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Work In Progress Talk Is Cheap. Ryu Frame Data + Damage Changes!

Almand

Smash Journeyman
Joined
Jan 20, 2018
Messages
216
I've done this with Ganondorf and Pac-Man, might as well tackle my other Smash 4 Main!

For reference:
-All values may or may not be accurate, so take them with a grain of salt.
-All values are formatted by "Smash 4 -> Smash Ultimate."
-Frame Data is always in green, Damage in blue, any other relevant changes in purple.
-Frame Data begins when the first "whoosh" or "strike" effect appears, in the event that I can't find an instance of the move hitting on its first possible frame. I cannot reliably find data for ending frames (for most moves) or late hit frame data, since there is no way of knowing this for sure.
-All attacks' damage values reflect Base Damage. This can change due to staling (up to 0.5294x damage), Freshness (1.05x damage), or the itemless 1v1 buff (1.2x damage). For example, if you want to see how much a Down Tilt deals in an itemless 1v1, when you first use the move, you would take the base % (13%), and multiply it by 1.2 (itemless 1v1), then 1.05 (Fresh), for a total of 16.3%.
-All specials are assumed to be Heavy variants (Held), and have normal/true damage differentiated by a | (for example, True Heavy Shoryuken deals 15%|18%).
-Any attacks with sweet/sourspots keep those sweet/sourspots unless otherwise specified.
-All Smashes are uncharged, but damage likely increases by 1.4x when charged (we don't know if SSBU is different from Smash 4 in this regard).
-Any unknown values are represented by a red ?.
-Special Instances (usually a possible inconsistency) are marked with a yellow symbol, such as * or ^.
-If I have conflicting data, I choose the highest damage output. With Frame Data, however, I choose the most consistently-occuring value (If I see 6 times where Down Tilt comes out frame 10, but 2 times when it comes out frame 9, I'm choosing frame 10, for example).
-If you see any evidence proving my research false, please link me to the video showing it, and I will update this Master List with credit to you in orange. (Make sure all reference videos are in 60 FPS if you're dealing with Frame Data. For Damage, just make sure the percents are easily visible.)

Without further ado, here we go!

Normals:
Jab 1: Active 2-3 -> ?, FAF 16 -> ?. Damage 2% -> ?%. Now locks, animation is different (A hook, I believe, rather than a jab).
Jab 2: Active 3-5 -> ?, FAF 28 -> ?. Damage 3% -> ?%.
Jab 3: Active 8-10 -> ?, FAF 36 -> ?. Damage 5% -> ?%.
Jab (Held): Active 9-10 -> ?, FAF 33 -> ?. Damage 10% -> ?%.
Dash Attack: Active 7-9 -> ?, FAF 41 -> ?. Damage 12% (+2) -> ?%.
Dash Attack (Late): Active 10-15 -> ?, FAF 41 -> ?. Damage 8% (+2) -> ?%.
F-Tilt: Active 8-11 -> ?, FAF 28 -> ?. Damage 6.8% -> ?%.
F-Tilt (Held, Hit 1): Active 13 -> ?, FAF 35 -> ?. Damage 3% (+8) -> ?%.
F-Tilt (Held, Hit 2): Active 15-16 -> ?, FAF 35 -> ?. Damage 6% (+20) -> ?%.
Up Tilt: Active 3-6 -> 3, FAF 15 -> ?. Damage 2% -> 2%.
Up Tilt (Held): Active 7 -> ?, FAF 38 -> ?. Damage (Arm/Body/Shoulder/Fist) 12%/12%/12%/8% -> ?%.
Up Tilt (Held, Late): Active 8-11 -> ?, FAF 38 -> ?. Damage 12% -> ?%.
Down Tilt: Active 2-3 -> 2, FAF 15 -> 12. Damage 1.6% -> ?%.
Down Tilt (Late): Active 7-8 -> 7, FAF 29 -> 29. Damage (Leg/Foot) 7%/5.5% -> ?%.

Smashes:
F-Smash: Active 15-17 -> 15, FAF 46 -> 46. Damage (Body/Leg/Foot) 16%/16%/17.5% -> 16%/16%/?%.
Up Smash: Active 9-10 -> 9, FAF 45 -> ?. Damage 17% -> 17%.
Up Smash (Late): Active 11-12 -> ?, FAF 45 -> ?. Damage 13.5% -> ?%.
Down Smash: Active 5-6 -> ?, FAF 42 -> ?. Damage (Foot/Leg/Thigh/Body) 16%/15%/12%/12% -> ?%.

Aerials:
Nair: Active 4-6 -> 4, FAF 28 -> ?, Landing Lag 6 -> 5. Damage 8% -> ?%.
Nair (Late): Active 7-21 -> ?, FAF 28 -> ?, Landing Lag 6 -> 5. Damage 4.5% -> 4.5%.
Fair: Active 6-7 -> ?, FAF 38 -> ?, Landing Lag 14 -> ?. Damage (Leg/Thigh) 15%/9% (+15) -> ?%.
Fair (Late): Active 8-14 -> ?, FAF 38 -> ?, Landing Lag 14 -> ?. Damage (Leg/Thigh) 13%/8% (+15) -> ?%.
Bair: Active 8-9 -> ?, FAF 42 -> ?, Landing Lag 12 -> ?. Damage (Leg/Foot) 16%/13% -> 16%.
Up Air (Hit 1): Active 6 -> ?, FAF 36 -> ?, Landing Lag 14 -> ?. Damage 5% -> ?%.
Up Air (Hit 2): Active 10 -> ?, FAF 36 -> ?, Landing Lag 14 -> ?. Damage 6% -> ?%.
Dair: Active ?8-12-> ?, FAF 46 -> ?, Landing Lag 18 -> ?. Damage (Fist/Grounded Opponent/Sour) 15%/12%/11% -> ?%.

Specials:
Hadoken: Active 13-70 -> ?, FAF 58 -> ?. Damage 6%|7.5% -> ?%.
Shakunetsu Hadoken (Loop Hits): Active 13-70 (Rehit Rate 3) -> ?, FAF 58 -> ?. Damage 1.1% -> ?%.
Shakunetsu Hadoken (Final Hit): Active - -> -, FAF 58 -> ?. Damage 4% -> ?%.
Tatsumaki (Early): Active 8-9 -> ?, FAF 96 -> ?. Damage 8%|9.28% -> ?%.
Tatsumaki (Grounded): Active 10- -> ?, FAF 96 -> ?. Damage 12%|13.92% -> ?%.
Tatsumaki (Aerial): Active 10- -> ?, FAF 96 -> ?. Damage 11%|12.76% -> ?%.
Shoryuken (All): Normal Intangible 3-5, True 1-6.
Shoryuken (Early, Grounded): Active 6 -> ?. Damage 15%|18% -> ?%.
Shoryuken (Grounded): Active 7-8 -> ?. Damage 12%|14.4% -> ?%.
Shoryuken (Late, Grounded): Active 9-19 -> ?. Damage 7%|8.4% -> ?%.
Shoryuken (Early, Aerial): Active 6 -> ?. Damage 14%|16.8% -> ?%.
Shoryuken (Aerial): Active 7-8 -> ?. Damage 10%|12% -> ?%.
Shoryuken (Late, Aerial): Active 9-19 -> ?. Damage 7%|8.4% -> ?%.
Focus Attack (No Charge): Active 31-32 -> ?, FAF 76 -> ?. Damage 12% (+15) -> ?%.
Focus Attack (Stage 2): Active Varies -> Varies, FAF Varies -> Varies. Damage 10% (+22) -> ?%.
Focus Attack (Stage 3): Active 70-71 -> ?, FAF 115 -> ?. Damage 17% (+30) -> ?%.

Grabs/Throws:
Standing Grab: Active 6-7 -> ?, FAF 30 -> ?.
Dash Grab: Active 8-9 -> ?, FAF 37 -> ?.
Pivot Grab: Active 9-10 -> ?, FAF 35 -> ?.
Pummel: Active 4 -> ?, FAF 16 -> ?. Damage 2% -> ?%.
F-Throw: Damage 9% -> ?%.
Back Throw: Damage 12% -> ?%.
Up Throw: Damage 8% -> ?%.
Up Throw (Collateral): Damage 15% -> ?%.
Down Throw: Damage 4% (+50), 5% -> 3%, 3%. Total: 9% -> 6%.

Yeah, I know it's barebones. This is more of a template for now, which I'll fill in as I watch more videos of Ryu in Ultimate.
 
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