Ryu is a special character—you can use directional command inputs to trigger his special moves. Executing moves like his Hadoken and Shoryuken using the command inputs from the original game will raise their power. You can even use a Shakunetsu Hadoken by inputting ←↙↓↘→ then tapping the attack button while facing right!
Has a very large variety of moves, with a Jab and Tilt Attacks that change depending on how long the button is pressed.
Those new with Smash but familiar with traditional fighting games can adapt quickly into the game with his setup.
Has very strong combo potentials.
Most of his attacks deal high hitstun and have high priority.
Good mobility on both ground and air.
Down Aerial can Meteor Smash. Unlike many Meteor Smashes, it sends opponents diagonally.
Can cancel many of his Tilt Attacks into Special Attacks.
Has little ending lag on many moves, further increasing his combo potential.
Good horizontal and vertical recovery with Tatsumaki Senpukyaku and Shoryuken, respectively.
His Special Moves can be adjusted in speed, power or range depending how long the B button is pressed. Inputting the half and quarter-circle commands result in an even stronger version for Hadoken, Tatsumaki Senpukyaku and Shoryuken.
Hadoken is a good tool for spacing, being fast and causing significant hitstun. Players can input a half-circle command to unleash the Shakunatsu Hadoken, which is a fire-based Hadoken which causes multiple hits and strong knockback in the end.
Shoryuken, when input with the command, grants Ryu invincibility frames and no landing lag penalty.
Focus Attack grants Ryu Super Armour although for only one hit, any additional hit, no matter how strong, will interrupt his attack. The stun effect it causes is unique to the game, with the opponent falling down to his/her knees on the ground, being the highest hitstun in the game. Additionally, players can cancel its execution, much like in Street Fighter IV, allowing for more mindgames. Also, if the aerial version is cancelled, Ryu will do a short dash towards the direction the player has input; this can aid in his recovery and give him more mix ups. Players can change the direction of the attack by holding left or right after the special button is pressed, changing direction does not increase its damage, similar moves.
Has two Final Smashes depending on the distance between him and the opponent Shin Shoryuken if very close, and Shinku Hadoken if further away. He and Ken are the only characters in the game with this trait.
Can be difficult to master due the unique control scheme.
Shakunatsu Hadoken can only be used through the half-circle command.
Hadoken cannot be spammed. Ryu can only use it again after the projectile connects with an opponent or disappears after reaching full range. Trying to use it again will result in Ryu making the hand motion, but nothing will come out.
Shoryuken, while granting him a high horizontal boost if the button is held, has an obscene ending lag after the punch is delivered. Ryu will only become helpless after the ending animation of his recovery from the Shoryuken ends, until then, he cannot control his landing trajectory.
Low to medium range on many attacks.
Changes from SSBWU/3DS
In 1 vs 1 matches, Ryu will always face his opponent, mimicking the mechanic from his original home series in order to avoid accidental command inputs. This makes attacking him from behind impossible.
Aerials can be cancelled into special moves on hit.
Grabs and Throws
Neutral Attack: Quick forward punch. Combos into a three-hit combo that knocks foes to the ground. Must be up close to land all four combo shots. Long-press results in a high roundhouse kick at head level.
Forward Tilt: Tap results in quick side kick at mid level. Closer attack is an elbow strike. Long-press is especially useful against shielded foes and causes high damage.
Up Tilt: Tap results in elbow strike that knocks foes up. Long-press results in uppercut with launch, with Ryu intangible from the waist up.
Down Tilt: Tap results in quick, low kick. Good for comboing. Long-press results in longer range kick, popping enemies up.
Dash Attack: Flying forward kick that launches foes in the air.
Forward Smash: Joudan Sokutou Geri. Forward lunge with side kick that launches foes away.
Up Smash: Crouch then spring into uppercut; anti-air attack.
Down Smash: Crouch and sweeping kick.
Floor Attack (Front):
Floor Attack (Back):
Floor Attack (Trip):
Neutral aerial: Knee drop. Quick to start with good damage.
Forward aerial: Forward jump kick.
Back aerial: Rear roundhouse kick. Highest-damage of his aerial attacks.
Up aerial: Double-strike upward fist.
Down aerial: Descending fist strike. Good for meteor smashing and combos. Pops up grounded foes.
Grabs and Throws
Forward Throw: Deals second-most amount of damage.
Back Throw: Leg-thrust back throw, deals the most direct damage.