i don't know where to put this joke so i'll put it at the beggining here:
wait isn't Ryu already in SSF2 why did they add him againAnyways..
Time for another mega-dump of information, this time for Ryu (and i bet i'm forgetting something again lol)
Oh, and if the GIFs aren't loading and show just a piece of paper with a text saying "image", try opening it in a separate tab i guessBefore getting to his moveset, let's talk about his "gimmicks" or whatever you call it:
- First, his Jab-1 and Tilts have a "Light" (or "Tapped") and "Heavy" (or "Held") variations, which depends on whether you tap or hold the attack button (According to my footage, you have 2 frames until the game considers your input as "held")
- Secondly, his Specials share a similar thing - their strength or properties become different depending on how long you hold down the button
- And last but not least, his Specials have "Input" variations, where you input the original Arcade games' command sequences (Such as
Forward, Down, Down-forward) and then press B to execute the respective move, which makes the Special become more powerful and/or gain different properties
I also have disabled particles and other effects (Except knockback smoke) so we all can have a better view of the range in his moves when looking at the GIFs
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JabLight: Already his jab is pretty unique: no matter how hard you mash, he will only ever do jab 1, and only do the full jab combo if he successfuly connects the punches (Hitting the shield does not count as a successful hit).
Unlike in the official Smash games, you cannot cancel his normals into Specials, which greatly limits his Jab from becoming one of his main forms of kill-confirm
Heavy: Only hits once, but deals 10% and has slightly stronger knockback and much longer range while still having surprisingly quick startup (but has quite a bit of endlag), i believe this would be more used as a "get off me" or to set up for quick edgeguards near the ledge
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Forward TiltLight: Pretty decent for starting combos/strings, and maybe for some spacing. can be used to start some aerial strings even at higher percentages (depending on DI)
Unlike in the official Smash games, his leg doesn't seem to have intangibility
Heavy: A short-ranged two-hit move that deals a total of 13% damage. The main purpose of this move is as a shield-breaker: connecting both hits can obliterate shields even when they're at full durability
If the first hit somehow misses but you still connect the second one, it will still deal immense shield damage, but won't immediately break a full shield (And if only the first hit connects, it'll deal shield damage similar to your average smash attack)
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Down TiltLight: Deals set knockback and is quite spammable, but deals only 2% and has very little vertical range. Very useful for extending combos, especially at higher percentages thanks to its set knockback (though you have to be quick)
Heavy: Has more range than the tapped version and stronger knockback (with low growth) while of course not being spammable, also useful for stringing into aerials or possible kill-confirms when at higher percentages
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Up TiltLight: Extremely spammable thanks to its speed, low knockback and vertical range, but also deals only 2% and it does not have much horizontal range compared to his other moves. along with his Down Tilt, this will be your main form of starting/extending combos and confirming kill moves, maybe even refreshing stale moves
Heavy: A somewhat strong uppercut, deals 12% and low-to-moderate knockback (KO's only at the 160%'s), has somewhat more range than his tapped up-tilt and is decent at starting juggles once it starts tumbling the opponent (comboes into several other attacks when the opponent tumbles)
Unlike in the official games, his heavy Up-Tilt also doesn't seem to have invincibility on his upper body
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Dash AttackHOW DID I FORGET TO INCLUDE DASH ATTACK ON THE WALUIGI TOPIC AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAASurprisingly quick and can KO at around 130% on ledge with no DI (but will KO around 165% with good DI) when sweetspotted (sourspot is on a late hit), The sourspot on the other hand can't KO until at extreme percentages.
Probably more useful just to set up for edgeguards at higher percentages i guess
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Forward SmashQuite strong and has good range, able to kill around 80% on ledge if the opponent doesn't DI (115% with good DI)
But.. It misses against some opponents that are downed (or even crouching, in the case of Kirby, Game&Watch, Jiggs and a few others)
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Down SmashRelatively quick and can hit opponents under ledge, however it deals slightly weaker knockback, KO'ing around 10% - 15% later on the ledge compared to FSmash
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Up SmashVery quick and can kill opponents around 125% (150% if a late hit), but very lacking in horizontal range. The move seems to "sweetspot" on the first active frame, and "sourspot" when Ryu's fist is already raised
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Neutral AerialLike any NAir, it's a very good combo/approach tool, though it has very low base knockback.
It can also combo into itself for quite a while, plus can be followed up with a Shoryuken/Tatsumaki
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Forward Aerialat early percentages, it's a better option than NAir early on for racking up damage, as it also chains into itself at low percentages, eventually starts to KO when around or past 120%, if it is not stale of course. (and much like NAir, can chain into Shoryuken or Tatsumaki depending on DI)
Ryu seems to have some great aerials, huh?
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Back AerialA relatively strong kill move, but also requires a bit of precision, as it can have trouble hitting smaller or downed opponents
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Down AerialA decently strong meteor smash (but still low base knockback) that sweetspots on Ryu's fist (It seems to take priority over the sourspot on his arm/shoulder too). NAir and Heavy DTilt (or even Light FTilt if the opponent DIs in instead of away) are likely your best options to confirm this move.
The sourspot seems to be located on his shoulder, and it's very weak and instead sends the opponent upwards.
DAir's hitboxes also don't seem to stay active for long at all.
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Up AerialA two hit uppercut-like punch that deals a total of 12%, good for keeping the opponent in the air and for stringing into Shoryuken depending on DI.
The knockback angle is kind of weird in my opinion, depending on DI, it either throws the opponent almost straight upwards, or directly behind Ryu
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Grab & ThrowsOf course, can't really "talk" all that much about his grab & throws, so instead have his approximate grab range
(the jumping was for moving Ryu ever so slightly closer)
And then his throws with the "best" and "worst" DI for the opponent to survive, along with no DI of course
No DI
DI Down-Forward
DI Up-Backward
No DI
DI Backwards
DI Forwards
No DI
DI Down-Forward
DI Up-Backward
No DI
DI Down-Backward (in relation to where Ryu was originally facing)
DI Up-Forward (in relation to where Ryu was originally facing)
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Special MovesBefore we get into detail with his specials, let's show some general things:
We already know his Specials have "Input" versions (except DownB), which are much stronger and/or have different properties from the B specials.
You can "store" the input attacks by doing the directional inputs and holding onto the final direction, and it will be executed once you eventually press B (You can mash the last input, and it will still come out as intended, IF you can mash quickly enough)
This also allows you to perform Input Attacks out-of-shield.
Alternatively, you can "buffer" the input to be executed on the first frame possible by doing this the other way around: you hold B and do the directional inputs. this is most useful during combos or to perform specific techs (such as Pseudo-Wavedashing with Hadoken, which will be shown later on)
(obviously this isn't true combo, DI exists)
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Neutral Special (Hadoken)
General info: If tapped, Hadoken will linger onscreen for a long time, but also travel very slowly. If held, it will instead move much quicker, but have a shorter lifetime. This means that tapping or holding will do very little to really change the range of the projectiles (Though holding
does still slightly increase the range)
If you have Auto-Dash or use a Dash Button, you can pseudo-wavedash with input hadokens by buffering them from a previous move, or holding B then doing the input sequence
Additionally, if you slide off a ledge/platform after an Input Hadoken, you get to skip the endlag
Hadoken/True Hadoken: Deals 6% (8% if True Hadoken) and has
very weak knockback, so the best use of this would be for accumulating damage and pressuring/covering the opponent's movement options
Shakunetsu Hadoken: Deals 11% damage and has moderately low knockback, the projectile multihits and has high hitstun, preventing the opponent from doing anything (other than SDI) even when shielding, allowing this move to be a combo starter, kill confirm, or even combo extender
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Down Special (Focus Attack)
Ryu will stand in place (or float mid-air) and focus for a moment before punching forward, during the entirety of the "focusing" animation, Ryu gains super armor, but this only gets applied for one hit (meaning multihits or quick attacks will easily break through it)
An important thing to be aware of is that he
immediately loses super armor when punching, probably as soon as frame 1
Another thing i've found out is that uncharged focus attack has a slightly bigger hitbox than if it were charged
When uncharged the move acts like a normal attack and deals knockback (with a small amount of shield damage).
When partially charged, it will stun the opponent in place, allowing you to confirm a variety of attacks, if the opponent blocks, it will deal shield damage similar to jigglypuff's Pound.
When fully charged, the stun effect lasts much longer and the move
completely ignores shieldsIf the opponent instead gets hit mid-air, the move will behave like a normal move and only deal knockback, but still deal very high hitstun before the opponent is launched
One thing you need to know, is that this move can be cancelled during the charge or after a successful hit (If you whiff, you cannot cancel the endlag), but unlike typical cancellable "charge" attacks, you don't press shield to cancel it, but rather double-tap left or right. This makes Ryu take a quick step backward/forward. Couple this with the fact that Ryu gains slow falling and "floats" to whatever direction you're going, and you have a rather decent recovery move
The most awesome thing however, is that this is one of, if not the only move that can be "special cancelled", because during the double-tap dash, it can instantly be cancelled into any special moves (other than another Focus Attack). If you're frame perfect you can even land a True Shoryuken out of an
uncharged focus attack.
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Side Special (Tatsumaki Senpukyaku)
You can tap or hold the special button to control the distance (except on air) Ryu travels. the move also grants slow falling and some horizontal recovery
(travels slightly further if input) without putting him on helplessness (can only be used once until landing on the ground or getting hit though). It also has less endlag when the move finishes mid-air
Not only that, the move also protects Ryu from incoming projectiles (but not very strong ones such as Samus' charge shot or 115% Lucario's aura sphere). Input version can deal with slightly stronger projectiles.
Careful about the spacing though, only Ryu's legs have hitboxes, not his upper body
As an attack, it deals 9%
(or 11% if Input) and moderate knockback
(slightly stronger knockback and lower angle if Input), and because it doesn't put Ryu in helplessness, this move can be used to send the opponent to the blast zone
(if input) when offstage, or to combo into Shoryuken
(if SideB)•
Up Special (Shoryuken)
Ah, saving the best for last, here we go i suppose, let's start with probably the most important bit of information:
UpB Shoryuken is much, much weaker than the Input Shoryuken, in fact Input Shoryuken is practically
twice as powerful in knockback growth
Shoryuken also loses a bit of its kill power if you do it mid-air instead of on ground, though it's not quite noticeable so it's not like it even matters
If you space Shoryuken so that he perfectly lands onto a platform (or on the ledge during recovery), you get to skip the landing lag too