Oh boy, this one I forgot can lean heavily towards Robin. His Great Wall of projectiles and air game is one of the best. However, Robin's speed and ground game is somewhat lacking (especially the leggy smash attacks). Ryu can have a field day with his speed and ground game but those projectiles can hurt him badly
Yeah I'm currently on the fence about
. Robin's Zoning capabilities allow him to walk all over someone like
because of Ganon's large hurtbox (because he's a big guy) and limited mobility on the ground and in the air (with a joke for a Double Jump and pretty bad air speed). And on top of that free gimps for days unless Ganon has Dropkick because otherwise Ganondorf has no horizontal options and eats Nairplanes all day. And finally the Levin Sword disjoints which just love to outprioritize everything that isn't a disjoint.
But of course,
on the other hand has much better overall mobility than
and also has Hadouken to clank with Arcfire and beat/clank all the charges of Thunder save for Thoron (likely clanking with Arcthunder),
and he has midair Tatsumaki allowing for horizontal movement enough such that a Nairplane shouldn't automatically mean a stock if he gets hit offstage with it, and that doesn't even factor in any potential distance bonus from doing the quarter-circle back input.
I think one of the biggest thing for
in this MU will be avoiding the Arcfire or using Hadouken to clank with it since an Arcfire will likely mean a free Levin Sword Aerial (Fair or Uair typically) or Grab for Robin.
Of course, with Ryu's frame (i.e. not huge like
) some good SDI up and away and double jump mashing could allow him to escape Arcfire before Robin can follow up (something I do with
all the time, although
is a tad smaller in size than
). Same goes for the Elwind jab. There also lies the potential of crouch canceling Robin's Jab 1 and 2 and being able to shield the Arcfire (
can do this at lower percents, for example) (or Elwind) jab as well, although the Elwind jab comes out quicker than Arcfire.
I really feel like it should almost be like a "get in-get out" mentality, Ryu seems like he can really build percent and he won't have trouble killing, he just needs to get off those hits and back away before Robin can start shooing him away with Levin Sword Disjoints.
And one additional note, thanks to the Super Armor on Focus Attack it looks like Ryu hopefully won't have
too much trouble coming back down the stage/avoiding the juggle from
since it will allow him to tank one Uair from Robin on the way down. And anyone from the Robin boards knows how much
just
loves to have those Uair juggles because his Levin Sword Uair beats
a lot of things.
The last potential threat I can think of is the Elwind hand spike offstage because Ryu seems a little vulnerable from above in terms of his recovery (Shoryuken having a predictable trajectory and no disjoint).
I don't main or play
but I've played enough matches against
that I know that character almost as if he was a main of mine (one of the perks of frequenting the Robin boards).
Now, as for my mains:
This MU is interesting, one would (potentially) think that
would have the upper hand here, but Link's up-close options aren't something to scoff at, they're a little slow, but those disjoints can cause all sorts of problems and a raw Ftilt from
can kill pretty early. Additionally,
looks to be prone to a couple Utilts for a low percent juggle among some other things.
The biggest thing here is getting around
's bombs, this is because
's bombs beat everything that isn't a fully charged Aura Sphere or Charge Shot (and I'm pretty sure it might actually cancel Charge Shot) or projectile of a similar level.
Ergo, Link's bombs will go right through Hadouken (save for the multi-hit variant of Hadouken, whose name escapes me atm). Link's other projectiles will also clank with Hadouken as well.
So
can't really lean on that projectile too much.
As is somewhat of a typical case when going up against "wall of spam" characters like
the issue here will be getting in, the Gale Boomerang can be
a very annoying option that can shut down any reckless approaches, if you try to approach without powershielding that thing you'll struggle, trust me. I can't tell you how many times I've just stuffed people running at me with a Gale Boomerang to the face, I've done the same thing countless times with Bombs.
Ryu will also have to watch out for the Bomb mindgames, Link can only have two bombs out at once but they can become quite tricky to deal with when you have both of them bouncing off your shield while
is hopping at you swing the Master Sword.
also looks tall enough to eat SH Zairs from
which is another annoying poking tool that Link has which can keep Ryu out of his space.
I sense that, barring the super armor given by Focus Attack, Ryu will have some trouble coming down to the stage on
Link's Uair has good range and a disjoint which sits out for a
long time (there's a reason I call Link's Uair Frametrapping 101).
Link can also pressure from underneath with Smash Up Throw Bombs (which will reach up near the blast zone for most stages), again, two of those bombs flying around + a nasty disjointed Uair means trouble coming down.
Ryu also can't expect to challenge Link coming down to the stage either, unless
's Uair has some weird range to it, Link's Dair will very likely beat everything that Ryu can do to Link from underneath him (in fact,
's U-Smash is the only thing I can think of atm that flat out beats (read: no trade) Link's Dair without any sort of invulnerability frames or disjoint).
I also don't think
will be able to easily gimp Link, Link's Zair has a lot of range offstage and his Spin Attack doesn't leave him too vulnerable for being interrupted. The key for
here will be to jump in between Link and the stage when Link is tethering back, as an aerial here will interrupt Link as he is snapping back to the ledge and will often lead to a stock.
Some other things:
Link's D-Smash is a primary kill tool of his, that thing hits hard up front (
especially at the hilt) and semi-spikes on the back, of course the semi-spike shouldn't be too much of an issue thanks to Tatsumaki + Shoryuken offstage but I worry that Tatsumaki will leave Ryu wide open for a Dair spike from above as he comes back to the stage.
Also, do
not sleep on
's F-Smash, that thing can kill stupid early if Link manages to connect with the second swing, especially with rage (we're talking like 60% death
uncharged at the edge possibly). And the first swing also has somewhat deceptive range since Link actually steps forward just before the swing comes out; finally, a tipper first swing of Fsmash can kill as well, which is important to keep in mind given the deceptive range of the first swing.
Finally I reiterate to be careful around
's F-tilt, which can kill surprisingly early.
This is an interesting MU to me because it can very quickly turn into a slugfest, as everyone knows,
hits like a DAMN RUNAWAY FREIGHT TRAIN, but is also hindered by some mobility issues and by his overall slow speed.
And of course
doesn't seem to be a slouch in the damage department either.
I think an important thing for
here will be smart timing/use of Focus Attack to tank through Ganon's attacks, and get the crumple to lead to big damage (save for Dorf's U-Smash, which has nonexistent endlag).
Tatsumaki will allow Ryu to handle Ganon's semi-spike F-tilt okay if it knocks him offstage (i.e. he can recover alright), but
has to be
extremely careful of Ganondorf offstage.
's freight train aerials will eat
alive if Ganon has enough space to say get out a Bair or Fair hitbox and trade with Tatsumaki.
On the flipside, it is important for
in this MU to get as aggressive as possible offstage since with Wizard's Dropkick
is so often gimp food when he's knocked offstage due to his piss-poor horizontal options.
While this can become a slugfest, it will still be important that Ryu avoids the tradefest because
wins the trade game basically all the time because he hits so stupid hard.
Given the properties of Hadouken I feel this will be a useful disruptive tool to use against
in the MU because of its slow speed and horizontal trajectory, and I think it could be very easily used to disrupt
's approach and leave him vulnerable for things such as dash grabs or other options.
That's all I got for now though, let me know what you all think.