Editing Ryu (SSB4)

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 69: Line 69:
|neutral3dmg=5%
|neutral3dmg=5%
|neutraldesc=''Tapped'': A jab, followed by a {{s|wikipedia|short straight-punch}}, followed by a hook. Tapping the button without Ryu hitting anything makes him repeat the first hit as fast as the player can tap. It is based on his standing light punch from ''Street Fighter II'' (albeit with its animation from ''Street Fighter III'') and close standing medium punch and standing hard punch from ''Street Fighter III'' respectively.<br /><br /> ''Held'': A spinning hook kick. Despite being categorized as a neutral attack, it has deceptively high knockback, which enables it to KO beginning at 125%. It is based on his standing heavy kick in ''Street Fighter II''.
|neutraldesc=''Tapped'': A jab, followed by a {{s|wikipedia|short straight-punch}}, followed by a hook. Tapping the button without Ryu hitting anything makes him repeat the first hit as fast as the player can tap. It is based on his standing light punch from ''Street Fighter II'' (albeit with its animation from ''Street Fighter III'') and close standing medium punch and standing hard punch from ''Street Fighter III'' respectively.<br /><br /> ''Held'': A spinning hook kick. Despite being categorized as a neutral attack, it has deceptively high knockback, which enables it to KO beginning at 125%. It is based on his standing heavy kick in ''Street Fighter II''.
|ftiltname=Collarbone Breaker ({{ja|鎖骨割り|Sakotsu Wari}}, ''Collarbone/Clavicle Splitter'') (held)
|ftiltname=Collarbone Breaker ({{ja|鎖骨割り|Sakotsu Wari}}, "Collarbone/Clavicle Splitter") (held)
|ftiltdmg=6.8% (tapped); 3%, 6% (held)
|ftiltdmg=6.8% (tapped); 3%, 6% (held)
|ftiltdesc=''Tapped'': The tsumasaki geri, a kick used in Karate. It launches the opponent diagonally upward. Good for following with a dash attack or forward aerial at low percents. Renders his foot intangible from frames 6-11. It is based on his standing medium kick in ''Street Fighter III''.<br /><br /> ''Held'': The overhand of the same name that debuted in ''Super Street Fighter II Turbo''. Despite its appearance, it hits twice much like the original version. Deals very high [[shield damage]], but its start-up makes it difficult to use on quick opponents. A tapped up tilt can lead into this move.
|ftiltdesc=''Tapped'': The tsumasaki geri, a kick used in Karate. It launches the opponent diagonally upward. Good for following with a dash attack or forward aerial at low percents. Renders his foot intangible from frames 6-11. It is based on his standing medium kick in ''Street Fighter III''.<br /><br /> ''Held'': The overhand of the same name that debuted in ''Super Street Fighter II Turbo''. Despite its appearance, it hits twice much like the original version. Deals very high [[shield damage]], but its start-up makes it difficult to use on quick opponents. A tapped up tilt can lead into this move.
Line 75: Line 75:
|utiltdmg=2% (tapped); 8% (sourspot), 12% (sweetspot) (held)
|utiltdmg=2% (tapped); 8% (sourspot), 12% (sweetspot) (held)
|utiltdesc=''Tapped'': The sok ngat, an uppercut-style elbow strike used in Muay Thai. It can be used repeatedly as fast as the player can press the attack button, which allows it to chain into itself and lead into many of Ryu's moves for a quick finisher. Despite its appearance, it has decent range. It is based on his close standing light punch in ''Street Fighter II''.<br /><br /> ''Held'': An uppercut. Strong for its speed and grants his upper body intangibility from frames 4-10, making it a surprisingly effective anti-air attack and KO move. If it connects, it can instantly be canceled into any version of Shoryuken. A reliable finisher for his tapped up tilt. KOs at 152%. It is based on his close standing heavy punch in ''Street Fighter III''.
|utiltdesc=''Tapped'': The sok ngat, an uppercut-style elbow strike used in Muay Thai. It can be used repeatedly as fast as the player can press the attack button, which allows it to chain into itself and lead into many of Ryu's moves for a quick finisher. Despite its appearance, it has decent range. It is based on his close standing light punch in ''Street Fighter II''.<br /><br /> ''Held'': An uppercut. Strong for its speed and grants his upper body intangibility from frames 4-10, making it a surprisingly effective anti-air attack and KO move. If it connects, it can instantly be canceled into any version of Shoryuken. A reliable finisher for his tapped up tilt. KOs at 152%. It is based on his close standing heavy punch in ''Street Fighter III''.
|dtiltname=Light Ankle Kick ({{ja|キック|Kikku}}, ''Kick'')(Tapped)<br>Heavy Ankle Kick ({{ja|くるぶしキック|Kurubushi Kikku}}, Ankle Kick)(Held)
|dtiltname=Light Ankle Kick (Tapped)<br>Heavy Ankle Kick (Held)
|dtiltdmg=1.6% (tapped); 7% (leg), 5.5% (foot) (held)
|dtiltdmg=1.6% (tapped); 7% (leg), 5.5% (foot) (held)
|dtiltdesc=''Tapped'': A crouching, Hapkido-style shin kick. It can be repeated as fast as the player can press, similar to his other tapped tilts. If used on a prone opponent, they will be lightly launched back onto their feet, allowing Ryu to continue combos on them for extended periods of time. It is based on his crouching light kick in ''Street Fighter II''.<br /><br /> ''Held'': A lunging, Hapkido-style shin kick. Despite having low power, it can be immediately canceled into a special move only if Ryu hits the opponent or their shield, allowing Ryu to pressure his opponent. Shoryuken combos well from this attack. It is based on his crouching medium kick in ''Street Fighter II''.
|dtiltdesc=''Tapped'': A crouching, Hapkido-style shin kick. It can be repeated as fast as the player can press, similar to his other tapped tilts. If used on a prone opponent, they will be lightly launched back onto their feet, allowing Ryu to continue combos on them for extended periods of time. It is based on his crouching light kick in ''Street Fighter II''.<br /><br /> ''Held'': A lunging, Hapkido-style shin kick. Despite having low power, it can be immediately canceled into a special move only if Ryu hits the opponent or their shield, allowing Ryu to pressure his opponent. Shoryuken combos well from this attack. It is based on his crouching medium kick in ''Street Fighter II''.
Line 81: Line 81:
|dashdmg=12% (clean), 8% (late)
|dashdmg=12% (clean), 8% (late)
|dashdesc=A flying kick. Possesses high base knockback for a dash attack and it can reliably combo into many of his tapped attacks as a finisher. KOs at 150%. Based on his original jumping medium and heavy kicks in the ''Street Fighter Alpha/Zero'' games.
|dashdesc=A flying kick. Possesses high base knockback for a dash attack and it can reliably combo into many of his tapped attacks as a finisher. KOs at 150%. Based on his original jumping medium and heavy kicks in the ''Street Fighter Alpha/Zero'' games.
|fsmashname=Joudan Sokutougeri ({{ja|上段足刀蹴り|Jōdan Sokutō Geri}}, ''High-Level Foot Edge Kick'')
|fsmashname=Joudan Sokutougeri ({{ja|上段足刀蹴り|Jōdan Sokutō Geri}}, "High-Level Foot Edge Kick")
|fsmashdmg={{ChargedSmashDmgSSB4|16}} (leg), {{ChargedSmashDmgSSB4|17.5}} (foot)
|fsmashdmg={{ChargedSmashDmgSSB4|16}} (leg), {{ChargedSmashDmgSSB4|17.5}} (foot)
|fsmashdesc=The side kick of the same name from ''Street Fighter III''. Moves him slightly forward and has the highest range of all his standard attacks, as it is able to hit opponents two character lengths away from him. However, it has noticeable ending lag. Deals slightly more damage and knockback when hit with Ryu's heel, and is Ryu's strongest standard attack if his heel connects. KOs at 110% with his heel and 120% anywhere else.
|fsmashdesc=The side kick of the same name from ''Street Fighter III''. Moves him slightly forward and has the highest range of all his standard attacks, as it is able to hit opponents two character lengths away from him. However, it has noticeable ending lag. Deals slightly more damage and knockback when hit with Ryu's heel, and is Ryu's strongest standard attack if his heel connects. KOs at 110% with his heel and 120% anywhere else.
Line 93: Line 93:
|nairdmg=8% (clean), 4.5% (late)
|nairdmg=8% (clean), 4.5% (late)
|nairdesc=A downward angled knee strike. Its limited range is compensated by its [[sex kick]] properties and very low ending lag. When used after a [[short hop]], it can be a useful way to lead into his up tilt-initiated or down tilt-initiated combos until 50%. It can also be used twice in a short hop. Has the lowest landing lag of any aerial move in the game, with a total of 6 frames. It is based on his diagonal jumping light kick in ''Street Fighter II''.
|nairdesc=A downward angled knee strike. Its limited range is compensated by its [[sex kick]] properties and very low ending lag. When used after a [[short hop]], it can be a useful way to lead into his up tilt-initiated or down tilt-initiated combos until 50%. It can also be used twice in a short hop. Has the lowest landing lag of any aerial move in the game, with a total of 6 frames. It is based on his diagonal jumping light kick in ''Street Fighter II''.
|fairname=Tobigeri{{ref|a}} ({{ja|飛び蹴り|Tobigeri}})
|fairname=Tobigeri
|fairdmg=15% (clean sweetspot), 13% (late sweetspot), 9% (clean sourspot), 8% (late sourspot)
|fairdmg=15% (clean sweetspot), 13% (late sweetspot), 9% (clean sourspot), 8% (late sourspot)
|fairdesc=A flying kick. Ryu's foot has high launching power, while his upper leg has a sourspot and deals less damage. Despite this, the sourspot deals high shield damage. A good combo move and very damaging for its speed, but lacks KO power due to its knockback growth, making it more suitable for damage racking unless near the side blast lines. It is based on his diagonal jumping medium and heavy kick animation in ''Street Fighter II''.
|fairdesc=A flying kick. Ryu's foot has high launching power, while his upper leg has a sourspot and deals less damage. Despite this, the sourspot deals high shield damage. A good combo move and very damaging for its speed, but lacks KO power due to its knockback growth, making it more suitable for damage racking unless near the side blast lines. It is based on his diagonal jumping medium and heavy kick animation in ''Street Fighter II''.
Line 99: Line 99:
|bairdmg=16% (leg), 13% (foot)
|bairdmg=16% (leg), 13% (foot)
|bairdesc=An outside crescent kick. It has fast startup and possesses great horizontal reach due to its large sweetspot. Its strength and speed make it Ryu's most powerful aerial and a viable KOing option. KOs at 115%. It is based on his vertical jumping heavy kick from ''Street Fighter II'', which in some sources also doubled as his Senpuukyaku ({{ja|旋風脚|Senpūkyaku}}, "Whirlwind Leg") command normal/unique art from other games.
|bairdesc=An outside crescent kick. It has fast startup and possesses great horizontal reach due to its large sweetspot. Its strength and speed make it Ryu's most powerful aerial and a viable KOing option. KOs at 115%. It is based on his vertical jumping heavy kick from ''Street Fighter II'', which in some sources also doubled as his Senpuukyaku ({{ja|旋風脚|Senpūkyaku}}, "Whirlwind Leg") command normal/unique art from other games.
|uairname=Sukui Tsuki{{ref|b}} ({{ja|すくい突き|Sukui Tsuki}})
|uairname=Sukui Tsuki
|uairdmg=5% (hit 1), 6% (hit 2)
|uairdmg=5% (hit 1), 6% (hit 2)
|uairdesc=An uppercut. Despite its appearance, it hits twice, has good vertical range, and is reliable at catching opponents above Ryu. KOs at 155%. It is based on his diagonal jumping medium punch in ''Super Street Fighter II Turbo''.
|uairdesc=An uppercut. Despite its appearance, it hits twice, has good vertical range, and is reliable at catching opponents above Ryu. KOs at 155%. It is based on his diagonal jumping medium punch in ''Super Street Fighter II Turbo''.
|dairname=Straight Punch ({{ja|ストレート|Sutorēto}}, ''Straight'')
|dairname=Straight Punch
|dairdmg=12% (grounded opponent), 15% (aerial opponent sweetspot), 11% (aerial opponent sourspot)
|dairdmg=12% (grounded opponent), 15% (aerial opponent sweetspot), 11% (aerial opponent sourspot)
|dairdesc=A downward angled cross. Hitting an airborne opponent with the attack's sweetspot (his fist as it comes down) makes the move one of the few [[meteor smash]]es that powerfully sends opponents diagonally downward while hitting an airborne opponent with the sourspot launches the opponent diagonally upward with high knockback. Hitting a grounded opponent, however, results in extremely low knockback that will not KO even at 300%, but nonetheless possesses the ability to start combos. One of the fastest meteor smashes in the game, along with {{SSB4|Wii Fit Trainer}}'s forward aerial and {{SSB4|Little Mac}}'s down aerial. Its angle and knockback can launch opponents off the stage if they are standing near the edge. However, it is hampered by its short range and sweetspot, which requires opponents to be right near Ryu's fist when it comes down. Hitting opponents with the sourspot can also give them an easier time recovering, as it launches them upward. It is based on his jumping medium and heavy punch in ''Street Fighter II'', albeit at an emphasized downward angle.
|dairdesc=A downward angled cross. Hitting an airborne opponent with the attack's sweetspot (his fist as it comes down) makes the move one of the few [[meteor smash]]es that powerfully sends opponents diagonally downward while hitting an airborne opponent with the sourspot launches the opponent diagonally upward with high knockback. Hitting a grounded opponent, however, results in extremely low knockback that will not KO even at 300%, but nonetheless possesses the ability to start combos. One of the fastest meteor smashes in the game, along with {{SSB4|Wii Fit Trainer}}'s forward aerial and {{SSB4|Little Mac}}'s down aerial. Its angle and knockback can launch opponents off the stage if they are standing near the edge. However, it is hampered by its short range and sweetspot, which requires opponents to be right near Ryu's fist when it comes down. Hitting opponents with the sourspot can also give them an easier time recovering, as it launches them upward. It is based on his jumping medium and heavy punch in ''Street Fighter II'', albeit at an emphasized downward angle.
Line 113: Line 113:
|fthrowdmg=9%
|fthrowdmg=9%
|fthrowdesc=The {{s|wikipedia|seoi nage}}, a Judo throw. If the opponent does not react, this throw can lead into a down aerial meteor smash at medium percentages. It is based on his punch throw in ''Street Fighter II'', where it had the same name in most in-depth sources.
|fthrowdesc=The {{s|wikipedia|seoi nage}}, a Judo throw. If the opponent does not react, this throw can lead into a down aerial meteor smash at medium percentages. It is based on his punch throw in ''Street Fighter II'', where it had the same name in most in-depth sources.
|bthrowname=Somersault Throw ({{ja|巴投げ|Tomoe Nage}})
|bthrowname=Somersault Throw
|bthrowdmg=12%
|bthrowdmg=12%
|bthrowdesc=The {{s|wikipedia|tomoe nage}}, a Judo throw. Heavy opponents can be knocked back onto their feet with a tapped down tilt, then thrown again. It is based on his kick throw in ''Street Fighter II'', where it had the same name in most in-depth sources.
|bthrowdesc=The {{s|wikipedia|tomoe nage}}, a Judo throw. Heavy opponents can be knocked back onto their feet with a tapped down tilt, then thrown again. It is based on his kick throw in ''Street Fighter II'', where it had the same name in most in-depth sources.
|uthrowname=Heel Drop ({{ja|かかと落とし|Kakato Otoshi}})
|uthrowname=Heel Drop
|uthrowdmg=8% (throw), 15% (collateral)
|uthrowdmg=8% (throw), 15% (collateral)
|uthrowdesc=A stretch kick transitioned into an axe kick. It can combo into an aerial attack at low percents. While the axe kick cannot hit the thrown opponent, it can nevertheless hit another opponent that is too close to Ryu. Unlike the stretch kick, the axe kick deals much more damage and has high knockback, which enable it to KO at 115% from center-stage. It is based on his close heavy kick in ''Street Fighter II''.
|uthrowdesc=A stretch kick transitioned into an axe kick. It can combo into an aerial attack at low percents. While the axe kick cannot hit the thrown opponent, it can nevertheless hit another opponent that is too close to Ryu. Unlike the stretch kick, the axe kick deals much more damage and has high knockback, which enable it to KO at 115% from center-stage. It is based on his close heavy kick in ''Street Fighter II''.

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 meta category: