Ryu (SSB16)

Ryu is a playable character in Super Smash Bros. OC 2016. Ryu is a character who retains his Command input from his original fighting game, Joining him is his other Form but separate Evil Ryu.
==Attributes==
Ryu's gameplay has one of the most unique mechanics of all characters in the Smash series; his controls tries to replicate the control scheme of the Street Fighter series, where players fight using 6 buttons for weak, medium and strong attacks. Since the Smash Bros. series uses only two buttons for attacks (one for normal attacks and other for Special Attacks), players can use different attacks depending on how long the attack button is pressed (tap for a weak attack, and hold for a strong attack). Also, all but his Down Special Move can be used by inputting using half and quarter-circles for a stronger variation of just pressing the B button. His combo potential is one of the most versatile in the game, with many of his attacks being able to chain together depending on how long the player presses the button, whether they tap it or press and hold it. Those attacks also deal a good amount of hitstun, allowing players to keep combos going. As for his finishing moves, his Forward Smash, Back Aerial and Down Aerial (if sweetspotted) are his strongest normal attacks, while Shoryuken is his most powerful attack if input with command, KO'ing opponents below 90% if sweetspotted.
However, One of Ryu's flaws lies in his poor recovery, even with the B button being held to extend the range. His Hadoken also cannot be spammed like other projectiles, functioning much like Bowser Jr.'s Cannonball in Super Smash Bros. 4: can only be used after the projectile disappears. This gives Ryu trouble in zoning, forcing him to go offensive more often.
==Moveset==
Attack 	Name 	Damage 	Description
Neutral Attack 	 	2%, 3%, 5% (tapped); 10% (held) 	Tapped: Ryu does a jab, cross, then 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 off his standing light attack, close medium punch from Street Fighter II and standing hard punch in that order from Street Fighter III. Held: Ryu does a roundhouse kick. Despite being categorized as a jab, it has surprisingly high knockback which can KO beginning at 125%. The held attack is based off his standing heavy kick in Street Fighter II.
Side Tilt 	Collarbone Breaker 	6.8% (tapped); 3%, 6% (held) 	Tapped: Ryu lifts his right leg and kicks, sending the opponent up diagonally. Good for following with a dash attack at low percents. Based off Ryu's standing medium kick in Street Fighter III. Held: Collarbone Breaker: Ryu winds up his right fist before punching downwards, hitting twice quickly. Deals high damage to shields, designed to break them, but the attack's startup makes it difficult to use on quick fighters. A tapped up tilt can lead into this move.
Up Tilt 	 	2% (tapped); 8% (sourspot), 12% (sweetspot) (held) 	Tapped: Ryu does a quick elbow attack that can repeat as fast as the player can tap. Can chain into itself due to its speed, and can lead into many of Ryu's moves for a quick finisher, though it is crippled by its small hitbox and short range. Based off of Ryu's close standing light punch in Street Fighter II. Held: Ryu does an uppercut. Can be a finisher for his tapped up tilt. KOs at 152%. Based off of Ryu's close standing heavy punch in Street Fighter III.
Down Tilt 	 	1.6% (tapped); 7% (leg), 5.5% (foot) (held) 	Tapped: Ryu quickly kicks the opponent's feet. Can be repeated as fast as the player can press, similar to his other tap tilts. If used on a prone fighter, they will be popped back onto their feet, allowing Ryu to continue combos on them for extended periods of time. Based off Ryu's crouching light kick in Street Fighter II. Held: Ryu does a crouching kick, similar to his crouching medium attack in the original Street Fighter II. Despite having low power, 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 with this tilt.
Dash Attack 	 	12% (clean), 8% (late) 	Ryu deals a leaping sidekick. Based off of his original jumping medium and heavy kick in the Street Fighter Alpha/Zero games. For a dash attack, it has high base knockback, and it can reliably combo into many of his tap attacks as a finisher. KOs at 140%.
Side Smash 	Joudan Sokutogeri 	17.5% 	Ryu performs the Joudan Sokutogeri, a powerful wind-back kick with his right leg while moving a step forward that is derived from Street Fighter III. It has the highest range of all his standard attacks, able to hit opponents 2 character lengths away from him, but has noticeable endlag. Deals slightly more damage and knockback when hit with Ryu's heel; it is Ryu's strongest standard attack if the heel connects. KOs at 110% with the heel, and 120% anywhere else.
Up Smash 	 	17% 	Ryu performs a crouching uppercut, based off his crouching heavy punch in Street Fighter. Makes his profile smaller while attacking, making this a good anti-air. Slight endlag, and doesn't have much horizontal reach. A good finisher for his tap combos. KOs at 130%.
Down Smash 	 	16% 	A sweeping kick along the ground, sending opponents at a strong diagonal angle. Unlike most down smashes, this only hits in front of Ryu. Quicker than his other smash attacks, with more range than his up smash but less than his forward smash, making it his safest smash attack at a distance. Deals extremely low knockback for a smash attack, however, KOing at 190%. A good finisher for his tap combos, like his other smashes. Based off of Ryu's crouching heavy kick in Street Fighter II.
Neutral Ariel 	 	8% 	Ryu does a short ranged punch close to his body with his right fist. Its limited range is benefited by the move's function as a sex kick. Based off of Ryu's jumping light punch in Street Fighter IV.
Forward Ariel 	 	15% 	A classic Street Fighter flying kick, based on Ryu's jumping heavy kick. The foot has high launching power, while the upper leg (sourspot) deals less damage, but high shield damage. A good combo move, and a powerful offstage finishing option. KOs at 190% onstage.
Back Ariel 	 	17% 	Ryu does a reverse roundhouse kick behind him, with low startup. Ryu's strongest aerial finisher, though it has a small hitbox. KOs at 115%. Based off on Ryu's neutral jumping heavy kick from Street Fighter IV.
Up Ariel 	 	5%, 6% 	Ryu deals a left-handed uppercut that hits twice. Despite its looks, it has a good vertical range, and is reliable at catching opponents above Ryu. KOs at 155%. Based off of Ryu's jumping medium punch in Street Fighter II.
Down Ariel 	 	12% (grounded opponents), 15% (aerial opponent sweetspot), 11% (aerial opponent sourspot) 	Ryu quickly punches downwards, similar to his neutral aerial except he uses his left fist and the attack has more range. Hitting with the attack's sweetspot (his fist when it comes down) makes the move one of the few meteor smashes that powerfully sends opponents diagonally downwards; the sourspot sends the opponent diagonally upwards. One of the fastest meteor smashes in the game, and its angle of knockback can send opponents flying downwards off the stage if they're standing near the edge. However, it is hampered by its short range and sweetspot, which requires opponents to be right near Ryu's fist when it comes down. Hitting opponents with the sourspot can also give them an easier time recovering, as it sends them upwards. Based off of Ryu's jumping heavy punch from Street Fighter II.
Forward Throw 	 	9% 	Ryu quickly spins and tosses the opponent over his shoulder. If the opponent doesn't react, this throw can lead into a down aerial meteor smash at medium percentages. KOs at 260%. Based on his punch throw from Street Fighter II
Back Throw 	 	12% 	Ryu lies down on the floor and throws the opponent backwards with a judo throw. Heavy opponents can be knocked back onto their feet with a tapped down tilt, then thrown again. KOs at 215%. Based on his kick throw from Street Fighter II
Up Throw 	 	8%, 15% 	Ryu sends the opponent flying with an axe kick from his left leg before kicking downwards. The throw KOs at 210% and can combo into an aerial attack at low percentages. The downwards kick can damage opponents, dealing much more knockback than the throw itself (KOing at 115% at the middle of the stage). Based on his close heavy kick from Street Fighter II
Down Throw 	 	5%, 4% 	Ryu throws the opponent on the ground and karate chops them, sending them in front of him at low percentages. Combos well into aerial attacks and a Shoryuken until medium percentages, where thrown opponents fly too high to get hit. Based on Akuma's back throw from Street Fighter IV
Neutral Special	Hadoken 	5, 5.5%, or 6% (standard), 1.25x damage with directional input; 1% (rapid hits 1-4), 4% (last hit) (Shakunetsu). 	Ryu quickly charges and releases a blue projectile which deals low damage and knockback. Only one Hadoken can be in play: attempting to shoot another results in a puff of smoke. Holding down the special button increases projectile speed and damage slightly. Three versions of the move can be released, two with directional input: a small blue Hadoken (only special button), a minutely stronger and larger Input Hadoken (down, down-forward, forward and attack/special), and a red flaming Shakunetsu Hadoken that hits multiple times (a downwards semicircle towards the direction Ryu stands, then attack/special). Combos well into his tapped tilt attacks, and is mainly used to rack up damage due to its low damage and knockback along with its slow speed. Shakunetsu Hadoken deals some shield damage, though not to the extent of his Collarbone Breaker. However, abysmal priority makes careless use of the Shakunetsu Hadoken a poor decision.
Side Special 	Tatsumaki Senpukyaku 	8% (close); 9%, 10%, or 12% (grounded); 8%, 9%, or 11% (aerial); 1.16x damage with directional input. 	Ryu's signature spinning kick, which sends him forward like a top towards one direction, acting like a moving sex kick. The attack deals more damage and knockback after the first few frames. Holding down the special button increases damage and distance, and gives the attack more knockback. Using an Input Tatsumaki Senpukyaku (down, down-back, back, attack/special) increases damage and distance even further and makes the move a decent KO option. The move can be used as a good horizontal recovery and does not cause helplessness, but can only be used once in the air without touching the ground. Can be a high risk, high reward approach option.
Up Special 	Shoryuken 	13%, 14%, or 15% (grounded); 12%, 13%, or 14% (aerial); 12% (grounded slightly late); 10% (aerial slightly late); 7% (latest hitbox); 1.2x damage with directional input.	Ryu jumps and performs his powerful signature uppercut while announcing "SHORYUKEN!!". Holding the special button increases damage and distance. An Input Shoryuken (forward, down, down-forward, attack/special) deals even more knockback and damage, and grants Ryu invincibility and no landing lag penalty. A held Input Shoryuken is Ryu's most powerful vertical KO option and the move with the highest knockback in his arsenal, and is also his main vertical recovery move. Ryu becomes helpless once he performs the move.
Down Special 	Focus Attack 	12%-17% (fully charged). 	Ryu holds a stance while emitting a black ink-like aura, before unleashing a concentrated punch that crumples opponents where they stand with a lengthy stun animation if charged for more than half a second. Ryu can followup with any attack while the opponent is stuck in the animation. Ryu gains super armor that can withstand a single hit while charging; a second hit will interrupt the move. He can also cancel the move by tapping left or right twice to dash a set distance either forward or backward while charging to shrug off strong attacks before retaliating, or if the attack connects, which is called a Focus Attack Dash Cancel; if the punch misses, Ryu will be unable to cancel the move. If the move connects on an airborne opponent they will instead by knocked away with some heavy hitlag. The move's charge is indicated by Ryu flashing during the startup. With no charge, the attack will knock away opponents. At half a second, the attack will crumple an opponent, while a fully charged Focus Attack will deal more damage and crumple the opponent for longer. While the Focus Attack cannot block grabs and is countered by multi-hit attacks, it is a useful tool for baiting opponents and punishing, while the cancelled version can be beneficial to Ryu's recovery while offstage.
Final Smash 	Shin Shoryuken / Shinku Hadoken	1% (lightning), 10% (hits 1-2), 20% (last hit) (Shin Shoryuken) / 29-30% (Shinku Hadoken). 	A Final Smash that varies depending on range: at point blank, Ryu traps the opponent in a Shin Shoryuken, a three-hit combo that sends the victim flying with an extra-powerful Shoryuken. At any other range, Ryu unleashes the Shinku Hadoken, a large Hadoken that sucks nearby opponents into it before dragging them a distance and exploding. The Shinku Hadoken is also capable of bypassing walls. Shin Shoryuken has much higher KO potential against a single target, while Shinku Hadoken has more range and reliably affects more targets.
===Taunts===
*Up: Turns away from the camera and tightens his headband, while stating "Come on!"
*Side: Ryu holds his fist forwards, and declares "Talk is cheap!"
*Down: Stomps on the ground and grunts while in the Ansatsuken fighter's pose.
===On-Screen Apperance===
*Walks onto the stage from some mist in the background.
===Idle Poses===
*Adjusts his Wrists
*Wriggles the fingers on both hands, then crosses his arms and pumps them. 
===Victory Poses===
*Slings his bag over his shoulder while saying "The journey has just begun."
*Winds back and does a pose with his right fist facing the camera, saying "Give it your all!". The pose is identical to his Street Fighter IV win animation.
*Punches two times before doing a victorious uppercut, while saying "Your range is one fist short." The uppercut is a reference to one of his more recurring win poses, where he lifts a fist in the air triumphantly.
==In Competitive Play==
===Match ups===
==Alternate Costumes==
==Trivia==