PChron
Smash Cadet
- Joined
- Apr 22, 2015
- Messages
- 48
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- GuamPirate
Hey guys, I thought I'd enumerate Ryu's ledge get up options, as he has a substantial number and I was wondering what the usefulness of each is.
Basics:
For each of these, I highly recommend turning tap jump off and setting your left or right bumper to a second jump. It makes a lot of the timing easier.
Ryu shares a number of get up options with the majority of the cast. These options including jumping from the ledge (onto the ledge, not dropping of and using the second jump), simple get up, and rolling get up. I will not talk about these here, as they are practically fundamental.
Another option Ryu has and shares with a lot of the cast is to use his second jump to get on to the ledge. This can be combined with any attack to add additionally safety/pressure. Just be sure to use a move with low landing lag.
Performing this is somewhat tricky but is one of the most fundamental advanced techniques present in Smash 4. It is done by pressing the directional stick away from the ledge, then immediately swinging it towards the ledge and THEN pressing jump. Jump needs to be pressed when the directional stick is facing the ledge, or else you will jump away from the ledge and have to retry. Setting left/right bumper to jump lets you perform an attack after your second jump more easily.
It's not incredibly pertinent here but it is important to note that if you hold down while near a ledge, you will not grab it. Use this with dragon punch to hit people through the ledge.
Beginner/intermediate options:
Ryu can not only perform regular aerials while using his second jump, but his special moves as well. This is because most of his specials can be performed rising (or falling). The easiest to perform are:
Advanced option:
The hardest get up option is definitely the rising FADC. As far as I can tell it is not possible to focus attack on stage, but it may be possible to perform with precise timings. Regardless, performing the regular FADC version of this move is hard enough.
The inputs are different from the regular order seen in all the other options, making it quite tricky to pull off. The steps are as follows:
Applications?
I am unsure of the usefulness regarding each of these moves. Except for hadoken get up, which is clearly useful as a means to make your opponent back off the ledge. I'm creating this thread to explore the different scenarios each one could be used in, as they are looking like they can only be used in specific situations.
I happen to think that both tatsu get up and FADC get up are far too punishable to be of any use, but I could be wrong.
Basics:
For each of these, I highly recommend turning tap jump off and setting your left or right bumper to a second jump. It makes a lot of the timing easier.
Ryu shares a number of get up options with the majority of the cast. These options including jumping from the ledge (onto the ledge, not dropping of and using the second jump), simple get up, and rolling get up. I will not talk about these here, as they are practically fundamental.
Another option Ryu has and shares with a lot of the cast is to use his second jump to get on to the ledge. This can be combined with any attack to add additionally safety/pressure. Just be sure to use a move with low landing lag.
Performing this is somewhat tricky but is one of the most fundamental advanced techniques present in Smash 4. It is done by pressing the directional stick away from the ledge, then immediately swinging it towards the ledge and THEN pressing jump. Jump needs to be pressed when the directional stick is facing the ledge, or else you will jump away from the ledge and have to retry. Setting left/right bumper to jump lets you perform an attack after your second jump more easily.
It's not incredibly pertinent here but it is important to note that if you hold down while near a ledge, you will not grab it. Use this with dragon punch to hit people through the ledge.
Beginner/intermediate options:
Ryu can not only perform regular aerials while using his second jump, but his special moves as well. This is because most of his specials can be performed rising (or falling). The easiest to perform are:
- Tatsu: Simply input b after the jump and while you are holding the directional stick towards the ledge and you will perform a rising tatsu that will put you above your opponent (assuming they are next to the ledge). True is also possible (I think) but much harder. Be careful not to hit b before your directional stick is facing the ledge or you will have a super hard time recovering.
- (Shakunetsu) hadoken: If, instead of sweeping the directional stick from away to towards the ledge you do a rolling motion consistent with the command input, you will perform a shakunetsu hadoken that covers half the stage you are on. If performed with precise timing, you will jump onto the ledge while doing this move. However, if your timing is a little late you will instead drop back onto the ledge. The hadoken will still travel across the stage, but a little more close to the ground. It is much easier to perform the shakunetsu version of this move than the regular one due to the inputs involved.
Advanced option:
The hardest get up option is definitely the rising FADC. As far as I can tell it is not possible to focus attack on stage, but it may be possible to perform with precise timings. Regardless, performing the regular FADC version of this move is hard enough.
The inputs are different from the regular order seen in all the other options, making it quite tricky to pull off. The steps are as follows:
- Swing the directional stick away from the ledge, then towards the ledge and jump as usual
- Immediately input down-b. If you input down-b before your jump, you will fall and die. You cannot jump while in focus attack
- At this point you will be above the stage and you can cancel your focus attack to get back on the stage. Of course all of your regular options are available so you can use this as you see fit. Note that this will cancel all ending lag associated with the move and give you regular landing lag.
Applications?
I am unsure of the usefulness regarding each of these moves. Except for hadoken get up, which is clearly useful as a means to make your opponent back off the ledge. I'm creating this thread to explore the different scenarios each one could be used in, as they are looking like they can only be used in specific situations.
I happen to think that both tatsu get up and FADC get up are far too punishable to be of any use, but I could be wrong.