mimgrim
Smash Hero
So Ryu is new and is weird in the sense of Smash and doesn't really play like a traditional Smash character.
So first things first. This thread is not about combos as those are something different from fundamentals. Rather what we want to be discussing is stuff like how Ryu approaches the neutral game and punish game, his unique inputs, and stuff like that. Thirdly starting the stuff found in the OP is mostly from my own opinion/view of the game and is far and away from being cold hard facts in anyway, it is mostly there to start-out discussion.
Let's start out with some of his unique inputs he has.
The first one I want to talk about is the tap/hold mechanic he has on all tilts, Specials (except Down Special, and Jab for doing either a weak attack or strong attack. In the case of tilts a weak hit (tap) is fast, not very damaging (weak Dtilt does 1%, weak Utilt does 2%, and weak Ftilt does 7%) generally lead into better/more followups, and have less range overall. Strong tilts are bit slower but do more damage and knock-back. Weak Jab is basically a normal Jab that can lead into a basic three hit combo of Jab > Jab > Jab while strong Jab is a single hit that is more powerful the a weak Jab 1 but does the same damage as all 3 weak hit jabs connecting (11%) with a little bit more range but also slower. Weak Neutral Special (Hadoken, and from now on will be referred to as Fireballs) is a slower traveling projectile that you can follow from behind fairly easily while a strong Fireball is a faster moving projectile that is more of a poke tool. Weak Side Special (Tatsumaki Senpukyaku, which will now be referred to as a Spin Kick instead) travels a shorter distance while a Strong Spin Kick will travel a further distance. A weak Up Special (Shoryuken, which will now be referred to as a Dragon Punch) doesn't go as high up while a strong Dragon Punch will go up much higher.
The second unique inputs Ryu has are special Street Fighter motions he can do for his Specials. The basic gist of how they work is as follows;
(Blue Fireball) Hadoken:

(Down, down-forward, forward) +
or
(Red Fireball) EX Hadoken:



+
or
(Back, down-back, down, down forward, forward) alternatively you ca do 


instead.
(Dragon Punch) Shoryuken:

+
or
(forward, down, down-forward) alternatively you can do as Hydra suggested which is 


or what I said I did above 



(it seems like more but to me it makes the motion more fluid) or you can also do a super easy short-cut of 

.
(Spin Kick) Tatsu:

+
or
(down, down-back, back)
Now each of these inputs done to each Special gives a Special property to each one I believe. Now I am unsure as to what all of them give but I know the the Dragon Punch motion gives invincibility frames while EX Fireball gives multihit properties (and I believe travels further as well). The motions in general also seem to make the moves stronger (for all of them) The tap/hold mechanic applies to these unique Specials as well and follow the same train as mentioned for the base Specials.
Ok now that we have what makes him unique out of the way and giving you some tech-skill to practice let's go to the neutral game. I'm not going to go into a huge amount of detail here as I mostly want a lot of discussion to happen but I am going to discuss 3 moves I think are highly important to Ryu's neutral game.
First is Fair. This is a really good move that comes out on frame 6 (11 if you factor in jump squat) with a lingering hitbox and good range (it is basically his sex kick).It has a sweet/sour spot set-up The sourspot is found anywhere not on his leg (as far as I can tell) while the sweet-spot is his whole leg. It is just a very good move in general.
Second is Weak EX Fireball. While you shouldn't actually be trying to zone someone out with this it makes a very good poke tool that you follow behind (Strong EX Fireball is also a really good poke tool).
Thirdly is strong Dtilt. It is a low-reach move (so it is bit of a low-profile one) that is pretty fast with some decent range (I believe it is even slightly disjointed). All in all a good move.
For his punish game all I am going to say right now is SF motion Dragon Punch. That should say everything.
Finally I want to talk about his Down Special (Focus Attack) a little bit. Focus Attack is a move that will absorb one hit (so grabs and multi-hit attacks can break it) while he is charging it to let out a single might punch (which has different levels depending on how charged it is when you release it). But the most interesting thing about is that you can dash cancel it (in the air too!) for all kinds of mix-ups. Definitely give it a try yourself and see what you can do with it!
......
For now I'm just keeping this simple without going into much detail as my main goal is to start generating discussion right now. Once we start getting concrete on things and stuff I'll begin to update the OP, or even create a new thread, but for now this should suffice.
So first things first. This thread is not about combos as those are something different from fundamentals. Rather what we want to be discussing is stuff like how Ryu approaches the neutral game and punish game, his unique inputs, and stuff like that. Thirdly starting the stuff found in the OP is mostly from my own opinion/view of the game and is far and away from being cold hard facts in anyway, it is mostly there to start-out discussion.
Let's start out with some of his unique inputs he has.
The first one I want to talk about is the tap/hold mechanic he has on all tilts, Specials (except Down Special, and Jab for doing either a weak attack or strong attack. In the case of tilts a weak hit (tap) is fast, not very damaging (weak Dtilt does 1%, weak Utilt does 2%, and weak Ftilt does 7%) generally lead into better/more followups, and have less range overall. Strong tilts are bit slower but do more damage and knock-back. Weak Jab is basically a normal Jab that can lead into a basic three hit combo of Jab > Jab > Jab while strong Jab is a single hit that is more powerful the a weak Jab 1 but does the same damage as all 3 weak hit jabs connecting (11%) with a little bit more range but also slower. Weak Neutral Special (Hadoken, and from now on will be referred to as Fireballs) is a slower traveling projectile that you can follow from behind fairly easily while a strong Fireball is a faster moving projectile that is more of a poke tool. Weak Side Special (Tatsumaki Senpukyaku, which will now be referred to as a Spin Kick instead) travels a shorter distance while a Strong Spin Kick will travel a further distance. A weak Up Special (Shoryuken, which will now be referred to as a Dragon Punch) doesn't go as high up while a strong Dragon Punch will go up much higher.
The second unique inputs Ryu has are special Street Fighter motions he can do for his Specials. The basic gist of how they work is as follows;
(Blue Fireball) Hadoken:
(Red Fireball) EX Hadoken:
(Dragon Punch) Shoryuken:
(Spin Kick) Tatsu:
Now each of these inputs done to each Special gives a Special property to each one I believe. Now I am unsure as to what all of them give but I know the the Dragon Punch motion gives invincibility frames while EX Fireball gives multihit properties (and I believe travels further as well). The motions in general also seem to make the moves stronger (for all of them) The tap/hold mechanic applies to these unique Specials as well and follow the same train as mentioned for the base Specials.
Ok now that we have what makes him unique out of the way and giving you some tech-skill to practice let's go to the neutral game. I'm not going to go into a huge amount of detail here as I mostly want a lot of discussion to happen but I am going to discuss 3 moves I think are highly important to Ryu's neutral game.
First is Fair. This is a really good move that comes out on frame 6 (11 if you factor in jump squat) with a lingering hitbox and good range (it is basically his sex kick).It has a sweet/sour spot set-up The sourspot is found anywhere not on his leg (as far as I can tell) while the sweet-spot is his whole leg. It is just a very good move in general.
Second is Weak EX Fireball. While you shouldn't actually be trying to zone someone out with this it makes a very good poke tool that you follow behind (Strong EX Fireball is also a really good poke tool).
Thirdly is strong Dtilt. It is a low-reach move (so it is bit of a low-profile one) that is pretty fast with some decent range (I believe it is even slightly disjointed). All in all a good move.
For his punish game all I am going to say right now is SF motion Dragon Punch. That should say everything.
Finally I want to talk about his Down Special (Focus Attack) a little bit. Focus Attack is a move that will absorb one hit (so grabs and multi-hit attacks can break it) while he is charging it to let out a single might punch (which has different levels depending on how charged it is when you release it). But the most interesting thing about is that you can dash cancel it (in the air too!) for all kinds of mix-ups. Definitely give it a try yourself and see what you can do with it!
......
For now I'm just keeping this simple without going into much detail as my main goal is to start generating discussion right now. Once we start getting concrete on things and stuff I'll begin to update the OP, or even create a new thread, but for now this should suffice.
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