- This article is about Ryu's appearance in Super Smash Flash 2. For general information about the character, see Ryu.
in Super Smash Flash 2
Ryu's official artwork.
|Final Smash||Shin Shoryuken|
Ryu is a veteran unlockable character in Super Smash Flash 2. He was revealed during the Day 2 livestream at Super Smash Con 2019. His moveset and voiceclips are taken from Super Smash Bros. for Nintendo 3DS and Wii U and Street Fighter IV. His sprite design is based on his appearances in Super Smash Bros. for Nintendo 3DS and Wii U and Super Smash Bros Ultimate.
Ryu's ground mobility is around average. Oddly, his air acceleration is one of the highest in the game, in direct contrast to his extremely low acceleration in the official games.
Ryu has very good frame data, with most of his neutral and special moves falling under that category. Most of his moves have some use in his core kit. His down special can paralyze opponents and is especially good when punishing unsafe moves or baiting commits. His neutral special can gimp opponents with bad horizontal recoveries, due to its horizontal-only hitbox. His forward aerial is quick and does a good amount of damage, and thanks to its low base knockback it can lead into grab at many percentage ranges.
He is no slouch in kill power either. Input Shoryuken is a powerful vertical KO move with low start-up time, killing most of the cast under 100%, making it an effective combo finisher. His back air is very powerful, and has a large hitbox. His forward smash, down smash and back throw are his other main kill options.
Ryu's grab game is fairly decent. His grab comes out on frame 3, (tied with Waluigi as the fastest in the game), and has decent range for its speed. His back throw can create tech chase scenarios at low percents, turning into a kill throw at later percents, and his up throw can start combos against fast-fallers and large characters.
Ryu does have some weaknesses, as he has a very poor vertical recovery. His horizontal recovery methods are also easily exploitable and laggy, thus, Ryu can struggle a lot against characters with great edgeguarding games or zoners. Plus, he has little to no approach options, considering all his Hadoken variations can be easily cancelled by any attack. His large size and above-average falling speed makes him susceptible to combos, further weakening his disadvantage state.
|Standard attack||Weak||N/A||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.||3%|
|Strong||A spinning roundhouse kick. Has low knockback growth, and sends opponents at a horizontal angle. Covers a wide area in front of Ryu and has good range. It does not have much use, as it does not kill until extremely high percents and does not have enough knockback to put the opponent in a bad situation at reasonable percents.||10%|
|Forward tilt||Weak||The tsumasaki geri, a kick used in Karate. It launches opponents diagonally upward.||7%|
|An overhand punch. Despite its appearance, it hits twice much like the original version. Deals very high shield damage, but its start-up makes it difficult to use on quick opponents.||7%6%|
|Up tilt||Weak||N/A||The sok ngat, an uppercut-style elbow strike used in Muay Thai. It can be used repeatedly as fast as the player can press the attack button, which allows it to chain into itself and lead into many of Ryu's moves for a quick finisher. Despite its appearance, it has decent range.||2%|
|Strong||An uppercut. Strong for its speed, making it an effective anti-air attack and KO move.||12%|
|Down tilt||Weak||Light Ankle Kick||A crouching, Hapkido-style shin kick. It can be repeated as fast as the player can press, similar to his other tapped tilts.||5%|
|Strong||Heavy Ankle Kick||A lunging, Hapkido-style shin kick. It can be repeated, though not as quickly as his tapped down tilt.||7%|
|Forward smash||N/A||Jōdan Sokutō Geri
|A lunging side kick. Moves him slightly forward and has the highest range of all his standard attacks, as it is able to hit opponents two character lengths away from him. However, it has noticeable ending lag.||18%|
|Up smash||N/A||Squats and then rises up to throw an uppercut. Makes his hurtbox smaller while attacking, making this a good anti-air attack. Slight ending lag and does not have much horizontal range.||18%|
|Down smash||A legsweep. Launches opponents at a diagonal angle and unlike most down smashes, it only hits in one direction. Has the fastest start-up 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.||17%|
|Dash attack||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.||13%|
|Neutral aerial||N/A||A downward angled knee strike. Its limited range is compensated by its sex kick properties and very low ending lag.||8%|
|Forward aerial||Tobigeri||A flying kick. Ryu's foot has high launching power, while his upper leg has a sourspot and deals less damage.||15%|
|An outside crescent kick. Though it has a small hitbox, its strength and fast start-up make it Ryu's most powerful aerial and a viable KOing option. Ryu receives freeze frame advantage if the move hits.||14%|
|Up aerial||Sukui Tsuki||An uppercut. Despite its appearance, it hits twice, has good vertical range, and is reliable at catching opponents above Ryu.||12%|
|Down aerial||Straight Punch||A fast, downward-angled cross. Hitting an airborne opponent with Ryu's fist will meteor smash the opponent, while hitting them with his arm launches the opponent diagonally upward instead.||15%|
|Grab||N/A||Reaches out. Has average range, and comes out quickly with little end lag. It is based on his grab animation in Street Fighter III.||N/A|
|Pummel||A knee strike while holding the opponent in the collar-and-elbow position. A fairly fast pummel. Based on Ken's Tsukami Hizageri (つかみ膝蹴り) from the Street Fighter Alpha/Zero games.||1%|
|Forward throw||The seoi nage, a Judo throw.||9%|
|Back throw||Somersault Drop||The tomoe nage, a Judo throw. Can kill at high percents.||13%|
|Up throw||Heel Drop||A stretch kick transitioned into an axe kick. It can combo into an aerial attack at low percents. While the axe kick cannot hit the thrown opponent, it can nevertheless hit another opponent that is too close to Ryu. Unlike the stretch kick, the axe kick deals much more damage and has high knockback.||8%|
|Down throw||N/A||Pins the opponent to the ground and performs a knifehand strike. Leads to a guaranteed tech chase scenario at mid to high percents.||9%|
|Floor attack||Kicks in front, then behind him.||6%|
|Ledge attack||Lows kicks forward.||7%|
|Special move||Full input||Name||Description||Damage|
|Standard special move||D-DF-F||Hadoken||Cups his hands to the side before thrusting them outward to launch a ki fireball from his hands. The normal Hadoken has two travel speeds and three distances, dependent on how long the player pressed the special button.||6%|
|B-DB-D-DF-F||Shakunetsu Hadoken||A flaming variant of the Hadoken. Unlike the other variants, this Hadoken deals multiple flaming hits.||2%|
|Side special move||D-DB-B||Tatsumaki Senpukyaku||Glides forward with a spin kick. The move hits once with respectable power, and it can be used once in midair for horizontal recovery. Inputting the move increases damage and knockback. Has three travel distances on the ground depending on how long the special button is held, but always travels the same distance in the air.||9%|
|Up special move||F-D-DF||Shoryuken||A jumping, high-speed uppercut. It has very little startup, but it incurs heavy landing lag if it is whiffed. The height gained depends on how long the player pressed the special button. Inputting the move significantly increases damage and knockback.||13%|
|Down special move||N/A||Focus Attack||Concentrates and throws a paralyzing punch. The move has three charge level (Levels 1, 2, and 3); paralysis starts at Level 2, and depends on how long the move is charged. When used in midair, Ryu glides forward as he charges, and the move can be canceled with a dash input, known as Focus Attack Dash Cancel.||12%|
|Final Smash||Shin Shoryuken||Performs three uppercuts on the opponent(s), the first two on the ground, then Ryu jumps up, and performs the third in midair. Before attacking, Ryu emanates a flash of light that paralyzes foes hit. This Final Smash can only be activated if the opponent is at point-blank range, as it will otherwise be Shinku Hadoken.||1%|
|Shinku Hadoken||Charges up a powerful Hadoken, and fires it at opponents. The Hadoken projectile then travels forward a short distance, hitting opponents multiple times before exploding. While traveling, the projectile has a pull effect that drags foes into the Hadoken. This Final Smash can only be activated at range||1%|
|On-screen appearance||Falls to the ground and throws his bag aside.|
|Taunts||Adjusts his glove while saying "Get serious!"|
|Puts out one of his fists, saying "Talk is cheap."|
|Stomps on the ground and grunts.|
|Idle pose||Tightens his black belt.|
|Victory theme||A remix of the theme that plays at the start of a match in Street Fighter II.|
|Victory pose||Crosses his arms and says, "It was a good fight.", and closes his eyes as wind blows onto him. When fighting another Ryu, he instead says, "I can't let myself get in the way of what I must do.". When fighting Mega Man, he instead says, "Talk about nostalgic.".|
- Steven had showed some of Ryu's sprites on his DeviantArt page years ago. The animation was removed weeks after, however.
- His trailer which included Goku and Lucario was a reference to their fighting origins. Goku, like Ryu, is a martial artist while Lucario is a "fighting" type Pokémon who can learn fighting type attacks and various martial arts.