PokemonyeWest
Smash Journeyman
If you have a question about the Wandering World Warrior, Ryu, in Super Smash Bros. For Nintendo 3DS and Wii U ask it here!
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F.A.Q.
"How do I input Ryu's special moves that use Street Fighter inputs?"
This graphic from the Smash Bros. website is the command list you seek
"What are the names of the moves Ryu does in Street Fighter terms?"
These are all of Ryu's moves that correspond to Street Fighter. Names use traditional Street Fighter names for the buttons. Names are taken from traditional Street Fighter arcade cabinet.
F-Smash (Joudan Sokuto Geri)
U-Smash (Crouching Fierce Punch)
D-Smash (Crouching Roundhouse Kick)
F-Air (Jumping Forward Kick)
U-Air (Jumping Strong Punch)
D-Air (Jumping Fierce Punch)
B-Air (Neutral Jump Roundhouse Kick)
N-Air (Jumping Short Kick)
Strong F-Tilt ( Command Normal. Forward + Strong Punch = Collarbone Breaker)
Weak F-Tilt (Far Standing Forward Kick)
Strong D-Tilt (Crouching Forward Kick)
Weak D-Tilt (Crouching Short Kick)
Strong U-Tilt (Close Standing Fierce Punch)
Weak U-Tilt (Close Standing Jab Punch)
Ledge Attack (Crouching Roundhouse Kick [From Street Fighter 3])
Jab Combo (Far Standing Jab Punch, Close Standing Strong Punch, Far Standing Fierce Punch)
HOLD Jab (Far Standing Roundhouse Kick)

F-Smash (Joudan Sokuto Geri)
U-Smash (Crouching Fierce Punch)
D-Smash (Crouching Roundhouse Kick)
F-Air (Jumping Forward Kick)
U-Air (Jumping Strong Punch)
D-Air (Jumping Fierce Punch)
B-Air (Neutral Jump Roundhouse Kick)
N-Air (Jumping Short Kick)
Strong F-Tilt ( Command Normal. Forward + Strong Punch = Collarbone Breaker)
Weak F-Tilt (Far Standing Forward Kick)
Strong D-Tilt (Crouching Forward Kick)
Weak D-Tilt (Crouching Short Kick)
Strong U-Tilt (Close Standing Fierce Punch)
Weak U-Tilt (Close Standing Jab Punch)
Ledge Attack (Crouching Roundhouse Kick [From Street Fighter 3])
Jab Combo (Far Standing Jab Punch, Close Standing Strong Punch, Far Standing Fierce Punch)
HOLD Jab (Far Standing Roundhouse Kick)
So not everyone is a Street Fighter player, and not everyone is familiar with Street Fighter terminology. Here's a glossary for terms you'll probably see used a lot. Yanked from Shoryuken, edited for Smash.
FADC: Focus attack dash cancel. Tool in SF4 for canceling moves into a focus attack that can be dashed out of. In Smash Bros., Ryu can dash forward or backwards on the ground or in the air to cancel his Focus Attack.
Frame Trap: An attack that, when timed correctly, opens up enough of a gap for the opponent to try to attack but nothing the opponent does will come out fast enough to avoid being stuffed.
Hit-Confirm: Using normal moves to lead into an unsafe special so that you don’t leave yourself in a dangerous situation. For example, using two Up Tilts before committing to a Shoryuken.
Invincibility: Certain attacks are invincible during their duration. Ryu’s EX Shoryuken gives him complete invincibility and can beat out any move in the game.
Link: Stringing one attack to another that isn’t a cancel. Attacks can only be linked if the second attack comes out faster than the opponent recovers.
Negative Edge: The input that occurs when a button is released. Holding The
button and doing a QCF (Quarter-Circle Forward) Motion [

], then releasing
will give you a Hadouken just as if you'd done the QCF motion and then pressed the button.
Overhead: An attack that must be blocked standing. This is not the case in Smash Bros. Ryu's Forward Tilt (The two hit overhead punch) is extremely strong on shields and can break them with ease.
Parry: In the SF3 series an attack could be parried by pressing forward on the joystick as it hit you. This allowed players to punish better and avoid taking chip damage. In Smash Bros., initiating a Perfect Shield / Powershield with Ryu gives a distinct sound and Ryu make a distinct pose. It's possible to parry moves that hit multiple times, so you can recreate Evo Moment 37.
SRK: short for Shoryuken.
Tatsu: Tatsumaki Sempukyaku, the Shotokan hurricane kick. Down, down-back, back, kick.
Zoning: Finding the perfect distance to limit your opponent’s options. Ryu wants to find the distance from which if his opponent jumps over a Hadouken, he can easily Shoryuken them out of the air.
Frame Trap: An attack that, when timed correctly, opens up enough of a gap for the opponent to try to attack but nothing the opponent does will come out fast enough to avoid being stuffed.
Hit-Confirm: Using normal moves to lead into an unsafe special so that you don’t leave yourself in a dangerous situation. For example, using two Up Tilts before committing to a Shoryuken.
Invincibility: Certain attacks are invincible during their duration. Ryu’s EX Shoryuken gives him complete invincibility and can beat out any move in the game.
Link: Stringing one attack to another that isn’t a cancel. Attacks can only be linked if the second attack comes out faster than the opponent recovers.
Negative Edge: The input that occurs when a button is released. Holding The
Overhead: An attack that must be blocked standing. This is not the case in Smash Bros. Ryu's Forward Tilt (The two hit overhead punch) is extremely strong on shields and can break them with ease.
Parry: In the SF3 series an attack could be parried by pressing forward on the joystick as it hit you. This allowed players to punish better and avoid taking chip damage. In Smash Bros., initiating a Perfect Shield / Powershield with Ryu gives a distinct sound and Ryu make a distinct pose. It's possible to parry moves that hit multiple times, so you can recreate Evo Moment 37.
SRK: short for Shoryuken.
Tatsu: Tatsumaki Sempukyaku, the Shotokan hurricane kick. Down, down-back, back, kick.
Zoning: Finding the perfect distance to limit your opponent’s options. Ryu wants to find the distance from which if his opponent jumps over a Hadouken, he can easily Shoryuken them out of the air.
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