Zelda vs Ryu

Ryu Matchup (Zelda)

Zelda vs Ryu

Zelda vs Ryu is most stable when you stop playing directly into Ryu's Neutral Air and Back Air, punish Jab 1 and Jab 2, and take the landing or ledge route first.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Zelda wants to stop Ryu’s Jab 1, Jab 2, and Jab 3 with Up B (6f), OOS Bair (9f), OOS Fair (9f), and OOS Nair (9f), then force Ryu back outside Neutral Air and Back Air to keep stage control.
In Zelda vs Ryu, the stable plan is to avoid playing directly into Ryu’s Neutral Air and Back Air and take the landing or ledge route before Ryu can reset.
The table shows that Ryu’s Jab 1, Jab 2, and Jab 3 can be answered by Zelda’s Up B (6f), OOS Bair (9f), OOS Fair (9f), and OOS Nair (9f), so those overcommitments should be cashed out immediately.
For Zelda, Ryu’s Neutral Air and Back Air are still hard to hit immediately out of shield, so reading the landing spot or ledge route matters more than forcing an early swing.

Full Move Frame Quick Reference

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

Win Condition Checklist

  • Zelda should not play directly into Ryu’s Neutral Air and Back Air; wait for Ryu’s Jab 1, Jab 2, and Jab 3 and answer with Up B (6f), OOS Bair (9f), OOS Fair (9f), and OOS Nair (9f).
  • After Zelda blocks Ryu’s Jab 1, Jab 2, and Jab 3, pick the reachable option from Up B (6f), OOS Bair (9f), OOS Fair (9f), and OOS Nair (9f) immediately.
  • Zelda should not mash after Ryu’s Neutral Air and Back Air; take the landing route, escape route, or ledge route first.
  • Zelda should finish stocks by breaking Ryu’s landing and recovery routes so Neutral Air and Back Air does not get more neutral reps.

Actions to Avoid

  • Letting Ryu start the exchange on Neutral Air and Back Air terms and giving Zelda’s stage control away for free.
  • Having Zelda block Ryu’s Jab 1, Jab 2, and Jab 3 but never answer with Up B (6f), OOS Bair (9f), OOS Fair (9f), and OOS Nair (9f).
  • Sending Zelda too deep after Ryu’s Neutral Air and Back Air and letting the reset punish the chase back.
  • Panicking at the ledge as Zelda and simplifying Ryu’s Neutral Air and Back Air-driven advantage sequence.

Reference Links

Related Pages