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 Shakunetsu 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 mind games. 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.
Shakunetsu 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: Tapped: A jab, followed by a short-straight punch, followed by a hook. Held (Far): A spinning hook kick. Held (Close): An uppercut.
Forward Tilt: Tapped (Far): The Tsumasaki geri, a kick used in Karate. Tapped (Close): An inward hook. Held: Collarbone Breaker.
Up Tilt: Tapped: The sok ngat, an uppercut-style elbow strike used in Muay Thai. Held: An uppercut.
Down Tilt: Tapped: A crouching, Hapkido-style shin kick. Held: A lunging, Hapkido-style shin kick.
Dash Attack: A flying kick.
Forward Smash: The Joudan Sokutogeri, a side kick.
Up Smash: Squats and then rises up to throw an uppercut.
Down Smash: A leg sweep.
Floor Attack (Front): Kicks behind himself and then in front of himself while getting up.
Floor Attack (Back): Kicks around himself before getting up.
Floor Attack (Trip): Kicks behind himself and then in front of himself while getting up.
Ledge Attack: Performs a crouching shin kick while climbing up.
Neutral aerial: A downward angled knee strike.
Forward aerial: A flying kick.
Back aerial: An outside crescent kick.
Up aerial: A double uppercut.
Down aerial: A downward angled cross.
Grabs and Throws
Grab: Reaches out.
Pummel: A knee strike while holding the opponent in the collar-and-elbow position.
Forward Throw: The seoi nage (a Judo throw).
Back Throw: The tomoe nage (a Judo throw).
Up Throw: A stretch kick transitioned into an axe kick.
Down Throw: Pins the opponent to the ground and performs a knife hand strike.
The Sound effects used when Ryu throws and/or connects with an attack uses the same sounds as in the Super NES version of Street Fighter II.
The sound effect used when Ryu Perfect Shields is the same sound made when parrying an attack in Street Fighter III: 3rd Strike. In addition, the pose Ryu makes when doing it is identical to 3rd Strike.