- Game Versions
- Smash Wii U
Hello, reader! My name is Ki. I am a Ryu solo main in SoCal. I will attempt to give the community an up-to-date Ryu guide for beginners and advanced Ryu players. In this guide, I want to include as much of my Ryu knowledge I have into it.
Table of Contents
1.0 - Summary of Ryu
1.1 - Strengths and Weaknesses
1.2 - Grounded Moves
1.3 - Aerials
1.4 - Specials
1.5 - Neutral
1.6 - Combos
1.7 - Notable Techs
1.8 - Shoryuken Kill Percents
1.9 - Conclusion
1.0 - Summary of Ryu
Ryu is the most unique character to ever be included in a Smash Bros. game so far. He does not play like any other Smash character in Smash 4. Ryu has aspects from both Street Fighter (SF) and Smash 4. Like in SF, Ryu in Smash 4 has Specials that can be activated via Inputs and if used, will reward you with a stronger Special. Ryu has multiple variations of several of his moves with Light and Medium counterparts, allowing Ryu to have many more options and combos than most other characters in Smash 4. If you like combo-heavy and control play styles, Ryu would be a good character to try out.
1.1 - Strengths and Weaknesses
Strengths
- Some of the easiest kill confirms in Smash 4
- Strong punish game
- Good frame data
- Satisfying attacks to land
- Powerful control game
- Amazing clutch factor
- Great recovery
- Strong and easy combos
- Rage Ryu kills extremely early.
Weaknesses
- Slow character
- Can get gimped easily
- Can get camped out
- Heavy character
- Worst fall speed in the game
- Can be juggled easily
- Awful air Drift, Predictable Landings
1.2 - Grounded Moves
- Light Jab
Active Frame : 2-3 DMG :2
A quick get-off-me move. Jab 1 can cancel into any Special. Jab can be used to convert a Jab into a Shoryu and kill at an early percent.
- Medium Jab
Active Frame : 9-10 DMG : 10
Can be used as a kill move at higher percents and used to knock your opponent off the stage.
- Dash Attack
Active Frame : 7-9 DMG : 12
Like many other Dash attacks, his is used to catch landing opponents missing their jump. It is able to kill quite early at the ledge.
- Light Forward Tilt
Active Frame : 8-11 DMG : 6.8
This move has intangibility on his foot from frame 6-11. It is a poking move and sends the opponent in a 72ish degree angle.
- Medium Forward Tilt
Active Frame : 13, 15-16 DMG : 3, 6
The famous Collarbone Breaker. It is used to apply a great amount of shield pressure onto your opponent and break shields quickly. If you catch your opponent holding shield in your Light Up Tilts for too long, use this for a big punish.
- Light Up Tilt
Active Frame : 3-6 DMG : 1.6
One of Ryu's best moves in Smash 4. This move combos into almost any other move, including itself. It confirms into Nair strings, Medium Up Tilt, Shoryuken, and many other strong combo extenders or finishers. This move comes fast, low end lag, a kill confirm and it safe on shield. On the down side, the range is really short.
- Medium Up Tilt
Active Frame : 7(Early) 8-10(Late) DMG : 12
This move is able to cancel into any Special. At early percents, it can combo into Shoryuken to end a combo. On shield, you can cancel into a Focus Attack. At higher percents, it can kill.
- Light Down Tilt
Active Frame : 2-3 DMG : 1.6
This move is similar to Light Down Tilt. It comes out fast, has low end lag, can start combos, can be a kill confirm, and is safe on shield. It is a very useful poking tool.
- Medium Down Tilt
Active Frame : 7-8 DMG : 5
This move cancels into any Special. This move can combo into a Tatsu , Hadouken, and Shakunetsu. Useful poking move.
- Forward Smash
Active Frame : 15-17 DMG : 16
A move used for hard reads and shield break punishes. Can kill extremely early if charged up.
- Up Smash
Active Frame : 9-10 DMG : 17
This move is his strongest Smash attack, but kills at very high percents. Shoryuken does his move's job better as a vertical kill move.
- Down Smash
Active Frame : 5-6 DMG : 16
This is Ryu's better Smash attacks. It comes out fast and deals a huge amount of damage. Down Smash is a great whiff punish tool.
- Forward Throw
Active Frame : DMG : 9
A throw with no follow ups and should be used to throw your opponent away from you and regain stage control. This throw is not able to kill.
- Back Throw
Active Frame : DMG : 12
Same use as the Forward Throw. This throw is not able to kill.
- Up Throw
Active Frame : DMG : 8
A throw that tosses your opponent upward with no follow ups. This throw can kill at 170ish Percent.
- Down Throw
Active Frame : DMG : 5
A throw that chops your opponent and send them in a 75 degree angle. At low percents (10-20), this move can set up for Uair or Fair. This throw can kill around 170ish percent.
1.3 - Aerials
- Nair
Active Frame : 4-6(Early), 7-21(Late) DMG : 8(Early), 4.5(Late)
This move is one of Ryu's most important combo tools. It allows you to follow up with any aerial beside Uair. Nair can be stringed together and carry opponents toward the ledge and set up for a Dair Spike. You can land a Fair for easy percent. With a Reverse Aerial Rush (RAR) Nair, a Bair can be connected and deal a good amount of percent or kill at the ledge at 80ish percent. Off of an Light Up Tilt, you can begin an Aerial Combo with a Nair into a Nair String, Bair, or Fair.
- Fair
Active Frame : 6-7(Early), 8-14(Late) DMG : 15(Early) 13(Late) 9(SourSpot)
A great move in Ryu's arsenal. His foot is the sweetspot and his leg is the sourspot. It launches the opponent away and deals an amazing amount of damage. A landing Fair can combo into a Full Hop (FH) Fair dealing 30%. When the sourspot is connected, it launches them in front of you, allowing you to land an Aerial Combo or a Footstool.
- Bair
Active Frame : 8-9 DMG : 16
Has similar range and damage as Fair. Has good horizontal knockback and can kill around 140 percent. Can be linked from a RAR Nair and serve as an early kill at the ledge. It is important to RAR the Bair when poking. If you land a landing Bair onto a shield, you can perform a Reverse True Shoryuken and stuff out a shield grab attempt.
- Dair
Active Frame : 8-12 DMG : 15, 12, 11
This move can be used as a combo starter on grounded opponents and as a spike in the air. Dair is not able to be tech when used on a grounded opponent. Dair is a good follow up from a Focus Attack. When landed on the ground, it can combo into a Light Up Tilt or a Shoryuken. When used off-stage, it can kill at very early percents and can be connected from a Nair, Sourspot Fair, or a Dair landed on a grounded opponent.
- Uair
Active frame: 6, 10 DMG: 5, 6
This move allows Ryu to continue and finish combos on opponents above him. Mostly used to juggle the opponent in the air. The move can start certain combos when either of the hits are landed when fast falling toward the ground. If you only land the first hit and you hit the floor before the second hit is released, you will drag the opponent toward the ground and allow you to perform a grounded combo. If you fast fall and only hit the opponent with the second hit of the Uair, it will knock the opponent airborne and allow you to follow up with a Nair string. This move is not seen used too often combo wise, but has some utility to it.
1.4 - Specials
- Hadouken
Active Frame : 13-70 DMG : 5, 5.5, 6(Normal) 6.25, 7, 7.5(Input)
The Street Fighter classic projectile. True Hadouken can be performed with a Quarter-Circle Forward motion. The Hadouken can be fired at 3 speeds, Light, Medium, and Heavy. This move is used as a long range poking tool and should be used to condition your opponents long range. This move has a lot of end lag and can be punished easily if used short range. Hadouken should be used when you are around 5-6 character lengths away from your opponent. In most situations, Shakunetsus are better to use in neutral. Hadou Hovering is a tech that can help space your opponent and will be later explained in the Notable Techs section of this guide.
- Shakunetsu
Active Frame : 13-70(Rehit Rate: 3) DMG : 1.1 , 4(Final Hit)
Like Hadoukens, this move can be fired at Light, Medium, and Heavy speeds. True Shakunetsu can be performed with a Half-Circle Forward motion. Shakunetsu is a red-colored Fireball that is a multi-hit and cannot be power shielded like Hadouken can be. It is great at dealing shield pressure at a long distant. It, like Hadouken, has a lot of end lag and should be used at long distances only. Shaku Hovering can be used and will be explained in the Notable Tech section of this guide.
- Tatsumaki Senpukyaku
Active Frame: 10-64(Light) 10-96(Medium and Heavy)
Also known as the Helicopter Kick, is a move that is able to nullify certain projectiles and stuff out certain close range attacks, but has a lot of start up and ending lag. True Tatsu can be performed with a Half-Circle Backwards motion. Tatsu can be performed in 3 speeds, like the Fireballs. This move only has one hit, so if your opponent blocks the attack early, you can be easily punished. Tatsu is not a move that can be thrown out mindlessly. Use it on weak projectiles and to punish landings. It can also be used to recover onto the stage.
- Shoryuken
Active Frame: 6(Early), 7-19(Late), 7-8(Aerial) 9-19(Late Aerial)
DMG: 15(Normal), 7(Late), 12(Aerial), 18(Input), 18.4(Input Late), 14.4(Input Aerial)
The famous uppercut. True Shoryuken can be performed with a Forward > Down > Forward Down motion. When the Input is performed, you gain intangibility from frames 1-6 and it deals more damage. Shoryu is Ryu's most reliable kill option and is easy to confirm into. Shoryu can also serve as a recovery option, an Anti-Air, a combo finisher, and a Get-up option. The kill percents of True Shoryuken will be displayed in the Shoryuken Kill Percents section of this guide and the combos and confirms involving Shoryuken will be displayed in the Combos section of this guide.
- Focus Attack
Active Frame: 31-70 DMG: 12(Lvl.1), 10(Lvl.2), 17(Lvl.3)
Focus Attack (FA) is an attack that charges up a powerful punch that has 3 different results depending on how long the move is charged. When the FA is being charged, Ryu will Super Armor the first hit taken. FA has 3 levels, each indicated by the number of flashes seen on Ryu's body when FA is charging. When the punch is released before any flashes appear, the attack will knock the opponent away and can lead to possible follow-ups in the air. When one yellow flash is seen when charging FA, the punch will leave the opponent in a crumple animation, allowing you to follow up with almost any combo you can perform in the few second the opponent is crumpled for. When 2 flashes are seen, the attack will become unblockable and crumple the opponent for a longer duration. When the opponent is crumpled, you can follow-up with many different combos that will be discussed in the Combos section of this guide. When charging FA, you can cancel the charge and perform a tech called Focus Attack Dash Cancel (FADC). You can FADC anytime after frame 26 of FA being charged. FADC will be later explained in the Notable Techs section of this guide.
1.5 - Neutral
Ryu plays very much like he would in Street Fighter. Ryu is not a fighter that should be approaching the opponent. He should be limiting your opponent's options and take control of the pace of the game. Most of Ryu's Bread and Butter combos are started with a Nair, Light Up Tilt, or a Light Down Tilt, which all have a very short range. Ryu wants to set his opponent in position where he can land his BnB without having to commit too much and end up over extending. Ryu will try and take the stage control in neutral then set the opponent up for a combo that can either output a huge amount of percent or a kill.
Ryu has a hard time approaching. Ryu is not a character that can throw his moves on shields and get away with it. He has to make the opponent come into his zone and punish the opponent for approaching. Ryu will have to use safe pokes to bait the opponent to enter Ryu's zone. Medium Down Tilt can poke at the opponent's shield and can lead to a Shaku or Tatsu if the opponent doesn't shield allowing you to rack up percent and obtain more stage control. Bair can be used to pressure the opponent's shield. Shakus can be used at long ranges to safely pressure a shield and force a reaction.
When creating space, walking is crucial in the spacing process. You are allowed to use all of your standing options while moving. Walking and shielding toward your opponent is an easy way to close the gap and staying safe doing so. Empty Hopping can also be utilized in neutral. You have many options like Nair, FADC, Fireballs, Tomahawk throws, or simply landing. If you let your opponent approach you, the opponent will destroy themselves doing so.
1.6 - Combos
Ryu has a plethora of different combos to perform in Smash 4. Each allowing you to rack a huge amount of percent quickly and setting up for an early kill.
Many of Ryu's moves are able to link into each other and can lead to many creative and powerful combos.
I will cover a few BnB combos Ryu has that you should be familiar with.
LU-Tilt > LU-Tilt DMG: 4
LU-Tilt > LD-Tilt DMG: 3.6
LU-Tilt > MU-Tilt DMG: 14
LU-Tilt > MU-Tilt > Shoryu DMG: 21
LU-Tilt > Nair DMG: 10
LU-Tilt > Dair DMG: 17
LU-Tilt > Shoryu DMG: 20
LU-Tilt > Jab 1 > Shoryu DMG: 22
LD-Tilt > LD-Tilt DMG: 3
LD-Tilt > MD-Tilt > Tatsu DMG: 19
LD-Tilt > Shoryu DMG: 19
LD-Tilt > MD-Tilt > Hadou DMG: 14
LD-Tilt > MD-Tilt > Shaku DMG: 17
These are the basic combos used in order to easily and safely deal percent or confirm into a kill. These combos are not the only true combos Ryu has to use. I will list some notable combos Ryu can perform below.
Nair
Lower %
Landing Nair > LD-Tilt DMG: 6
Landing Nair > LU-Tilt DMG: 6
Nair > Nair DMG: 12
Nair > Dair DMG: 19
Fair
Lower %
Falling Fair > Fair DMG: 28
Falling Fair > FullHop Fair > Up Air DMG: 41
SourSpot Fair > LU-Tilt DMG: 10
SS Fair > MU-Tilt DMG: 20
SS Fair > Short Hop Fair DMG: 24
SS Fair > Grab DMG: 16-20
SS Fair > Dair DMG: 31
Higher %
SS Fair > Jump > True Shoryu DMG: 26
SS Fair > Nair DMG: 8
SS Fair > Dair DMG: 21
Focus Attack Lvl. 1
FA > Double Jump > Fair DMG: 27
FA > FH Nair DMG: 20
FA > FH Bair DMG: 28
FA > FH Uair DMG: 23
Focus Attack Lvl. 2 / Lvl . 3
FA > Dair DMG: 22
FA > D-Smash DMG: 27
FA > U-Smash DMG: 28
FA > F-Smash DMG: 26
FA > Dair > True Shoryu DMG: 40
FA > Dair > LU-Tilt > MU-Tilt > Shoryu DMG: 43
FA > Falling Fair > FH Fair DMG: 40
FA > Falling Fair > FH Uair DMG: 34
FA > SS Fair > FH Fair > DJ Uair DMG: 42
FA > Nair > LD-Tilt > LD-Tilt > LD-Tilt > True Tatsu DMG: 38
1.7 - Notable Techs
Focus Attack Dash Cancel (FADC)
FADC enables you to cancel your FA into a dash either in front or behind you. When performed, you will be in 18-24 frames of end lag when performed, so it is not too safe to approach with. This tech is used to bait opponents and punish those who over commit.
FADC adds a new way to move in the air. Ryu has terrible air drift and has a predictable landing. With this tech, you can mix up your landing by dashing away mid-air. You can also FA while rising, then canceling the FA mid-air. This can be used to pressure opponents on platforms or safely get onto a platform. You are able to perform as many cancels as you want mid-air. You gain momentum after each cancel and you are able to mix-up where you are while landing. You are also able to B-Reverse and C-Bounce your FADC. This tech has a lot of utility to it and should be implemented when playing Ryu.
Descending Dragon
Descending Dragon (DD) is a tech Ryu can use to cancel the end lag given when landing with a FADC. If you FADC at a certain height from the ground, you can cancel the 18-24 frames of landing lag and only receive 4-6 frames of landing lag.
DD allows you to perform new combos and make older combos easier to perform. Each level of FA has to canceled at a certain high in order to reduce your landing lag.
For FA1, you want to be at the apex of your short hop then perform a FADC.
For FA2, you want to short hop and charge your FA while rising and perform the FADC when you see the first flash.
For FA3, you want to full hop and charge FA as you rise and FADC once you land the hit.
DD1 doesn't allow any new combos, but makes your FA1 combos easier to perform.
DD2 allows you to have more time to think of your combo and acts almost like an FA3
DD3 enables you to combo into DD1 and DD2 for some creative combos.
DD makes applying shield pressure way safer than with a normal FADC. Test it out and find new ways to apply this tech into your own games.
Shaku Hover
Shaku Hover is a tech that makes Shakunetsus safer to pressure with. You perform this tech by firing a fireball mid-air, but close enough to the ground that the fireball will make contact with a grounded opponent. While you shoot a fireball mid-air, you can drift in the air slightly and adjust your spacing after a fireball is thrown. When using a grounded fireball, you are stuff in a huge amount of end lag and you are put in a bad position. With Shaku Hover, you can either weave back to escape a punish or weave forward for a combo or shield pressure.
There are some combos you can do when a Shaku Hover is performed and the opponent is hit with the Shakunetsu.
When you land the fireball, you can combo it into any aerial, another Shaku, an aerial Shoryuken, or a footstool.
If you opponent shields it, you can run up and perform a Medium Forward Tilt to score a shield break.
1.8 - Shoryuken Kill Percents
These are the percents all the characters would get KO'ed when hit with a sweetspot True Shoryuken. All of these are tested with the opponents DI going to the right and no rage on Final Destination. With 100%~ rage, Shoryu will kill at around 15%~ earlier and with 150%~ rage, the Shoryu will kill 25%~ earlier.
Jigglypuff - 66%
Mr. Game & Watch - 70%
Mewtwo - 73%
Kirby - 73%
Shulk (Smash Monado) - 73%
Rosalina and Luma - 74%
Olimar - 77%
Pikachu - 77%
Fox - 78%
Sheik - 78%
Peach - 78%
Meta Knight - 79%
Zelda - 79%
Palutena - 79%
ZSS - 80%
Falco - 81%
Toon Link - 81%
Wii Fit Trainer - 81%
Greninja - 81%
Lucas - 82%
Ness - 82%
Luigi - 82%
Bayonetta - 83%
Sonic - 84%
Pac-Man - 85%
Villager - 85%
Pit/Dark Pit - 86%
Robin - 86%
Little Mac - 86%
Lucina - 87%
Doc - 87%
Marth - 87%
Mario - 87%
Yoshi - 87%
Diddy Kong - 88%
Shulk (Buster Monado) - 88%
Ryu - 89%
Duck Hunt - 89%
Roy - 90%
Lucario - 90%
Shulk (Speed Monado) - 90%
Shulk (No Monado) - 90%
Samus- 90%
Bowser Jr. - 90%
Corrin - 90%
Link - 91%
Shulk (Jump Monado) - 91%
ROB - 91%
Cloud (No Limit) - 92%
Charizard - 92%
Wario - 92%
Ganon - 93%
C. Falcon - 94%
Mega Man - 95%
Ike - 95%
Cloud (Limit) - 95%
Bowser - 97%
DK - 101%
King Dedede - 108%
Shulk (Shield Monado) - 153%
1.9 - Conclusion
Ryu has a great amount of potential in this game and has yet to been seen yet. Ryu is able to become the best character in this game, but it requires a lot of work and understanding the ins and outs of Ryu's move pool. A player who can utilize his move set, play well and neutral, and have a strong punish game can take this character to the top.
Thank you and I hope everyone who read this guide got something out of this guide. If there is any misinformation in this guide, I will attempt to update this guide as soon as I can.
If you ever want to contact me, I have a Twitter, @Ki_Smash
Table of Contents
1.0 - Summary of Ryu
1.1 - Strengths and Weaknesses
1.2 - Grounded Moves
1.3 - Aerials
1.4 - Specials
1.5 - Neutral
1.6 - Combos
1.7 - Notable Techs
1.8 - Shoryuken Kill Percents
1.9 - Conclusion
1.0 - Summary of Ryu
Ryu is the most unique character to ever be included in a Smash Bros. game so far. He does not play like any other Smash character in Smash 4. Ryu has aspects from both Street Fighter (SF) and Smash 4. Like in SF, Ryu in Smash 4 has Specials that can be activated via Inputs and if used, will reward you with a stronger Special. Ryu has multiple variations of several of his moves with Light and Medium counterparts, allowing Ryu to have many more options and combos than most other characters in Smash 4. If you like combo-heavy and control play styles, Ryu would be a good character to try out.
1.1 - Strengths and Weaknesses
Strengths
- Some of the easiest kill confirms in Smash 4
- Strong punish game
- Good frame data
- Satisfying attacks to land
- Powerful control game
- Amazing clutch factor
- Great recovery
- Strong and easy combos
- Rage Ryu kills extremely early.
Weaknesses
- Slow character
- Can get gimped easily
- Can get camped out
- Heavy character
- Worst fall speed in the game
- Can be juggled easily
- Awful air Drift, Predictable Landings
1.2 - Grounded Moves
- Light Jab
Active Frame : 2-3 DMG :2
A quick get-off-me move. Jab 1 can cancel into any Special. Jab can be used to convert a Jab into a Shoryu and kill at an early percent.
- Medium Jab
Active Frame : 9-10 DMG : 10
Can be used as a kill move at higher percents and used to knock your opponent off the stage.
- Dash Attack
Active Frame : 7-9 DMG : 12
Like many other Dash attacks, his is used to catch landing opponents missing their jump. It is able to kill quite early at the ledge.
- Light Forward Tilt
Active Frame : 8-11 DMG : 6.8
This move has intangibility on his foot from frame 6-11. It is a poking move and sends the opponent in a 72ish degree angle.
- Medium Forward Tilt
Active Frame : 13, 15-16 DMG : 3, 6
The famous Collarbone Breaker. It is used to apply a great amount of shield pressure onto your opponent and break shields quickly. If you catch your opponent holding shield in your Light Up Tilts for too long, use this for a big punish.
- Light Up Tilt
Active Frame : 3-6 DMG : 1.6
One of Ryu's best moves in Smash 4. This move combos into almost any other move, including itself. It confirms into Nair strings, Medium Up Tilt, Shoryuken, and many other strong combo extenders or finishers. This move comes fast, low end lag, a kill confirm and it safe on shield. On the down side, the range is really short.
- Medium Up Tilt
Active Frame : 7(Early) 8-10(Late) DMG : 12
This move is able to cancel into any Special. At early percents, it can combo into Shoryuken to end a combo. On shield, you can cancel into a Focus Attack. At higher percents, it can kill.
- Light Down Tilt
Active Frame : 2-3 DMG : 1.6
This move is similar to Light Down Tilt. It comes out fast, has low end lag, can start combos, can be a kill confirm, and is safe on shield. It is a very useful poking tool.
- Medium Down Tilt
Active Frame : 7-8 DMG : 5
This move cancels into any Special. This move can combo into a Tatsu , Hadouken, and Shakunetsu. Useful poking move.
- Forward Smash
Active Frame : 15-17 DMG : 16
A move used for hard reads and shield break punishes. Can kill extremely early if charged up.
- Up Smash
Active Frame : 9-10 DMG : 17
This move is his strongest Smash attack, but kills at very high percents. Shoryuken does his move's job better as a vertical kill move.
- Down Smash
Active Frame : 5-6 DMG : 16
This is Ryu's better Smash attacks. It comes out fast and deals a huge amount of damage. Down Smash is a great whiff punish tool.
- Forward Throw
Active Frame : DMG : 9
A throw with no follow ups and should be used to throw your opponent away from you and regain stage control. This throw is not able to kill.
- Back Throw
Active Frame : DMG : 12
Same use as the Forward Throw. This throw is not able to kill.
- Up Throw
Active Frame : DMG : 8
A throw that tosses your opponent upward with no follow ups. This throw can kill at 170ish Percent.
- Down Throw
Active Frame : DMG : 5
A throw that chops your opponent and send them in a 75 degree angle. At low percents (10-20), this move can set up for Uair or Fair. This throw can kill around 170ish percent.
1.3 - Aerials
- Nair
Active Frame : 4-6(Early), 7-21(Late) DMG : 8(Early), 4.5(Late)
This move is one of Ryu's most important combo tools. It allows you to follow up with any aerial beside Uair. Nair can be stringed together and carry opponents toward the ledge and set up for a Dair Spike. You can land a Fair for easy percent. With a Reverse Aerial Rush (RAR) Nair, a Bair can be connected and deal a good amount of percent or kill at the ledge at 80ish percent. Off of an Light Up Tilt, you can begin an Aerial Combo with a Nair into a Nair String, Bair, or Fair.
- Fair
Active Frame : 6-7(Early), 8-14(Late) DMG : 15(Early) 13(Late) 9(SourSpot)
A great move in Ryu's arsenal. His foot is the sweetspot and his leg is the sourspot. It launches the opponent away and deals an amazing amount of damage. A landing Fair can combo into a Full Hop (FH) Fair dealing 30%. When the sourspot is connected, it launches them in front of you, allowing you to land an Aerial Combo or a Footstool.
- Bair
Active Frame : 8-9 DMG : 16
Has similar range and damage as Fair. Has good horizontal knockback and can kill around 140 percent. Can be linked from a RAR Nair and serve as an early kill at the ledge. It is important to RAR the Bair when poking. If you land a landing Bair onto a shield, you can perform a Reverse True Shoryuken and stuff out a shield grab attempt.
- Dair
Active Frame : 8-12 DMG : 15, 12, 11
This move can be used as a combo starter on grounded opponents and as a spike in the air. Dair is not able to be tech when used on a grounded opponent. Dair is a good follow up from a Focus Attack. When landed on the ground, it can combo into a Light Up Tilt or a Shoryuken. When used off-stage, it can kill at very early percents and can be connected from a Nair, Sourspot Fair, or a Dair landed on a grounded opponent.
- Uair
Active frame: 6, 10 DMG: 5, 6
This move allows Ryu to continue and finish combos on opponents above him. Mostly used to juggle the opponent in the air. The move can start certain combos when either of the hits are landed when fast falling toward the ground. If you only land the first hit and you hit the floor before the second hit is released, you will drag the opponent toward the ground and allow you to perform a grounded combo. If you fast fall and only hit the opponent with the second hit of the Uair, it will knock the opponent airborne and allow you to follow up with a Nair string. This move is not seen used too often combo wise, but has some utility to it.
1.4 - Specials
- Hadouken
Active Frame : 13-70 DMG : 5, 5.5, 6(Normal) 6.25, 7, 7.5(Input)
The Street Fighter classic projectile. True Hadouken can be performed with a Quarter-Circle Forward motion. The Hadouken can be fired at 3 speeds, Light, Medium, and Heavy. This move is used as a long range poking tool and should be used to condition your opponents long range. This move has a lot of end lag and can be punished easily if used short range. Hadouken should be used when you are around 5-6 character lengths away from your opponent. In most situations, Shakunetsus are better to use in neutral. Hadou Hovering is a tech that can help space your opponent and will be later explained in the Notable Techs section of this guide.
- Shakunetsu
Active Frame : 13-70(Rehit Rate: 3) DMG : 1.1 , 4(Final Hit)
Like Hadoukens, this move can be fired at Light, Medium, and Heavy speeds. True Shakunetsu can be performed with a Half-Circle Forward motion. Shakunetsu is a red-colored Fireball that is a multi-hit and cannot be power shielded like Hadouken can be. It is great at dealing shield pressure at a long distant. It, like Hadouken, has a lot of end lag and should be used at long distances only. Shaku Hovering can be used and will be explained in the Notable Tech section of this guide.
- Tatsumaki Senpukyaku
Active Frame: 10-64(Light) 10-96(Medium and Heavy)
Also known as the Helicopter Kick, is a move that is able to nullify certain projectiles and stuff out certain close range attacks, but has a lot of start up and ending lag. True Tatsu can be performed with a Half-Circle Backwards motion. Tatsu can be performed in 3 speeds, like the Fireballs. This move only has one hit, so if your opponent blocks the attack early, you can be easily punished. Tatsu is not a move that can be thrown out mindlessly. Use it on weak projectiles and to punish landings. It can also be used to recover onto the stage.
- Shoryuken
Active Frame: 6(Early), 7-19(Late), 7-8(Aerial) 9-19(Late Aerial)
DMG: 15(Normal), 7(Late), 12(Aerial), 18(Input), 18.4(Input Late), 14.4(Input Aerial)
The famous uppercut. True Shoryuken can be performed with a Forward > Down > Forward Down motion. When the Input is performed, you gain intangibility from frames 1-6 and it deals more damage. Shoryu is Ryu's most reliable kill option and is easy to confirm into. Shoryu can also serve as a recovery option, an Anti-Air, a combo finisher, and a Get-up option. The kill percents of True Shoryuken will be displayed in the Shoryuken Kill Percents section of this guide and the combos and confirms involving Shoryuken will be displayed in the Combos section of this guide.
- Focus Attack
Active Frame: 31-70 DMG: 12(Lvl.1), 10(Lvl.2), 17(Lvl.3)
Focus Attack (FA) is an attack that charges up a powerful punch that has 3 different results depending on how long the move is charged. When the FA is being charged, Ryu will Super Armor the first hit taken. FA has 3 levels, each indicated by the number of flashes seen on Ryu's body when FA is charging. When the punch is released before any flashes appear, the attack will knock the opponent away and can lead to possible follow-ups in the air. When one yellow flash is seen when charging FA, the punch will leave the opponent in a crumple animation, allowing you to follow up with almost any combo you can perform in the few second the opponent is crumpled for. When 2 flashes are seen, the attack will become unblockable and crumple the opponent for a longer duration. When the opponent is crumpled, you can follow-up with many different combos that will be discussed in the Combos section of this guide. When charging FA, you can cancel the charge and perform a tech called Focus Attack Dash Cancel (FADC). You can FADC anytime after frame 26 of FA being charged. FADC will be later explained in the Notable Techs section of this guide.
1.5 - Neutral
Ryu plays very much like he would in Street Fighter. Ryu is not a fighter that should be approaching the opponent. He should be limiting your opponent's options and take control of the pace of the game. Most of Ryu's Bread and Butter combos are started with a Nair, Light Up Tilt, or a Light Down Tilt, which all have a very short range. Ryu wants to set his opponent in position where he can land his BnB without having to commit too much and end up over extending. Ryu will try and take the stage control in neutral then set the opponent up for a combo that can either output a huge amount of percent or a kill.
Ryu has a hard time approaching. Ryu is not a character that can throw his moves on shields and get away with it. He has to make the opponent come into his zone and punish the opponent for approaching. Ryu will have to use safe pokes to bait the opponent to enter Ryu's zone. Medium Down Tilt can poke at the opponent's shield and can lead to a Shaku or Tatsu if the opponent doesn't shield allowing you to rack up percent and obtain more stage control. Bair can be used to pressure the opponent's shield. Shakus can be used at long ranges to safely pressure a shield and force a reaction.
When creating space, walking is crucial in the spacing process. You are allowed to use all of your standing options while moving. Walking and shielding toward your opponent is an easy way to close the gap and staying safe doing so. Empty Hopping can also be utilized in neutral. You have many options like Nair, FADC, Fireballs, Tomahawk throws, or simply landing. If you let your opponent approach you, the opponent will destroy themselves doing so.
1.6 - Combos
Ryu has a plethora of different combos to perform in Smash 4. Each allowing you to rack a huge amount of percent quickly and setting up for an early kill.
Many of Ryu's moves are able to link into each other and can lead to many creative and powerful combos.
I will cover a few BnB combos Ryu has that you should be familiar with.
LU-Tilt > LU-Tilt DMG: 4
LU-Tilt > LD-Tilt DMG: 3.6
LU-Tilt > MU-Tilt DMG: 14
LU-Tilt > MU-Tilt > Shoryu DMG: 21
LU-Tilt > Nair DMG: 10
LU-Tilt > Dair DMG: 17
LU-Tilt > Shoryu DMG: 20
LU-Tilt > Jab 1 > Shoryu DMG: 22
LD-Tilt > LD-Tilt DMG: 3
LD-Tilt > MD-Tilt > Tatsu DMG: 19
LD-Tilt > Shoryu DMG: 19
LD-Tilt > MD-Tilt > Hadou DMG: 14
LD-Tilt > MD-Tilt > Shaku DMG: 17
These are the basic combos used in order to easily and safely deal percent or confirm into a kill. These combos are not the only true combos Ryu has to use. I will list some notable combos Ryu can perform below.
Nair
Lower %
Landing Nair > LD-Tilt DMG: 6
Landing Nair > LU-Tilt DMG: 6
Nair > Nair DMG: 12
Nair > Dair DMG: 19
Fair
Lower %
Falling Fair > Fair DMG: 28
Falling Fair > FullHop Fair > Up Air DMG: 41
SourSpot Fair > LU-Tilt DMG: 10
SS Fair > MU-Tilt DMG: 20
SS Fair > Short Hop Fair DMG: 24
SS Fair > Grab DMG: 16-20
SS Fair > Dair DMG: 31
Higher %
SS Fair > Jump > True Shoryu DMG: 26
SS Fair > Nair DMG: 8
SS Fair > Dair DMG: 21
Focus Attack Lvl. 1
FA > Double Jump > Fair DMG: 27
FA > FH Nair DMG: 20
FA > FH Bair DMG: 28
FA > FH Uair DMG: 23
Focus Attack Lvl. 2 / Lvl . 3
FA > Dair DMG: 22
FA > D-Smash DMG: 27
FA > U-Smash DMG: 28
FA > F-Smash DMG: 26
FA > Dair > True Shoryu DMG: 40
FA > Dair > LU-Tilt > MU-Tilt > Shoryu DMG: 43
FA > Falling Fair > FH Fair DMG: 40
FA > Falling Fair > FH Uair DMG: 34
FA > SS Fair > FH Fair > DJ Uair DMG: 42
FA > Nair > LD-Tilt > LD-Tilt > LD-Tilt > True Tatsu DMG: 38
1.7 - Notable Techs
Focus Attack Dash Cancel (FADC)
FADC enables you to cancel your FA into a dash either in front or behind you. When performed, you will be in 18-24 frames of end lag when performed, so it is not too safe to approach with. This tech is used to bait opponents and punish those who over commit.
FADC adds a new way to move in the air. Ryu has terrible air drift and has a predictable landing. With this tech, you can mix up your landing by dashing away mid-air. You can also FA while rising, then canceling the FA mid-air. This can be used to pressure opponents on platforms or safely get onto a platform. You are able to perform as many cancels as you want mid-air. You gain momentum after each cancel and you are able to mix-up where you are while landing. You are also able to B-Reverse and C-Bounce your FADC. This tech has a lot of utility to it and should be implemented when playing Ryu.
Descending Dragon
Descending Dragon (DD) is a tech Ryu can use to cancel the end lag given when landing with a FADC. If you FADC at a certain height from the ground, you can cancel the 18-24 frames of landing lag and only receive 4-6 frames of landing lag.
DD allows you to perform new combos and make older combos easier to perform. Each level of FA has to canceled at a certain high in order to reduce your landing lag.
For FA1, you want to be at the apex of your short hop then perform a FADC.
For FA2, you want to short hop and charge your FA while rising and perform the FADC when you see the first flash.
For FA3, you want to full hop and charge FA as you rise and FADC once you land the hit.
DD1 doesn't allow any new combos, but makes your FA1 combos easier to perform.
DD2 allows you to have more time to think of your combo and acts almost like an FA3
DD3 enables you to combo into DD1 and DD2 for some creative combos.
DD makes applying shield pressure way safer than with a normal FADC. Test it out and find new ways to apply this tech into your own games.
Shaku Hover
Shaku Hover is a tech that makes Shakunetsus safer to pressure with. You perform this tech by firing a fireball mid-air, but close enough to the ground that the fireball will make contact with a grounded opponent. While you shoot a fireball mid-air, you can drift in the air slightly and adjust your spacing after a fireball is thrown. When using a grounded fireball, you are stuff in a huge amount of end lag and you are put in a bad position. With Shaku Hover, you can either weave back to escape a punish or weave forward for a combo or shield pressure.
There are some combos you can do when a Shaku Hover is performed and the opponent is hit with the Shakunetsu.
When you land the fireball, you can combo it into any aerial, another Shaku, an aerial Shoryuken, or a footstool.
If you opponent shields it, you can run up and perform a Medium Forward Tilt to score a shield break.
1.8 - Shoryuken Kill Percents
These are the percents all the characters would get KO'ed when hit with a sweetspot True Shoryuken. All of these are tested with the opponents DI going to the right and no rage on Final Destination. With 100%~ rage, Shoryu will kill at around 15%~ earlier and with 150%~ rage, the Shoryu will kill 25%~ earlier.
Jigglypuff - 66%
Mr. Game & Watch - 70%
Mewtwo - 73%
Kirby - 73%
Shulk (Smash Monado) - 73%
Rosalina and Luma - 74%
Olimar - 77%
Pikachu - 77%
Fox - 78%
Sheik - 78%
Peach - 78%
Meta Knight - 79%
Zelda - 79%
Palutena - 79%
ZSS - 80%
Falco - 81%
Toon Link - 81%
Wii Fit Trainer - 81%
Greninja - 81%
Lucas - 82%
Ness - 82%
Luigi - 82%
Bayonetta - 83%
Sonic - 84%
Pac-Man - 85%
Villager - 85%
Pit/Dark Pit - 86%
Robin - 86%
Little Mac - 86%
Lucina - 87%
Doc - 87%
Marth - 87%
Mario - 87%
Yoshi - 87%
Diddy Kong - 88%
Shulk (Buster Monado) - 88%
Ryu - 89%
Duck Hunt - 89%
Roy - 90%
Lucario - 90%
Shulk (Speed Monado) - 90%
Shulk (No Monado) - 90%
Samus- 90%
Bowser Jr. - 90%
Corrin - 90%
Link - 91%
Shulk (Jump Monado) - 91%
ROB - 91%
Cloud (No Limit) - 92%
Charizard - 92%
Wario - 92%
Ganon - 93%
C. Falcon - 94%
Mega Man - 95%
Ike - 95%
Cloud (Limit) - 95%
Bowser - 97%
DK - 101%
King Dedede - 108%
Shulk (Shield Monado) - 153%
1.9 - Conclusion
Ryu has a great amount of potential in this game and has yet to been seen yet. Ryu is able to become the best character in this game, but it requires a lot of work and understanding the ins and outs of Ryu's move pool. A player who can utilize his move set, play well and neutral, and have a strong punish game can take this character to the top.
Thank you and I hope everyone who read this guide got something out of this guide. If there is any misinformation in this guide, I will attempt to update this guide as soon as I can.
If you ever want to contact me, I have a Twitter, @Ki_Smash