60-
Ryu

Last Updated:
Feburary 15th, 2023

Notes on the Young Link vs Ryu MU

Attributes

Air Acceleration: 0.035 (#86)

Air Speed: 1.12 (#30)

Fall Speed: 1.6/2.24 (#66)

Dash Speed: 1.76 (#72)

Run Speed: 1.6 (#59)

Walk Speed: 0.75 (#86)

Weight: 103 (#27)

Wall Jump: No

Wall Cling: No

Crawl: No

Jumps: 2

Win Conditions

Ryu's Win Conditions:
Utilize Shakunetsu to limit Young Link’s projectile usage and identify/condition projectile habits and defensive habits. Assert burst range (especially with jump-in NAir/Jab/DTilt/Tatsumaki Senpukyaku) when Young Link buffers multiple projectiles, or retreats too far. Force Young Link into close quarters combat, where he has lower reward for similar risk. Capitalize on edgeguards and gimps.

Young Link’s Win Conditions:
Outpace Ryu’s Shakunetsu movement with various movements around it, faster projectiles (Fire Arrow) and direct punishes. Pinpoint Ryu’s jump angles and mix up how you respond to jumps (depending on how Ryu drifts and when he commits in the air). Limit his routes back to center stage when Ryu’s trapped in the air or the corner. Stay away from the ground space near him the majority of the time (extremely high-risk due to Ryu’s faster frame data, which is also higher reward).

Out of Shield

Jab1 (-10) & Jab2 (-21, +11 Special Cancel):
Unpunishable
(Jab2 can be special cancelled, no punish can be true)

Jab3 (-21):
NAir (Frame 7)
GSA (Frame 9)
USmash (Frame 10)

Heavy Close Jab (-19):
NAir (Frame 7)
GSA (Frame 9)

Heavy Far Jab (-13):
NAir (Frame 7)
GSA (Frame 9)

Light Close FTilt (-20, +6 Special Cancel):
Unpunishable
(This can be special cancelled, no punish can be true)

Light Far FTilt (-8):
NAir (Frame 7)
(This move can be spaced out)

Heavy FTilt (-13):
NAir (Frame 7)
GSA (Frame 9)
(This move does heavy shield damage)

Light UTilt (-8):
NAir (Frame 7)
Z-Drop Bomb (Frame 5)

Heavy UTilt (-19, +11 Special Cancel):
Unpunishable
(This can be special cancelled, no punish can be true)

Light DTilt (-9, +4 Special Cancel):
Unpunishable
(This can be special cancelled, no punish can be true)

Heavy DTilt (-15):
GSA (Frame 9)

Dash Attack (-22):
GSA (Frame 9)
USmash (Frame 10)

FSmash (-18):
GSA (Frame 9)
USmash (Frame 10)

USmash (-24):
GSA (Frame 9)
USmash (Frame 10)

DSmash (-25, +11 Special Cancel):
Unpunishable
(This can be special cancelled, no punish can be true)

NAir (-1, +4 Special Cancel):
Unpunishable
(Safe on shield, this can be special cancelled)

FAir (-6, +5 Special Cancel):
Unpunishable
(Safe on shield, this can be special cancelled)

BAir (-4, +6 Special Cancel):
Unpunishable
(Safe on shield, this can be special cancelled)

UAir (-8, +5 Special Cancel):
Unpunishable
(This move can be special cancelled)

DAir (-10, +6 Special Cancel):
Unpunishable
(This move can be special cancelled)

Hadouken (-27 Normal, -25 True, -23 Shakunetsu):
Unpunishable
(Projectile usage)

Tatsukami Senpukyaku (-40 Normal, -38 True, -60 Aerial):
This move can be punished with anything on shield

Shoryuken (--):
--

Focus Attack (-33 Stage 1, -34 Stage 2, -- Stage 3):
Unpunishable
(Dash Cancel is unreactable, Stage 3 is unblockable. Stage 1 and 2 do heavy shield damage)

Neutral
What Moves To Watch Out For, When Neutral Is Happening, Main Strategies and Mix-Ups, Spacing, Stage Control.





Shakunetsu and Hadouken









Ways to clank with Shakunetsu/move around it:










Ryu NAir:





Punishing Ryu NAir:












About Focus Attack:







Neutral vs Ryu




Projectile Usage in Neutral

Projectile Usage is mostly the same as in advantage:





Disadvantage
Above Stage, Ledgetrapping, Edgeguarding

Some Combos & Counterplay:







Boxing
(How do I escape this situation?):









Platform Pressure
(What tools do they have? How can we escape this pressure?):






Landing
(How do they cover it? What are my best options?):










Offstage
(How Do I Escape This Position And What Do I Look Out For?):








Ledge:








Advantage
What are my best options? What does advantage look like? What mix-ups are available?

Juggling/Boxing:
















Offstage:












Ledge Info:

XLR8’s Spreadsheet Young Link Ledge Info:

DTilt: Hits

DSmash: Hits

FTilt: Hits

Most Reliable Move: All

Animation Info: N/A

Note: Normal difficulty, all three moves hit Ryu at the ledge at the same spacing.

Miscellaneous
Other Tips/General Notes, Move Kill Percents






Stages










Sets & Resources

Reference Images