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Smash flash 2
Smash flash 2









smash flash 2 smash flash 2

Based on Ryu's Collarbone Breaker from Super Street Fighter II Turbo. Deals very high shield damage, but has high startup lag. Performs an overhand punch, hitting twice. Based on Ryu's standing medium kick from Street Fighter III. Based on Ryu's standing heavy kick from Street Fighter II. It does not have much use, as it does not KO until extremely high percents and does not have enough knockback to put the opponent in a bad situation at reasonable percents. Covers a wide area in front of Ryu and has good range. Has low knockback growth, and sends opponents at a horizontal angle. Based on Ryu's standing light punch from Street Fighter II and close standing medium punch and standing hard punch from Street Fighter III respectively. Performs a quick jab, followed by a short straight-punch, followed by a hook. His large size and above-average falling speed makes him susceptible to combos, further weakening his disadvantage state. He also has little to no approach options, considering all his Hadoken variations can be easily cancelled by any attack. His horizontal recovery methods are also easily exploitable and laggy, thus, Ryu can struggle a lot against characters with great edgeguarding games or zoners. Ryu does have some weaknesses, as he has a very poor vertical recovery. 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. His grab comes out on frame 3 (tied with Waluigi as the fastest in the game) and has decent range for its speed.

smash flash 2

His forward smash, down smash, and back throw are his other main KO options. His back air is very powerful and has a large hitbox. Input Shoryuken is a powerful vertical KO move with low start-up time, KOing most of the cast under 100%, making it an effective combo finisher. 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. His neutral special move can gimp opponents with bad horizontal recoveries, due to its horizontal-only hitbox. His down special move can paralyze opponents and is especially good when punishing unsafe moves or baiting commits. Most of his moves have some use in his core kit. Ryu has very good frame data, with most of his neutral and special moves falling under that category. Oddly, his air acceleration is one of the highest in the game, in direct contrast to his extremely low acceleration in the official games. It may require an expansion going further on missing details. The information is not outdated nor incomplete, although it can be rewritten for a more formal explanation and better clarity. This section requires to be rewritten or expanded.











Smash flash 2