Ryu (SSBU)/Neutral special
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Hitbox visualization showing Ryu's light neutral special, Hadoken.
Hitbox visualization showing Ryu's light input neutral special, Shakunetsu Hadoken.
Overview[edit]
Update History[edit]
All variants of Hadoken have slightly less startup lag (frame 13 → 12).
All variants of Hadoken deal more damage (Hadoken: 6% (light)/6.5% (medium)/7% (heavy) → 7%/7.5%/8%, true Hadoken: 7.5%/8.1%/8.7% → 8.7%/9.3%/10%, Shakunetsu Hadoken: 5% → 7.3%).
All variants of Hadoken had their travel speeds adjusted, increasing their versatility (light: 0.9 → 0.8, medium: 1.2 → 1.3, heavy: 1.5 → 1.8).
Light regular Hadoken has a longer duration (75 frames → 82).
Heavy Hadoken and light Shakunetsu Hadoken have shorter durations (60 frames → 50 (regular), 60 → 55 (H. Shakunetsu), 75 → 68 (L. Shakunetsu)).
Hadoken has gained above-average shieldstun multipliers (1.2× (weak)/1.13× (medium)/1.06× (strong)), improving its safety against shields.
Shakunetsu Hadoken's looping hits use the autolink angle (60°/0° → 366°), allowing them to connect more reliably.
- Shakunetsu Hadoken
Has a new, higher priority hitbox that only hits grounded opponents, making it easier to hit them multiple times.
Previous hitbox has lower priority (Clean ID 0 → 1, Late ID 0/1 → 3/1).
Late multihit hitbox is slightly further forward (Medium/Heavy ID 1: Z -0.2/-4.5 → 0.3/-4.5, Medium ID 3: Z -2.5/-2.5 → -2.0/-2.0, Heavy ID 3: Z -3.0/-3.0 → -2.0/-2.0).
Multihit has more base knockback (11 (light)/14 (medium)/17 (heavy) → 40 (all)).
Clean multihit has a higher hitstun modifier (4 → 10).
Hadoken, and in turn True Hadoken, deal more damage (7% (light)/7.5% (medium)/8% (heavy) → 9%/9.5%/10%).
Shakunetsu Hadoken's last hit deals more damage (7.3% → 9.3%).
Input multiplier reduced, but overall damage is still higher due to the base damage increase (1.25× → 1.2×).
All variants have less base knockback (Hadoken: 68/68/67 → 67/67/66, 58 → 57 (late, light and medium), 58/68/58 → 57/67/57 (late, heavy), Shakunetsu Hadoken: 60 → 58 (last hit)).