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Ryu (SSBU)/Neutral special

Hitbox visualization showing Ryu's light neutral special, Hadoken.
Hitbox visualization showing Ryu's medium neutral special, Hadoken.
Hitbox visualization showing Ryu's Heavy neutral special, Hadoken.
Hitbox visualization showing Ryu's light input neutral special, Shakunetsu Hadoken.
Hitbox visualization showing Ryu's medium input neutral special, Shakunetsu Hadoken.
Hitbox visualization showing Ryu's Heavy input neutral special, Shakunetsu Hadoken.

OverviewEdit

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Update HistoryEdit

  3.1.0

  •   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)).

  7.0.0

  •   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.

  12.0.0

  • 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).

  13.0.1

  •   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)).

HitboxesEdit

LightEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Shieldstun
Clean hit
0 0 0 9.0% 0   Standard 67 10 0   3.5 top 0.0 0.5 to -5.2 -0.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.2
1 0 0 9.0% 0   Standard 67 10 0   2.8 top 0.0 0.0 0.0 to -2.0 1.4× 0.0× 0%               Ryu Punch   All All             x1.2
2 0 0 9.0% 0   Standard 66 10 0   2.8 top 0.0 0.0 0.0 to -2.0 1.4× 0.0× 0%               Ryu Punch   All All             x1.2
Late hit
0 0 0 9.0% 0   Standard 57 10 0   3.0 top 0.0 0.0 0.0 to -2.0 1.4× 0.0× 0%               Ryu Punch   All All             x1.2
1 0 0 9.0% 0   Standard 57 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.2
2 0 0 9.0% 0   Standard 57 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.2

MediumEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Shieldstun
Clean hit
0 0 0 9.5% 0   Standard 67 10 0   3.5 top 0.0 0.5 to -5.2 -0.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.13
1 0 0 9.5% 0   Standard 67 10 0   2.8 top 0.0 0.0 0.0 to -2.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.13
2 0 0 9.5% 0   Standard 66 10 0   2.8 top 0.0 0.0 0.0 to -2.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.13
Late hit
0 0 0 9.5% 0   Standard 57 10 0   3.0 top 0.0 0.0 0.0 to -2.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.13
1 0 0 9.5% 0   Standard 57 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.13
2 0 0 9.5% 0   Standard 57 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.13

HeavyEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Shieldstun
Clean hit
0 0 0 10.0% 0   Standard 67 10 0   3.5 top 0.0 0.5 to -5.2 -0.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.06
1 0 0 10.0% 0   Standard 67 10 0   2.8 top 0.0 0.0 0.0 to -3.0 1.4× 0.0× 0%               Ryu Punch   All All             x1.06
2 0 0 10.0% 0   Standard 66 10 0   2.8 top 0.0 0.0 0.0 to -3.0 1.4× 0.0× 0%               Ryu Punch   All All             x1.06
Late hit
0 0 0 10.0% 0   Standard 57 10 0   3.0 top 0.0 0.0 0.0 to -2.5 1.4× 0.0× 0%               Ryu Punch   All All             x1.06
1 0 0 10.0% 0   Standard 67 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.06
2 0 0 10.0% 0   Standard 57 10 0   2.5 top 0.0 1.3 to -1.3 -1.25 1.4× 0.0× 0%               Ryu Punch   All All             x1.06

Light ShakunetsuEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Rehit rate Hitstun
Clean multihits
0 0 0 1.1% 0   Standard 42 10 0   3.5 top 0.0 -5.2 0.0 0.25× 0.0× 0%               Burn   All All             2 +10 frames
1 0 0 1.1% 0   Standard 40 10 0   3.5 top 0.0 0.5 to -5.2 0.0 0.25× 0.0× 0%               Burn   All All             2 +10 frames
Late multihits
0 0 0 1.1% 0   Standard 42 10 0   1.15 top 0.0 -0.9 0.95 to -5.15 0.25× 0.0× 0%               Burn   All All             2 +4 frames
1 0 0 1.1% 0   Standard 40 10 0   2.3 top 0.0 0.25 0.3 to -4.5 0.25× 0.0× 0%               Burn   All All             2 +4 frames
2 0 0 1.1% 0   Standard 42 10 0   1.4 top 0.0 -2.4 -1.1 to -2.9 0.25× 0.0× 0%               Burn   All All             2 +4 frames
3 0 0 1.1% 0   Standard 40 10 0   2.8 top 0.0 0.0 to -1.0 -2.0 0.25× 0.0× 0%               Burn   All All             2 +4 frames
Final hit
0 0 0 9.3% 0   Standard 58 60 0   5.0 top 0.0 0.0 -1.0 1.5× 0.0× 0%               Burn   All All             5

Medium ShakunetsuEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Rehit rate Hitstun
Clean multihits
0 0 0 1.1% 0   Standard 42 10 0   3.5 top 0.0 -5.2 0.0 0.25× 0.0× 0%               Burn   All All             2 +10 frames
1 0 0 1.1% 0   Standard 40 10 0   3.5 top 0.0 0.5 to -5.2 0.0 0.25× 0.0× 0%               Burn   All All             2 +10 frames
Late multihits
0 0 0 1.1% 0   Standard 42 10 0   1.15 top 0.0 -0.9 0.95 to -5.15 0.25× 0.0× 0%               Burn   All All             2 +4 frames
1 0 0 1.1% 0   Standard 40 10 0   2.3 top 0.0 0.25 0.3 to -4.5 0.25× 0.0× 0%               Burn   All All             2 +4 frames
2 0 0 1.1% 0   Standard 42 10 0   1.4 top 0.0 -2.4 -1.1 to -2.9 0.25× 0.0× 0%               Burn   All All             2 +4 frames
3 0 0 1.1% 0   Standard 40 10 0   2.8 top 0.0 0.0 to -1.0 -2.0 0.25× 0.0× 0%               Burn   All All             2 +4 frames
Final hit
0 0 0 9.3% 0   Standard 58 60 0   5.0 top 0.0 0.0 -1.0 1.5× 0.0× 0%               Burn   All All             5

Heavy ShakunetsuEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless Rehit rate Hitstun
Clean multihits
0 0 0 1.1% 0   Standard 42 10 0   3.5 top 0.0 -5.2 0.0 0.25× 0.0× 0%               Burn   All All             1 +10 frames
1 0 0 1.1% 0   Standard 40 10 200   3.5 top 0.0 0.5 to -5.2 0.0 0.25× 0.0× 0%               Burn   All All             1 +10 frames
Late multihits
0 0 0 1.1% 0   Standard 42 10 0   1.15 top 0.0 -0.9 0.95 to -5.15 0.25× 0.0× 0%               Burn   All All             1 +4 frames
1 0 0 1.1% 0   Standard 40 10 0   2.3 top 0.0 0.25 0.3 to -4.5 0.25× 0.0× 0%               Burn   All All             1 +4 frames
2 0 0 1.1% 0   Standard 42 10 0   1.4 top 0.0 -2.4 -1.1 to -2.9 0.25× 0.0× 0%               Burn   All All             1 +4 frames
3 0 0 1.1% 0   Standard 40 10 0   2.8 top 0.0 0.0 to -1.0 -2.0 0.25× 0.0× 0%               Burn   All All             1 +4 frames
Final hit
0 0 0 9.3% 0   Standard 58 60 0   5.0 top 0.0 0.0 -1.0 1.5× 0.0× 0%               Burn   All All             5

TimingEdit

The final hit of Shakunetsu Hadoken is triggered after an opponent is hit 5 times maximum. It appears 4 frames after the previous hit.

Light (clean, late) 12-18, 19-93
Medium (clean, late) 12-17, 18-78
Heavy (clean, late) 12-16, 17-61
Light Shakunetsu (clean, late) 12-21, 22-79
Medium Shakunetsu (clean, late) 12-20, 21-72
Heavy Shakunetsu (clean, late) 12-19, 20-66
Interruptible 57
Animation length 81
Light                                                                                                                                                                                          
Medium                                                                                                                                                                                          
Heavy                                                                                                                                                                                          
Ryu                                                                                                                                                                                           
L Shakunetsu                                                                                                                                                                                          
M Shakunetsu                                                                                                                                                                                          
H Shakunetsu                                                                                                                                                                                          
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
  
Prop event
 
Interruptible