Ryu (SSB18)

Ryu (リュウ, Ryū) is a playable character in Super Smash Bros. OC 2018. Ryu is the third third-party character in the game. Ryu is actually a special character in the game, this is because he's equipped with a special mechanic based off from his home series.
==Attributes==
Ryu is an average sized heavyweight with below average mobility and recovery, but possesses a mix of combo-based moves and finishing moves with very high knockback. Apart from these, some of his traits are similar to 's, such as his dashing speed and the individual damage output of his attacks. This owes to the fact that Ryu, like Mario, is an "all-rounder" in his home series. Despite his balanced attributes, however, Ryu has low jumping force and the single slowest air acceleration in the game. This makes his aerial approach somewhat difficult, while his walking speed (the third slowest in the game) can make his grounded approach difficult outside of dashing.
Ryu's controls are unique in the Super Smash Bros. series and attempt to emulate the control scheme of his home series. The strength of his attacks depend on how long the attack button is pressed; tapping the button initiates a weak attack, whereas holding the button initiates a strong attack. Additionally, his neutral, side and up special moves can be inputted using half-circle and quarter-circle motions plus either attack button for stronger variations. Generally, his tapped tilts are good at chaining with one another due to their low knockback and high speed, which gives him a unique combo-based damage-racking playstyle. This works by keeping opponents in hitstun before launching them away by ending any combo chain with a finisher (typically a held tilt attack or inputted special move), similar to the combos in his home series. Additionally, almost all of Ryu's special attacks (sans Focus Attack) gain benefits from using his unique button inputs, as they do more damage and knockback or have additional effects when done with inputs compared to just with the special button, making mastery of his button inputs imperative if the player wishes to deal higher damage and knockback at all times, especially since they can also be used as a reliable finisher for his tilt combo chains. Effectively, this means Ryu is the only character to have true combos from almost any tilt, allowing him to immediately and effectively switch from damage racking to a finisher instantaneously.
However, Ryu has some weaknesses, one of which is his recovery. Despite being very long-distanced overall, it is very short if many extendable elements, such as Focus Attack and Tatsumaki Senpukyaku, are not utilized due to Shoryuken's recovery being almost strictly vertical while also having high aerial lag and thus completely stops his momentum until he is helpless. This property is exacerbated by his very slow air acceleration. While his specials offer him a decent horizontal recovery, his vertical recovery is largely reliant on Shoryuken, leaving him vulnerable to gimping and meteor smashes.
Ryu's neutral game is also held back by several issues. He has a very slow walking speed, which hinders the otherwise great utility of his tilt attacks. While his tapped tilts and neutral aerial are very quick and useful for pressuring shields, they have short range, especially for his tall stature. His only projectile, Hadoken, is slow, short-distanced, and laggy, making it telegraphed and punishable, and giving him a difficult time against opposing camping, and he has no real way of forcing approaches. Aside from the speed and combo ability of his neutral aerial and Focus Attack's mix-up potential, Ryu's aerial approach is comparatively poor. Despite having above average air speed, his aerial acceleration, which is the slowest in the game, prevents him from maneuvering effectively in midair. Furthermore, the advantages offered by Focus Attack are match-up dependent; it is relatively ineffective against characters with several multiple hitting moves, most notably . As Focus Attack is also Ryu's main method of escaping combos against such characters, Ryu's high weight and rather fast falling speed leave him susceptible to combos and juggles, and unlike most other fighters, his fast falling speed increases his normal falling speed by 40%, rather than 60%, giving him occasional difficulty landing.
Ryu's grab game is mediocre at best, aside from its high damage output and quick pummel. Due to its high knockback scaling, down throw has poor combo potential past lower percents. His other throws have high base knockback, giving them little to no follow-up potential, while their weak knockback scaling makes them unreliable for KOing. Another weakness Ryu has is the inability to "force" KOs. While Ryu does possess some powerful moves such as his sweetspotted forward smash and his input Shoryuken, those moves mostly require setups, and most of his other moves have low knockback scaling, such as his forward aerial, which KOs well beyond 100% despite dealing as much as 15%. Without reads or proper setup and with opponent's great SDI, Ryu can have a difficult time taking stocks from opponents. His unique button inputs can be a double-edged sword, as his normal specials have lower power without traditionally inputting them and it is possible for a simple slip of the hand to cause Ryu to use the wrong move at an essential time. Ryu's combos can also be hard to start outside of reads, precise punishing, or Focus Attack.
==Moveset==
Attack 	Name 	Damage 	Description
Neutral Attack 	 	2%, 3%, 5% (Tapped). 10% (held) 	Tapped: A jab, followed by a cross, followed by a hook. Tapping the button without Ryu hitting anything makes him repeat the first hit as fast as the player can tap. His weak attack combo is based on his standing light attack, close medium punch from Street Fighter II and standing hard punch, in that order, from Street Fighter III.
Held: A reverse roundhouse kick. Despite being categorized as a neutral attack, it has surprisingly high knockback and can KO beginning at 125%. The held attack is based on his standing heavy kick in Street Fighter II.
Side Tilt 	Collarbone Breaker (鎖骨割り, "Collarbone/Clavicle Splitter) (held) 	6% (tapped), 3%, 6% (held) 	Tapped: A front kick, which launches the opponent up diagonally. Good for following with a dash attack or forward aerial at low percents. Based on his standing medium kick in Street Fighter III.
Held: Winds up his right fist before punching downward on the foe's collarbone according to his height, hitting twice quickly. Deals high damage to shields and is designed to break them, but its startup makes it difficult to use on quick opponents. A tapped up tilt can lead into this move. This is Ryu's classic two-hit overhead command normal/unique art in many of his appearances.
Up Tilt 	 	2% (held), 12% (held) 	Tapped: The sok ngat, an uppercut-styled elbow strike used in Muay Thai. It can be used repeatedly as fast as the player can press and as a result of its speed, it can also chain into itself and lead into many of Ryu's moves for a quick finisher. However, it has a small hitbox and short range. Based on his close standing light punch in Street Fighter II.
Held: An uppercut. A reliable finisher for his tapped up tilt. KOs at 152%. Based on his close standing heavy punch in Street Fighter III.
Down Tilt 	 	1% (tapped), 7% (held) 	Tapped: A crouching, Hapkido-styled shin kick. It can be repeated as fast as the player can press, similar to his other tapped tilts. If used on a prone opponent, they will be lightly launched back onto their feet, allowing Ryu to continue combos on them for extended periods of time. Based on his crouching light kick in Street Fighter II.
Held: A crouching, Hapkido-styled shin kick based on his crouching medium kick in Street Fighter II. Despite having low power (though stronger than his tapped down tilt), it can be immediately cancelled into a special move only if Ryu hits the opponent or their shield, allowing Ryu to pressure his opponent. Shoryuken combos well from this attack.
Dash Attack 	 	12% (clean), 8% (late) 	A flying kick. Based on his original jumping medium and heavy kicks in the Street Fighter Alpha/Zero games. Possesses high base knockback for a dash attack and it can reliably combo into many of his tapped attacks as a finisher. KOs at 150%.
Side Smash 	Joudan Sokutougeri (上段足刀蹴り, "High-Level Foot Edge Kick") 	17% (uncharged), 24% (fully charged) 	The Joudan Sokutougeri from Street Fighter III, a powerful side kick that moves him a step forward. It has the highest range of all his standard attacks, as it is able to hit opponents two character lengths away from him, but has noticeable ending lag. Deals slightly more damage and knockback when hit with Ryu's heel; it is Ryu's strongest standard attack if his heel connects. KOs at 110% with the heel and 120% anywhere else.
Up Smash 	 	17% (uncharged), 23% (fully charged) 	A crouching uppercut. Makes his profile smaller while attacking, making this a good anti-air attack. Slight ending lag and does not have much horizontal reach. A good finisher for his tap combos. KOs at 130%. Based on his crouching heavy punch in Street Fighter, which is done in the style of a launcher in most of the Vs. Capcom games.
Down Smash 	 	16% (uncharged), 22% (fully charged) 	A fast legsweep. Launches opponents at a diagonal angle and unlike most down smashes, this only hits in the front. Has the fastest startup of all of his smash attacks, with more range than his up smash but less than his forward smash, making it also his safest smash attack at a distance. However, it deals extremely low knockback for a smash attack, which makes it unreliable as a KOing option. Instead, it functions better a spacing and anti-pressure option. Like his other smash attacks, it works well as a good finisher for his tap combos. Based on his crouching heavy kick in Street Fighter II.
Neutral aerial 	 	8% 	A short-ranged punch performed while in a crouching position. Its limited range is benefited by the move's function as a sex kick as well as its very low ending lag and, when used after a short hop, it can be a useful way to lead into his up tilt- or down tilt-initiated combos until the mid-50% range. It can also be used twice in a short hop. Has the lowest landing lag of any aerial move in the game, with a total of 6 frames. Based on his directional jumping light kick in Street Fighter II.
Forward aerial 	 	15% 	A flying kick. Ryu's foot has high launching power, while his upper leg is the sourspot and deals less damage. Despite this, the sourspot deals high shield damage. A good combo move and a somewhat powerful off-stage KOing option. Based on his directional jumping heavy kick in Street Fighter II.
Back aerial 	 	16% 	An outside crescent kick. Though it has a small hitbox, its strength and low start-up make it Ryu's most powerful aerial and a viable KOing option. KOs at 115%. Based on his neutral jumping heavy kick from Street Fighter II as well as his Senpuukyaku (旋風脚, "Whirlwind Leg") command normal/unique art from other games.
Up aerial 	 	5%, 6% 	An upward-arcing punch that hits twice. Despite its appearance, it has good vertical range and is reliable at catching opponents above Ryu. KOs at 155%. Based on his jumping medium punch in Super Street Fighter II Turbo.
Down aerial 	 	12% 	Quickly punches downward similarly to his neutral aerial, except he uses his left fist and it has more range. Hitting an airborne opponent with the attack's sweetspot (his fist as it comes down) makes the move one of the few meteor smashes that powerfully sends opponents diagonally downward while hitting an airborne opponent with the sourspot sends the opponent diagonally upwards with high knockback. Hitting a grounded opponent, however, results in extremely low knockback that will not KO even at 300%, but nonetheless possesses the ability to start combos.
Grab 	 	- 	Holds his stance and reaches out with his right hand. Has a short range. The animation itself is directly taken from his grab animation in Street Fighter IV.
Pummel 	 	2% 	Knees the opponent.
Forward Throw 	 	9% 	The seoi nage, a Judo throw. If the opponent does not react, this throw can lead into a down aerial meteor smash at medium percentages. Based on his punch throw in Street Fighter II.
Back Throw 	 	12% 	The tomoe nage, a Judo throw. Heavy opponents can be knocked back onto their feet with a tapped down tilt, then thrown again. Based on his kick throw in Street Fighter II.
Up Throw 	 	8% 	Stretch kicks the opponent directly upward. It can combo into an aerial attack at low percents. It can also act as an axe kick against another opponent that comes too close to Ryu after the stretch kick. Unlike the stretch kick, the axe kick deals much more knockback and can KO at 115% at the middle of the stage. Based on his close heavy kick in Street Fighter II.
Down Throw 	 	5% 	Pins the opponent to the ground and hits them with a knifehand strike. Its angle allows it to combo well into aerial attacks and Shoryuken until 30%, where thrown opponents are launched too high to get hit. Deals immense shield damage, enough to instantly break the shield of opponents that are right next to Ryu. Based on the brick breaking bonus game in Street Fighter, though it also resembles Akuma's Shurettō (朱裂刀, "Vermilion Rending Blade") throw in Street Fighter IV.
Neutral Special	Hadoken 	5, 5.5%, 6% (standard), 1.25x damage with directional input, 1% (Shakunetsu's hits 1-4), 4% (Shakunetsu's last hit) 	Ryu's signature projectile attack. He quickly cups his hands to his side and then thrusts them forward to release a blue energy-based projectile from his cupped hands that deals low damage and knockback. Only one Hadoken can be in play, as attempting to shoot another results in a puff of smoke emitting from his hands. Holding down the special button slightly increases the blast's speed and damage output. Three versions of the move can be performed, two of which have directional inputs: a small blue Hadoken (special button only), a minutely stronger and larger inputted Hadoken (↓ ↘ → + attack/special), and the red flaming Shakunetsu Hadoken that hits multiple times (← ↙ ↓ ↘ → + attack/special). Combos well out of his tapped tilt attacks, and is mainly used to rack up damage due to its low damage outputs, knockback and slow speed. Shakunetsu Hadoken deals some shield damage, though not to the extent of his Collarbone Breaker. However, the Hadoken and its variants should be used wisely due to its low priority. Can be canceled into from any of his up or down tilt attacks.
Side Special 	Tatsumaki Senpukyaku 	8% (close), 9%, 10%, 12% (grounded), 8%, 9%, 11% (aerial), 1.16x damage with directional input 	Ryu's signature spinning kick. An outside crescent kick while spinning repeatedly and hovering very slightly above the ground. Ryu moves in the given direction he is facing. The attack functions like a moving sex kick and deals more damage and knockback after the first few frames. Holding down the special button increases damage dealt, distance traveled, and the move's duration, also giving the attack additional knockback. Using an inputted Tatsumaki Senpukyaku (↓ ↙ ← + attack/special) sees Ryu announce the move by name and results in it dealing even more damage, covering more distance, and granting it better KOing potential. The move can be used as a good horizontal recovery while not causing helplessness, but it can only be used once in the air without touching the ground. Essentially, it is a high risk, high reward option for approaching and recovering. Can be canceled into from any of his up or down tilt attacks.
Up Special 	Shoryuken 	13%-15% (grounded), 12%-14% (aerial), 12% (grounded slightly late), 10% (aerial slightly late), 7% (latest hitbox), 1.2x damage with directional input	Ryu's signature rising uppercut. Upon usage, Ryu announces the move's name while propelling his fist into the air at high speed. Holding the special button increases damage and height traveled. However, it has heavy aerial lag once the hitbox ceases. An inputted Shoryuken (→ ↓ ↘ + attack/special) deals even more knockback and damage and grants Ryu both slightly more intangibility and lower landing lag. Aside from being his main vertical recovery move, Shoryuken is also a viable KOing option due to its low startup, especially when used in conjunction with Focus Attack. In comparison, an inputted Shoryuken is Ryu's most powerful vertical KOing option overall and has the highest growth in his entire standard moveset. Ryu becomes helpless as he descends with the move's high aerial lag. Can be canceled into from any of his up or down tilt attacks.
Down Special 	Focus Attack 	12% (Level 1), 10% (Level 2), 17% (Level 3) 	Assumes a focused stance while emitting a black ink-like aura, and then unleashes a concentrated punch that crumples opponents where they stand with a lengthy stun animation if charged for more than half a second. Ryu can follow up with any attack while the opponent is stuck in the animation. Ryu gains super armor that can withstand only a single hit while charging; a second hit will interrupt the move and make him flinch. When fully charged, the attack becomes unblockable and will pierce through counterattacks. Ryu can also perform a technique called the Focus Attack Dash Cancel. This is performed by tapping left or right twice, which cancels Focus Attack and instead propels Ryu a set distance depending on where the control stick was tapped. However if the punch misses, Ryu will be unable to cancel the move. If the move hits an airborne opponent, they will instead by launched with heavy hitlag. The move's charge is indicated by Ryu flashing during its startup. Level 1 is performed immediately and slightly launches an opponent. Level 2 is performed after half a second and crumples an opponent, but deals the least amount of damage. Level 3 is performed after a whole second, crumples the opponent for a much longer time and deals the most amount of damage. Although Focus Attack cannot block grabs and is countered by multiple hit attacks, it is a useful tool for baiting opponents and punishing, while the Dash Cancel can be beneficial to Ryu's horizontal recovery while off-stage by giving him a unique air-dash.
Final Smash 	Shinku Hadoken / Shin Shoryuken 	1% (Shin Shoryuken electricity), 10% (Shin Shoryuken hits 1-2), 20% (Shin Shoryuken last), 29%-30% (Shinku Hadoken) 	A Final Smash that varies depending on range. At point-blank range, Ryu traps the opponent with the Shin Shoryuken, a three-hit combo that launches the opponent with an extra-powerful Shoryuken. Begins KOing at specific percentages for every character. At any other range, Ryu unleashes the Shinku Hadoken, a larger Hadoken that vaccums nearby opponents into it before dragging them a distance across the screen and exploding. Shinku Hadoken is also capable of bypassing walls. Shin Shoryuken has much higher KO potential against a single opponent, while Shinku Hadoken has more range and reliably affects multiple opponents.
===On-screen appearance===
*Calmly walks onto the stage from some mist in the background.
===Taunts===
*Up: Turns away from the screen and tightens his headband, while stating "Come on!" (かかってこい!, Come at me!) This is one of his taunts from Street Fighter IV.
*Side: Holds his fist forwards, and declares "Talk is cheap!" (拳で語り合おう!, Let your fists talk!) This is also one of his taunts from Street Fighter IV.
*Down: Stomps on the ground and grunts, which is taken from his taunts in most Vs. Capcom series games. While this also appears to be similar to his single taunt from Street Fighter III, it more closely resembles the stance commonly displayed by fellow Street Fighter character Akuma (and by proxy, has also be used as a tag-in calling animation in many of the Marvel vs. Capcom games).
===Idle poses===
*Adjusts his gloves.
*Wriggles the fingers on both hands, then crosses his arms and pumps them.
===Victory poses===
*Winds back and does a pose with his right fist while facing the screen, saying "Give it your all!" (必殺のタイミングを計れ!, Gauge the timing of your sure-kill!). This victory animation is directly taken from his victory pose in Street Fighter IV, with the same quote being one of several optional victory quotes that Ryu is able to communicate.
*Slings his duffel bag over his shoulder while declaring "The journey... has just begun." (旅はまだ…始まったばかりだ, Yet the journey... has just begun.).
*Punches two times before doing a victorious uppercut, while saying "Your range is one fist short." (その間合いじゃ、拳半分届かない!, That range of yours doesn't reach half a fist!). The uppercut pose is a reference to one of his more recurring victory poses, where he lifts a fist in the air triumphantly.
==Trophies==
==Palette Swaps / Alternate Costumes==
==Trivia==