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Hadouken! Ryu's Official Thread! - We do EX Moves to SMASH!

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ItsRainingGravy

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In any case, this doesn't nullify the Sonic's case I mentioned. :p
Hmm that's true. Didn't know that song was a port. Then again, that song was from Sonic '06, so I didn't make the connection (Can anyone blame me considering the game in question?).

But yeah, I still entirely believe that Ryu will have a 3D model. Just wanted to give people a fun idea to think about is all, lol

Also, you made an excellent moveset for Ryu. Really captures the essence of Ryu phenomenally. Well done.



By the way, most people have the same ideas for Ryu's Down Smash and Down Throw. That being Ryu's trip kick and shoulder throw. On top of some people expecting Ryu to have SF4's Focus Attack.

I feel as though all three of these things are incredibly important to note, because that means that Ryu could potentially be unrivaled when it comes to causing tech-chase situations against the opponent. More so than Ganondorf and his Flame Choke, thanks to Ryu's potential of having more mobility and more moves that can knock opponents down on their back.


Examples:

Down Throw/Shoulder Throw -> Predict the opponent to roll behind you -> EX Shoryuken.

Down Smash/Trip Kick -> Predict the opponent to do a wakeup attack -> Jump -> Forward Air.

Focus Attack -> Crumple/Dizzy -> Jump -> Up Air (first hit only) -> EX Tatsumaki.


Of course, it probably wouldn't be this powerful. In particular, I think they wouldn't make Down Throw put opponents on the ground, because it could lead to nasty situations like...

Down Smash -> Predict the opponent to do a wakeup attack -> Shield -> Down Throw -> Predict the opponent to roll behind you -> EX Shoryuken.


Even so, the potential ability to control your opponent's actions so well on the ground could be something quite unique to Ryu, even if it isn't on his Down Throw. And it would make a lot of sense considering the character's history as a martial artist.

Of course, this is all speculation, and they would probably make his moveset more tame to try to avoid things like this.
 

CyberWolfBia

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Hmm that's true. Didn't know that song was a port. Then again, that song was from Sonic '06, so I didn't make the connection (Can anyone blame me considering the game in question?).

But yeah, I still entirely believe that Ryu will have a 3D model. Just wanted to give people a fun idea to think about is all, lol

Also, you made an excellent moveset for Ryu. Really captures the essence of Ryu phenomenally. Well done.



By the way, most people have the same ideas for Ryu's Down Smash and Down Throw. That being Ryu's trip kick and shoulder throw. On top of some people expecting Ryu to have SF4's Focus Attack.

I feel as though all three of these things are incredibly important to note, because that means that Ryu could potentially be unrivaled when it comes to causing tech-chase situations against the opponent. More so than Ganondorf and his Flame Choke, thanks to Ryu's potential of having more mobility and more moves that can knock opponents down on their back.


Examples:

Down Throw/Shoulder Throw -> Predict the opponent to roll behind you -> EX Shoryuken.

Down Smash/Trip Kick -> Predict the opponent to do a wakeup attack -> Jump -> Forward Air.

Focus Attack -> Crumple/Dizzy -> Jump -> Up Air (first hit only) -> EX Tatsumaki.


Of course, it probably wouldn't be this powerful. In particular, I think they wouldn't make Down Throw put opponents on the ground, because it could lead to nasty situations like...

Down Smash -> Predict the opponent to do a wakeup attack -> Shield -> Down Throw -> Predict the opponent to roll behind you -> EX Shoryuken.


Even so, the potential ability to control your opponent's actions so well on the ground could be something quite unique to Ryu, even if it isn't on his Down Throw. And it would make a lot of sense considering the character's history as a martial artist.

Of course, this is all speculation, and they would probably make his moveset more tame to try to avoid things like this.
While doing the moveset, I actually thought about some of these.. but, you know.. the Shoulder Throw has been changing its attributes through the games, so, I could expect them to make something different now; but just lying down the opponent (and not making him bouncing) it's the best option for not link attacks every time. =P... Also, in regard of the Focus Attack.. in my mind, this would be just an esthetic effect (and throwback of a SFIV mechanic).. but the attack would work just like any other Smash Attack.. just a simple knockback; (nothing of stunning or making the character kneeling or something. XD)..

And Thanks for the compliment; I put a lot of passion on this. ^^
 

DJ3DS

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Well, Took a little longer than I expected, but here it's my proposed moveset for Ryu;

Hope you guys like, and please, say what you think. ^^
Looks great, first of all. I think my suggestions are the following:

Side A - Have you used his heavy kick here? If so ignore me; the stance just looks a little different to how I remember it.

Up A - Ryu's scissor kick (Like Falcon/Samus' U-Tilt) would work well here; and I always felt his legs had more range to them than his arms as attacks.

Solar Plexus Strike - Is this the dash attack? I always thought the animation would look good as a pummel but it works here as well, and your pummel also works.

Aerials - I think you've got the best you're going to do if you stick strictly to Ryu's moveset. I think taking M. Bison's Head Stomp would be a good down aerial though. Ryu's upwards movepool is also limited beyond the Shoryuken, and I'd personally replace at least one of either Up Air or Up Smash with the Flash Kick, and comb other players movepools for a more fitting attack for the other.

Smashes - I'd put the Focus Attack as the Down Smash; due to it stunning and also due to there being much easier options for Side Smashes than Down Smashes in general, particularly if you're prepared to look at fighters. In fact, I'd forgot about the Donkey Kick, and probably put this as a Side Smash.

Specials - There is only really choice on the Down Special. I'd have put a command grab out of Gouken/Akuma's moveset here, though the Donkey Kick works. Also perhaps add the Super Combo as an option if you save the bar up till it's fully charged.

Final Smash - Who is Ryu attacking? :p

Other - Very happy Akuma's victory pose is in here.
 

CannonStreak

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Say, if we do have downloadable assist trophies as well, and we get one for Street Fighter provided that Ryu gets revealed, what Street Fighter character do you guys think they should include as an assist trophy? Plus, what do you think the character would do?
 

CyberWolfBia

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Looks great, first of all. I think my suggestions are the following:

Side A - Have you used his heavy kick here? If so ignore me; the stance just looks a little different to how I remember it.

Up A - Ryu's scissor kick (Like Falcon/Samus' U-Tilt) would work well here; and I always felt his legs had more range to them than his arms as attacks.

Solar Plexus Strike - Is this the dash attack? I always thought the animation would look good as a pummel but it works here as well, and your pummel also works.

Aerials - I think you've got the best you're going to do if you stick strictly to Ryu's moveset. I think taking M. Bison's Head Stomp would be a good down aerial though. Ryu's upwards movepool is also limited beyond the Shoryuken, and I'd personally replace at least one of either Up Air or Up Smash with the Flash Kick, and comb other players movepools for a more fitting attack for the other.

Smashes - I'd put the Focus Attack as the Down Smash; due to it stunning and also due to there being much easier options for Side Smashes than Down Smashes in general, particularly if you're prepared to look at fighters. In fact, I'd forgot about the Donkey Kick, and probably put this as a Side Smash.

Specials - There is only really choice on the Down Special. I'd have put a command grab out of Gouken/Akuma's moveset here, though the Donkey Kick works. Also perhaps add the Super Combo as an option if you save the bar up till it's fully charged.

Final Smash - Who is Ryu attacking? :p

Other - Very happy Akuma's victory pose is in here.
I particularly don't like the idea of Ryu using moves from other characters (aside of the throws borrowed from Ken and Akuma, which I see as harmless in this aspect).. It's not just unfaithful of his characteristics, but also doesn't make any sense by his concept of fighter.. I mean, .. when you think of what an Ansatsuken fighter can do, you stick with Hadoukens, Shoryukens (at least, in the SF fiction. XD)... wouldn't be natural Ryu doing a Flash Kick, a "military attack", since he was never in the army. =P .. When you take characters like Ness and Lucas borrowing moves from their companions of battle it's neutral.. but i don't see that for Ryu as something organic. :\/

But you got really interesting suggestions aside this detail;... I thought him less focused in the air (but not completely flawed like Little Mac), 'cause is how he is in Street Fighter.. even though that every short-range air attack he has, has an amazing combo potential (like the move that I put as an Up A; the infamous punch of 2 Hits. =P ). ... and yeah the Solar Plexus Strike is a Dash Attack; XD... it's actually is in some games Ryu has starred. =)

And in the Final Smash.... guess who's the most beloved doppelgänger angel? =P
 

CyberWolfBia

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Say, if we do have downloadable assist trophies as well, and we get one for Street Fighter provided that Ryu gets revealed, what Street Fighter character do you guys think they should include as an assist trophy? Plus, what do you think the character would do?
definitely Chun-li! She's not just the most popular Street Fighter character after Ryu; she's also one of very first women in fighting games =D... She would cross the stage with her Hyakuretsukyaku (Lightning Kick); and once or twice do a Tenshokyaku! =D

https://www.youtube.com/watch?v=jndmKTF-H6g

Looks like I am not the only one who thought about SF2's sprite Ryu.
yeah, I saw Max's video.. I'm glad he's hyped by the possibility;... but I'd so bummed if Ryu is actually a sprite; XD.. But who knows.. better Sakurai do something that will allow everybody enjoy Ryu's inclusion.
 
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DJ3DS

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I particularly don't like the idea of Ryu using moves from other characters (aside of the throws borrowed from Ken and Akuma, which I see as harmless in this aspect).. It's not just unfaithful of his characteristics, but also doesn't make any sense by his concept of fighter.. I mean, .. when you think of what an Ansatsuken fighter can do, you stick with Hadoukens, Shoryukens (at least, in the SF fiction. XD)... wouldn't be natural Ryu doing a Flash Kick, a "military attack", since he was never in the army. =P .. When you take characters like Ness and Lucas borrowing moves from their companions of battle it's neutral.. but i don't see that for Ryu as something organic. :\/

But you got really interesting suggestions aside this detail;... I thought him less focused in the air (but not completely flawed like Little Mac), 'cause is how he is in Street Fighter.. even though that every short-range air attack he has, has an amazing combo potential (like the move that I put as an Up A; the infamous punch of 2 Hits. =P ). ... and yeah the Solar Plexus Strike is a Dash Attack; XD... it's actually is in some games Ryu has starred. =)

And in the Final Smash.... guess who's the most beloved doppelgänger angel? =P
I can understand not wanting to do this, but I think it opens up a lot of opportunities, and his moveset works better for it. The Flash Kick is effectively used in Smash by several characters, noticeably Captain Falcon, who borrow a lot of moves from Ryu (In Falcons case, pretty much all of his tilts are). I do not think it would look or feel in any way unnatural, and it is a more natural up-air / up-smash than the current ones in my opinion. There are some moves that could well look odd - and I completely understand people who are iffy about e.g. taking Zangief's piledriver, even though I'm massively for that as a throw, and view it as no weirder than him using half the items - but I don't think the Flash Kick is one of them.

Personally I view Ryu as balanced, with the opportunities for offensive/defensive specialism for players who know how to use his EX attacks effectively. Balance is what he's all about in SF, after all.
 

Sonsa

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I'm not up for Ryu borrowing moves from other characters either, he has plenty to contribute himself! As for customs though... using Ken and Akuma's moves seems inevitable! Er...if he gets customs that is...hopefully...
 

smileMasky

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I would love to see his gameplay footage once announced one thing I really don't want to see is like 99% of people playing him in tournaments I love seeing a lot of people's different play styles, and characters
 
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CyberWolfBia

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I can understand not wanting to do this, but I think it opens up a lot of opportunities, and his moveset works better for it. The Flash Kick is effectively used in Smash by several characters, noticeably Captain Falcon, who borrow a lot of moves from Ryu (In Falcons case, pretty much all of his tilts are). I do not think it would look or feel in any way unnatural, and it is a more natural up-air / up-smash than the current ones in my opinion. There are some moves that could well look odd - and I completely understand people who are iffy about e.g. taking Zangief's piledriver, even though I'm massively for that as a throw, and view it as no weirder than him using half the items - but I don't think the Flash Kick is one of them.

Personally I view Ryu as balanced, with the opportunities for offensive/defensive specialism for players who know how to use his EX attacks effectively. Balance is what he's all about in SF, after all.
Well, he's the term of standard character from his series, after all. =P.. but in Smash... since he's a newcomer anyways, and Mario already fills this gap... I tried to make the things slightly different; while doing all the same things he's already used to do... =P... Not only the EX Gauge is totally specific gimmick that will make a particular metagame for the character within the Smash cast, but things like a short range of air attacks, but also doing good damage, would make things interesting.

Oh, btw,... I was putting an Damage and Hit counter in each attack in my moveset.. but I thought that is already flooded by information. (and would result in something completely nonsense =P).
 

DJ3DS

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I'm not up for Ryu borrowing moves from other characters either, he has plenty to contribute himself! As for customs though... using Ken and Akuma's moves seems inevitable! Er...if he gets customs that is...hopefully...
In reality this is not true. He has three obvious specials, and an obvious tilt. He then has two obvious down/forward smashes/specials in the Focus Attack and Donkey Kick. He only has 2 throws. He also has a reasonably obvious fair and Nair, leaving all of the following to fill:

- Up Smash
- Up Air
- Back Air
- Down Air
- Up Throw
- Forward Throw
- Down Special / Down or Side Smash

SF as a game focuses on forwards and downwards; backwards attacks are almost non existent and upwards consists of various characters anti airs, many of which are some form of Shoryuken. Ryu's aerial attacks are forward punches and sex kicks, and not really appropriate for down airs.

Several of CyberWolfJV's moves (Uair, for example, and Bair) are as far as I'm aware, unique. To my mind I'd rather throw in the extra SF references than make up moves. Moreover I don't like the idea of making him a less extreme Little Mac with a projectile. When your name is "Dragon" I feel like you're entitled to a half decent aerial game.

@CyberWolfJV: Whilst Mario is balanced, I realistically see them playing entirely differently when both balanced. Their specials, even Up/Neutral, would be completely different. Mario's fireballs are realistically going to be a far stronger approach option, for example, but less damaging, and Shoryuken would have better knockback for Ryu. Mario in general would have better movement (specifically aerial), more varied options due to Cape/FLUDD and specific useful disjoint, whereas Ryu trades some mobility and disjointedness for EX which can be used sparingly for better combos, recovery or kill power. Mario would possibly be at an advantage without EX, but with EX Ryu becomes more versatile.

This is my vision for him. I feel like EX is a sufficient differentiator and there is no need to do further by Mac-ifying him.

Plus I can't stand playing as Mac and the idea of a Ryu anything like him makes me shudder. I don't expect Sheiks aerial game but something workable with decent recovery between Shoryuken and Tatsumaki (epic if you're prepared to spend EX on it) would be nice.
 
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CannonStreak

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definitely Chun-li! She's not just the most popular Street Fighter character after Ryu; he's also one of very first women in fighting games =D... She would cross the stage with her Hyakuretsukyaku (Lightning Kick); and once or twice do a Tenshokyaku! =D


yeah, I saw Max's video.. I'm glad he's hyped by the possibility;... but I'd so bummed if Ryu is actually a sprite; XD.. But who knows.. better Sakurai do something that will allow everybody enjoy Ryu's inclusion.
You mean "she", right?
 

CyberWolfBia

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You mean "she", right?
Yeah, I typed wrong;.. We're not talking about Poison here =P...


Several of CyberWolfJV's moves (Uair, for example, and Bair) are as far as I'm aware, unique. To my mind I'd rather throw in the extra SF references than make up moves. Moreover I don't like the idea of making him a less extreme Little Mac with a projectile. When your name is "Dragon" I feel like you're entitled to a half decent aerial game.

@CyberWolfJV: Whilst Mario is balanced, I realistically see them playing entirely differently when both balanced. Their specials, even Up/Neutral, would be completely different. Mario's fireballs are realistically going to be a far stronger approach option, for example, but less damaging, and Shoryuken would have better knockback for Ryu. Mario in general would have better movement (specifically aerial), more varied options due to Cape/FLUDD and specific useful disjoint, whereas Ryu trades some mobility and disjointedness for EX which can be used sparingly for better combos, recovery or kill power. Mario would possibly be at an advantage without EX, but with EX Ryu becomes more versatile.

This is my vision for him. I feel like EX is a sufficient differentiator and there is no need to do further by Mac-ifying him.

Plus I can't stand playing as Mac and the idea of a Ryu anything like him makes me shudder. I don't expect Sheiks aerial game but something workable with decent recovery between Shoryuken and Tatsumaki (epic if you're prepared to spend EX on it) would be nice.
I get what you saying;.. but maybe the comparison with Mac is exaggerated... XD I just meant short-range attacks in the air, with "clumsy" movements.. but they would have good damage too; ... On the ground, Ryu would be just fair, nothing monstrous.. his EX mechanic would be indeed his main attractive;

And what you said the Uair and the Bair I put in the moveset? (if I got right the abbreviations)... "unique" in which regard? XD.. They're all actually from Street Fighter III, they're not invented, if is this you're meaning. =P
 
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Sonsa

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Yeah, I typed wrong;.. We're not talking about Poison here =P...
Poison would be referred to as 'she' whether one believes she is trans or not. Anyway, collarbone breaker just doesn't seem like a good up-smash, sorry, Mario swipes with his head while Ryu punches downward, it's just not the same...Mario's makes sense while Ryu is literally aiming downward. Maybe would make a good down-smash, but the sweep is great too. And that medium kick as the down-tilt seems too perfect... I'm having trouble imagining up-smash as something other than some shoryuken variation, even though I feel the same about Shoryuken having to be his up-b.
 
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ItsRainingGravy

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Couple of random throughts on Ryu in general:

Collar Breaker, being able to go through crouching guards in Street Fighter, would probably be able to do a lot of shield damage against his opponents. Similar to Little Mac's downward-angled Fsmash.

Up Air, which is most likely going to be the aerial uppercut that deals 2 hits, would also be useful for teching opportunities. Like most multi-hit aerial moves in Smash 4, it would probably be able to drop opponents on their back. So I can see it function similarly to Peach's Uair, but with a smaller and faster hitbox. So SH Uair -> Techchase could be a thing.

Speaking of which, one of Ryu's downfalls is probably going to be the short reach of his punches, similar to Mario. Just on a larger body frame. Thankfully, his kicks and specials will help make up for his lack of range on these attacks.

Joudan Sokuto Geri would be a pretty solid move all around, minus having decent startup and high endlag. To compensate for this it would probably have moderate shield damage, and high shield pushback to help make it safe on shield. And, of course, solid damage and high knockback on the move itself. These strengths would be further increased with the EX Version, especially since he would move faster and further forward at the cost of meter expenditure.

Ryu will have one of the most effective OoS moves in the entire game thanks to his Shoryuken. Because it has startup invincibility on top of high knockback and damage, as well as having relatively fast startup, it will compete with the likes of Mario's Super Jump Punch and Little Mac's Rising Uppercut for being the best OoS moves in the game. All three of them have startup invincibility, and are extremely great tools for getting rid of opponents who are trying to put pressure on you while you are shielding. Of the three, Ryu's would probably be the slowest, but also the strongest, and the 2nd easiest to hit with. This OoS functionality of his Shoryuken would replicate its wakeup advantages that are found in the Street Fighter games.

Ryu's special moves would probably be closer to Marvel vs Capcom 3 in function. Hadoukens make you stall in the air (you can probably only fire 1 or it has high endlag though), and Tatsumaki Senpukyaku would travel horizontally instead of making you fall...making it an optional recovery move (though will probably put you in the helpless state afterwards).

----

Oh yeah, and for some additional contemplation, here's Ryu's frame data in SF3: Third Strike.

http://www.eventhubs.com/guides/2011/aug/21/ryus-frame-data-street-fighter-3-third-strike/

http://smashboards.com/threads/list...-initial-frame-to-slowest-frame-speed.388564/

Ryu's SF3 moveset: https://www.youtube.com/watch?v=st4nTA6XK_Q

In comparison to the Smash characters, Ryu has pretty solid frame data. Of course, this will probably be tweaked, but it's another fun insight in regards to character speculation.


Notable moves:

Light Punch (Jab 1): 3 frames of startup. Comparable to Captain Falcon, Diddy, Greninja, Ness, ROB, Samus, Sonic, Villager, and Yoshi. Pretty average/solid, though Mario's and Little Mac's jabs are faster.

Crouching Light Kick (Dtilt): 4 frames of startup. Comparable to Bowser Jr, Diddy, and Kirby. Only Little Mac, Ness, and Meta Knight have a faster Dtilt than this.

Close Hard Punch (Utilt): 4 frames of startup. Comparable to Kirby and ROB. Only Fox and ZSS have faster Utilts. However, this move has a noticeable amount of endlag.

Aerial Uppercut (Uair): 4 frames of startup. Comparable to Dr. Mario, Mario, Pikachu, Sheik. Only Diddy's Uair is faster. Also, for my Peach comparison, Peach's Uair has 10 frames of startup...which is 6 frames slower.

Jumping Medium Kick (Nair/Fair): 9 frames of startup, and has the same animation as the Heavy variation (which is 13 frames). Comparable to Robin, Rosalina, and Wii Fit for Nairs. Which is pretty slow. Or in regards to Fairs, it is comparable to Meta Knight, Palutena, Mega Man, Wii Fit, and Zelda. Which is pretty decent/average.

"The Sweep/Trip Kick" (Dsmash): 7 frames of startup. Comparable to Duck Hunt, Falco, Mii Swordsman, ROB, and Yoshi. Which is decent. However, out of all of Ryu's normal moves, this one has the most endlag.

Collarbone Breaker (Usmash?): 14 frames of startup. Comparable to DK, Kirby, Peach, and Wii Fit. Which is decent/average. Has a high amount of endlag though, though it makes sense for a guard/shield breaking move.

Solar Plexus Strike (Dash Attack?): 18 frames of startup. Comparable to Ike's Dash Attack, one of the slowest in the entire game. Only Link (21) and King DeDeDe (26) are slower. As a dash attack, it either needs to be really strong to compensate for the slow speed, or it needs to be faster frame-wise. On the plus side though, it doesn't have an excessive amount of endlag, but it is still noticeable.

Grab/Throw: 9 frames of startup. Comparable to Bowser and Little Mac. Slightly below average, but manageable.

Hadouken (Neutral B): 10 frames of startup. Mario's default fireball comes out on frame 16, and Fast Fireball comes out on frame 8. That means that Hadouken is actually pretty fast. However, it also has a ton of endlag, more than half a second of vulnerability after firing the attack.

Shoryuken (Up B): 3 frames of startup. Mario's Super Jump Punch also comes out on frame 3, so comparisons can easily be made here. However, Ryu's Shoryuken will definitely be stronger, though probably less useful for recovery since you can't angle the move. Honestly, it is probably going to be like a stronger version of Dr. Mario's Up B, which also comes out on frame three and hits a single time.

Tatsumaki Senpukyaku: 10-11 frames of startup. Pretty decent.

Joudan Sokuto Geri (Down B/Fsmash?): 10 for the light version, 13 for the medium version, 16 for the heavy version. Compared to other Fsmashes, it can be amount the fastest in the game at best (Lucina/Marth, Pit, Dark Pit, Samus). Or pretty average/kind of slow at worst (Mii Swordsman, Jigglypuff, ROB, Robin, Rosalina, Wii Fit, Zelda).

Hadouken EX: Comes out on frame 9, which is only 1 frame slower than Mario's Fast Fireball. And I can guarantee you it will do a lot more damage/knockback.

Shoryuken EX: Comes out on frame 2, which is only 1 frame slower than Little Mac's Rising Uppercut. Likewise, I can guarantee you it will do more damage/knockback...when sweetspotted, of course.

Hurricane Kick EX: Still has 10 frames of startup, so no bonus here besides damage/knockback. *shrugs*

Joudan Sokuto Geri EX: 13 frames of startup, so no real speed buff here either. If it was a Fsmash though, it would still be among the fastest in the game along with Lucina/Marth, Pit, Dark Pit, and Samus. Though it will probably be more likely to be a special move anyways. Even so, that's still pretty darn fast for a potential KO move.



This data losely uses @CyberWolfJV TheGuy07's moveset as a reference.
 
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CyberWolfBia

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Couple of random throughts on Ryu in general:

Collar Breaker, being able to go through crouching guards in Street Fighter, would probably be able to do a lot of shield damage against his opponents. Similar to Little Mac's downward-angled Fsmash.

Up Air, which is most likely going to be the aerial uppercut that deals 2 hits, would also be useful for teching opportunities. Like most multi-hit aerial moves in Smash 4, it would probably be able to drop opponents on their back. So I can see it function similarly to Peach's Uair, but with a smaller and faster hitbox. So SH Uair -> Techchase could be a thing.

Speaking of which, one of Ryu's downfalls is probably going to be the short reach of his punches, similar to Mario. Just on a larger body frame. Thankfully, his kicks and specials will help make up for his lack of range on these attacks.

Joudan Sokuto Geri would be a pretty solid move all around, minus having decent startup and high endlag. To compensate for this it would probably have moderate shield damage, and high shield pushback to help make it safe on shield. And, of course, solid damage and high knockback on the move itself. These strengths would be further increased with the EX Version, especially since he would move faster and further forward at the cost of meter expenditure.

Ryu will have one of the most effective OoS moves in the entire game thanks to his Shoryuken. Because it has startup invincibility on top of high knockback and damage, as well as having relatively fast startup, it will compete with the likes of Mario's Super Jump Punch and Little Mac's Rising Uppercut for being the best OoS moves in the game. All three of them have startup invincibility, and are extremely great tools for getting rid of opponents who are trying to put pressure on you while you are shielding. Of the three, Ryu's would probably be the slowest, but also the strongest, and the 2nd easiest to hit with. This OoS functionality of his Shoryuken would replicate its wakeup advantages that are found in the Street Fighter games.

Ryu's special moves would probably be closer to Marvel vs Capcom 3 in function. Hadoukens make you stall in the air (you can probably only fire 1 or it has high endlag though), and Tatsumaki Senpukyaku would travel horizontally instead of making you fall...making it an optional recovery move (though will probably put you in the helpless state afterwards).

----

Oh yeah, and for some additional contemplation, here's Ryu's frame data in SF3: Third Strike.

http://www.eventhubs.com/guides/2011/aug/21/ryus-frame-data-street-fighter-3-third-strike/

http://smashboards.com/threads/list...-initial-frame-to-slowest-frame-speed.388564/

Ryu's SF3 moveset: https://www.youtube.com/watch?v=st4nTA6XK_Q

In comparison to the Smash characters, Ryu has pretty solid frame data. Of course, this will probably be tweaked, but it's another fun insight in regards to character speculation.


Notable moves:

Light Punch (Jab 1): 3 frames of startup. Comparable to Captain Falcon, Diddy, Greninja, Ness, ROB, Samus, Sonic, Villager, and Yoshi. Pretty average/solid, though Mario's and Little Mac's jabs are faster.

Crouching Light Kick (Dtilt): 4 frames of startup. Comparable to Bowser Jr, Diddy, and Kirby. Only Little Mac, Ness, and Meta Knight have a faster Dtilt than this.

Close Hard Punch (Utilt): 4 frames of startup. Comparable to Kirby and ROB. Only Fox and ZSS have faster Utilts. However, this move has a noticeable amount of endlag.

Aerial Uppercut (Uair): 4 frames of startup. Comparable to Dr. Mario, Mario, Pikachu, Sheik. Only Diddy's Uair is faster. Also, for my Peach comparison, Peach's Uair has 10 frames of startup...which is 6 frames slower.

Jumping Medium Kick (Nair/Fair): 9 frames of startup, and has the same animation as the Heavy variation (which is 13 frames). Comparable to Robin, Rosalina, and Wii Fit for Nairs. Which is pretty slow. Or in regards to Fairs, it is comparable to Meta Knight, Palutena, Mega Man, Wii Fit, and Zelda. Which is pretty decent/average.

"The Sweep/Trip Kick" (Dsmash): 7 frames of startup. Comparable to Duck Hunt, Falco, Mii Swordsman, ROB, and Yoshi. Which is decent. However, out of all of Ryu's normal moves, this one has the most endlag.

Collarbone Breaker (Usmash?): 14 frames of startup. Comparable to DK, Kirby, Peach, and Wii Fit. Which is decent/average. Has a high amount of endlag though, though it makes sense for a guard/shield breaking move.

Solar Plexus Strike (Dash Attack?): 18 frames of startup. Comparable to Ike's Dash Attack, one of the slowest in the entire game. Only Link (21) and King DeDeDe (26) are slower. As a dash attack, it either needs to be really strong to compensate for the slow speed, or it needs to be faster frame-wise. On the plus side though, it doesn't have an excessive amount of endlag, but it is still noticeable.

Grab/Throw: 9 frames of startup. Comparable to Bowser and Little Mac. Slightly below average, but manageable.

Hadouken (Neutral B): 10 frames of startup. Mario's default fireball comes out on frame 16, and Fast Fireball comes out on frame 8. That means that Hadouken is actually pretty fast. However, it also has a ton of endlag, more than half a second of vulnerability after firing the attack.

Shoryuken (Up B): 3 frames of startup. Mario's Super Jump Punch also comes out on frame 3, so comparisons can easily be made here. However, Ryu's Shoryuken will definitely be stronger, though probably less useful for recovery since you can't angle the move. Honestly, it is probably going to be like a stronger version of Dr. Mario's Up B, which also comes out on frame three and hits a single time.

Tatsumaki Senpukyaku: 10-11 frames of startup. Pretty decent.

Joudan Sokuto Geri (Down B/Fsmash?): 10 for the light version, 13 for the medium version, 16 for the heavy version. Compared to other Fsmashes, it can be amount the fastest in the game at best (Lucina/Marth, Pit, Dark Pit, Samus). Or pretty average/kind of slow at worst (Mii Swordsman, Jigglypuff, ROB, Robin, Rosalina, Wii Fit, Zelda).

Hadouken EX: Comes out on frame 9, which is only 1 frame slower than Mario's Fast Fireball. And I can guarantee you it will do a lot more damage/knockback.

Shoryuken EX: Comes out on frame 2, which is only 1 frame slower than Little Mac's Rising Uppercut. Likewise, I can guarantee you it will do more damage/knockback...when sweetspotted, of course.

Hurricane Kick EX: Still has 10 frames of startup, so no bonus here besides damage/knockback. *shrugs*

Joudan Sokuto Geri EX: 13 frames of startup, so no real speed buff here either. If it was a Fsmash though, it would still be among the fastest in the game along with Lucina/Marth, Pit, Dark Pit, and Samus. Though it will probably be more likely to be a special move anyways. Even so, that's still pretty darn fast for a potential KO move.



This data losely uses @CyberWolfJV TheGuy07's moveset as a reference.
Woah, what analysis! Didn't expect for that... XD Helped me to see better all those things in function; and.. actually, it's not that far that how I imagined. If Ryu gets those properties, he'll be a really good character; specially with EX Variations.. though the EX Gauge will need to fill slightly faster than the Little Mac's Power Meter.

Oh, btw.. It's nice taking notes by SFIII frame data.. but, you know.. we don't know exactly if all these would translate in Smash the same way; but it's plausible.

and by the way, the EX Shoryuken, would be actually the SFxTK version which turns in a Shin Shoryuken;. so I guess the Frame Count here is different;
EDIT: (but yeah, if you fail the first hit, Ryu will go upwards as the conventional EX Shoryuken from SFIII, and also causing damage in the air; which is meant to be a recovery here, of course)...

Poison would be referred to as 'she' whether one believes she is trans or not.
I know, just kidding; =P
Anyway, collarbone breaker just doesn't seem like a good up-smash, sorry, Mario swipes with his head while Ryu punches downward, it's just not the same...Mario's makes sense while Ryu is literally aiming downward. Maybe would make a good down-smash, but the sweep is great too. And that medium kick as the down-tilt seems too perfect... I'm having trouble imagining up-smash as something other than some shoryuken variation, even though I feel the same about Shoryuken having to be his up-b.
I thought that would work by his arm coming in a direction of an arc; just like many Headbutts in Smash; .. of course that would be much faster than it is in the Street Fighter games; .. and was one of his signature moves I wanted to represent somehow. :\/
 
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ItsRainingGravy

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Woah, what analysis! Didn't expect for that... XD Helped me to see better all those things in function; and.. actually, it's not that far that how I imagined. If Ryu gets those properties, he'll be a really good character; specially with EX Variations.. though the EX Gauge will need to fill slightly faster than the Little Mac's Power Meter.

Oh, btw.. It's nice taking notes by SFIII frame data.. but, you know.. we don't know exactly if all these would translate in Smash the same way; but it's plausible.

and by the way, the EX Shoryuken, would be actually the SFxTK version which turns in a Shin Shoryuken;. so I guess the Frame Count here is different;
Thank you. And yeah, I like to over-analyse things lol.

Didn't expect for it to be so long though. I guess...I'm more hyped for Ryu than I thought I was. :p I haven't done this even for my most wanted character (Isaac), but I guess it is because I have comparable data to work with since Ryu has been in fighting games and Isaac hasn't. Either that, or I secretly like Ryu more? Idk. Probably due to Ryu being simpler to understand/speculate about probably though.

Anyways though, yeah. Ryu's moves would probably be quite different in Smash 4 in comparison to SF3. This was just me trying to help capture the "feel" of how Ryu's moveset could potentially work in Smash. And in that regard, it seems like I have been successful. As have you. :p


Yeah. EX meter needs to be faster than KO Punch in order to be effective, for sure.


Also for SFxTK's Shin Shoryuken, it comes out on frame 4. So it is actually 1 frame slower than SF3's Shoryuken. But I guess it makes sense because it has more power.

http://www.eventhubs.com/guides/2013/mar/23/ryus-frame-data-street-fighter-x-tekken-v2013/

Jab: 4 frames (-1). Inferior to crouching light kick now (range) besides leading into a combo.

Crouching Light Kick: 4 frames (+0).

Close Hard Punch: 5 frames (-1) soooo worse as an Utilt.

"The Sweep": 4 frames (+3...lol broken Dsmash confirmed)

Jump Medium Kick: 6 frames (+3. Could function as a good Nair now. Comparable to Jigglypuff and Meta Knight nairs)

Aerial Uppercut: 7 frames (-3. More fair I guess?)

Collerbone Breaker: 16 frames (-2)

Solar Plexus Strike: 17 frames (+1)

Grab/Throw: 5 frames (+4). Oh Jesus fastest throw in the game. o_o (1 frame faster than Diddy's throw)

Hadouken: 13 frames (-3. Probably more fair though tbh)

Shoryuken: 3 frames (+0)

Tatsumaki Senpukyaku: 12-13 (-2)

http://wiki.shoryuken.com/Ultra_Street_Fighter_IV/Ryu

Jab: 3 frames (+0)

Crouch Light Kick: 4 frames (+0)

Close Hard Punch: 5 frames (-1)

"The Sweep": 5 frames (+2. Not as broken as SFxTK but I see why people love using this move now XD)

Jump Medium Kick: 6 frames (+3)

Aerial Uppercut: 7 frames (-3)

Collerbone Breaker: 17 frames (-3. This move just keeps getting slightly worse and worse. Huh)

Solar Plexus Strike: 17 frames (+1)

Grab/Throw: 3 frames (+6/OH GOD NO. BANNED TO INFINITY, NEVER TO RETURN)

Hadouken: 13 frames (-3. Again, probably more fair honestly. 10 frames is really fast for a projectile.)

Shoryuken: 3 frames (+0. This move stays pretty consistent, it seems. At least in regards to startup frames.)

Tatsumaki Senpukyaku: 11-12 frames (-1)


Did this for fun. :)

Hmmm...overall I like SF3's frame data better personally, lol. Seems a bit faster and more evenly balanced, especially for a game like Smash Bros.
 
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CyberWolfBia

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Street Fighter III is a better (competitive) game anyways, =P... (and being SFIV an extremely competitive game too; but Vanilla is "kinda" broken.. XD... and SFxTK being not that good in this aspect at all.. ..dem gems :\/ ); I just that would be cool put this Shoryuken variation as an EX.. always loved Shin Shoryuken too, I couldn't miss him. :bee:
 

PsychoJosh

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Well, Took a little longer than I expected, but here it's my proposed moveset for Ryu;


Hope you guys like, and please, say what you think. ^^
Fantastic work. Couple of things though.

1. EX moves should involve pressing both attack buttons (A+B) and the desired direction. This way you can do them by choice instead of being forced to do them once your bar is full. Pressing both attack buttons is reminiscent of the same effect in Street Fighter where you need to press two punches or two kicks in order to do the EX move.

2. I think his meter mechanic should be divided into multiple segments so he could have different EX moves, and when full it allows him to access a super (not the same as his Final Smash). If you've seen Ryu's super fireballs in the SF games then they're quite different from the Shinkuu laser he fires in the Marvel vs. Capcom games, so there's no reason he can't have a super fireball during normal gameplay and a Shinkuu laser as his Final Smash.
 

Sonsa

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By the way, it kinda goes without saying, but just wanna make sure with y'all in case I have something wrong, but it's safe to assume that the sound files linked to Ryu in the game are just placeholders right? It's only the old themes because they haven't remixed/remastered them quite yet, right?
 

CyberWolfBia

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By the way, it kinda goes without saying, but just wanna make sure with y'all in case I have something wrong, but it's safe to assume that the sound files linked to Ryu in the game are just placeholders right? It's only the old themes because they haven't remixed/remastered them quite yet, right?
the Victory Theme, maybe... but the Stage Theme could be still in the final release this way; since will be a Throwback typical to the Smash series (and even could lead us to an Sprited version of Suzaku Castle! In the 3DS version, at least).

Fantastic work. Couple of things though.

1. EX moves should involve pressing both attack buttons (A+B) and the desired direction. This way you can do them by choice instead of being forced to do them once your bar is full. Pressing both attack buttons is reminiscent of the same effect in Street Fighter where you need to press two punches or two kicks in order to do the EX move.

2. I think his meter mechanic should be divided into multiple segments so he could have different EX moves, and when full it allows him to access a super (not the same as his Final Smash). If you've seen Ryu's super fireballs in the SF games then they're quite different from the Shinkuu laser he fires in the Marvel vs. Capcom games, so there's no reason he can't have a super fireball during normal gameplay and a Shinkuu laser as his Final Smash.
Thank you! =)...

but, you know, it's how most of people have been suggesting EX Attacks (and, of course, it is how it works in SF games); BUT, I thought that way I made, would conflict the player... making him think if is really necessary wasting his EX Gauge in the moment and the circumstance; And of course, would exist some cases that will be impossible to not use;..

and about different levels;... well, won't be that too complex? I know that most recent games has that, but I was taking as reference SFII Turbo, which has a single bar... not wouldn't be a better aesthetic aspect, but will allow non-competitive players get the mechanic. About the Shinkuu Hadouken (main series size) .. well, I just don't know if would be fair between the other characters with less "enchanted" gimmicks;.. but could be.. I just don't see this as welcomed thing in competitive matches (for the opponent, mainly). :\/
 
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PsychoJosh

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but, you know, it's how most of people have been suggesting EX Attacks (and, of course, it is how it works in SF games); BUT, I thought that way I made, would conflict the player... making him think if is really necessary wasting his EX Gauge in the moment and the circumstance; And of course, would exist some cases that will be impossible to not use;..

and about different levels;... well, won't be that too complex? I know that most recent games has that, but I was taking as reference SFII Turbo, which has a single bar... not wouldn't be a better aesthetic aspect, but will allow non-competitive players get the mechanic. About the Shinkuu Hadouken (main series size) .. well, I just don't know if would be fair between the other characters with less "enchanted" gimmicks;.. but could be.. I just don't see this as welcomed thing in competitive matches (for the opponent, mainly). :\/
There is nothing wrong with giving a character a strong ability (in this case, access to super attacks). There is very little you can actually do to make a mechanic like this "broken", it's no worse than many abilities that the other Smash characters have. Don't worry about him having a strong mechanic like this, it's all in the name of fun and making him a more interesting character, and it can be made to suit his playstyle. EX attacks should be left up to the discretion of the player.
 

DJ3DS

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Yeah, I typed wrong;.. We're not talking about Poison here =P...




I get what you saying;.. but maybe the comparison with Mac is exaggerated... XD I just meant short-range attacks in the air, with "clumsy" movements.. but they would have good damage too; ... On the ground, Ryu would be just fair, nothing monstrous.. his EX mechanic would be indeed his main attractive;

And what you said the Uair and the Bair I put in the moveset? (if I got right the abbreviations)... "unique" in which regard? XD.. They're all actually from Street Fighter III, they're not invented, if is this you're meaning. =P
Ah, my bad. My main Street Fighter experience is in the 4th game where he does not have those moves.

the Victory Theme, maybe... but the Stage Theme could be still in the final release this way; since will be a Throwback typical to the Smash series (and even could lead us to an Sprited version of Suzaku Castle! In the 3DS version, at least).


Thank you! =)...

but, you know, it's how most of people have been suggesting EX Attacks (and, of course, it is how it works in SF games); BUT, I thought that way I made, would conflict the player... making him think if is really necessary wasting his EX Gauge in the moment and the circumstance; And of course, would exist some cases that will be impossible to not use;..

and about different levels;... well, won't be that too complex? I know that most recent games has that, but I was taking as reference SFII Turbo, which has a single bar... not wouldn't be a better aesthetic aspect, but will allow non-competitive players get the mechanic. About the Shinkuu Hadouken (main series size) .. well, I just don't know if would be fair between the other characters with less "enchanted" gimmicks;.. but could be.. I just don't see this as welcomed thing in competitive matches (for the opponent, mainly). :\/
I'm with @ PsychoJosh PsychoJosh on having the super bar implemented as in Street Fighter IV. Press A+B to expend a quarter of your bar on an EX version of a special which will have better frame data, damage/knockback, and in the cases of Tatsumaki/Shoryuken, gives a better recovery. If you instead save the EX and let it fill to the top, then you gain your super move which you activate like Little Mac. Obviously it will be nowhere near as strong as the KO punch, but still good. Having an easy to use super move alternative like this makes it far more friendly to non-competitive players who would generally rather have a "Kill" button than the worry about dealing with EX specials. Moreover, any competitive player would welcome this change. Implemented in this way it lets you do a lot more; players could use two bars of EX for EX Tatsumaki and EX Shoryuken for a recovery that would make Meta Knight blush, for example.
 

CyberWolfBia

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Thanks for all the compliments and the feedback, guys! You're amazing!..

But I'd like to ask a favour; even if you think the moveset isn't that accurate, please, can you guys share the thing in other boards or social media? (without compromise, just if the subject is in debate)... Nothing to do with personal promotion; but I'd like to see what those moves in question could generate in further discussions.. what the other suggestions we could have and general reaction would be nice too!
Ah, and of course.. just like my proposal of moveset to K. Rool and Pac-Man (back the day he wasn't confirmed yet) is good to seeing people, once doubters of the character potential to be unique, more and more convinced; ... in Ryu's case, seems that the common complaint is that he's "too standard" to be interesting (in the best of the circumstances). We can proof that this can be changed with mechanics like the EX Gauge.

I'm not with accounts everywhere, but you if you can (and the subject comes afloat), please, do that favour for Ryu. XD .. can be even in other threads here on Smashboards. =P

--------
in other topic; just an esthetic thing.. but I'd love to see this kind of punch (followed by the spinning animation of the opponent) somehow in Smash4;

I know that the thing is too recent.. but I already love this detail. XD... this punch is still a mystery (we still don't know what the heck is this in SFV mechanics, as far I know the consensus commentary on this), but my guess is just a variation of Focus Attack that was carried over to SFV just for Ryu as an unique technique;

The only issue of having this kind of thing in Smash, is that the fight would lose momentum with the opponent reacting like this, imo =P.. 'Cause this, when I put the conventional SFIV Focus Attack in my moveset, I was thinking in just a simple visual homage, but would still act like any other Smash Attack (resulting in Knockback).
 
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DJ3DS

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Thanks for all the compliments and the feedback, guys! You're amazing!..

But I'd like to ask a favour; even if you think the moveset isn't that accurate, please, can you guys share the thing in other boards or social media? (without compromise, just if the subject is in debate)... Nothing to do with personal promotion; but I'd like to see what those moves in question could generate in further discussions.. what the other suggestions we could have and general reaction would be nice too!
Ah, and of course.. just like my proposal of moveset to K. Rool and Pac-Man (back the day he wasn't confirmed yet) is good to seeing people, once doubters of the character potential to be unique, more and more convinced; ... in Ryu's case, seems that the common complaint is that he's "too standard" to be interesting (in the best of the circumstances). We can proof that this can be changed with mechanics like the EX Gauge.

I'm not with accounts everywhere, but you if you can (and the subject comes afloat), please, do that favour for Ryu. XD .. can be even in other threads here on Smashboards. =P

--------
in other topic; just an esthetic thing.. but I'd love to see this kind of punch (followed by the spinning animation of the opponent) somehow in Smash4;

I know that the thing is too recent.. but I already love this detail. XD... this punch is still a mystery (we still don't know what the heck is this in SFV mechanics, as far I know the consensus commentary on this), but my guess is just a variation of Focus Attack that was carried over to SFV just for Ryu as an unique technique;

The only issue of having this kind of thing in Smash, is that the fight would lose momentum with the opponent reacting like this, imo =P.. 'Cause this, when I put the conventional SFIV Focus Attack in my moveset, I was thinking in just a simple visual homage, but would still act like any other Smash Attack (resulting in Knockback).
New F-Smash idea confirmed. That and the Focus Attack are very visually distinct, so you can easily have both. Personally I'd put one as a standard knockback F-Smash, and one as a heavily super armoured stunning D-Smash.

Why do you think this a stunning move would cause the fight to lose momentum? It would simply be followed up by whatever Ryu's most damaging / highest knockback option (depending on percent) is, and the game would keep going.
 

CyberWolfBia

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New F-Smash idea confirmed. That and the Focus Attack are very visually distinct, so you can easily have both. Personally I'd put one as a standard knockback F-Smash, and one as a heavily super armoured stunning D-Smash.

Why do you think this a stunning move would cause the fight to lose momentum? It would simply be followed up by whatever Ryu's most damaging / highest knockback option (depending on percent) is, and the game would keep going.
I'm not that technic player exactly, but.. when I think in the best attacks in Smash, most of them result in launching the opponent off the stage; .. Not just is the best way to get easy victory (against a character with bad recovery, or just a bad player =P), but is also one of the "main purposes" of Smash;.. it's like a Sumo Fight. =P.. Sure there are attacks like Mewtwo's *Disable, but especially for casual players having their opportunity to launch the opponent off stage, the Smash Attacks are all about this (or most of them,... if I'm not forgetting something).
But then again... I'm not a technic player... I try to be more deep in competitive matches, but I always pay by my own mistakes. =P

But you know? In an ideal representation of Ryu and the Street Fighter mechanics in Smash Bros., I'd totally put Focus or whatever to stun the opponent, personally. 'cause I love this kind of thing in games. =P (Fei-Long's Focus is the best, yo).
 
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DJ3DS

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I'm not that technic player exactly, but.. when I think in the best attacks in Smash, most of them result in launching the opponent off the stage; .. Not just is the best way to get easy victory (against a character with bad recovery, or just a bad player =P), but is also one of the "main purposes" of Smash;.. it's like a Sumo Fight. =P.. Sure there are attacks like Mewtwo's confusion, but especially for casual players having their opportunity to launch the opponent off stage, the Smash Attacks are all about this (or most of them,... if I'm not forgetting something).
But then again... I'm not a technic player... I try to be more deep in competitive matches, but I always pay by my own mistakes. =P

But you know? In an ideal representation of Ryu and the Street Fighter mechanics in Smash Bros., I'd totally put Focus or whatever to stun the opponent, personally. 'cause I love this kind of thing in games. =P (Fei-Long's Focus is the best, yo).
ZSS' Down Smash has a stun effect.
 

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welp; .. there you go; I forgot something, for sure. XD..

Looking again, the spinning effect of his Punch the gif above, would not be a lose of momentum at all.. after all, Chun-li keeps going to right slowly when she is hit;
But the Focus, would totally other case; the character kneels when he is hit (just flies when the character is hit during a jump).
 

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I know that the thing is too recent.. but I already love this detail. XD... this punch is still a mystery (we still don't know what the heck is this in SFV mechanics, as far I know the consensus commentary on this), but my guess is just a variation of Focus Attack that was carried over to SFV just for Ryu as an unique technique;
This punch isn't a mystery at all. It says quite clearly in the bottom left corner that this is just a Counter Hit. All SF games have counter hits, this is just how it looks in SF5.
 
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CyberWolfBia

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This punch isn't a mystery at all. It says quite clearly in the bottom left corner that this is just a Counter Hit. All SF games have counter hits, this is just how it looks in SF5.
The property is actually very clear; what is unclear is from which class the attack is (an Unique Attack or something), until now, we just saw Ryu doing that (or an attack that result in an effect like that); Neither Charlie or Chun-li does the same thing;

- I watched some recent breakdowns and seems that people are still speculating about it;
 
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8-peacock-8

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So, since Sakurai wants to add as many characters as possible now, who would you want to be a second Street Fighter rep if we somehow got a second one? (Doubt it'd happen but still)
 

AreJay25

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So, since Sakurai wants to add as many characters as possible now, who would you want to be a second Street Fighter rep if we somehow got a second one? (Doubt it'd happen but still)
Chun-Li would make the most sense, but I wouldn't object against Zangief. I've always wanted to see a legitimate grappler character in Smash.
 

MandoBardanJusik

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Chun-Li would make the most sense, but I wouldn't object against Zangief. I've always wanted to see a legitimate grappler character in Smash.
If it could ever happen, the dedicated Grappler I'd want is Marina from Mischief makers... too bad it looks like her rights are controlled by SE instead of Treasure who created her
 
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