Ryu (SSBU): Difference between revisions

→‎Attributes: i wouldn't call it weak with all of the hadoken options, but it is very different
(→‎Attributes: i wouldn't call it weak with all of the hadoken options, but it is very different)
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Despite his abundant strengths, Ryu has his weaknesses as well. Like any all-arounder, while he is well-rounded, his attributes are not particularly exceptional; some examples are {{SSBU|Mario}} having a more versatile combo ability, {{SSBU|Olimar}} having a more effective camping game, {{SSBU|Villager}} has a safer recovery, and {{SSBU|Roy}} does better in close combat. Though his recovery travels a long distance, it becomes very short if extendable elements, such a [[Tatsumaki Senpukyaku]], cannot be utilized. Focus Attack requires a brief charge before it can be canceled. Tatsumaki's long duration makes it vulnerable to being interrupted by long-ranged attacks, and he can only use it once without landing or suffering hitstun. Ryu's falling speed, low jumps and poor air acceleration make it difficult to recover from below the stage, as Shoryuken's recovery is almost strictly vertical and has high endlag, making Ryu's vertical recovery easy to predict and interrupt. While Ryu excels at shield pressure, his [[grab]] game is sorely lacking; his throws have high damage, but none of them have effective follow-up or KO potential. Down throw is his only combo throw at very low percents, and the extra utility of his throws (down throw instantly breaking shields, and up throw's kick KOing bystanders) does not apply in a 1-on-1 setting, making them situational.
Despite his abundant strengths, Ryu has his weaknesses as well. Like any all-arounder, while he is well-rounded, his attributes are not particularly exceptional; some examples are {{SSBU|Mario}} having a more versatile combo ability, {{SSBU|Olimar}} having a more effective camping game, {{SSBU|Villager}} has a safer recovery, and {{SSBU|Roy}} does better in close combat. Though his recovery travels a long distance, it becomes very short if extendable elements, such a [[Tatsumaki Senpukyaku]], cannot be utilized. Focus Attack requires a brief charge before it can be canceled. Tatsumaki's long duration makes it vulnerable to being interrupted by long-ranged attacks, and he can only use it once without landing or suffering hitstun. Ryu's falling speed, low jumps and poor air acceleration make it difficult to recover from below the stage, as Shoryuken's recovery is almost strictly vertical and has high endlag, making Ryu's vertical recovery easy to predict and interrupt. While Ryu excels at shield pressure, his [[grab]] game is sorely lacking; his throws have high damage, but none of them have effective follow-up or KO potential. Down throw is his only combo throw at very low percents, and the extra utility of his throws (down throw instantly breaking shields, and up throw's kick KOing bystanders) does not apply in a 1-on-1 setting, making them situational.


Ryu also suffers from a weak [[neutral game]]. Despite his good frame data (especially for his tapped tilts and neutral aerial), his slow walking speed and short range hinders the otherwise great utility of his tilt attacks, which gives him trouble against characters who possess [[Hitbox|disjointed hitboxes]], especially when combined with his tall stature. Ryu's only projectile, [[Hadoken]], is punishable if used carelessly due to its long endlag and low [[priority]]. Aside from the advantages granted his neutral aerial and Focus Attack, Ryu's fixed arc jumps make his aerial approach highly committal and thus very predictable. These issues force Ryu to play patiently and take advantage of any opening, as he has trouble against opposing [[camping]]. Focus Attack's utility is also match-up dependent, as it becomes much less effective against fast or multi-hitting moves (such as Roy's forward aerial or Cloud's [[Cross Slash]], respectively). Because Focus Attack is also Ryu's main method of escaping combos, this makes him susceptible to certain combos and juggles due to his high weight and quick falling speed, and his slower fast-fall occasionally makes it difficult to land safely.
Ryu also suffers from his unorthodox [[neutral game]]. Despite his good frame data (especially for his tapped tilts and neutral aerial), his slow walking speed and short range hinders the otherwise great utility of his tilt attacks, which gives him trouble against characters who possess [[Hitbox|disjointed hitboxes]], especially when combined with his tall stature. Ryu's only projectile, [[Hadoken]], is punishable if used carelessly due to its long endlag and low [[priority]]. Aside from the advantages granted his neutral aerial and Focus Attack, Ryu's fixed arc jumps make his aerial approach highly committal and thus very predictable. These issues force Ryu to play patiently and take advantage of any opening, as he has trouble against opposing [[camping]]. Focus Attack's utility is also match-up dependent, as it becomes much less effective against fast or multi-hitting moves (such as Roy's forward aerial or Cloud's [[Cross Slash]], respectively). Because Focus Attack is also Ryu's main method of escaping combos, this makes him susceptible to certain combos and juggles due to his high weight and quick falling speed, and his slower fast-fall occasionally makes it difficult to land safely.


Finally, Ryu struggles to "force" early KOs, as his KO potential relies heavily on executing combos. While Ryu does possess some powerful moves, like back aerial and sweetspotted forward smash, these usually require hard reads to land, and most of his other moves have low knockback scaling due to being tailored for combos. Ryu's superb combo ability does largely compensate for this, but without accounting for opposing [[Smash directional influence|SDI]], or without full knowledge of Ryu's moveset, setups and combos, he can have a difficult time taking stocks. Finally, the emphasis on Ryu's unique inputs means that his non-input special moves have lower power, and a mere slip of the hand can be more detrimental than usual, at worst even causing a [[self-destruct]] while recovering.
Finally, Ryu struggles to "force" early KOs, as his KO potential relies heavily on executing combos. While Ryu does possess some powerful moves, like back aerial and sweetspotted forward smash, these usually require hard reads to land, and most of his other moves have low knockback scaling due to being tailored for combos. Ryu's superb combo ability does largely compensate for this, but without accounting for opposing [[Smash directional influence|SDI]], or without full knowledge of Ryu's moveset, setups and combos, he can have a difficult time taking stocks. Finally, the emphasis on Ryu's unique inputs means that his non-input special moves have lower power, and a mere slip of the hand can be more detrimental than usual, at worst even causing a [[self-destruct]] while recovering.
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