Hitbox visualization showing Ryu's down aerial.
Competitive.png This article or section may require competitive expertise.
You can discuss this issue on the talk page or edit this page to improve it.

OverviewEdit

HitboxesEdit

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
0 0 0 15.0% 0   Forward 10 80 0   2.7 top 0.0 3.0 9.5 1.5× 1.0× 0%               Ryu Punch   All All            
1 0 0 12.0% 0   Forward 60 14 0   4.4 top 0.0 3.0 to 8.0 9.5 to 5.0 1.5× 1.0× 0%               Ryu Punch   All All            
2 0 0 11.0% 0   Forward 20 80 0   4.4 top 0.0 3.0 to 8.0 9.5 to 5.0 1.5× 1.0× 0%               Ryu Punch   All All            

TimingEdit

AttackEdit

Canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.

Initial autocancel 1-2
Hitboxes 8-12
Special and Final Smash cancel window 8-17
Ending autocancel 33-
Interruptible 46
Animation length 45
Hitboxes                                                                                           
Autocancel                                                                                           
Special/FS cancel                                                                                           

Landing lagEdit

Interruptible 16
Animation length 23
                                             
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Autocancel
 
Continuable
 
Interruptible