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Ryu Moveset Analysis

PokemonyeWest

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Funny when you consider how he's one of the least technical in his source material.

Also his ground moves are really confusing me now. I swear he has to many even with Held/Tapped inputs. I wish one of the people who recorded gameplay did it in a structured manner rather than running around and doing Hadoken and Tatsu every 10 seconds.
Yeah, extremely frustrating how every time there's a leak of this caliber the person behind the reins has no idea what they're doing
 

ADAPT Chance

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Funny when you consider how he's one of the least technical in his source material.

Also his ground moves are really confusing me now. I swear he has to many even with Held/Tapped inputs. I wish one of the people who recorded gameplay did it in a structured manner rather than running around and doing Hadoken and Tatsu every 10 seconds.
True enough. Ryu was the general well rounded / beginner friendly character in almost every iteration of SF.

The streamers showing him off today sadly didn't give us all the information we were hoping for.

All of us just can't wait to get to try things out for ourselves, that's for sure.
 
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uncaDon

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I've been playing him all night, and his moveset is surprisingly hard to get used to. There is a lot of potential, though. Fair is an insane move, does 15% fresh and kills. Think it's a sex kick too.
 

Dsull

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Shifting your mindset between SF and Sm4sh will be the hard point about Ryu. He plays like hes still in SF but has Sm4sh mechanics, so it feels reaally reeeeaaaaallllly weird but fun nontheless.

Also i love fakeouts with focusing punch (downb). Doubletap left or right and it cancels and sidesteps even in the air, gotten so many kills because they went for a grab and i wasnt there lol
 

TMNTSSB4

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Is it me, or does Ryu have a hard time killing people? I played a couple games with an awesome Ryu with Lucas and Roy, but he could never ko me until I was over 182%.
 

Solaris_Noid

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Is it me, or does Ryu have a hard time killing people? I played a couple games with an awesome Ryu with Lucas and Roy, but he could never ko me until I was over 182%.
Shoryuken can kill at 100%, I even got with from his M.dtilt < Shoryu at around 95 ish.
 

TMNTSSB4

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Shoryuken can kill at 100%, I even got with from his M.dtilt < Shoryu at around 95 ish.
Shoryuken with or without input commands? Because he used both with every move and I still wouldn't die. He's still possibly high/top teir though.
 

ToxoT

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i just did a 51 combo after d throw and nothing but u tilts

please tell me this is DI-able
 

Bittersweet

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So I have a theory.

As of right now, I don't have the reflexes necessary to pull it off, but I think it's possible that Ryu's fully-charged Focus Attack can chain into itself indefinitely. It certainly can against CPUs, but I don't know if human players can escape it or not.

See, cancelling lag after the attack connects by going backward makes it so you can attack a couple frames faster than if you cancel it forward. This also creates some distance between you and your opponent, but if you use it next to a ledge, Ryu can't move any further back, so you keep the same exact distance between you and your opponent. Against CPUs, you can certainly continue this indefinitely because they naturally get up slowly. However, I can only manage it in Training Mode 1/2-1/4 speed, so I can't test it against humans since I don't have anyone to do Special Smash with IRL, and you can't do Special Smash online.

Would anyone who does have the skill and/or RL acquaintances to experiment with it be willing to? This could mean a ton for the character.
 

tdksparda

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If this is right than perhaps we're both right @ PokemonyeWest PokemonyeWest since than the angle of the jump would affect the attack (and given how the tilts operate that's not a huge stretch). I imagine the 5 aerials are static though

Nair- D j.MK
Fair- D j.HP
Bair- N j.HK
Uair- D j.MP
Dair- Akuma/Evil Ryu D j.MK+Down (I could only ever spot this move once, and it never seemed to actually dive though. The animation looked just like this though)

Dash Attack also seems borrowed from E.Ryu as well, being his Forward MK.
Nair is neutral jump Light punch, Fair is forward jump Medium Kick, Dair is his Medium punch+Medium kick move from street fighter 3
 

Blue Sun Studios

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Ryu is definitely shaping up to be a very technical, combo-heavy character who may end up high tier. Also, I believe that he has a decent recovery if not outright good options. All Hadoken variations stall Ryu in midair, Tatsumaki gives lift if used after a jump while giving unaltered horizontal movement, Shoryuken can hit underneath certain stages and the input makes it invincible during start-up while making kills 22% earlier (a clean hitting Shoryuken on the ground with inputs and no rage kills Bowser at about 91% with no/poor DI by the way), and Focus Attack can be dash canceled in either direction even while airborne and retains the super armor for one-hit.
 

.Shìkì

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Did someone save the wordpress-document that was going arround pre-patch? It got taken down, and I wanted to take a look at all the inputs they had there, because I believe they were more than the ones we currently have, so i wanted to check if they just listed the simplified inputs aswell, or if they listed fake ones.
 

Gregory2590

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Is there any reason to NOT use input specials outside of the ability to b reverse with the tap and hold variations?
 

.Shìkì

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Is there any reason to NOT use input specials outside of the ability to b reverse with the tap and hold variations?
Well , other than that you could **** it up, or might take a little longer if you aren't used to it... I don't think so. Maybe if you want to use them to recover the input might cause you to fast-fall when using input-hurricane kick.
 

Solaris_Noid

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Shoryuken with or without input commands? Because he used both with every move and I still wouldn't die. He's still possibly high/top teir though.
I'm pretty sure it was with, but I tried it again yesterday with both and it didn't kill then, probably my imagination.
 
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TMNTSSB4

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I'm pretty sure it was with, but I tried it again yesterday with both and it didn't kill then, probably my imagination.
LacK of kill loves is the only thing disappointing about Ryu so far, fortunately he's still a combo master. Though, he could hopefully kill Jigglypuff early, gonna have to see who can get ko'd quicker by Ryu.
 

.Shìkì

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So, I've found that to do that EX Tatsumaki, you have to do each input individually. If you just roll the analog stick, you're going to do an EX Hadouken. I still can't get the EX Shoryuken yet.
You're wrong. You can roll it just fine, you just have to take the direction you are facing into consideration. and you have to press A together with the last input.
 
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You're wrong. You can roll it just fine, you just have to take the direction you are facing into consideration. and you have to press A together with the last input.
Yeah, I figured out the Tatsumaki EX now, and rescind my previous analysis. I've got the Hadouken EX/Shakunetsu and Tatsumaki EX down just fine. Now I just have to figure out the Shoryuken EX.
 

.Shìkì

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Yeah, I figured out the Tatsumaki EX now, and rescind my previous analysis. I've got the Hadouken EX/Shakunetsu and Tatsumaki EX down just fine. Now I just have to figure out the Shoryuken EX.
A tip for that one : You can use the simplified inputs from SF, too (well, at least i get Ryu to perform DP that way), so :GCDR::GCDR::GCA: and :GCDR::GCD::GCDR::GCA: work, too. (First for the first one you need to tap obv., the second one should work with rolling the stick).

Original discovery here : http://smashboards.com/threads/ryus-specials-can-also-be-done-with-simplified-sf4-inputs.406212/
 
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So, I've found some interesting news, and tech options for Ryu: His short hop down air is surprisingly viable. At low percent, there's not much to differentiate it from him dthrow, but dthow quickly gains enough knockback at mid percent to launch opponents high up. On the stage however, a short hop dair just barely launches, leaving a perfect follow up for a satisfying usmash on heavy opponents like Bowser, DDD, and Ganon. For lighter characters, like Jiggs, G&W, and Kirby, high percents (110+) can combo short hop dair into short hop uair, for a practically guaranteed KO. On heavy characters, short hop dair can also combo into the weak utilt for multiple hits into the strong utilt, but I'm not sure of a scenario where this would be better than an uncharged usmash. I think we need to do a lot of experimenting with Ryu's short hop dair just to see what you can really string together with it. Some characters, both heavy and light, can be strung into a short hop dair > usmash > uair. You can also string short hop dair > usmash > fair, if you trust your timing to get the sweetspot on the fair, thus landing a KO. dair > uair may be a safer option though.
 
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Sykkamorre

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Ryu certainly has absolutely no problem killing.

Come on, H.jab kills at like 150 for pete's sake.
 

Vinje

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Ryu certainly has absolutely no problem killing.

Come on, H.jab kills at like 150 for pete's sake.
Yea Ryu has plenty of options for offing his opponents, especially when you do the original street fighter inputs.
This is pretty much the same situation when smash came out and most people didn't know what their killing options were since the game was different.
 
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vegeta18

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i keep having people hit me during my shoryuken while recovering, i thought it was supposed to be invincible? is it only the input shoryuken that is?
 

Vinje

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i keep having people hit me during my shoryuken while recovering, i thought it was supposed to be invincible? is it only the input shoryuken that is?
Only the input shoryuken is invincible.
 

Shikenshu

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Hey, I don't know if this was already posted, I saw some, but not all, so here's a list of Ryu's moves and their SF4 equivalent:(Light means tap, Hard means hold) (unless noted, all moves are standing far)

L: Light, M: Medium, H:Hard
P: Punch, K: Kick

Light Jab: LP
Second Jab (after light jab): Close MP
Third Jab: HP
Heavy Jab: HK (not sure about this one)

Light F-Tilt: MK
Heavy F-Tilt: -> + MP
Light U-Tilt: Close LP
Heavy U-Tilt: Close HP
Light D-Tilt: Crouch LK
Heavy D-Tilt: Crouch MK

F-Smash: Half-Circle Forward + K (SF3)
U-Smash: Crouch HP
D-Smash: Crouch HK

N-Air: Diagonal Jump LP (not sure)
F-Air: Diagonal Jump HK
B-Air: Jump HK
U-Air: Diagonal Jump MP
D-Air: idk

Neutral-B (Quarter-Circle Forward + A/B): Hadouken (Quarter-Circle Forward + P)
Side-B (Quarter-Circle Back + A/B): Tatsu (Quarter-Circle Back + K)
Up-B (Forward->Down->Down-Forward + A/B): Shoryuken (Forward->Down->Down-Forward + P)
Down-B: Focus Attack (MP + MK)
(Half-Circle Forward + A/B): Shakunetsu Hadoken (Half-Circle Forward + P) (SF2) (Similar to EX Hadouken in SF4 (Hadouken motion + 2 punch buttons))

Grab: LP+LK
F-Throw: Forward after grab
B-Throw: Back after grab
U-Throw: Close HK (only the animation)
D-Throw: idk
Pummel: Close MK

Edit:
Not tested, but I believe that simple motion specials (b, f-b, u-b, d-b) are equivalent to the light version of SF specials, while motion tap would be medium version and motion hold would be hard version.
 
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Glicnak

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So no one seems to have done this yet (correct me if i'm wrong) but all of his specials become stronger if you hold the special button (or attack button, if you're doing the special input), kind of the same way his other moves work.
Here is a list of the dmg all of his specials do, the left number is a tap, the right number is held as long as possible.

Hadouken: 5-6% (holding increases range + speed)

EX-Hadouken: 6-8% (only counting the last hit) (holding increases range + speed)

Fire ball: Damage seems the same, but holding increases range + speed. Maybe it lets you get more hits?

Shoryuken: 13-15% (holding increases height)

EX-Shoryuken: 16-18% and i think a bit higher (holding increases height)

Tatsumaki: damage depends on when you hit. Holding makes the move last longer:
Closest range: 8%.
Furthest range by tapping (just under a dodge roll away): 9%.
Furthest range by holding (just over 2 dodge rolls away): 12%

EX-Tatsumaki: Same concept:
Closest range: 9%
Furthest range by tapping (just under a dodge roll away): 10%.
Furthest range by holding (just over 2 dodge rolls away): 13%

Focus Attack (this one's obvious): 12% - 10% (and stuns) - 17% (and stuns)
The distance of the attack doesn't change its properties, and neither does turning it around.
 

bskhacker

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Hey, I don't know if this was already posted, I saw some, but not all, so here's a list of Ryu's moves and their SF4 equivalent:(Light means tap, Hard means hold) (unless noted, all moves are standing far)

L: Light, M: Medium, H:Hard
P: Punch, K: Kick

Light Jab: LP
Second Jab (after light jab): Close MP
Third Jab: HP
Heavy Jab: HK (not sure about this one)

Light F-Tilt: MK
Heavy F-Tilt: -> + MP
Light U-Tilt: Close LP
Heavy U-Tilt: Close HP
Light D-Tilt: Crouch LK
Heavy D-Tilt: Crouch MK

F-Smash: Half-Circle Forward + K (SF3)
U-Smash: Crouch HP
D-Smash: Crouch HK

N-Air: Diagonal Jump LP (not sure)
F-Air: Diagonal Jump HK
B-Air: Jump HK
U-Air: Diagonal Jump MP
D-Air: idk

Neutral-B (Quarter-Circle Forward + A/B): Hadouken (Quarter-Circle Forward + P)
Side-B (Quarter-Circle Back + A/B): Tatsu (Quarter-Circle Back + K)
Up-B (Forward->Down->Down-Forward + A/B): Shoryuken (Forward->Down->Down-Forward + P)
Down-B: Focus Attack (MP + MK)
(Half-Circle Forward + A/B): Shakunetsu Hadoken (Half-Circle Forward + P) (SF2) (Similar to EX Hadouken in SF4 (Hadouken motion + 2 punch buttons))

Grab: LP+LK
F-Throw: Forward after grab
B-Throw: Back after grab
U-Throw: Close HK (only the animation)
D-Throw: idk
Pummel: Close MK

Edit:
Not tested, but I believe that simple motion specials (b, f-b, u-b, d-b) are equivalent to the light version of SF specials, while motion tap would be medium version and motion hold would be hard version.

This cleared some confusion I had thanks.
 
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