Ice Climbers vs Ryu

Ryu Matchup (Ice Climbers)

Ice Climbers vs Ryu

Ice Climbers vs Ryu is most stable when you do not jump lazily over Hadoken, keep both climbers aligned outside low-tilt range, and punish Tatsu and Focus every time.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Ryu is strongest when Hadoken freezes the approach just long enough for low tilt, Neutral Air, or Tatsu to start a high-damage sequence. In this matchup, one clean touch can mean both damage and Nana separation at the same time.
Because of that, Ice Climbers should not keep hopping over fireballs on rhythm. Walking behind shield from just outside low-tilt range keeps the pair together and makes the close-range entry happen on safer terms.
The table shows clear shield punishes on Side B (1), Side B (2), Down B, Neutral B, and Down Smash, with OOS Nair, Grab, OOS Uair, and OOS Bair giving Ice Climbers real payback whenever Ryu forces Tatsu or Focus too hard.
After blocking Neutral Air, Forward Air, or Back Air, do not mash into the next reversal window. Holding space, covering the landing, and carrying Ryu to the ledge is much safer than trying to overrun his shield.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldIce Climbers OOS Candidate MovesBarely Missed Moves
Jab 12-10
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (+1)
  • Up Smash (+2)
  • Up B (+3)
Jab 23-21
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (+1)
Jab 38-21
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (+1)
Jab (1)7-19
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (+3)
Jab (2)9-13
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (+2)
Forward Tilt (1)3-20
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (+2)
Forward Tilt (2)8-8
  • None
  • OOS Nair (+1)
  • Grab (+2)
  • OOS Uair (+2)
  • OOS Bair (+3)
Forward Tilt (3)15/17-13
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (+2)
Up Tilt (1)3-8
  • None
  • OOS Nair (+1)
  • Grab (+2)
  • OOS Uair (+2)
  • OOS Bair (+3)
Up Tilt (2)7-19
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (+3)
Down Tilt (1)2-9
  • OOS Nair (9f)
  • Grab (+1)
  • OOS Uair (+1)
  • OOS Bair (+2)
  • Up Smash (+3)
Down Tilt (2)6-15
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
Dash Attack7-22
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Forward Smash15-19/-18
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
Up Smash9-24
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Down Smash5-25
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Neutral Air4-1/-2
  • None
Forward Air8-7/-6, -7/-6
  • None
  • OOS Nair (+3)
Back Air8-4/-5
  • None
Up Air6/9-8/-8
  • None
  • OOS Nair (+1)
  • Grab (+2)
  • OOS Uair (+2)
  • OOS Bair (+3)
Down Air8-10
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (+1)
  • Up Smash (+2)
  • Up B (+3)
Neutral B12-27/-28/-28, -26/-25/-25
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Side B (1)8-40—-72/-35/-67/-65, -38—-70/-33/-64/-63
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Side B (2)8-62 to -61, -61 to -60
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Up B6**
Down B11 (+21), 11(+31), 11(+59)-33, -34, unblockable
  • OOS Nair (9f)
  • Grab (10f)
  • OOS Uair (10f)
  • OOS Bair (11f)
  • Up Smash (12f)
  • Up B (13f)
  • OOS Dair (15f)
  • OOS Fair (22f)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Do not jump over Hadoken on autopilot; advance from just outside low-tilt range with shield walk so both climbers stay together.
  • After blocking Side B (1), Side B (2), Down B, Neutral B, and Down Smash, answer immediately with OOS Nair, Grab, OOS Uair, or OOS Bair.
  • After shielding Neutral Air, Forward Air, or Back Air, trap the landing and drift path first instead of swinging into the next reversal.
  • Take stocks by cornering Ryu and covering ledge jump or higher recovery with vertical pressure, not by forcing center-stage brawls.

Actions to Avoid

  • Jumping over every fireball at the same timing and giving Ryu the anti-air starter he wants.
  • Standing inside low-tilt range while Popo and Nana are misaligned.
  • Forcing pressure directly into shield and getting reversed by invincible Up B or the next defensive guess.
  • Overchasing offstage for the kill and losing stage control to the return fireball or back-air wall.

Reference Links

Related Pages