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|availability = [[Downloadable content (SSB4)|Downloadable]]
|availability = [[Downloadable content (SSB4)|Downloadable]]
|tier = A
|tier = A
|ranking = 11
|ranking = 11-12
}}
}}
:{{Cquote|Here Comes A New Challenger! Ryu|cite=Introduction tagline}}
:{{Cquote|''Here Comes A New Challenger! Ryu''|cite=Introduction tagline}}
'''Ryu''' ({{ja|リュウ|Ryū}}, ''Ryū'') is a playable character in ''[[Super Smash Bros. 4]]''. Initially [[Leak#Roy and Ryu data|leaked]] via data mining of update [[1.0.6]],<ref>[http://www.ign.com/articles/2015/06/13/ryu-and-roy-for-smash-bros-leaked Ryu and Roy for Smash Bros. Wii U, 3DS Leaked]</ref> his appearance in the series was formally announced alongside {{SSB4|Roy}} during a [[Nintendo Direct]] on June 14th, 2015, and he was made available that same day as [[Downloadable content (SSB4)|downloadable content]] alongside {{SSB4|Lucas}} and Roy.<ref>[https://www.youtube.com/watch?v=WWM-SCjIuNg Super Smash Bros. for Nintendo 3DS / Wii U - New Content Approaching 6.14.15]</ref> Ryu is the fourth of six playable third-party characters in ''SSB4'', alongside fellow [[Capcom]] fighter {{SSB4|Mega Man}}; [[Sega]]'s {{SSB4|Sonic}} and {{SSB4|Bayonetta}}; [[Bandai Namco]]'s {{SSB4|Pac-Man}}; and [[Square Enix]]'s {{SSB4|Cloud}}.
'''Ryu''' ({{ja|リュウ|Ryū}}, ''Ryū'') is a playable character in ''[[Super Smash Bros. 4]]''. Initially [[Leak#Roy and Ryu data|leaked]] via data mining of update [[1.0.6]],<ref>[http://www.ign.com/articles/2015/06/13/ryu-and-roy-for-smash-bros-leaked Ryu and Roy for Smash Bros. Wii U, 3DS Leaked]</ref> his appearance in the series was formally announced alongside {{SSB4|Roy}} during a [[Nintendo Direct]] on June 14th, 2015, and he was made available that same day as [[Downloadable content (SSB4)|downloadable content]] alongside {{SSB4|Lucas}} and Roy.<ref>[https://www.youtube.com/watch?v=WWM-SCjIuNg Super Smash Bros. for Nintendo 3DS / Wii U - New Content Approaching 6.14.15]</ref> Ryu is the fourth of six playable third-party characters in ''SSB4'', alongside fellow [[Capcom]] fighter {{SSB4|Mega Man}}; [[Sega]]'s {{SSB4|Sonic}} and {{SSB4|Bayonetta}}; [[Bandai Namco]]'s {{SSB4|Pac-Man}}; and [[Square Enix]]'s {{SSB4|Cloud}}.


Ryu is voiced by Kyle Hebert in English and Hiroki Takahashi in Japanese, both of whom have voiced him since ''Street Fighter IV'' and make him sound akin to his appearance in ''Street Fighter V''.
Ryu is voiced by Kyle Hebert in English and Hiroki Takahashi in Japanese, both of whom have voiced him since ''Street Fighter IV''.


Ryu is ranked 11th out of 55 on the [[tier list]], placing him at the bottom of A tier. In addition to tying him with {{SSB4|Marth}}, this renders both of them as the lowest ranking top-tier characters. The control input carryover from the ''{{Uv|Street Fighter}}'' series benefits Ryu immensely, with his tapped attacks being useful combo starters and his held attacks being great combo finishers or potent KO options. This is complemented by his multiple combo-breaking options, such as [[Shoryuken]], neutral aerial, and [[Focus Attack]], all which have quick start-up and make him surprisingly difficult to [[juggle]], whereas the latter two also allow him to start damaging combos due to the good damage and speed of his moveset.
Ryu is ranked 11th/12th out of 54 on the [[tier list]], placing him at the bottom of A tier. In addition to tying him with {{SSB4|Marth}}, this renders both of them as the lowest ranking top-tier characters. The control input carryover from the {{Uv|Street Fighter}} series benefits Ryu immensely, with his tapped attacks being useful combo starters and his held attacks being great combo finishers or potent KO options. This is complemented by his multiple combo-breaking options, such as [[Shoryuken]], neutral aerial, and [[Focus Attack]], all which have quick start-up and make him surprisingly difficult to [[juggle]], whereas the latter two also allow him to start damaging combos due to the good damage and speed of his moveset.


Ryu's [[recovery]] is also resilient, as his entire special moveset grants him unpredictable ways to return to the stage. Additionally, Ryu's light and heavy tilts' [[stale]] independently from each other, allowing him to attack with light tilts without weakening, and in some cases even strengthening his heavy ones.
Ryu's [[recovery]] is also resilient, as his entire special moveset grants him unpredictable ways to return to the stage. Additionally, Ryu's light and heavy tilts' [[stale]] independently from each other, allowing him to attack with light tilts without weakening, and in some cases even strengthening his heavy ones.
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However, Ryu's [[approach]] is problematic due to his overall mobility being only average. Most notably, he carries over the "fixed arc" jumps from his home series because of his [[air acceleration]] being the slowest in the game; as such, Ryu's aerial approach is very committal. Additionally, his only projectile, [[Hadoken]], is slow and very easily intercepted, while his ground attacks have short ranges. His grab game is also lackluster, as none of his throws possess KO potential, while only his down throw has minimal combo potential at low percents.
However, Ryu's [[approach]] is problematic due to his overall mobility being only average. Most notably, he carries over the "fixed arc" jumps from his home series because of his [[air acceleration]] being the slowest in the game; as such, Ryu's aerial approach is very committal. Additionally, his only projectile, [[Hadoken]], is slow and very easily intercepted, while his ground attacks have short ranges. His grab game is also lackluster, as none of his throws possess KO potential, while only his down throw has minimal combo potential at low percents.


Ryu's recovery is also very easy to [[gimp]] if [[Shoryuken]] is his only available option, due to its fixed movement and inability to [[edge sweetspot]] until the later half of its animation. Finally, Ryu often suffers with "forcing" KOs, as he lacks reliable finishing moves outside of set-ups from Focus Attack or his tapped tilts, making it difficult for him to KO without starting a combo.  
Ryu's recovery is also very easy to [[gimp]] if [[Shoryuken]] is his only available option, due to its fixed movement and inability to [[edge sweetspot]] until the later half of its animation. Finally, Ryu often suffers with "forcing" KOs, as he lacks reliable finishing moves outside of set-ups from Focus Attack or his tapped tilts, making it difficult for him to KO without starting a combo.


Due to possessing one of the highest learning curves in the game, Ryu's representation is merely average compared to other highly ranked characters. Regardless, he has overall been very successful in competitive play, thanks to his high reward potential and devastating punish game. However, despite his success and great potential, Ryu's tier ranking is debatable as other characters above and around him have achieved higher amounts of success on their own.
Due to possessing one of the highest learning curves in the game, Ryu's representation is merely average compared to other highly ranked characters. Regardless, he has overall been very successful in competitive play, thanks to his high reward potential and devastating punish game. However, despite his success and great potential, Ryu's tier ranking is debatable as other characters above and around him have achieved higher amounts of success on their own.
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The mentioned moves above grant Ryu his two final strengths: a rather versatile recovery and a surprising resistance to combos. A combination of a canceled Focus Attack's momentum boost and the large hitboxes of Tatsumaki Senpukyaku grant him surprisingly effective horizontal distance and gimp protection, while Shoryuken reaches above [[edge]]s, granting him protection while recovering, and is able to [[stage spike]] reckless edgeguarders. Meanwhile, Focus Attack is a dependable and powerful combo breaker, allowing him to quickly and immediately escape a disadvantageous situation, while neutral aerial and input Shoryuken grant the speed and intangibility needed to escape, and can potentially open up combo or KO opportunities respectively. This grants him excellent staying power for a heavyweight with above average falling speed, allowing him to potentially use [[rage]] to maximum effect, most notoriously with input Shoryuken.
The mentioned moves above grant Ryu his two final strengths: a rather versatile recovery and a surprising resistance to combos. A combination of a canceled Focus Attack's momentum boost and the large hitboxes of Tatsumaki Senpukyaku grant him surprisingly effective horizontal distance and gimp protection, while Shoryuken reaches above [[edge]]s, granting him protection while recovering, and is able to [[stage spike]] reckless edgeguarders. Meanwhile, Focus Attack is a dependable and powerful combo breaker, allowing him to quickly and immediately escape a disadvantageous situation, while neutral aerial and input Shoryuken grant the speed and intangibility needed to escape, and can potentially open up combo or KO opportunities respectively. This grants him excellent staying power for a heavyweight with above average falling speed, allowing him to potentially use [[rage]] to maximum effect, most notoriously with input Shoryuken.


Despite his abundance of strengths, Ryu has his weaknesses, some of which are exploitable. Despite his aforementioned recovery being very long-distanced overall, it is very short if many extendable elements, such as [[Tatsumaki Senpukyaku]], are not utilized. Canceled Focus Attack still requires a brief charge before it can be canceled. Tatsumaki Senpukyaku's long duration makes it susceptible to being interrupted by long-ranged attacks during use, and he can only use it once before landing (unless he is affected by hitstun). Ryu's falling speed, low jumps and very poor air acceleration causes his vertical recovery to suffer if he is constantly forced offstage at lower trajectories, which is exacerbated by Shoryuken's recovery being almost strictly vertical while also having very high aerial lag. As such, while Ryu has a manageable horizontal recovery, his vertical recovery is easy to predict and interrupt. Additionally, while Ryu excels at shield pressure, his [[grab]] game is otherwise poor. Aside from its high damage output and quick [[pummel]], none of his throws have effective follow-up or KO potentials due to them having too much knockback to combo, and too little to secure stocks. Down throw is his only combo throw, but only at very low percents, while the unique mechanics of his other throws only work in [[doubles]] play (down throw instantly breaking shields, and up throw being capable of KOing bystanders).  
Despite his abundance of strengths, Ryu has his weaknesses, some of which are exploitable. Despite his aforementioned recovery being very long-distanced overall, it is very short if many extendable elements, such as [[Tatsumaki Senpukyaku]], are not utilized. Canceled Focus Attack still requires a brief charge before it can be canceled. Tatsumaki Senpukyaku's long duration makes it susceptible to being interrupted by long-ranged attacks during use, and he can only use it once before landing (unless he is affected by hitstun). Ryu's falling speed, low jumps and very poor air acceleration causes his vertical recovery to suffer if he is constantly forced offstage at lower trajectories, which is exacerbated by Shoryuken's recovery being almost strictly vertical while also having very high aerial lag. As such, while Ryu has a manageable horizontal recovery, his vertical recovery is easy to predict and interrupt. Additionally, while Ryu excels at shield pressure, his [[grab]] game is otherwise poor. Aside from its high damage output and quick [[pummel]], none of his throws have effective follow-up or KO potentials due to them having too much knockback to combo, and too little to secure stocks. Down throw is his only combo throw, but only at very low percents, while the unique mechanics of his other throws only work in [[doubles]] play (down throw instantly breaking shields, and up throw being capable of KOing bystanders).


Ryu's strong combo potential is also held back by his mediocre [[neutral game]], with several factors making it difficult for him to find openings. His very slow walking speed hinders the otherwise great utility of his tilt attacks, and his overall range is very short despite his good frame data (especially in regard to his tapped tilts and neutral aerial), giving him trouble with characters who possess [[Hitbox|disjointed hitboxes]], especially when including his tall stature. His only projectile, [[Hadoken]], is very easily telegraphed and punishable due to its sluggishness and lag. Overall, these two issues force him to play patiently and take advantage of any openings, due to his difficulty with contending against opposing [[camping]] and inability to force [[approach]]es. Aside from the advantages granted by his neutral aerial and Focus Attack, Ryu's aerial approach is comparatively poor due to his fixed arc jumps, which forces him to commit with air attacks. Furthermore, the advantages offered by Focus Attack are match-up dependent; it is relatively ineffective against characters with several multiple hitting moves (most notably {{SSB4|Meta Knight}} and {{SSB4|Fox}}), with some characters being able to exploit it for a free hit (such as {{SSB4|Shulk}} and {{SSB4|Cloud}} with their up aerial and [[Cross Slash]], respectively). As Focus Attack is also Ryu's main method of escaping combos against such characters, Ryu's high weight and rather quick falling speed leave him susceptible to some combos and juggles, and his slow fast-falling speed gives him occasional difficulty landing.  
Ryu's strong combo potential is also held back by his mediocre [[neutral game]], with several factors making it difficult for him to find openings. His very slow walking speed hinders the otherwise great utility of his tilt attacks, and his overall range is very short despite his good frame data (especially in regard to his tapped tilts and neutral aerial), giving him trouble with characters who possess [[Hitbox|disjointed hitboxes]], especially when including his tall stature. His only projectile, [[Hadoken]], is very easily telegraphed and punishable due to its sluggishness and lag. Overall, these two issues force him to play patiently and take advantage of any openings, due to his difficulty with contending against opposing [[camping]] and inability to force [[approach]]es. Aside from the advantages granted by his neutral aerial and Focus Attack, Ryu's aerial approach is comparatively poor due to his fixed arc jumps, which forces him to commit with air attacks. Furthermore, the advantages offered by Focus Attack are match-up dependent; it is relatively ineffective against characters with several multiple hitting moves (most notably {{SSB4|Meta Knight}} and {{SSB4|Fox}}), with some characters being able to exploit it for a free hit (such as {{SSB4|Shulk}} and {{SSB4|Cloud}} with their up aerial and [[Cross Slash]], respectively). As Focus Attack is also Ryu's main method of escaping combos against such characters, Ryu's high weight and rather quick falling speed leave him susceptible to some combos and juggles, and his slow fast-falling speed gives him occasional difficulty landing.


Notably, Ryu suffers from the inability to "force" KOs, as his KO potential relies heavily on stringing his aforementioned combo moves. While Ryu does possess some powerful moves, such as his sweetspotted forward smash and back aerial, those moves mostly require hard reads to land, while most of his other moves have low knockback scaling due to being tailored for combo use (a prime example being his forward aerial, which fails to KO well beyond 100% despite dealing as much as 15%). Ryu's great combo ability compensates for this and often makes it less of a necessity for him to KO early; regardless, without the proper use of reads, setups, a heavy knowledge of Ryu's moveset, or a lack of compensating for an opponent's [[Smash directional influence|SDI]], Ryu can have a difficult time taking stocks from opponents due to his significant lack of moves that can KO without prior combos. Finally, the emphasis of using Ryu's unique button inputs cause his normal specials to have lower power without traditionally inputting them, and it is possible for a simple slip of the hand to use the wrong move at an essential time, most notoriously with him accidentally [[self-destruct|self-destructing]] while recovering.
Notably, Ryu suffers from the inability to "force" KOs, as his KO potential relies heavily on stringing his aforementioned combo moves. While Ryu does possess some powerful moves, such as his sweetspotted forward smash and back aerial, those moves mostly require hard reads to land, while most of his other moves have low knockback scaling due to being tailored for combo use (a prime example being his forward aerial, which fails to KO well beyond 100% despite dealing as much as 15%). Ryu's great combo ability compensates for this and often makes it less of a necessity for him to KO early; regardless, without the proper use of reads, setups, a heavy knowledge of Ryu's moveset, or a lack of compensating for an opponent's [[Smash directional influence|SDI]], Ryu can have a difficult time taking stocks from opponents due to his significant lack of moves that can KO without prior combos. Finally, the emphasis of using Ryu's unique button inputs cause his normal specials to have lower power without traditionally inputting them, and it is possible for a simple slip of the hand to use the wrong move at an essential time, most notoriously with him accidentally [[self-destruct|self-destructing]] while recovering.
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Like other DLC characters, Ryu lacks custom moves, though due to the strengths his default special moveset possesses and the blanket ban of customs, this weakness is rather negligible when compared to the other DLC characters.
Like other DLC characters, Ryu lacks custom moves, though due to the strengths his default special moveset possesses and the blanket ban of customs, this weakness is rather negligible when compared to the other DLC characters.


Overall, Ryu is a combo-oriented fighter with a fearsome offensive ability, due to his unique mechanics deliberately giving him the true combos necessary for many characters' competitive success; his ability to overwhelm opponents by trapping them in hitstun/shield pressure, multiple options to negate and escape combos, along with his dependable recovery all tie in to him being very rewarding and unpredictable, with his strengths overpowering his weaknesses. However, his polarized movement, subpar neutral, and lack of approach make him difficult to use optimally without mastering his options. Possibly his biggest issue is his notably high learning curve; much practice is generally required for his command specials in order to use them reliably and consistently rather than accidentally inputting the wrong move. Additionally, using the C-stick or other separate analog stick for tilts is arguably more essential to Ryu's optimal playstyle than to any other character, due to the dexterity required to pull off his command inputs during combos, making him more difficult to play using controllers that lack a second analog stick or on a first generation Nintendo 3DS system.  
Overall, Ryu is a combo-oriented fighter with a fearsome offensive ability, due to his unique mechanics deliberately giving him the true combos necessary for many characters' competitive success; his ability to overwhelm opponents by trapping them in hitstun/shield pressure, multiple options to negate and escape combos, along with his dependable recovery all tie in to him being very rewarding and unpredictable, with his strengths overpowering his weaknesses. However, his polarized movement, subpar neutral, and lack of approach make him difficult to use optimally without mastering his options. Possibly his biggest issue is his notably high learning curve; much practice is generally required for his command specials in order to use them reliably and consistently rather than accidentally inputting the wrong move. Additionally, using the C-stick or other separate analog stick for tilts is arguably more essential to Ryu's optimal playstyle than to any other character, due to the dexterity required to pull off his command inputs during combos, making him more difficult to play using controllers that lack a second analog stick or on a first generation Nintendo 3DS system.


As a result of his high learning curve, Ryu's results run slightly cold compared to other characters regarded as highly. However, his strengths make him widely considered as a very effective character, with players such as {{Sm|Trela}} and {{Sm|Locus}} showcasing Ryu's potential to great effect and he has achieved strong tournament results nonetheless.
As a result of his high learning curve, Ryu's results run slightly cold compared to other characters regarded as highly. However, his strengths make him widely considered as a very effective character, with players such as {{Sm|Trela}} and {{Sm|Locus}} showcasing Ryu's potential to great effect and he has achieved strong tournament results nonetheless.


==Update history==
==Update history==
Ryu has been buffed both directly and indirectly via game updates. Update [[1.1.0]] increased the length of his turn around animation, which allows for easier usage of his directional inputs without accidentally turning him around. The same update's changes to shield mechanics, alongside update 1.1.1's universal increase in [[shieldstun]], also greatly helped Ryu's already impressive shield pressuring potential.
Ryu saw almost no changes via game updates although he has been buffed overall both directly and indirectly. Update [[1.1.0]] increased the length of his turn around animation, which allowed for easier usage of his directional inputs without accidentally turning him around. Update [[1.1.1]]'s brought a universal increase in [[shieldstun]] and it homogenised the effect of hitlag on shield. This greatly helped Ryu as it significantly increased the safety of his attacks on shield, as the high hitlag on his attacks was no longer a detriment to their safety on shield. Overall, Ryu is largely the same character as he was at release although he did see some welcome changes which helped him out to an extent.


'''{{GameIcon|ssb4}} [[1.1.0]]'''
'''{{GameIcon|ssb4}} [[1.1.0]]'''
*{{buff|Turn around animation length increased|2 frames|5. This makes directional inputs easier to perform without unintentionally turning Ryu around.}}
*{{buff|Turn around animation length increased (2 frames 5). This makes directional inputs easier to perform without unintentionally turning Ryu around.}}


==Moveset==
==Moveset==
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|neutral1dmg=2% (tapped); 10% (held)
|neutral1dmg=2% (tapped); 10% (held)
|neutral2dmg=3%
|neutral2dmg=3%
|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.
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|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 (Tapped)<br>Heavy Ankle Kick (Held)
|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)
|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''.
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|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.
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|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
|fairname=Tobigeri{{ref|a}} ({{ja|飛び蹴り|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''.
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|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
|uairname=Sukui Tsuki{{ref|b}} ({{ja|すくい突き|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
|dairname=Straight Punch ({{ja|ストレート|Sutorēto}}, ''Straight'')
|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.
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|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
|bthrowname=Somersault Throw ({{ja|巴投げ|Tomoe Nage}})
|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
|uthrowname=Heel Drop ({{ja|かかと落とし|Kakato Otoshi}})
|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''.
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|dsdesc=Assumes a focused stance while emitting a black ink-like aura, and then throws a short straight-punch. Crumples opponents where they stand with a lengthy stun animation if charged for more than half a second, which can allow for follow-ups. Ryu gains [[Armor|super armor]] that can withstand a single hit while it is charging. When fully charged, the attack becomes [[unblockable]] and will pierce through [[counterattack]]s. Ryu can also perform a technique called the Focus Attack Dash Cancel. This is performed by tapping left or right twice, which cancels Focus Attack and instead propels Ryu a set distance depending on where the control stick was tapped. However if the punch misses, Ryu will be unable to cancel the move. If the move hits an airborne opponent, they will instead by launched with heavy hitlag. The move's charge is indicated by Ryu flashing during its start-up. Level 1 is performed immediately and slightly launches an opponent. Level 2 is performed after half a second and crumples an opponent, but deals the least amount of damage. Level 3 is performed after a whole second, crumples the opponent for a much longer time and deals the most amount of damage. Although Focus Attack cannot block grabs and is countered by multiple hit attacks, it is a useful tool for baiting opponents and punishing, while its Dash Cancel can function as a horizontal recovery option while off-stage.
|dsdesc=Assumes a focused stance while emitting a black ink-like aura, and then throws a short straight-punch. Crumples opponents where they stand with a lengthy stun animation if charged for more than half a second, which can allow for follow-ups. Ryu gains [[Armor|super armor]] that can withstand a single hit while it is charging. When fully charged, the attack becomes [[unblockable]] and will pierce through [[counterattack]]s. Ryu can also perform a technique called the Focus Attack Dash Cancel. This is performed by tapping left or right twice, which cancels Focus Attack and instead propels Ryu a set distance depending on where the control stick was tapped. However if the punch misses, Ryu will be unable to cancel the move. If the move hits an airborne opponent, they will instead by launched with heavy hitlag. The move's charge is indicated by Ryu flashing during its start-up. Level 1 is performed immediately and slightly launches an opponent. Level 2 is performed after half a second and crumples an opponent, but deals the least amount of damage. Level 3 is performed after a whole second, crumples the opponent for a much longer time and deals the most amount of damage. Although Focus Attack cannot block grabs and is countered by multiple hit attacks, it is a useful tool for baiting opponents and punishing, while its Dash Cancel can function as a horizontal recovery option while off-stage.
|fsname=Shin Shoryuken / Shinku Hadoken
|fsname=Shin Shoryuken / Shinku Hadoken
|fsdmg=1% (Shin Shoryuken electricity), 10% (Shin Shoryuken hits 1-2), 20% (Shin Shoryuken last), 29%-30% (Shinku Hadoken)
|fsdmg=Shin Shoryuken: 1% (trapping hit), 10% (hits 1 and 2), 20% (last hit)<br/>Forbidden Shoryuken: 2% (multihits), 5% (last hit)<br/>Shinku Hadoken:<br/>1.3% (center multihits), 0.8% (edge multihits), 10% (explosion)
|fsdesc=A Final Smash that varies depending on range. At point-blank range, Ryu traps the opponent with the '''Shin Shoryuken''', a three-hit combo that launches the opponent with an even stronger Shoryuken. Begins KOing at specific percentages for every character, much like [[Straight Lunge|KO Uppercut]] and [[Limit Charge|Finishing Touch]]. At any other range, Ryu performs the '''Shinku Hadoken''', a much larger Hadoken that [[windbox#pulling attacks|vacuums]] nearby opponents into it before dragging them a distance across the screen and exploding. Shin Shoryuken has much higher KO potential against a single opponent, whereas Shinku Hadoken has more range, reliably affects multiple opponents, and is capable of bypassing walls.
|fsdesc=A Final Smash that varies depending on range. At point-blank range, Ryu traps the opponent with the '''Shin Shoryuken''', a three-hit combo that launches the opponent with an even stronger Shoryuken. Begins KOing at specific percentages for every character, much like [[Straight Lunge|KO Uppercut]] and [[Limit Charge|Finishing Touch]]. At any other range, Ryu performs the '''Shinku Hadoken''', a much larger Hadoken that [[windbox#pulling attacks|vacuums]] nearby opponents into it before dragging them a distance across the screen and exploding. Shin Shoryuken has much higher KO potential against a single opponent, whereas Shinku Hadoken has more range, reliably affects multiple opponents, and is capable of bypassing walls. In particular situations (such as precise spacing or suddenly becoming intangible or invincible), it is possible for an opponent to be in range for a Shin Shoryuken but not get hit, resulting in Ryu performing the '''Forbidden Shoryuken'''&mdash;a significantly weaker failsafe&mdash;from {{iw|wikipedia|Street Fighter Alpha 3}}.
}}
 
===Stats===
{{Attributes
|cast = 58
|weight = 103
|rweight = 14
|dash = 1.6
|rdash = 15-23
|run = 1.6
|rrun = 29-30
|walk = 0.75
|rwalk = 56
|trac = 0.06
|rtrac = 14-24
|airfric = 0.015
|rairfric = 6-19
|air = 1.12
|rair = 12-13
|baseaccel = 0.01
|rbaseaccel = 10-54
|addaccel = 0.025
|raddaccel = 58
|gravity = 0.12
|rgravity = 5-8
|fall = 1.6
|rfall = 24-27
|ff = 2.24
|rff = 39-41
|jumpsquat = 5
|rjumpsquat = 14-41
|jumpheight = 26
|rjumpheight = 54-55
|shorthop = 15
|rshorthop = 42-43
|djump = 29.5
|rdjump = 44
}}
}}


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==In [[competitive play]]==
==In [[competitive play]]==
===Tier placement and history===
Ever since his release, Ryu has been considered a viable character, with the control input carryover from the ''Street Fighter'' series benefitting Ryu immensely. Early on, he received excellent tournament representation and results for his DLC status, namely from smashers like {{Sm|9B}}, {{Sm|DJ Jack}}, {{Sm|Locus}}, {{Sm|Venom}} and, most notably, {{Sm|Trela}}. The nerfs to other top tier characters such as {{SSB4|Diddy Kong}} and {{SSB4|Sheik}} further contributed to his better status. Ryu's tier placement, however, was a great topic of debate due to his weaknesses, namely his trouble at approaching reliably, the buffs other characters had gained, and the release of {{SSB4|Cloud}}, a DLC character that was seen as just as viable as him. Despite this, he was ranked 4th on the first ''4BR'' [[tier list]], becoming a top-tier character.
Ryu's results would continue to decline due to the release of {{SSB4|Corrin}} and {{SSB4|Bayonetta}}, the buffs to {{SSB4|Mewtwo}} in game updates and the spike in popularity Cloud had gained. This caused some smashers to drop him and reduced his tournament results significantly, which in turn made him rank at 9th on the second tier list, and eventually 12th on the third tier list. Ryu's results would also become more unstable, hovering between mediocre due to Trela's temporary retirement, and above average due to Locus' rise as a top player. With Trela's comeback, however, and Venom's improved results, Ryu would rise slightly to 11th/12th on the fourth and final tier list, now sharing the spot with {{SSB4|Marth}}. Overall, while his strengths are larger than some other top-tiered characters, they are held back more than said characters by his more pronounced weaknesses and the dexterity to input his moves, and as such gives him a very high learning curve that has deterred his tournament results from being as great as they initially were.
===Most historically significant players===
===Most historically significant players===
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<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines -->
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''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''
''Any number following the Smasher name indicates placement on the [[PGR 100]], which recognizes the official top 100 players in [[Super Smash Bros. 4]] of all time.''


''See also: [[:Category:Ryu professionals (SSB4)]]''
''See also: [[:Category:Ryu players (SSB4)]]''


*{{Sm|Darkshad|USA}} (#41) - One of the best Ryu players in the world. Placed 5th at {{Trn|The Big House 8}}, 7th at {{Trn|GameTyrant Expo 2017}}, 9th at both {{Trn|Smash 'N' Splash 3}} and {{Trn|Frostbite 2018}}, and 13th at {{Trn|2GGC: Midwest Mayhem Saga}} with wins over players such as {{Sm|ZeRo}}, {{Sm|Nairo}}, and {{Sm|MkLeo}}.
*{{Sm|Darkshad|USA}} (#41) - One of the best Ryu players in the world. Placed 5th at {{Trn|The Big House 8}}, 7th at {{Trn|GameTyrant Expo 2017}}, 9th at both {{Trn|Smash 'N' Splash 3}} and {{Trn|Frostbite 2018}}, and 13th at {{Trn|2GGC: Midwest Mayhem Saga}} with wins over players such as {{Sm|ZeRo}}, {{Sm|Nairo}}, and {{Sm|MkLeo}}.
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*{{Sm|takera|Japan}} - One of the best Ryu players in Japan. Placed 5th at {{Trn|Umebura 27}}, 7th at {{Trn|Umebura Japan Major 2017}}, 9th at {{Trn|Umebura T.A.T.}}, and 17th at both {{Trn|Umebura 30}} and {{Trn|EVO 2018}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Abadango}}, and {{Sm|KEN}}.
*{{Sm|takera|Japan}} - One of the best Ryu players in Japan. Placed 5th at {{Trn|Umebura 27}}, 7th at {{Trn|Umebura Japan Major 2017}}, 9th at {{Trn|Umebura T.A.T.}}, and 17th at both {{Trn|Umebura 30}} and {{Trn|EVO 2018}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Abadango}}, and {{Sm|KEN}}.
*{{Sm|THUNDER|Canada}} - One of the best Ryu players in Canada. Placed 9th at {{Trn|The Big House 8}}, 13th at both {{Trn|Get On My Level 2017}} and {{Trn|EGLX 2018}}, 17th at {{Trn|Super Smash Con 2017}}, and 25th at {{Trn|Get On My Level 2018}} with wins over players such as {{Sm|Tweek}}, {{Sm|Mistake}}, and {{Sm|Larry Lurr}}. Ranked 7th on the [[Smash Canada Rankings]].
*{{Sm|THUNDER|Canada}} - One of the best Ryu players in Canada. Placed 9th at {{Trn|The Big House 8}}, 13th at both {{Trn|Get On My Level 2017}} and {{Trn|EGLX 2018}}, 17th at {{Trn|Super Smash Con 2017}}, and 25th at {{Trn|Get On My Level 2018}} with wins over players such as {{Sm|Tweek}}, {{Sm|Mistake}}, and {{Sm|Larry Lurr}}. Ranked 7th on the [[Smash Canada Rankings]].
*{{Sm|Trela|USA}} (#65) - The best Ryu player in the world for the first 2 years of the game's active lifespan. Placed 1st at {{Trn|2GGT: Fresh Saga}}, 4th at {{Trn|Clutch City Clash 2}}, 9th at both {{Trn|The Big House 5}} and {{Trn|EVO 2016}}, and 17th at {{Trn|2GGC: Civil War}} with wins over players such as {{Sm|ZeRo}}, {{Sm|MkLeo}}, and {{Sm|VoiD}}. Formerly ranked as high as 1st on the [[Texas Power Rankings]].  
*{{Sm|Trela|USA}} (#65) - The best Ryu player in the world for the first 2 years of the game's active lifespan. Placed 1st at {{Trn|2GGT: Fresh Saga}}, 4th at {{Trn|Clutch City Clash 2}}, 9th at both {{Trn|The Big House 5}} and {{Trn|EVO 2016}}, and 17th at {{Trn|2GGC: Civil War}} with wins over players such as {{Sm|ZeRo}}, {{Sm|MkLeo}}, and {{Sm|VoiD}}. Formerly ranked as high as 1st on the [[Texas Power Rankings]].
*{{Sm|Venom|Canada}} - One of the best Ryu players in Canada. Placed 5th at {{Trn|Canada Cup 2017}}, 7th at {{Trn|DreamHack Montreal 2017}}, 17th at both {{Trn|Get On My Level 2016}} and {{Trn|2GGC: SCR Saga}}, and 25th at {{Trn|Shine 2017}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Ally}}, and {{Sm|Mr.R}}.
*{{Sm|Venom|Canada}} - One of the best Ryu players in Canada. Placed 5th at {{Trn|Canada Cup 2017}}, 7th at {{Trn|DreamHack Montreal 2017}}, 17th at both {{Trn|Get On My Level 2016}} and {{Trn|2GGC: SCR Saga}}, and 25th at {{Trn|Shine 2017}} with wins over players such as {{Sm|MkLeo}}, {{Sm|Ally}}, and {{Sm|Mr.R}}.
===Tier placement and history===
Ever since his release, Ryu has been considered a viable character, with the control input carryover from the ''Street Fighter'' series benefitting Ryu immensely. Early on, he received excellent tournament representation and results for his DLC status, namely from smashers like {{Sm|9B}}, {{Sm|DJ Jack}}, {{Sm|Locus}}, {{Sm|Venom}} and, most notably, {{Sm|Trela}}. The nerfs to other top tier characters such as {{SSB4|Diddy Kong}} and {{SSB4|Sheik}} further contributed to his better status. Ryu's tier placement, however, was a great topic of debate due to his weaknesses, namely his trouble at approaching reliably, the buffs other characters had gained, and the release of {{SSB4|Cloud}}, a DLC character that was seen as just as viable as him. Despite this, he was ranked 4th on the first ''4BR'' [[tier list]], becoming a top-tier character.
Ryu's results would continue to decline due to the release of {{SSB4|Corrin}} and {{SSB4|Bayonetta}}, the buffs to {{SSB4|Mewtwo}} in game updates and the spike in popularity Cloud had gained. This caused some smashers to drop him and reduced his tournament results significantly, which in turn made him rank at 9th on the second tier list, and eventually 12th on the third tier list. Ryu's results would also become more unstable, hovering between mediocre due to Trela's temporary retirement, and above average due to Locus' rise as a top player. With Trela's comeback, however, and Venom's improved results, Ryu would rise slightly to 11th on the fourth and current tier list, now sharing the spot with {{SSB4|Marth}}. Overall, while his strengths are larger than some other top-tiered characters, they are held back more than said characters by his more pronounced weaknesses and the dexterity to input his moves, and as such gives him a very high learning curve that has deterred his tournament results from being as great as they initially were.


==[[List of Super Smash Bros. 4 character trailers#Ryu|Reveal trailer]]==
==[[List of Super Smash Bros. 4 character trailers#Ryu|Reveal trailer]]==
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==[[Trophies]]==
==[[Trophies]]==
:'''Ryu'''
{{Trophy/Fighter
::{{flag|ntsc}} ''Ryu visits from the Street Fighter series! Ryu's fighting style is based on karate, but he's mixed in some other martial arts to make his own unique style. In Smash, he will perform either weak or strong attacks depending on if you press or hold down the buttons. His special attacks also have three power levels!''
|name=Ryu
|image-3ds=RyuTrophy3DS.png
|image-wiiu=RyuTrophyWiiU.png
|mode=Classic
|desc-ntsc=Ryu visits from the Street Fighter series! Ryu's fighting style is based on karate, but he's mixed in some other martial arts to make his own unique style. In Smash, he will perform either weak or strong attacks depending on if you press or hold down the buttons. His special attacks also have three power levels!
|desc-pal=Ryu makes his Super Smash Bros. debut! His fighting style is based on a form of karate, but he's mixed in some other martial arts to make his own unique style. Here his attacks can be weak or strong depending on whether you press or hold the buttons. Each of his specials have 3 levels of power using the same method.
|gamelist={{Trophy games|console1=Arcade|game1=Street Fighter|release1=1987}}
}}
{{clrl}}


::{{flag|pal}} ''Ryu makes his Super Smash Bros. debut! His fighting style is based on a form of karate, but he's mixed in some other martial arts to make his own unique style. Here his attacks can be weak or strong depending on whether you press or hold the buttons. Each of his specials have 3 levels of power using the same method.''
{{Trophy/Fighter
|name=Ryu (Alt.)
|image-3ds=RyuAltTrophy3DS.png
|image-wiiu=RyuAltTrophyWiiU.png
|mode=Alt
|desc-ntsc=Ryu's Focus Attack move lets him withstand a blow and then counterattack. The longer you hold it, the longer your enemies will be stunned if you hit them. If it hits a standing enemy, the enemy will become defenseless. When that happens, cancel your Focus Attack and unleash a sick combo!
|desc-pal=Ryu's down special, Focus Attack, allows him to withstand a single attack and then unleash a counter. The longer you hold the button, the longer a standing enemy will be stunned if you hit them. An enemy in the air will fall slowly, defenceless. When that happens, cancel the Focus Attack and go for the knock-out!
|gamelist={{Trophy games|console1=Arcade|game1=Street Fighter|release1=1987}}
}}
{{clrl}}


:'''Ryu (Alt.)'''
{{Trophy/Fighter
::{{flag|ntsc}} ''Ryu's Focus Attack move lets him withstand a blow and then counterattack. The longer you hold it, the longer your enemies will be stunned if you hit them. If it hits a standing enemy, the enemy will become defenseless. When that happens, cancel your Focus Attack and unleash a sick combo!''
|name=Shin Shoryuken / Shinku Hadoken
 
|name-ntsc=Shin Shoryuken / Shinku Hadoken
::{{flag|pal}} ''Ryu's down special, Focus Attack, allows him to withstand a single attack and then unleash a counter. The longer you hold the button, the longer a standing enemy will be stunned if you hit them. An enemy in the air will fall slowly, defenceless. When that happens, cancel the Focus Attack and go for the knock-out!''
|name-pal=Shin Shoryuken/Shinku Hadoken
 
|image=ShinShoryukenTrophyWiiU.png
:'''Shin Shoryuken / Shinku Hadoken'''
|desc-ntsc=Use this attack when Ryu is far away from an enemy to unleash a Shinku Hadoken that penetrates through the stage. But if you use it when Ryu is close to an enemy, he'll unleash a Shin Shoryuken uppercut attack. When it hits, Ryu will follow up with his other fist and launch the opponent up, up, and away!
::{{flag|ntsc}} ''Use this attack when Ryu is far away from an enemy to unleash a Shinku Hadoken that penetrates through the stage. But if you use it when Ryu is close to an enemy, he'll unleash a Shin Shoryuken uppercut attack. When it hits, Ryu will follow up with his other fist and launch the opponent up, up, and away!''
|desc-pal=Ryu's Final Smash takes on two different forms depending on how close Ryu is to the enemy. If he's farther away, he'll use Shinku Hadoken, a move that pulls in any enemies nearby. If closer, he'll instead use Shin Shoryuken. He'll hit the enemy once with a powerful uppercut, then follow it up with the other fist to finish the job!
 
|game=ssb4-wiiu
::{{flag|pal}} ''Ryu's Final Smash takes on two different forms depending on how close Ryu is to the enemy. If he's farther away, he'll use Shinku Hadoken, a move that pulls in any enemies nearby. If closer, he'll instead use Shin Shoryuken. He'll hit the enemy once with a powerful uppercut, then follow it up with the other fist to finish the job!''
}}
 
{{clrl}}
<center>
<gallery>
RyuTrophy3DS.png|Classic (3DS)
RyuAltTrophy3DS.png|Alt. (3DS)
RyuTrophyWiiU.png|Classic (Wii U)
RyuAltTrophyWiiU.png|Alt. (Wii U)
ShinShoryukenTrophyWiiU.png|[[Shin Shoryuken]]
</gallery>
</center>


==[[Alternate costume (SSB4)#Ryu|Alternate costumes]]==
==[[Alternate costume (SSB4)#Ryu|Alternate costumes]]==
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SSB4 Ryu SplashArt.png|Ryu's splash art.
SSB4 Ryu SplashArt.png|Ryu's splash art.
Ryu_amiibo.png|Ryu's [[amiibo]].
Ryu_amiibo.png|Ryu's [[amiibo]].
Ryu unlock notice SSB4-Wii U.png|Ryu's unlock notice in {{forwiiu}} after downloading him from the [[Nintendo eShop]].
Ryu Poster.jpg|Newcomer artwork from the official site. The art style heavily references a piece of promotional artwork for ''Street Fighter II''.
Ryu Poster.jpg|Newcomer artwork from the official site. The art style heavily references a piece of promotional artwork for ''Street Fighter II''.
Shin_Shoryuken.gif|Using [[Shin Shoryuken]] on {{SSB4|Captain Falcon}} on [[Suzaku Castle]].
Shin_Shoryuken.gif|Using [[Shin Shoryuken]] on {{SSB4|Captain Falcon}} on [[Suzaku Castle]].
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*Similarly to {{SSB4|Little Mac}}, Ryu shares some small animations with Captain Falcon. In Ryu's case most of his hitstun animations along with his tumbling animation are directly taken from Captain Falcon.
*Similarly to {{SSB4|Little Mac}}, Ryu shares some small animations with Captain Falcon. In Ryu's case most of his hitstun animations along with his tumbling animation are directly taken from Captain Falcon.
*Ryu, along with {{SSB4|Mega Man}}, is one of two characters to have special "hit" sound effects, with his being ripped right from the ''Street Fighter'' series
*Ryu, along with {{SSB4|Mega Man}}, is one of two characters to have special "hit" sound effects, with his being ripped right from the ''Street Fighter'' series
**Coincidentally, they are both Capcom fighters.
==Notes==
:1.{{note|a}}translates to "Front Kick"
:2.{{note|b}}translates to "Scooping Punch"
==External links==
*[http://www.smashbros.com/sp/us/characters/ryu.html Official page]
*[https://www.youtube.com/watch?v=ESmYop4h8ek Overview of Ryu and Suzaku Castle]


==References==
==References==
{{reflist}}
{{reflist}}
*[http://www.smashbros.com/sp/us/characters/ryu.html Official page]
*[https://www.youtube.com/watch?v=ESmYop4h8ek Overview of Ryu and Suzaku Castle]


{{SSB4Characters}}
{{SSB4Characters}}
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