Super Smash Bros. Obliteration/Ryu

Ryu is the Main Protagonist/Mascot of the Street Fighter series of games, and a Default/Starter Character in Super Smash Bros. Obliteration. Using mixed martial arts rather than boxing Ryu is determined to become the strongest he can and has traveled all over the world in search of worthy opponents, earning him many Martial Arts Titles over the course of the series. He is a sharp karate dresser, almost always appearing with a ripped sleaveless shirt, karate pants, and a black belt. Strong, Powerful, and living for the love of the Game Ryu has appeared for another round of Smash Actions, ready to Hadoken!! his rough and tumble personality, all the way to the top of the Mountain of Smashers. With a moveset based around, Punches, Kicks, Uppercuts, and Mixed Martial Arts, Ryu is ready to deliver a true smackdown against any opponent that faces him, in a true fight for the ages.
== Attacks (Ryu's Neutral and Tilt Attacks, Deal Varying Damage Based on whether the Control Stick is Tapped or Held in Place). ==
Type 	Name 	Damage 	Description
Neutral 	 	(10% = tapped), (5% = held) 	Tapped = A jab, followed by a short straight-punch, 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.
Forward Tilt 	 	(6.8% = tapped), (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 start-up 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 	 	(9% = tapped), (4% = held), 	Tapped =  The sok ngat, an uppercut-style 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. Despite its looks, it has decent 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. If it connects, it can instantly be canceled into one of Ryu's Shoryuken, input edition or not.
Down Tilt 	 	(2% = tapped), (6.5% = held)	Tapped = A crouching, Hapkido-style 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-style shin kick. Despite having low power (though stronger than his tapped down tilt), it can be immediately canceled 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. Based on his crouching medium kick in Street Fighter II.
Forward Smash	Joudan Sokutougeri	(17% = Leg, 18% = Foot) 	The Joudan Sokutougeri from Street Fighter III, a side kick that moves him slightly 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, and is Ryu's strongest standard attack if his heel connects. KOs at 110% with his heel and 120% anywhere else.
Up Smash 	 	(16% = Clean, 14% = Late). 	An uppercut. Makes his hurtbox 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 performed in the style of a launcher in most of the Vs. Capcom games.
Down Smash 	 	(17% = Leg, 15% = Foot). 	A 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 tapped combos. Based on his crouching heavy kick in Street Fighter II.
== Aerial Attacks ==
Type 	Name	Damage 	Description
Neutral	 	(8% = Clean, 5% = Late). 	A downward angled 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-initiated 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	 	(15% = Clean Sweetspot, 13% = Late Sweetspot, 9% = Clean Sourspot, 8% = Late Sourspot). 	A flying kick. Ryu's foot has high launching power, while his upper leg has a 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 	 	(16% = Leg, 14% = Foot). 	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 	 	(4% = Hit 1, 6% = Hit 2, 10% = total). 	An uppercut. Despite its appearance, it hits twice, 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 	 	(12% = grounded opponent, 15% = aerial opponent sweetspot, 11% = aerial opponent sourspot).	A downward angled jab. 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 launches the opponent diagonally upward 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. One of the fastest meteor smashes in the game, along with Wii Fit Trainer's forward aerial and Little Mac's down aerial. Its angle and knockback can launch opponents off the stage if they are 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 launches them upward. Based on his jumping heavy punch in Street Fighter II.
== Other Attacks ==
Type 	Name	Damage 	Description
Floor Attack (Front)	 	(7%) 	Kicks In Both Forward/Back Directions While Getting Up, Loosely Based On His Crouching Heavy Kick in Street Fighter 3.
Floor Attack (Back) 	 	(6%) 	Same As Front Attack, Just With Less Power.
Floor Attack (Trip) 	 	(7%) 	Kicks In Both Forward/Back Directions, Near The Ground.
Ledge Attack 	 	(8%) 	Performs A Crouching Kick While Climbing Up.
Dash Attack 	 	(12% = clean, 8% = late)	 A flying kick. 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%. Based on his original jumping medium and heavy kicks in the Street Fighter Alpha/Zero games.
== Grabs/Throws ==
Type 	Name 	Damage 	Description
Grab 	 	(N/A) 	Grabs An Opponent
Pummel 	 	(2%) 	A knee strike while holding the opponent in the collar-and-elbow position. A fairly fast pummel. Based on Ken's Tsukami Nage kick throw in the Street Fighter Alpha/Zero games,
Forward	 	(6% = hit 1, 3% = throw, 9% = total) 	A knee strike while holding the opponent in the collar-and-elbow position. A fairly fast pummel. Based on Ken's Tsukami Nage kick throw in the Street Fighter Alpha/Zero games,
Back 	Tomoe Nage	(7% = hit 1, 4% = throw, 11% = total) 	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 	 	(13% = hit 1, 5% = throw, 18% = total)	A stretch kick. 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% from center-stage. Based on his close heavy kick in Street Fighter II, It is the strongest Up Throw in the game.
Down 	 	(10% = hit 1, 4% = throw, 14% = total)	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.
== Taunts ==
Up Taunt = 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 Taunt = 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 Taunt = 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).
== Special Moves ==
Type 	Name 	Damage 	Description
Neutral Special	Hadoken 	(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 launch a blue ki blast 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 Senpukuyaku	(8% = close, 9% = grounded, 8%, -11% = aerial, 1.15x 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), 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, 18% = Level 3). 	Assumes a focused stance while emitting a black ink-like aura, and then throws a short straight-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 start-up. 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 its Dash Cancel can function as a horizontal recovery option while off-stage.
==Final Smashes==
Type 	Name 	Damage 	Description
Final Smash (Direct) 	Shin Shoryuken (KO)	(10% = Shin Shoryuken electricity, 50% = Shin Shoryuken hits 1-2, 50% = Shin Shoryuken last, 110% = Total).	Ryu traps the opponent in an Animation, with a three-hit combo that launches the opponent with an extra-powerful Shoryuken, That Instantly KO's The Opponent Upon Impact.
Final Smash (Indirect)	Shinku Hadoken 	(30%) 	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.
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