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A Good Wind: Ryu Guide

A Good Wind: Ryu Guide

Game Versions
Smash 3DS, Smash Wii U
RYU TUT.png


My name is Pokémonye West and I will be attempting to create an up-to-date guide on Ryu. There's an air of misinformation about Ryu and hopefully this guide will be able to enlighten some people. I'd like to give special thanks to everyone on the Ryu boards for compiling a lot of the information I've used in this guide. When talking about kill percents, know that rage nor move staling are being accounted for.

TABLE
0.0 Very Important Threads
1.0 Glossary, Notations, Game Mechanics
1.1 Patch Changes
1.2 Frame Data
1.3 Normals, Tilts, Smashes, Aerials and Throws
1.4 Specials
1.5 Movement
1.6 Play Style
1.7 Preferential Stages (3DS and Wii U)
1.8 Useful Videos
1.9 Special Thanks

0.0
VERY IMPORTANT THREADS

Elessar's Ryu Guide
Ryu's Fundamentals Discussion
Ryu Metagame Discussion
Ryu Combos
Ryu Q&A Thread
Ryu Frame Data (Extremely WIP)
Matchup Discussion

1.0
GLOSSARY, NOTATION, MECHANICS OVERVIEW

I'll be using a lot of standard Smash Bros jargon in this guide. If you don't know what a specific word or phrase means check this Smash Bros. Glossary over on Reddit and educate yourself! I'll also sneak in a few Street Fighter terms. This guide on SRK should provide you all the knowledge you need on those terms.

Color Index: Deep Red is for Damage %'s, Aquamarine is for Frame Data, Hot Pink is for input names, Magenta is for a move's special properties

Ryu's Special Moves that require directional inputs will be called "True (special name here), except for Shakunetsu Hadouken. True Hadouken, True Shoryuken, and True Tatsumaki Senpukyaku. For Ryu's Special Moves that require directional inputs, I will illustrate using the Smashboards Gamecube Controller emotes, and will also include Numpad notation. The number next to each is to signify direction, as if you were looking at a numpad on a keyboard (Example: 3 is the same as DOWN FORWARD)


:GCN: = 5
:GCU: = 8
:GCUR: = 9
:GCR: = 6
:GCDR: = 3
:GCD: = 2
:GCDL: = 1
:GCL: = 4
:GCUL: = 7

Furthering an example to assuage any potential confusion, Ryu's True Shoryuken is :GCR::GCD::GCDR: + :GCA: which in numpad notation translates to 623 + A.

*I M P O R T A N T*
I will also be using the Traditional Street Fighter names of moves (ex. Jumping Short Kick) when discussing what that move corresponds to in Smash. Take a look at this Arcade Cabinet for Street Fighter II if you are unfamiliar. Punches are on the top button row, Kicks are on the bottom button row and the strengths travel from left to right (Jab is weakest punch, Fierce is strongest punch).
DSC03111.JPG


MECHANICS OVERVIEW

[Taken from the SSB Wiki, a venerable treasure trove of information]


Directional Influence is the control the receiver of an attack has over his or her trajectory. Each attack sends its target in a particular direction, depending on the attack itself and on the target's weight and falling speed; DI can be used to alter, but not completely change, this original trajectory. The player can DI by pressing the control stick in any direction during or just after being hit by an attack. There are three types of directional influence: trajectory DI (almost always referred to as just "DI"), Smash DI, and Automatic Smash DI. These last two function much differently from trajectory DI, and should not be confused with it.

Stale-move negation, also known as Repetition Effect or Staling, is a gameplay element in all games in the Super Smash Bros. series. It refers to how moves cause less damage and knockback as they are used multiple times in a row. The strength of a move increases back to its regular power as other moves are used. Starting in Melee, being KO'd resets the staleness of all of that player's moves. Moves not yet affected by stale-move negation are referred to as fresh. Moves are only affected by stale-move negation if they connect with an opponent or other object that can take damage.
The purpose of stale-move negation is to discourage players from using the same attack repeatedly or over-frequently, and encouraging the utilization of a character's entire moveset.​

1.1
PATCH CHANGES
Ver. 1.0.9

No changes
Ver. 1.10
No changes
Ver. 1.1.1
Ryu's turn around animation length increased 2 → 5 frames (easier Quarter Circle Inputs) [buff]
Ver 1.1.3
Some random timer on a non-hitbox state changed from 19 to 4 [bugfix]
Ver 1.1.4
No changes
Ver 1.1.5
No changes
Ver 1.1.6
No changes

1.2
FRAME DATA

Frame Data HERE

1.3
NORMALS, TILTS, SMASHES, AERIALS AND THROWS

All of Ryu's moves, from his jab to his specials, correspond to a move from his many Street Fighter iterations.

Ryu has an average grab range, his knee bash pummel is decently fast, and adds an additional 1%-2% Damage to your throws. However, Ryu lacks decent KO throws. KO throws are heavily reliant on rage and opponent's DI. Without Rage, Ryu will be unable to KO with a throw before 200% from anywhere on the stage.

Down Throw [9% Damage]
This is a good combo throw at lower percents. Your followup from this throw depends on how well you can read your opponent's DI, usually Up Air or Forward Air. At lower percents as well, you can simply bait an airdodge and punish with a Forward Smash or True Shoryuken. That is an effective mixup against more unskilled players or opponents who DI incorrectly. This throw consists of two hits that do
5% Damage and 4% Damage respectively. The second hit of this throw has been shown to be able to break shields, which though somewhat impractical, could be useful in Doubles matches. Without Rage, will KO around 200%.

Up Throw [8% Damage]
It's good to mix up your opponent's DI with this throw. You can combo from it at lower percents. At higher percents, you'll either be too far away or have to rely on reading air-dodges. Without Rage, will KO around
200%.

Forward Throw [9% Damage]
You will likely only use this to throw an opponent off stage. Will not KO outside of Sudden Death percentage most likely (
300%+).

Back Throw [12% Damage]
Another throw you'll probably only use to get people off stage. It doesn't KO very well unless you're in Rage at the ledge. Without Rage, will KO around
200%. With Rage, KOs around 165%.
-
Ryu's Jab has two different variations. The multi-hit jab is three hits that do 2% Damage, 3% Damage, and 5% Damage respectively for a total of 10% Damage. The first hit of Ryu's jab is amazingly fast, and is cancellable into a Special Move, of which I recommend using True Shoryuken. Yoshi's jab comes out in 3 Frames, and is lauded as one of the best jabs in the game. Ryu can snuff Yoshi's famed jab.
First Hit of Jab: [2 Frames of startup]
Second Hit of Jab: [3 Frames of startup]
Third Hit of Jab: [8 Frames of startup]
The moves as they relate to Street Fighter terms are Far Standing Jab Punch, Close Standing Strong Punch, and Far Standing Fierce Punch. The first two hits of this jab combo have set knockback.
-
The other variation of his jab can be achieved by Holding :GCA:. Doing this will initiate a Far Standing Roundhouse Kick which does 9%-10% Damage, the same amount of damage as the multi-hit jab. This variation has greater startup than the other, but it's not a bad idea to mix up which you use to combat staling.
Strong Jab: [9 Frames of statup]​

---

Forward Smash [14%-16% Damage Uncharged, 20%-23% Damage Charged] is based on the Street Fighter 3 Special Move "Joudan Sokuto Geri", sometimes called the Donkey Kick or Jordan Kick. One of Ryu's best KO options and one of his best moves This smash has solidly impressive range, about as much as Ryu's Strong Jab and has the blessing of being able to KO as early as 73% while charged and 100% uncharged. It's one of Ryu's better options for sealing an opponent's stock. There are drawbacks to this move, though. It is Ryu's slowest Smash Attack. It can also whiff on short characters, or certain crouching characters up close. As with any Smash Attack, you don't want to throw this one out frivolously. It's a great punish tool, and a solid poking move.
Forward Smash: [15 Frames of startup]​
-
Up Smash [16%-17% Damage Uncharged, 22%-24% Damage Charged] is based on Ryu's Crouching Fierce Punch, and has appeared in every Street Fighter game. In Street Fighter this move is mainly used as an Anti-Air. With a good read, one could Anti-Air with this move and, at worst, trade with an opponent's attack. It is Ryu's most damaging Smash Attack. Up Smash KOs reasonably well, too, 75% at 120% respectively for charged and uncharged. This move is good for punishing very unsafe things and will not whiff on shorter or crouching characters. After a Focus Attack (wherein you cancel the ending lag with a dash forward) you can fully charge an Up Smash for some great damage and even a potential KO.
Up Smash: [9 Frames of startup]​
-
Down Smash [15%-16% Damage Uncharged, 22%-23% Damage Charged] is based on Ryu's Crouching Roundhouse Kick, as seen in all of his appearances in Street Fighter (excluding the Street Fighter 3 series) as his sweep. I first believed this to be a bad move but I've since changed my opinion. The worst thing about Down Smash is it doesn't hit behind Ryu. This move has the fastest startup of any of Ryu's smashes. Down Smash hits below the ledge at the tip of the hitbox which makes it a deceptively good edgeguarding tool. As it's Ryu's fastest smash and has decent range/recovery, against some enemies you can just throw this out in it's prime range as a footsie tool. The move has a sweet-spot at the foot and a sour-spot at the thigh. The sweet-spot sends opponents more horizontal and the sour-spot send them directly up.
Down Smash: [5 Frames of startup]

---

Foward Air [7%-9% Damage (sour-spot), 14%-15% (sweet-spot)] This is a great aerial. The sweet-spot of this move is the tip of Ryu's foot and the sour-spot is the rest of the leg. The sweet-spot deals more knockback as well as doing more damage. It won't KO until around 175% but is good at knocking the opponent off stage, setting up edgeguarding opportunities. The move is based on Ryu's Jumping Forward Kick, a staple cross-up move in Street Fighter.
Forward Air: [6 Frames of startup]​
-
Up Air [4%-5% Damage first hit, 5%-6% Damage second hit]
A solid aerial attack all-around. It hits twice, with the second hit dealing the most knockback. The move appears to hit directly on top of Ryu and this is true, but it also hits in front of Ryu a short distance. This is a KO move around 160%. It is based on Jumping Strong Punch, which in the Street Fighter games sends airborne opponents hit with the move into a juggle state, allowing for a followup.
Up Air: [First hit has 6 Frames of startup, Second hits on the 10th Frame]
-
Down Air [11%-12% Damage] [Meteor Smash]
Based on Ryu's recurring Jumping Fierce Punch, Ryu's Down Air is a magnificent spike. Down Air can even spike opponents handing on the ledge while Ryu is on the stage (spacing must be exemplary here). It has a decently sized hitbox, and sends opponents down at an angle. The move begins to spike at 55%. If an opponent is standing on the stage, no matter the percent they have acquired, they will not be bounced off the stage as other spikes in the game tend to do. With this knowledge, a player could combo into Light Up Tilt around 130%, which could lead into a True Shoryuken to net the stock.
Down Air: [8 Frames of startup]​
-
Back Air [15%-16% Damage]
Based on Neutral Jump Roundhouse Kick, this is an effective, strong Back Air with decent range. It can KO around 145% and has sweet horizontal knockback. Make sure your RAR is on point, this move will come in handy more often than not.
Back Air [8 Frames of startup]​
-
Neutral Air [3%-4% Damage (sour-spot) 7%-8% (sweet-spot) Damage]
Ripped from Street Fighter II, it's Ryu's Jumping Short Kick. This move auto-cancels and can lead to combos at certain lower percents, until the opponent is at 20% if you sweet-spot it, or until they are at 75% if sour-spotted. I throw this move out almost all of the time. If the sour-spot hits, you can usually run up and grab an opponent or if they're knocked into prime range, Smash them. Great move for stopping combos, starting your own combos, as an Air-To-Air, or for edgeguarding. Only 6 Frames of recovery!
Neutral Air [4 Frames of startup]​
---

Strong F-Tilt [8%-9% Damage]
Pretty sneaky sis! That's what opponents hit by this move in Street Fighter say. Whereas in that game it is Collarbone Breaker, an overhead, in Smash it is an entirely new beast. It can break shields with great ease. The only drawback is it's very slow and easy to react to. Use this move only to mixup your opponent who gets a bit to shield happy from blocking Hadoukens all day.
[First hit has 13 Frames of startup. Second hits on the 15th Frame]​
-
Weak F-Tilt [6-7%% Damage (sour-spot and sweet-spot)]
If this move hits with a sweet-spot, which is the tip of Ryu's foot, it will launch opponents farther than if they were hit with the sour-spot which is the rest of Ryu's leg. Based on Far Standing Forward Kick, it works generally the same it does in Street Fighter: As a poking tool. Decent range, decent startup, and decent damage. Not a bad move by any means.
[8 Frames of startup]​
Strong D-Tilt [6%-7% Damage]
Another good poking move, based on Crouching Forward Kick which is consistently Ryu's best poke in any Street Fighter. It combos into Tatsu until around 33%, into Shakunetsu Hadouken until 43%, and into Hadouken until 70%. I like to use this move to punish/bait rolls and then cancel it into a damaging Special Move.
[7 Frames of startup]​
-
Weak D-Tilt [1%-2% Damage]
Excellent, excellent move. It combos into itself well at nearly any percent, combos into grabs until 150%, and into any special until 100%. Based on Crouching Short Kick.
[2 Frames of startup]​
Strong U-Tilt [11%-12% Damage]
Solid move to just throw out there if the opponent is close and you are sure it will hit. Comes out reasonably fast and it can KO around 150%. It deals high vertical knockback. Be wary though, this move has 30 Frames of recovery. Based on Close Standing Fierce Punch which In Street Fighter, is an Anti-Air and combo starter.
[7 Frames of startup]​
-
Weak U-Tilt [1%-2% Damage]
Yet another great move. It combos into Special Moves and grabs until 100%. Good move to throw out when you read a roll. Usually I combo two or three Weak Up Tilts into a True Shoryuken. There's also a pseudo-infinite combo that can be pulled off on Fox :4fox: with this move. You will likely be using this move a lot to hit-confirm KOing specials, like True Shoryuken. Based on Close Standing Jab Punch.
[2 Frames of startup]​

---

1.4
SPECIALS

The indicator for a successful Directional Input special is a flash of light in front of Ryu

:GCB: - Hadouken [4%-5% Damage for a tap button press, 5%-6% Damage for holding the button] - Ryu's iconic projectile. Effective uses for this move are on stage zoning and edge guarding. It doesn't have much durability so it will lose or simply trade with many other projectiles in the game. It has a considerable amount of ending lag at 44 Recovery Frames. This move has three different variations when only the B button is pressed. Depending on how long you press it, the Hadouken will travel slowly or more quickly. The held version does a little bit more damage than the other version. Just like in Street Fighter, only one Hadouken can be on screen at a time. Trying to do a Hadouken while one is out on screen makes Ryu enter the animation to do the move, but nothing will come out. This can leave you vulnerable to counterattacks.
[13 Frames of startup (All versions)]​

:GCL::GCDL::GCD::GCDR::GCR:+:GCB:
-(4 • 1 • 2 • 3 • 6 + :GCA:) - Shakunetsu Hadouken [8% Damage] [Multiple Hits] [Half-Circle Forward]- In Street Fighter II, this move was a random occurrence that looked and functioned the same as a regular Haodouken, but left opponents on fire. In Smash, this move is a multi-hitting fireball that deals the most damage of any of Ryu's hadouken variants. This move is considerably more safe on shield than the other Hadoukens, but it is still punishable at certain distances. This move is absolutely brutal to opponents who don't have a projectile or reflector of their own. Learn the input, use this move frequently. A tap button press Shakunetsu Hadouken travels a bit less across the stage than a held button press.
[13 Frames of startup (All versions)]
:GCD::GCDR::GCR::GCA:
-(2 • 3 • 6+:GCA:) - True Hadouken [6%-7% Damage] [Quarter-Circle Forward] - This Hadouken functions similarly to the regular one. Ryu screams "HADOUKEN!" with a little more force and it does 6% Damage with a tap button press and 7% Damage with a held button press. I'd opt to go with this option when choosing to do a non-Shakunetsu Hadouken. The greater damage than a normal Hadouken is all the reason you need.
[13 Frames of startup (All versions)]
:GCL::GCR::GCB: - Tatsumaki Senpukyaku [8%-12% Damage] - WOULD ANYONE LIKE SOME POUND CAKE? Old Joke / 10 :troll:. No but back to the guide, the Tatsu is a solid move. Tap button press does 8%-9% Damage and the held button press deals 10%-12% Damage. Distance covered from a tap button press is about a third less than a held button press. This move has great knockback and against Rosaslina & Luma, you can really knock Luma off stage with just one hit. This move is great at punishing rolls as well and can go through some fireballs (Ryu's own Hadouken, for example). It can aid with Ryu's recovery off stage. When recovering, almost always Tatsu toward stage before using your jump. Hold that button when trying to recover! Tatsu also has the potential to KO at about 155% from a held button press.
[8 Frames of startup]

:GCD::GCDL::GCL::GCA:
-(2 • 1 • 4+:GCA:) - True Tatsumaki Senpu Kyaku [9% Damage - 14% Damage] [Quarter-Circle Backward] - The directional input specials are always good alternatives to the regular specials. The True Tatsu KO's 10% earlier than the regular version, though it travels the same distance as the regular one.
[8 Frames of startup]
:GCU::GCB: - Shoryuken [12%-15% Damage] the legendary shoryuken had to make an appearance. Shoryuken is extremely affected by the duration of a button press. A tap pressed button will become invincible Frames 4 to 7, A medium tap pressed button will be invincible Frames 2 to 8, and a held button press will be invincible Frames 2 to 9. Depending on the length of the button press, Ryu will travel shorter or further distances into the air. This move of course works best as an anti-air but it is not to be slept on as a punish either! It can KO as early as 100% from a held button press. Miss with this move however, and you're a sitting duck.
[6 Frames of startup (Light and Medium versions), 7 Frames of startup (Heavy version)]

:GCR::GCD::GCDR::GCA:
-(6 • 2 • 3+:GCA:) - True Shoryuken [15% Damage-18% Damage] [Shoryuken Motion] WOW! WOW WOW WOW! THIS MOVE! SO GOOD! SUPER ARMOR WHILE THE SHORYUKEN IS RISING! NO LANDING LAG! THE MOST INVINCIBLE OF ALL THE SHORYUKENS! KO'S AS EARLY AS 80%! THIS IS RYU'S BEST MOVE, BAR NONE. IF THERE'S ONLY ONE INPUT SPECIAL YOU LEARN TO DO CONSISTENTLY, MAKE IT THIS ONE! *faints*
[Frame Data Unknown]
:GCD::GCB: - Focus Attack [9%-15% Damage] This move has three levels. The first level is achieved by simply pressing Down + B and letting go of the B button. You get a punch that does 11%-12% and has no other special effects. Hold the button a little longer until Ryu flashes color once and you'll get the second level, which does 9%-10%, can break shields and places opponents into a slow crumple allowing for a follow-up. This follow-up will have to be a quick move, like Down Smash (uncharged) or a Shoryuken. The third and final level is the godhead. Ryu flashes color again for this level and it does 15%, completely ignores shields, and places the opponent into a full-on crumple. This crumple can allow you to follow-up with a fully charged Up Smash, True Shoryuken, or any other KO move you can think of. To achieve a follow-up you must dash (press back or forward twice on your stick) after the punch strikes. If not, you will be left in a wicked amount of recovery and wll be unable to adequately capitalize. This move can be reversed when the punch is coming out by pressing the direction opposite the one you're facing on your stick, a la Captain Falcon's Reverse Falcon Punch. This move absorbs one hit no matter what level of charge you're at and can even be used in the air. You can also dash out of this attack before it hits, again by pressing back twice or forward twice, either in the air or on the ground. Yes. Ryu effectively has an Air Dash. This move can't be thrown out willy-nilly though. You still take damage from a hit even though you armor through it, and it only absorbs one hit. Plus it incredibly sluggish, being Ryu's slowest move by far.
[31 Frames of startup] [Level Three Focus Attack is 70 Frames of startup]​

---

1.5
MOVEMENT

Ryu is the only character in the game with an air dash thanks to his Focus Attack Dash Cancel. Use this information well, it can be used to set up mindgames. Your opponent thinks you're going to land in their face with a Focus Attack, they spotdodge and grab out of habit. But you've already air dashed forward and they are now in recovery from missing their grab. Punish time! Ryu isn't the slowest charcter in the game but he won't be winning many footraces. His speed on the ground is decent. In the air he has greater airspeed than Captain Falcon and Sheik. But to offset this, he has very awkward jumps. Perhaps inspired by how predictable jumps are in Street Fighter? Once Ryu jumps in a direction, attempting to change his direction in mid air won't give you much of a change. Ryu is reasonably heavy as well, which will help him off stage. By using Tatsu, Focus Attack Dash Cancels, and ARMORED True Shoryuken, Ryu's recovery is nothing to balk at. He's been oft-compared to Little Mac and I myself find that insulting. No one's recovery ought to be compared to that.:facepalm:

1.6
PLAY STYLE

Ryu is balance. He is a hard hitting, average speed character. With invincible moves, projectiles, and what is essentially a counter. He lends himself well to an aggressive playstyle. pestering opponents with hadoukens from afar to force an approach, only to rack up damage once they close in thanks to Ryu's many, many true combos at various percents. Some like to play Ryu the way he's played in Street Fighter, which is as a poking/counterpoking character. Making use of the decent range on many of his moves and his projectiles, these players attempt to "Wall-Out" opponents and punish them swiftly for unsafe approaches. The character can also play "Lame" or defensive. His fireballs aren't amazing but a projectile can still give a lot of opponents problems. In matches, I myself like to get a feel for my opponent and adapt my playstyle accordingly. Extremely aggressive opponents can be easily walled out, and characters that themselves like to wall out ought to be rushed down. Ryu has a hard time dealing with a lot of projectiles, characters like Duck Hunt give him trouble. But where Ryu excels against defensive characters is his amazing KO potential and medium-high percents.


1.7
PREFERRED STAGES

Town & City (Wii U) [+Low Ceiling, +Dynamic platforms]
Prism Tower (3DS) [+Dynamic Stage, +Low Ceiling in parts]
Battleship Halberd (Wii U) [+Stage Spiking, +Low Ceiling, -Uneven Flooring]
Delfino Plaza [+Dynamic, +Low Ceiling during some parts, +Smaller blast zones]
Yoshi's Island [Brawl] (3DS) [+Can Up Smash through some points of the platform]
Lylat Cruise [+Low Platforms allow for protected Up Smashes and Strong Up Tilts, -Uneven Flooring, +Augmented edgeguarding do to Lylat's wonky edges, -It can be hard to recover due to aforementioned wonky edges]

Ryu benefits from stages with platforms and small blast zones. Stages like Dream Land ought to be banned outright.

1.8
USEFUL VIDEOS

Smash 4 DI Explained
Early Ryu Combos
Ryu's Nintendo Direct (Directional input Specials shown)
Using Negative Edge with Ryu
Ryu's Pseudo-Infinite on Fox

1.9
SPECIAL THANKS

I owe everyone who contributes to the Ryu boards my special thanks. Thanks especially to Elessar, PowerHungryFool, iLLEST, LordWilliam1234, and mimgrim

Thanks for reading this guide! It was fun to write.
Author
PokemonyeWest
Views
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First release
Last update
Rating
4.88 star(s) 32 ratings

Latest reviews

Very good guide, is very informative and teaches how Ryu works very well.
One of the best detailed guides I've ever seen
D
Extremely helpful.
Very helpful, thanks :)
Amazing! On my journey as a Ryu main now.
Not only useful information, but also maps to play on? Amazing!
The detail provided in this guide makes me excited to finally practice Ryu once I get my Wii U :)
Glad to see that im not as clueless as I thought about this great character. Tons of useful information even if you don't play Ryu, though. Thanks for doing all this research!
Learning some new combos and really appreciate the work put into this.
great hope to see this grow as his meta evolves
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