N/A | Full invincibility: 1-18 |
Collateral | 15.0 | 25-30 | 46 | 361 | -7 to -2 | Leg intangbility: 25-30 |
It sends the opponent upwards. The downwards kick after the throw has a hitbox which is useful against Ice Climbers, Luma, and doubles.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
UThrow | 55 | 75 | N/A | N/A | N/A | N/A | N/A | 0.0 | N/A | ||||
Collateral | 30 | 100 | N/A | N/A | 14 | 0 | N/A | 2.0 | 1.0 |
Down Throw
while the opponent is grabbed
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
DThrow | 3.0 | 19 | 44 | 361 | N/A | Full invincibility: 1-19 |
Collateral | 3.0 | 18 | 44 | 50 | -18 (Shield break) | Full invincibility: 1-19 |
This also sends the opponent upwards, but at low percents, it is possible to get a HJab if the opponent doesn’t DI or air dodge through it. Ryu can also get an UAir if the opponent isn’t ready for it. The throw has a hitbox that is very small and will most likely not hit anyone, but it will hit shields and it does full shield damage. This is really only useful against Ice Climbers.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
DThrow | 40 | 100 | N/A | N/A | N/A | N/A | N/A | 0.0 | N/A | ||||
Collateral | 40 FKB | 100 | N/A | N/A | 7 (Shield break) | 50 | N/A | 1.5 | 1.0 |
Misc. Attacks
Ledge Attack
while holding the ledge
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ledge Attack | 10.0 | 24-26 | 55 | 45 | -21 to -19 | Full intangibility: 1-26 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ledge Attack | 90 | 20 | N/A | N/A | 10 | 1 | N/A | 1.1 | 1.0 |
Getup Attack
after getting knocked down
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Face Up, Back Hit | 7.0 | 14-15 | 45 | 48 | -24 to -23 | Full intangibility: 1-20 |
Face Up, Front Hit | 7.0 | 19-20 | 45 | 48 | -19 to -18 | Full intangibility: 1-20 |
Face Down, Back Hit | 7.0 | 14-15 | 45 | 48 | -24 to -23 | Full intangibility: 1-20 |
Face Down, Front Hit | 7.0 | 19-20 | 45 | 48 | -19 to -18 | Full intangibility: 1-20 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Face Up, Back Hit | 80 | 48 | N/A | N/A | 7 | 8 | N/A | 1.5 | 1.0 | ||||
Face Up, Front Hit | 80 | 48 | N/A | N/A | 7 | 8 | N/A | 1.5 | 1.0 | ||||
Face Down, Back Hit | 80 | 48 | N/A | N/A | 7 | 8 | N/A | 1.5 | 1.0 | ||||
Face Down, Front Hit | 80 | 48 | N/A | N/A | 7 | 8 | N/A | 1.5 | 1.0 |
Trip Attack
after tripping
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Back Hit | 5.0 | 19-20 | 49 | 361 | -24 to -23 | Full intangibility: 1-20 |
Front Hit | 5.0 | 24-25 | 49 | 361 | -19 to -18 | Full intangibity: 1-20 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Back Hit | 60 | 50 | N/A | N/A | 6 | 8 | N/A | 1.5 | 1.0 | ||||
Front Hit | 60 | 50 | N/A | N/A | 6 | 8 | N/A | 1.5 | 1.0 |
To edit frame data, edit values in SSBU/Ryu/Data. |
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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